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<div | -->{{hazard|hazardname=Poison, Dioxis (CL 8)|hazardpage=103|hazardflavor=Dioxis is an inhaled gas often used in assassinations.|hazardtype=Atmospheric, natural, poison|hazardtrigger=A creature is exposed to the poison.|hazardattack=+10 vs. [[Fortitude Defense]]|hazarddamage=4d6, and the target moves −1 step on the [[condition track]] (''Miss'': Half damage, and no condition track movement).|hazardrecurrence=Each round at the start of the target’s turn, until treated.|hazardskill1='''[[Treat Injury]] (DC 23; requires medical kit):''' The character treats the poison.}}<!-- | ||
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--><h4 class="headline">Dioxis (Deprecated)</h4><!-- | |||
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--><p class="single nomargin">Dioxis is an inhaled gas. Each round a living creature is exposed to dioxis, make an attack roll (1d20+10) against the target’s Fortitude Defense. If the attck succeeds, the target takes 4d6 points of damage and moves −1 step along the condition track. If the attack fails, the target takes only half damage and doesn’t move down the condition track. The poison attacks each round until cured with a successful DC 25 Treat Injury check.</p><!-- | |||
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[[Category:Gameplay]] | [[Category:Gameplay]] | ||
Latest revision as of 20:57, 26 October 2025
Poison, Dioxis (CL 8)
Saga Edition Core Rulebook, page 3 (table of contents).
Dioxis is an inhaled gas often used in assassinations.
Type: Atmospheric, natural, poison
Trigger: A creature is exposed to the poison.
Attack: +10 vs. Fortitude Defense
Damage/Effect: 4d6, and the target moves −1 step on the condition track (Miss: Half damage, and no condition track movement).
Recurrence: Each round at the start of the target’s turn, until treated.
Skill:
Treat Injury (DC 23; requires medical kit): The character treats the poison.
Dioxis (Deprecated)
Saga Edition Core Rulebook, page 255.
Dioxis is an inhaled gas. Each round a living creature is exposed to dioxis, make an attack roll (1d20+10) against the target’s Fortitude Defense. If the attck succeeds, the target takes 4d6 points of damage and moves −1 step along the condition track. If the attack fails, the target takes only half damage and doesn’t move down the condition track. The poison attacks each round until cured with a successful DC 25 Treat Injury check.
