Synthesised Venom Reservoir
Recessed gland along the gum line producing a synthetic paralytic toxin that the carrier can deliver through a bite or a transdermal injector.
Rules Reference
| Field | Value |
|---|---|
| Capacity Cost | 1 |
| Category | subdermal-structural |
| Origin | Day One enforcers, Ironball brawler side-games, Rim outlaw scouts, Houses covert ops with deniable orders. |
| Rek Cost | 12000 (Day One enforcers, Ironball brawler side-games, Rim outlaw scouts) |
Notes
Benefit: Recessed gland along the gum line producing a synthetic paralytic toxin that the carrier can deliver through a bite or a transdermal injector. A successful natural attack or grapple pin injects the toxin: the target makes a Fortitude save DC 14 or be Paralysed for 1d4 rounds (no damage beyond the initial bite). The reservoir regenerates 1 use per long rest, max 2 stored uses. Minor to moderate benefit level.
Install Risk: Medicine DC 15 for the gland seat. Recipient makes a Fortitude save DC 13 or gains Botched Implant: a leaky gland, -1 to Diplomacy and Persuasion (the carrier drools faintly and their breath smells metallic) until a Medicine DC 12 reseal.
Signature: Ghost. Off-grid by default. Restricted in the Core; possession at a tracked checkpoint risks arrest. Ironball legal only in side-games by house rule.
Strain: The toxin is mildly poisonous to the carrier. A Fortitude save DC 11 each time the reservoir is used or the carrier takes 1 point of subdual damage from the dose backflowing. The gland requires a weekly Medicine DC 10 service or the toxin potency drops by 1 (paralysis duration halved, DC -1) until serviced.