Dart Pistol
This weapon, often refered to as the "fart gun" due to the trademark whoosy noise it makes when it fires, is the closes thing to a silent long range weapon around (besides throwing rocks!) The darts are launched by a small, refillable canister of compressed air concealed in the grip. The darts can be fired alone but also have a special compartment to carry a chemical load such as poison or a knockout drug. The dart has to deal at least 2 damage to the target for the toxin to take effect.
Standard toxin loads for the Dart Pistol are Black-Eyed Dick and NapTime 20-20.
Black-Eyed Dick: So called because the poison causes the victim to go pale and look as if he or she had just been given a pair of blackened eyes. It deals 4d6 damage to the target d3-1 turns after injection and costs 20eb a dose.
NapTime 20-20: When a character is drugged with NT 20-20, his vision fogs up and he usually passes out. It deals 5d6 damage to the target in d3-1 turns. Half this damage is "stun" damage. If the target fails the stun save vs this damage, his is Knocked Out for D6x10 minutes. Regardless the target is at -1 awareness for every 6 damage dealt by the toxin as his vision blurs. This lasts D6+1x10 minutes (or ten minutes longer than the duration of the knock out if the victim is knocked out).
PST | -1 WA | J | P | D6+1, 1/2 SP | 10 | 1 | UR | 240eb |
Razor Rang
This weapon is truly the perfect hybrid of form and function. Almost a work of art in itself, this L-shaped blade when thrown will return to the thrower provided it encounters little resistance (nothing larger than a bird or a human arm). It is crafted from metallic-looking plastech compounds which make it nearly scratch resistant and its sharpened edges never dull. With a little practice, this weapon can slice through a man at ten meters. Whether you are a sportsman or a homicidal maniac, this weapon will appeal to you.
If the user's Ref + Athletics is 11 or higher, and the razor rang doesn't hit anything, it will return to the wielder the same turn as thrown, at the end of the round. If the wielder has moved over 2m in that time, it will require a dif 15 athletics roll to catch it, +5 dif per meter beyond the second moved. It has a range of BOD x 10 meters
EXO | -1 WA | L | P | 2D6 (1/2 SP) | 1 | 1 | UR | 80eb |
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