Re: CHAPTER 2: Ix
weapons being added
Frag Grenade
*<Range Strx10+5, Damage 12(K5/C15)>
Smoke Grenade
*No damage creates cover.
Flash Grenade
*<Range Strx10+5, Damage Special>
*Wits + alertness diff 8 cover eyes, 3 success needed. If 'hit' with grenade they are blinded/deafened for 7 (12 if heightened senses active) - perception/stamina rounds. Senses slowly return.
EMP Grenade
*<Range Strx10+5, Damage Special>
*Dose 10 dice of damage as stun damage to electronic devices. If they take more damage than stamina/durability then the device shuts down and will need repaired. Some machines are shielded from such damage.
Tranquilizer Rounds
*Damage is done as stun damage, if they take more damage than stamina they pass out for 1 hour per point over. Dose not work on all creatures.
Plasma pistol
*<Per + Firearms, Diff 6, Range 150, 5 damage agg, rate 3, clip 8/8>
Lighting Gun
*<Arete 5, Quintessence ??/??>
*Deals Force damage with guns Arete.
*Damage can be adjusted with full agg, 1/2 lethal, 1/4 lethal.
*Can not be recharged short of replacing the extraordinarily rare polarium power source.
PRETI (Pandora Random Electrical Transference Inducer) Gun
*<Arete 4, Quintessence 5, Ammo 6/6>
*Deals 4 base damage lethal.
*Once shot a tendril of energy will connect to any electrical power source in a 15 yard range draining it and making the damage agg, dealing more damage bassed off the amount of electricity available.
*Uses a particular power pack for power, and can be the source it draws power from, which could be very dangerous to the person firing the gun too.
This message was last edited by the GM at 02:38, Thu 24 Oct 2013.