Lore: The Venom-Tipped Blowgun is a weapon that was developed by a tribe of jungle-dwelling hunters who are known for their expertise in tracking and capturing deadly animals. The blowgun is made of bamboo and decorated with intricate carvings that depict various jungle creatures.
Stats: The Venom-Tipped Blowgun is a ranged weapon with the following stats:
- Rarity: Rare
- Level: Tier 1
- Type: Ranged Weapon
- Properties: Ammunition, Loading, Poisoned
- Tags: Stealth, Silent, Hunter’s Tool, Precise, Jungle Craftsmanship, Exotic, Tribal, Paralytic
- Weight: 1 lb.
- Cost: 500 gold pieces
Special Abilities: The Venom-Tipped Blowgun has the following special abilities:
- Ammunition: The Venom-Tipped Blowgun requires specially crafted metal darts as ammunition.
- Loading: The Venom-Tipped Blowgun requires an action to load, and can only fire one dart per turn.
- Poisoned: The Venom-Tipped Blowgun is coated with a potent venom that causes creatures struck by its darts to take additional poison damage.
How to Use: To use the Venom-Tipped Blowgun, the wielder must load a metal dart into the blowgun and then use an action to fire it. The blowgun is an extremely quiet ranged weapon, making it ideal for stealth-based missions where the wielder wants to eliminate targets without alerting nearby enemies. The Poisoned property of the blowgun adds an extra layer of danger to each dart fired, as enemies struck by the dart will take additional poison damage on top of the piercing damage dealt by the dart itself. The Venom-Tipped Blowgun is a rare weapon, making it more difficult to acquire than some of the more common weapons, but its deadly poison and stealthy nature make it a valuable addition to any level 5 TTRPG character’s arsenal.

Where and how this item might be bought and sold:
- Shops
- Apothecary of Arcane Toxins – Located in the darker, less reputable parts of a city or within a bustling market near the jungle’s edge, this shop specializes in poisons and antidotes. The Venom-Tipped Blowgun could be found here, often in a secluded, guarded section due to the dangerous nature of its poison.
- Purchase Price: 700 gold pieces due to the apothecary’s markup on rare and dangerous items.
- Sale Price: 400 gold pieces, reflecting the difficulty in sourcing and the risk associated with selling such items.
- Hunter’s Den – A shop favored by hunters, trackers, and those who live off the land. It might be found in a frontier town or a hub for adventurers. This place would stock various hunting gear, including specialized ranged weapons like the Venom-Tipped Blowgun.
- Purchase Price: 500 gold pieces as listed, since it’s catered directly to those who would understand its value.
- Sale Price: 450 gold pieces, as hunters value such equipment for its utility in their trade.
- Exotic Armory – This shop deals in rare and unusual weapons from across the world of Saṃsāra. It would be found in a port city or a large metropolis where trade from distant lands converges.
- Purchase Price: 650 gold pieces, slightly higher due to the exotic nature of the item and the prestige of the shop.
- Sale Price: 550 gold pieces, reflecting the shop’s reputation for handling and appraising quality, exotic gear.
- The Alchemist’s Corner – An establishment run by alchemists who not only sell potions and elixirs but also craft items that utilize alchemical components. The Venom-Tipped Blowgun here would be valued for its alchemical poison.
- Purchase Price: 750 gold pieces, as they might have improved or specialized the venom.
- Sale Price: 500 gold pieces, considering their interest in buying back such unique items for study or re-purposing.
- Market Stalls in Tribal Territories – Directly from the source, in jungle markets or during trade events where the tribe that crafts the blowguns might sell them.
- Purchase Price: 450 gold pieces, potentially cheaper due to direct trade but with the risk of dealing with the tribe’s own bartering system or local currency.
- Sale Price: Might not be applicable as selling such an item back to the tribe could be culturally insensitive or against local customs unless it’s for trade in materials or other goods.
- Apothecary of Arcane Toxins – Located in the darker, less reputable parts of a city or within a bustling market near the jungle’s edge, this shop specializes in poisons and antidotes. The Venom-Tipped Blowgun could be found here, often in a secluded, guarded section due to the dangerous nature of its poison.
- How to Buy/Sell:
- Buying: In most shops, you would negotiate or haggle the price, especially in markets or exotic armories where the art of the deal is respected. In an apothecary or alchemist’s shop, the price might be more fixed due to the precision and rarity of the poison.
- Selling: Selling would involve finding a buyer interested in such a specialized weapon. This might require a bit of networking or visiting specific shops during trading hours when they might be looking to restock their inventory. The sale price could be affected by the item’s condition, the potency of the venom, and any historical or mystical significance it might carry.
In the world of Saṃsāra, transactions might involve more than just gold; bartering with magic items, rare materials, or services could also be commonplace, especially in tribal territories or with alchemists who might have an interest in the blowgun’s poison for research purposes.
Roleplay in Different Environments:
- Jungle and Wilderness:
- Offense: In the dense jungle, the Venom-Tipped Blowgun is the ultimate tool for a stealthy hunter. An avatar could roleplay sneaking through the underbrush, using the blowgun to take out game or hostile creatures silently from a distance. The poison adds an element of incapacitating or weakening the target before a final strike or to prevent it from alerting others. The user might whisper to themselves or their comrades about the location of the next dart’s impact, emphasizing the blowgun’s precision.
- Roleplay Example: “With the agility of a shadow, my character positions behind a thicket, loading a dart into the bamboo tube. With a steady breath, I aim at the prowling beast. ‘This one won’t even feel the sting,’ I murmur, and in a swift puff, the dart flies true, the venom already seeping into the beast’s bloodstream.”
- Defense: In a defensive scenario, the blowgun could act as a deterrent against predators or rival tribes. The user might set up traps with poisoned darts or use the blowgun to slow down or repel attackers, giving time for escape or preparation for a counter-attack.
- Roleplay Example: “As the rustling grows louder, my character readies the blowgun, whispering to the wind for guidance. A dart is loosed towards the approaching threat, not to kill but to warn. ‘Stay back, or the next one will be laced with more than just a warning,’ I call out, my voice carrying through the canopy.”
- Offense: In the dense jungle, the Venom-Tipped Blowgun is the ultimate tool for a stealthy hunter. An avatar could roleplay sneaking through the underbrush, using the blowgun to take out game or hostile creatures silently from a distance. The poison adds an element of incapacitating or weakening the target before a final strike or to prevent it from alerting others. The user might whisper to themselves or their comrades about the location of the next dart’s impact, emphasizing the blowgun’s precision.
- Urban Environments:
- Offense: Within the confines of cities, where every sound can be an alarm, the blowgun’s silence is invaluable. An avatar might use it during assassinations or to disable guards silently. The roleplay would involve careful timing and placement, perhaps even using the city’s architecture to their advantage.
- Roleplay Example: “From the shadows of an alley, I watch the target. The city’s noise masks my movements as I load the blowgun. ‘For the guild,’ I whisper, and with a soft blow, the dart finds its mark in the guard’s neck, his patrol ending in a silent collapse.”
- Defense: For defense, the blowgun could be used to create a perimeter or to disarm approaching threats without escalating to full combat. It would be especially useful in scenarios where drawing attention or causing a loud disturbance is undesirable.
- Roleplay Example: “With enemies closing in, I retreat to my rooftop vantage point. Loading the blowgun, I aim for their weapons rather than their flesh, ‘A graze should be enough,’ I think, hoping to disarm them from afar without revealing my position.”
- Offense: Within the confines of cities, where every sound can be an alarm, the blowgun’s silence is invaluable. An avatar might use it during assassinations or to disable guards silently. The roleplay would involve careful timing and placement, perhaps even using the city’s architecture to their advantage.
- Underwater Cities or Water-Based Settings:
- Offense: In underwater environments, the blowgun would require special adaptations—perhaps using a magical seal to prevent water from entering or darts designed to travel effectively underwater. Roleplay might involve conserving air while aiming, using the current to guide the dart or even blowing air through the tube to propel the dart.
- Roleplay Example: “Beneath the waves, my character adjusts the blowgun, a bubble of air encasing the tip. With a silent exhale, the dart is launched through the water, targeting the gill of a hostile mer-creature, the venom spreading through the water to incapacitate.”
- Defense: Here, the blowgun could be used to protect underwater homes or to fend off aquatic predators. The roleplay could involve strategic placement of darts or even the use of the blowgun’s sound to lure creatures into traps.
- Roleplay Example: “I secure myself amidst the coral, using the blowgun to place darts around, creating a barrier. A territorial leviathan approaches, and I blow a dart towards its eye, not to kill, but to deter, the poison sending a clear message: this area is defended.”
- Offense: In underwater environments, the blowgun would require special adaptations—perhaps using a magical seal to prevent water from entering or darts designed to travel effectively underwater. Roleplay might involve conserving air while aiming, using the current to guide the dart or even blowing air through the tube to propel the dart.
In each environment, the roleplay involves using the blowgun’s attributes—silence, precision, and poison—for tactical advantage, whether through direct combat, stealth, or strategic placement. The narrative would be rich with the sensory details of the setting, the feel of the blowgun in hand, the tension of the moment, and the cultural significance the weapon might carry.

Perception of Activation:
- User’s Perspective:
- Sight: When you activate the Venom-Tipped Blowgun, you see the dart loaded into the bamboo tube. Your eyes follow the dart as it disappears down the barrel, and you might catch a glimpse of the intricate carvings on the blowgun catching the light, perhaps glowing faintly with enchantment if it’s magical.
- Sound: The activation is nearly silent, with only the softest puff of air escaping your lips. This silence is both a positive, allowing for stealth, and potentially a negative if you need to signal your action to allies.
- Touch: The bamboo feels cool and smooth against your lips and hands. There’s a slight resistance as you push the dart into the blowgun, which then gives way with a satisfyingly quiet click when the dart is properly seated.
- Smell: The faint, earthy scent of the bamboo and the musty, herbal aroma of the venom might be noticeable, especially if the venom has a distinctive odor.
- Taste: There’s a bit of the jungle in your mouth from the blowgun, perhaps the taste of sap or the lingering hint of the poison if not cleaned well after each use.
- Extra-Sensory:
- Intuition: You might feel a surge of confidence or a calm readiness for the hunt, as if the weapon itself is whispering success.
- Empathy: If the blowgun is imbued with magical properties, you might sense the life force of the jungle, feeling a connection to the natural world around you.
- Sixth Sense: Your ability to sense danger or the presence of creatures might sharpen, almost as if the blowgun acts as an extension of your own senses.
- Observer’s Perspective:
- Sight: An observer would see a dart being loaded into a decorated bamboo tube, followed by a quick, subtle movement of the user’s mouth as they blow.
- Sound: From their perspective, the activation might be even less audible, potentially hearing nothing more than a soft exhale or the slight rustling of leaves if outside.
- Touch: Not applicable unless the observer is close enough to feel the air displacement from the dart’s passage, which is unlikely.
- Smell: The observer might not smell anything unless they are very near, where the scent of the blowgun materials or poison could be detected.
- Taste: Irrelevant from an observer’s perspective.
- Extra-Sensory:
- Aura Perception: Depending on the observer’s sensitivity to magic, they might perceive a faint distortion in the air or a visual cue around the blowgun, indicative of its activation or the poison’s magical nature.
- Emotional Echo: An observer with empathic abilities might feel a subtle ripple of intent or the thrill of the hunt radiating from the user.
- Positives:
- Stealth: The silent nature of the blowgun makes it perfect for surprise attacks or when discretion is key.
- Precision: It allows for targeted shots, possibly paralyzing or weakening enemies without killing them outright, which can be useful for capture or interrogation.
- Connection: Users might feel a spiritual or mystical connection to the jungle and its creatures, enhancing their survival skills and understanding of their environment.
- Negatives:
- Limited Impact: The blowgun’s effectiveness is greatly reduced against armored targets or creatures with high resistance to poison.
- Slow Fire Rate: It takes time to reload, making it unsuitable for rapid combat scenarios.
- Environmental Dependence: Its effectiveness can be compromised in environments that aren’t conducive to stealth or where the dart’s flight path can be obstructed.
- Ethical and Moral Considerations: The use of poison might be frowned upon or even illegal in some societies, potentially affecting the user’s reputation or legal standing.
Crafting the Venom-Tipped Blowgun
- Materials Needed:
- Bamboo: A long, straight piece of bamboo, approximately 4-5 feet in length, at least 1 inch in diameter.
- Feathers or Leaves: For fletching the darts.
- Venom or Poison: Preferably fast-acting and potent; sourced from a deadly jungle creature or alchemical concoction.
- Metal Darts: Thin metal shafts with a sharp point, ideally lightweight and aerodynamic.
- Natural Dyes or Paints: For the intricate carvings and decorations.
- Resin or Plant Sap: To seal the bamboo and make a waterproof finish.
- Rare Earths or Magical Components: Optional, for imbuing the blowgun with magical properties.
- Tools Required:
- Knife or Chisel: For carving the bamboo and shaping the darts.
- Small Hammer: For tapping the metal darts into shape if necessary.
- Needle or Fine Tool: For intricate carvings.
- Pestle and Mortar: To mix and prepare the venom.
- Brush or Applicator: To apply the poison to the darts.
- Fire Source: To cure the bamboo or activate certain magical components.
- Skill Requirements:
- Woodworking or Bamboo Crafting: To fashion the blowgun with precision.
- Herbalism or Alchemy: Knowledge of poisons and their application.
- Fletching: To properly craft and attach fletching to darts for flight.
- Engraving or Art: For the decorative elements.
- Stealth: Understanding how to use the blowgun effectively.
- Crafting Steps:
- Select and Prepare the Bamboo:
- Choose a straight, strong piece of bamboo. Cut to length, ensuring the nodes are clear or have been drilled through for the dart to pass.
- Craft the Blowgun:
- Carve the bamboo carefully to smooth the inner bore and create an opening for the mouthpiece. Sand the exterior for comfort and grip.
- Decorate the Blowgun:
- Use the knife or chisel to etch designs into the bamboo. These carvings might be purely aesthetic or have cultural significance. Apply natural dyes or paints to enhance the designs.
- Seal the Blowgun:
- Coat the exterior with resin or plant sap to seal it, protecting it from moisture and adding a sheen to the carvings.
- Craft the Darts:
- Shape the metal into small darts, ensuring they are uniform for consistency in firing. Sharpen the tips.
- Fletching:
- Attach small feathers or leaves to the rear of each dart to stabilize flight.
- Prepare the Venom:
- If using natural venom, carefully extract it from a creature or mix an alchemical poison using your pestle and mortar. Ensure it’s potent and properly prepared.
- Tip the Darts:
- Using a fine applicator, coat the tips of the darts with the venom. Handle with care to avoid self-poisoning.
- Imbue with Magic (Optional):
- If you wish to add magical properties, this could involve chanting over the blowgun, inlaying rare earths, or exposing it to magical energies. This step requires knowledge of magic or collaboration with a spellcaster.
- Testing and Calibration:
- Test fire the darts to check for accuracy and adjust as necessary. Fine-tune the blowgun by slightly altering the bore or dart design if needed.
- Curing and Final Touches:
- Let any applied substances (like sap or magical components) cure, either by air-drying or using a controlled heat source.
- Final Inspection:
- Ensure the blowgun is lightweight, the darts fly straight, the poison is effective, and the decorations are intact.
- Select and Prepare the Bamboo:
Remember, crafting such an item, especially with the use of poison, should be done with respect to local laws and ethical considerations within the world of Saṃsāra.
The Serpent’s Breath
In times long forgotten, when the jungles were young and the stars were yet to find their place in the sky, there was a tribe. This tribe, small in number but vast in the heart, known for their communion with the wild. They whispered to the leaves, and the leaves whispered back.
From this tribe, a legend was born of a hunter, whose name has been lost to the sands of time, but his deed remains. He sought not the glory of conquest but the harmony of nature. One fateful day, under the canopy where the sun’s rays dared not tread, he encountered the Serpent Queen, a creature both revered and feared by his people.
The Serpent Queen, with scales like emeralds and eyes like the moon, did not strike but spoke with a voice that was both the wind and the silence between. She offered the hunter a gift, a secret whispered from her own venomous fangs. “Create,” she hissed, “an instrument of life and death,” and with her breath, she bestowed upon him the knowledge.
The hunter, taking her words to heart, went forth into the heart of the jungle. He found a bamboo, straight and true, and carved into it the stories of the jungle, stories of the Serpent Queen, of the beasts, of the life that pulsed through the green. With skill learned from the jungle itself, he fashioned darts, slender and swift, and from the Serpent Queen’s own venom, he tipped each one.
This tool, he named it ‘Serpent’s Breath,’ for it carried the essence of the jungle’s most potent spirit. Its use was twofold: to hunt silently, ensuring that life was taken with respect and without suffering; to defend the tribe against those who would disturb the balance of their world.
In battles and hunts, the Serpent’s Breath proved its worth. No creature fell without purpose, no enemy approached without warning. The tribe thrived, their respect for the jungle deepening with each silent dart that flew.
But as with all tales of power, there came temptation. A rival tribe, envious of the Serpent’s Breath, sought to claim it. They came with force, expecting war. Yet, the hunter, using his creation, did not bring death but showed the power of subtlety. He struck not to kill but to disarm, to warn, to protect.
The would-be conquerors, faced not with death but with respect for life, laid down their arms. The hunter taught them the way of the jungle, the respect for all living things, and in doing so, he forged peace.
And thus, the Serpent’s Breath became not just a weapon but a symbol of harmony between the tribes and the wild.
Moral: Wisdom and respect for life are the true weapons of the wise. Power not wielded with balance leads to chaos, but when used with understanding, it can unite the divided.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Name: Venom-Tipped Blowgun
- Archetype: Rare Item
- Cost: $500 (1920s-era equivalent)
- Weight: 1 lb
- Damage: 1d4 + Poison (determined by the Keeper, could be a roll against CON, causing additional damage or effects like paralysis or unconsciousness)
- Range: 10-20 yards (Short range, -20% to hit at long range)
- Ammo: Metal darts; must reload after each shot
- Special Rules:
- Poison: The darts are coated with a potent poison. Upon a successful hit, the target must make a CON roll or suffer the poison’s effects.
- Silent: Ideal for stealth, no audible sound when fired.
- Use: Requires skill in Firearms or Throw (GM discretion).
Blades in the Dark
Item Name: Serpent’s Breath (Venom-Tipped Blowgun)
- Type: Ranged Weapon
- Cost: 8 Coin
- Quality: Fine
- Potency: 2 (Reflects its effectiveness against tougher targets)
- Tags: Silent, Poisoned
- Effect: When used, push yourself or accept a Devil’s Bargain to deliver a dose of poison. The poison can be resisted, but at a cost of 2 stress for the target, potentially causing complications or special effects like paralysis.
- Mechanics:
- Roll a d6 for attack. On 1-3, it’s a miss or partial success; 4-5 a success with a complication; 6 a full success.
- Use of the blowgun counts as a Fine and Silent weapon, meaning it’s more likely to succeed and less likely to alert guards or witnesses.
Dungeons & Dragons (5th Edition)
Weapon: Venom-Tipped Blowgun
- Weapon Category: Simple Ranged
- Cost: 500 gp
- Damage: 1 piercing + Poison (Save DC 13, 2d6 poison damage on a failed CON save, and the poisoned condition until the end of their next turn)
- Weight: 1 lb
- Properties: Loading, Special
- Range: 25/100 ft
- Special:
- Poison: Each dart is coated with a fast-acting poison. After each shot, the dart must be re-poisoned.
- Stealth Advantage: Using this weapon grants advantage on Stealth checks when attempting to attack unnoticed.
Knave
Item: Venom-Tipped Blowgun
- Slot: 1
- Value: 200 sp
- Damage: 1d6 + Poison (The poison effect would be determined by the GM, ideally causing paralysis or another debilitating condition)
- Range: 10-30 ft (short range)
- Special:
- Recharge: Must spend a turn to reload after each shot.
- Poison: The darts deliver a poison that requires a saving throw to avoid adverse effects. The effects should be tailored by the GM to the game’s context, potentially affecting movement, combat ability, or consciousness.
- Stealth: Advantageous for stealthy attacks due to its silence.
Fate:
Name: Serpent’s Breath
- Aspect: Silent and Deadly
- Description: This blowgun is intricately carved with jungle motifs and is tipped with a rare venom derived from the Serpent Queen’s breath.
- Skills:
- Weapon: 1 – Provides a +1 to Attack actions, but only when used stealthily.
- Stunts:
- Silent Strike: When you attack with Serpent’s Breath, you gain a +2 bonus to your Stealth against targets who haven’t noticed you yet.
- Venomous Dart: Succeeding at a Create an Advantage action to apply the “Poisoned” aspect to a target allows you to deal additional stress on your next attack if the target is already affected by this aspect.
- Notes:
- Must refresh poison by finding a natural source or an alchemist’s supply.
- Ammunition is not a concern due to Fate’s abstracted resource management, but you might invoke the “Silent and Deadly” aspect to narrate dart crafting or finding.
Numenera & Cypher System:
Name: Venom-Tipped Blowgun
- Level: 3
- Form: A hollow bamboo tube with intricate carvings.
- Effect:
- Damage: 2 points.
- Poison: On a successful hit, the target must make a Might defense roll or be poisoned, taking an additional 3 points of Speed damage immediately and 2 points every turn until they succeed on a recovery roll or receive treatment.
- Depletion: 1 in 1d6 (The blowgun requires re-poisoning after this many uses).
- Special:
- Silent: Grants an asset when used in stealth situations.
- Limited Ammo: Requires a short action to reload after each shot.
Pathfinder (2nd Edition):
Item: Venom-Tipped Blowgun
- Type: Ranged Weapon (Uncommon)
- Price: 500 gp
- Usage: Held in 1 hand; Bulk L
- Base Weapon: Blowgun
- Traits: Agile, Concealable, Finesse
- Damage: 1d3 piercing
- Range Increment: 20 feet
- Critical Specialization Effect: The poison on the dart is exceptionally potent, increasing the DC of the Fortitude save against its poison by 2.
- Special:
- Poison: A creature hit must attempt a DC 17 Fortitude save or be afflicted with Serpent Queen’s Venom (1d6 poison damage, plus 1d4 poison damage per additional round until save is made).
- Stealth: +2 to Stealth checks when using this weapon to attack.
Savage Worlds:
Item: Serpent’s Breath Blowgun
- Cost: 500$
- Weight: 1 lb.
- Range: 5/10/20
- Damage: Str+d4; poison adds +1d6 damage on hit (Poison damage can stack with additional hits).
- Notes:
- Silent: Does not incur penalties for firing in a stealth situation; no sound.
- Poison: On a hit, the target must make a Vigor roll (-2) or become Shaken. Each subsequent failed Vigor roll causes 1d6 damage due to the poison’s effects.
- Ammo: Each dart must be re-poisoned after use. A character can prepare 6 darts per hour of downtime.
- Special Abilities: A character can take the Trademark Weapon Edge with this blowgun, gaining +1 to Fighting and Intimidation rolls when using it.
Shadowrun (6th Edition)
Weapon Name: Venom-Tipped Blowgun
- Type: Exotic (Blowgun)
- Damage: 2P
- Accuracy: 6
- AP: -1
- Mode: SS (Single Shot)
- RC: 0
- Ammo: 1 (m)
- Availability: 10R
- Cost: 2,500¥
- Special:
- Poison: The blowgun darts are coated with a neurotoxin (Toxin Resistance DV -3). On a successful hit, the target must make a Toxin Resistance Test or suffer the effects of the poison, which could include paralysis or unconsciousness (GM discretion).
- Silent: +2 dice pool modifier for Sneaking tests when attacking with this weapon.
- Gear: The blowgun requires darts, which must be poisoned separately (can be done with Alchemy or Biotech skills).
Starfinder (1st Edition)
Item: Venom-Tipped Blowgun
- Level: 5
- Price: 2,800 credits
- Bulk: L
- Damage: 1d4 P; Critical: Poisoned (See below)
- Range: 30 ft.
- Proficiency: Simple
- Capacity: 1 dart
- Usage: 1
- Special:
- Poison: The dart delivers a poison that deals 1d6 poison damage per round for 3 rounds (Fortitude save DC 16 negates). If the save is failed, the target is also sickened for 1 minute.
- Stealth: Grants a +2 circumstance bonus to Stealth checks for the purpose of hiding or moving silently while attacking with the blowgun.
- Ammo: Special metal darts are needed; they are not cheap or easy to come by.
Traveller (Mongoose Traveller 2nd Edition)
Weapon: Venom-Tipped Blowgun
- Tech Level: 7
- Damage: 1d3 -1 (Due to the small caliber and poison delivery system)
- Range: Short (1-3 meters), Medium (4-6 meters), Long (7-10 meters)
- Cost: Cr 500 (for the blowgun), Cr 100 per dart (including the poison)
- Rounds: 1 (must be reloaded after each shot)
- Traits:
- Poison: On a hit, the target must make an Endurance check (DM -2) or suffer the effects of the poison, typically causing paralysis or unconsciousness for 1d6 minutes.
- Silent: No audible sound when fired, making it ideal for stealth operations.
- Limited Ammo: Requires special darts that must be poisoned before use.
Warhammer 40,000 Roleplay (Wrath & Glory)
Item: Venom-Tipped Blowgun
- Class: Exotic Ranged
- Damage: 2 + Strength Bonus (SB)
- Type: Penetrating
- Range: Short (1-3 meters), Medium (3-6 meters), Long (6-12 meters)
- Clip: 1
- Reload: Full Action
- Rarity: Rare
- Special:
- Venomous: Upon a hit, the target must make a Toughness test (TN 5 + 1 per point of damage dealt). Failure results in 1d6 poison damage and the target gains the Poisoned condition, taking an additional 1d6 poison damage at the start of each of their turns until they succeed on a Toughness test or receive medical aid.
- Stealthy: Grants +10 to Stealth tests when used to attack.
- Craftsmanship: This weapon is often handcrafted, requiring skill to maintain and to create the venom.
