From: Aquavianthrope
These specialized stingers are attached to the Aquavianthrope’s or other creatures’ tail, making it a formidable weapon. The venomous tips deliver a potent toxin upon successful strikes.
Common Tier 1
| Attuned actionable: (May be continuing or have charges) |
| Damage: 1d6 piercing |
| When the target is hit it must succeed on a DC 13 Constitution saving throw or take an additional 1d6 poison damage at the start of its turn for 1 minute. |
Cost: 70 gold
Tags: Light Melee Weapon, Natural, Venomous, Tail Weapon, Poison, Piercing, Combat Enhancement, Stealth Attack, Precision Strike, Debilitation, Toxic Damage, Natural Armor Piercing, Exotic Attachment, Enhanced Reach, Ritualistic Crafting, Status Effect, Continuous Damage
Lore: The Scorpion Stingers are specialized weapons attached to the Aquavianthrope’s tail, designed to be formidable in combat. Crafted with precision, these stingers deliver potent strikes, utilizing venomous tips to inflict additional damage upon successful hits.
Use: When the Aquavianthrope strikes with the Scorpion Stingers, they deal 1d6 piercing damage. The sharpness and precision of the stingers allow the Aquavianthrope to pierce through armor and flesh with relative ease, causing significant harm to its opponents.
The true power of the Scorpion Stingers lies in their venomous nature. Upon a successful hit, the target must succeed on a DC 13 Constitution saving throw. Failure results in the target taking an additional 1d6 poison damage at the start of its turn for 1 minute. The venom injected by the stingers continues to afflict the target, causing ongoing damage and potentially debilitating effects.
The Scorpion Stingers are favored by those who value both offense and the strategic use of toxins. Warriors, assassins, and those seeking to incapacitate or weaken their enemies find these stingers to be deadly tools. The venomous nature of the stingers adds an element of unpredictability and long-term damage to the Aquavianthrope’s attacks.
Legends and tales often speak of hidden societies or ancient rituals where the Aquavianthrope undergoes a transformative process to attach the Scorpion Stingers to its tail. These rituals are said to imbue the stingers with the essence of scorpions, granting them their venomous properties and making them extensions of the creature’s own power.
In the world of Saṃsāra, the Scorpion Stingers would be available in specialized shops that cater to those who seek unique, powerful, and often exotic weaponry. These shops are typically located in regions where venomous creatures are common or in cities where assassins, warriors, and adventurers frequent. Here’s a description of the types of shops where these stingers might be bought and sold:
- Venomancer’s Emporium
- These shops are run by alchemists and weapon smiths who specialize in venomous and toxic weaponry. Found in cities near deserts, jungles, or swamps where venomous creatures like scorpions thrive, the Venomancer’s Emporium offers a wide array of weapons designed to incapacitate, poison, or debilitate opponents. The Scorpion Stingers would be prominently displayed, often alongside other venom-infused weapons.
- Price: 70 to 90 gold pieces, depending on the quality and potency of the venom.
- Assassin’s Quarter
- Located in the shadowy corners of large cities or hidden away in the labyrinthine alleys of mercenary hubs, the Assassin’s Quarter is a clandestine marketplace where those who practice the dark arts of stealth and assassination acquire their tools. Here, the Scorpion Stingers are valued for their ability to deliver a potent, lingering poison that can finish the job long after the initial strike.
- Price: 80 to 100 gold pieces, often negotiable based on reputation or barter with other rare items.
- Beastmaster’s Bazaar
- Found in remote locations where wild and exotic creatures are tamed and trained, the Beastmaster’s Bazaar caters to those who work with or train magical and exotic animals. The Scorpion Stingers are sold as attachments or enhancements for creatures, particularly for those like the Aquavianthrope that possess the capability to wield such natural weapons. The stingers might be customized to suit the specific needs of the buyer’s creature.
- Price: 70 to 85 gold pieces, with the possibility of additional costs for customization or enhancement.
- Arcane Relic Shops
- In cities with a strong magical presence, Arcane Relic Shops are known for their collection of mystical and enchanted items. These shops are frequented by adventurers and scholars alike, seeking items imbued with powerful, often ancient, magics. The Scorpion Stingers, though a physical weapon, might be found here due to the legends surrounding their creation and the rituals required to attach them to a creature’s tail.
- Price: 75 to 95 gold pieces, with possible discounts for those who have knowledge of the rituals or lore associated with the stingers.
- Nomadic Traders
- Roaming the deserts, forests, and other wild regions of Saṃsāra, Nomadic Traders carry a variety of goods, including rare and exotic weapons. The Scorpion Stingers might be sold by these traders who have gathered them from the dangerous regions where scorpions are most common. The price is often lower due to the bartering culture of these traders, but it comes with the risk of finding a less potent or damaged item.
- Price: 60 to 80 gold pieces, often dependent on the buyer’s ability to barter or trade valuable goods.
How It’s Bought and Sold: The Scorpion Stingers are typically sought after by those who specialize in close combat, particularly those who value the strategic use of toxins. They are bought after careful consideration, often with the buyer testing the stingers or consulting with the shopkeeper about their potency and effectiveness.
In Venomancer’s Emporium and Arcane Relic Shops, the stingers might be sold with a guarantee of potency, including a certificate of authenticity or a demonstration of their effects. In contrast, at the Assassin’s Quarter or Beastmaster’s Bazaar, the buyer might also purchase additional poisons or enhancements to further customize the stingers to their needs.
Bartering is common, particularly with Nomadic Traders, where the price might fluctuate based on the buyer’s ability to negotiate or trade other rare items. In cities, the Scorpion Stingers might be acquired through a combination of gold and favors, especially in Assassin’s Quarter, where the exchange of services is as common as the exchange of currency.
Scorpion Stingers are considered a specialized, high-value item, reflecting not just the financial investment but also the strategic importance of the weapon in combat situations where every strike counts.
The Scorpion Stingers, when attached to the tail of the Aquavianthrope or similar creatures, provide a versatile tool that can be utilized both defensively and offensively in various environments. The roleplay potential for these stingers varies depending on the setting, offering different strategies and interactions. Here’s how they might be used in different environments:
- Desert or Arid Environments
- Roleplay Context: In the scorching, barren deserts, where survival is a constant challenge, the Scorpion Stingers are particularly effective. The environment is harsh, and encounters are often sudden and brutal.
- Defense: The Aquavianthrope can use the stingers to ward off predators or hostile creatures that thrive in the desert. The natural camouflage of the stingers in this sandy environment allows for surprise counterattacks when ambushed. If cornered, the Aquavianthrope might use the stingers to create space by delivering a venomous strike that forces the attacker to retreat, giving the creature a chance to escape or reposition.
- Offense: In the desert, where battles are often quick and decisive, the stingers provide a means of delivering a potent, debilitating blow. The venom’s lingering effects are particularly useful here, as the dry, open landscape makes it difficult for poisoned enemies to find relief or retreat. The Aquavianthrope might use hit-and-run tactics, striking with the stingers and retreating, allowing the poison to weaken the enemy over time.
- Dense Forests or Jungle
- Roleplay Context: In the thick, humid jungles, where visibility is limited and dangers lurk behind every tree, the Scorpion Stingers become a key asset for both stealth and survival.
- Defense: The stingers provide a crucial defensive tool in the jungle, where ambushes are common. When under attack, the Aquavianthrope can use the stingers to strike at enemies hidden in the foliage, taking advantage of the environment to deliver a quick, precise counterattack. The stingers’ venom can incapacitate attackers, giving the Aquavianthrope time to escape or regroup.
- Offense: The dense underbrush provides cover for the Aquavianthrope to use the stingers in stealthy assaults. The creature might lie in wait, using its natural camouflage to blend into the surroundings before launching a surprise attack. The venomous strike is particularly effective against enemies who rely on speed and agility, as the poison slows them down, making it easier to finish the fight on the Aquavianthrope’s terms.
- Urban or Dungeon Environments
- Roleplay Context: In the cramped, confined spaces of a dungeon or the narrow streets of a city, the Scorpion Stingers offer a unique advantage. Here, combat is often close-quarters, and the ability to strike quickly and retreat is crucial.
- Defense: In a dungeon, where threats can emerge from any corner, the stingers allow the Aquavianthrope to quickly react to danger. The venomous tip can be used to defend against multiple attackers, creating a zone of control where enemies must think twice before closing in. The narrow spaces make it difficult for opponents to dodge the stingers, making them an effective deterrent.
- Offense: In urban environments, the stingers can be used for quick, silent takedowns, making them ideal for assassinations or disabling key targets. The Aquavianthrope might use the stingers in alleyways or shadowed corners, striking from behind or above, where the enemy least expects it. The poison’s lingering effects ensure that even if the target survives the initial strike, they will be weakened and easier to deal with later.
- Aquatic or Coastal Environments
- Roleplay Context: Near the sea or in waterlogged terrain, the Scorpion Stingers adapt to the unique challenges of underwater or coastal combat. Here, movement and the ability to strike in a fluid environment are key.
- Defense: In water, the stingers provide a crucial defensive advantage, allowing the Aquavianthrope to fend off aquatic predators or hostile sea creatures. The venom remains potent even underwater, and a well-timed strike can deter an attacker or force it to retreat. The stingers also help maintain a defensive perimeter, as the Aquavianthrope can use them to ward off encroaching enemies.
- Offense: In coastal or aquatic environments, the stingers are particularly effective in close-quarters combat, where movement is restricted. The Aquavianthrope might use the stingers to strike at enemies from below, taking advantage of the element of surprise. The venom is also more difficult to wash away in water, ensuring that it continues to afflict the target even after the initial strike. This makes the stingers a powerful tool for hit-and-run tactics in underwater environments.
- Mountainous or Rocky Terrain
- Roleplay Context: In the rugged, uneven terrain of mountains or rocky cliffs, the Scorpion Stingers provide a valuable tool for both offense and defense, allowing the Aquavianthrope to navigate and survive in the harsh environment.
- Defense: The stingers offer protection against the dangers of the mountainous terrain, where predators and hostile creatures often lurk. The Aquavianthrope can use the stingers to strike at enemies that attempt to ambush from higher ground or to defend against attacks from behind while scaling cliffs or navigating narrow passes. The stingers’ venom can cause would-be attackers to hesitate or retreat, giving the Aquavianthrope time to escape or reposition.
- Offense: The rocky terrain provides opportunities for ambush, where the Aquavianthrope can use the stingers to strike from above or below, taking advantage of the terrain to deliver a powerful, venomous attack. The stingers are particularly effective against creatures that rely on their thick hides for protection, as the piercing venom bypasses natural armor. The venom also forces enemies to reconsider pursuing the Aquavianthrope in such treacherous terrain, as even a minor wound can lead to a slow, painful death.
In each of these environments, the Scorpion Stingers offer both defensive and offensive capabilities tailored to the specific challenges of the setting. The Aquavianthrope can adapt its tactics based on the terrain, using the stingers to outmaneuver and outlast its enemies. The roleplay potential of the Scorpion Stingers lies in their versatility, allowing for creative and strategic use in a variety of combat scenarios, whether striking from the shadows, defending against ambushes, or delivering a decisive venomous blow.

Perception of Activation:
When the Scorpion Stinger is activated, the experience engages all five senses as well as extra-sensory perceptions. Here’s what is perceived:
- Sight
- Perceived:
- The stinger begins to emit a faint, eerie glow, with the venom at the tip shimmering with a dark green hue. The tail’s muscles seem to ripple, amplifying its predatory look.
- Description:
- The glow is unsettling, hinting at the danger within. The venom’s shimmering effect draws attention to the lethality of the stinger, signaling its readiness to strike.
- Positives:
- The visual cue provides clear feedback that the stinger is fully activated and primed for use. This can intimidate opponents or warn allies to keep their distance.
- Negatives:
- The glow might make stealth difficult, especially in dark environments, revealing the Aquavianthrope’s position.
- Perceived:
- Sound
- Perceived:
- A soft, continuous hiss emanates from the stinger, reminiscent of venom being pressurized. When striking, a sharp snap echoes, as if a whip has cracked.
- Description:
- The hissing sound adds to the menacing aura, while the snap during an attack reinforces the idea of speed and power.
- Positives:
- The sound can serve as a psychological weapon, unsettling opponents and heightening the tension in combat situations.
- Negatives:
- The noise might alert nearby creatures or enemies, negating any attempts at silent movement or surprise attacks.
- Perceived:
- Touch
- Perceived:
- A slight vibration runs through the tail and into the stinger as it activates, with the stinger tip feeling both cold and slightly prickly, like a live wire.
- Description:
- The tactile sensations convey a sense of energy coursing through the weapon, heightening the Aquavianthrope’s awareness of the stinger’s lethal potential.
- Positives:
- The vibration and cold sensation help the Aquavianthrope gauge the stinger’s readiness, enhancing control during combat.
- Negatives:
- The constant prickly sensation may cause discomfort or distraction over extended periods, affecting concentration.
- Perceived:
- Smell
- Perceived:
- A sharp, acrid scent, similar to that of strong chemicals or venom, fills the air around the stinger.
- Description:
- The scent is potent and unmistakable, serving as a warning of the stinger’s toxicity. It adds an additional layer of threat to the weapon.
- Positives:
- The smell could deter close combatants who recognize the scent of venom, giving the Aquavianthrope an advantage by forcing enemies to keep their distance.
- Negatives:
- The strong odor might be overwhelming or distracting, especially in confined spaces, and could give away the Aquavianthrope’s location.
- Perceived:
- Taste
- Perceived:
- A faint metallic taste in the mouth, akin to the taste of blood or venom, accompanies the activation.
- Description:
- This taste, though subtle, connects the Aquavianthrope with the stinger’s deadly nature, almost as if sharing in its venomous power.
- Positives:
- The taste can heighten the Aquavianthrope’s focus, sharpening instincts and awareness during combat.
- Negatives:
- The metallic taste may be unpleasant or disorienting, especially if it lingers for too long.
- Perceived:
- Extra-Sensory Perceptions
- Perceived:
- Magic Sensation: A pulse of primal energy resonates with the stinger, as if the very essence of venom courses through it, heightening the Aquavianthrope’s connection to its predatory instincts.
- Predatory Awareness: A heightened sense of nearby life forms, particularly those that could be prey, surfaces. The Aquavianthrope becomes acutely aware of heartbeats, breathing, and movement within its vicinity.
- Venomous Aura: An invisible, malevolent aura extends from the stinger, detectable by those sensitive to magic or toxins. This aura suggests a build-up of toxic energy ready to be unleashed.
- Description:
- These extra-sensory perceptions amplify the connection between the Aquavianthrope and the stinger, enhancing both combat effectiveness and situational awareness. The venomous aura serves as a deterrent, suggesting a deadly readiness to strike.
- Positives:
- The predatory awareness allows the Aquavianthrope to sense and react to potential threats or prey more effectively, giving an edge in combat.
- The venomous aura can intimidate opponents, potentially deterring attacks or causing hesitation.
- Negatives:
- The constant awareness of nearby life forms could be overwhelming or distracting, especially in crowded environments.
- The venomous aura might affect allies or inadvertently provoke hostile reactions from sensitive creatures.
- Perceived:
The activation of the Scorpion Stinger is a full-bodied experience that enhances the Aquavianthrope’s combat abilities while also imposing certain drawbacks. The sensory and extra-sensory perceptions combine to create a powerful, if occasionally overwhelming, connection between the Aquavianthrope and its weapon.
Crafting Recipe: Scorpion Stingers
- Materials Needed:
- Scorpion Stinger (x1) – A large, venomous stinger from a giant scorpion.
- Venom Sac (x1) – Harvested from the same or similar scorpion, containing potent venom.
- Reinforced Tail Attachment (x1) – A flexible yet durable material to attach the stinger securely to the tail.
- Chitinous Plates (x4) – Armor plates from the scorpion’s exoskeleton to reinforce the tail.
- Binding Straps (x3 feet) – Strong, treated leather or sinew for securing the stinger and plates.
- Arcane Crystal (x1 small) – Infused with elemental energy to activate the stinger’s venomous properties.
- Adhesive Resin (x1 vial) – A powerful bonding agent for securing all components.
- Polishing Oil (x1 vial) – To treat and preserve the stinger and chitinous plates, enhancing durability and appearance.
- Tools Required:
- Tailoring Needle and Thread – For attaching the binding straps and plates.
- Alchemy Kit – For extracting and preparing the venom, and mixing the adhesive resin.
- Arcane Inscriber – A tool for engraving magical runes onto the stinger.
- Leatherworking Kit – For preparing the reinforced tail attachment and binding straps.
- Chitin Shaping Pliers – Specialized pliers for shaping and refining the chitinous plates.
- Polishing Cloth – For applying the polishing oil and giving the stinger a finished appearance.
- Skill Requirements:
- Alchemy (Advanced Level) – Required to safely extract and handle venom, as well as to prepare the adhesive resin.
- Leatherworking (Intermediate Level) – Needed for crafting the reinforced attachment and securing the stinger.
- Arcane Crafting (Advanced Level) – Necessary for inscribing the runes and imbuing the stinger with magical properties.
- Nature Knowledge (Intermediate Level) – Important for identifying the correct materials and understanding the properties of the venom.
- Crafting Steps:
- Preparation of Materials:
- Carefully harvest the scorpion stinger, ensuring it is intact and free from damage.
- Extract the venom sac from the scorpion using the alchemy kit, handling it with care to prevent contamination or accidental poisoning.
- Prepare the reinforced tail attachment by shaping and treating it for flexibility and durability.
- Shaping and Reinforcement:
- Use the chitin shaping pliers to refine the chitinous plates, ensuring they fit snugly along the tail without restricting movement.
- Attach the plates to the reinforced tail attachment using the binding straps, securing them tightly with the tailoring needle and thread.
- Apply a thin layer of adhesive resin to bond the plates to the attachment, ensuring they stay in place.
- Venom Infusion:
- Carefully inject the extracted venom into the stinger using the alchemy kit. This process requires precision to avoid overfilling or damaging the stinger.
- Allow the venom to seep into the stinger’s natural reservoirs, enhancing its potency.
- Arcane Inscription:
- Use the arcane inscriber to etch runes along the stinger, particularly near the venom sac. These runes are essential for activating the stinger’s venomous properties.
- Embed the arcane crystal into the base of the stinger, ensuring it is securely attached and aligned with the inscribed runes for maximum magical effect.
- Final Assembly and Attachment:
- Attach the prepared stinger to the tail using the reinforced attachment, ensuring it is securely fastened and aligned for optimal use.
- Use additional binding straps to further secure the stinger, making sure it remains flexible enough for movement but sturdy enough to withstand combat.
- Polishing and Finishing:
- Apply the polishing oil to the stinger and chitinous plates using the polishing cloth, enhancing their durability and giving them a finished appearance.
- Test the fit and flexibility of the stinger on the tail, making any necessary adjustments to ensure comfort and functionality.
- Activation and Testing:
- Activate the stinger by channeling a small amount of elemental energy through the arcane crystal. Observe the glow and test the venomous properties by striking a target, ensuring the venom is delivered correctly.
- Ensure the stinger’s attachment is secure and does not impede movement or flexibility during use.
- Preparation of Materials:
Once the Scorpion Stingers are fully crafted, they should be ready for use in combat, offering the Aquavianthrope a potent combination of piercing strikes and venomous attacks. The stinger should be tested thoroughly to ensure it functions as intended before taking it into a dangerous situation.
Tale of the Venom Tail
Sting of the Desert Beast
In time so old that memory fades, when sand was young and the sky still learning its path, there walked a creature of the hot earth. Neither beast nor man, but a mix of both, it moved with silence in the nights and fierce speed in the days. The creature, unnamed by tongues, sought knowledge from the hidden corners of the world, where the heat met the stone and shadows held secrets.
It is said, in that land where the sun never tired, the creature encountered a scorpion of great size, its tail gleaming under the stars. This scorpion was no simple crawler of the sands but a guardian of the buried truths, its sting holding power beyond pain, a power of change and control. The creature watched, its eyes sharper than any blade, knowing patience was the key to survival and wisdom.
The scorpion, sensing the creature’s gaze, did not strike but spoke without words, in the language of venom and life’s last breath. “To take my strength,” the scorpion conveyed, “you must take into yourself my sting, but know this, the gift carries a weight, one not easy to bear.”
The creature, driven by the need to master the ways of the earth, agreed. It took the scorpion’s stinger and bound it to its own tail, the process long and filled with the chants of the old ways. When the binding was done, the creature had changed. Its tail, once a mere appendage, became a weapon of great power, sharp as the scorpion’s own, filled with the venom of the deepest deserts.
With this new tail, the creature found strength in battle, its enemies falling to the poison’s touch, their life force drained by the sting’s bite. But with this power came a slow change within the creature itself. The venom, while a weapon to its foes, was a curse upon its own heart. The creature began to lose its gentle nature, becoming more like the beast it had taken the sting from. It saw the world in black and white, prey and predator, with nothing in between.
Time passed, and the creature, once a seeker of truth, became feared by all, a shadow of its former self. It hunted not for knowledge but for the thrill of the chase, the taste of victory over others. The sting that brought it power also brought isolation, as the creature could no longer understand those who had not walked its path.
And so, in the end, the creature faded into the sands, leaving behind only its tail, still holding the scorpion’s sting. The tail was found by others, who took it up, seeking its power but finding, as the first creature did, that the gift came with a heavy burden.
Moral of the Story: Power taken without understanding the cost may change the heart more than the world, leaving one a shadow of what they once were. In seeking strength, do not lose sight of what makes you whole, for the gift may carry a weight that is more than the body can bear.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Item: Scorpion Stingers
- Description: These stingers, harvested from giant scorpions, are attached to the creature’s tail and deliver a potent venom that can incapacitate or kill.
- Stat Block:
- Damage: 1d6 + Damage Bonus (Piercing)
- Special: Upon a successful hit, the target must make a Hard (1/2) Constitution roll. Failure results in an additional 1d6 poison damage and the target becomes incapacitated for 1d4 rounds due to the venom’s effects.
- Sanity Loss: 0/1d4 when witnessing the use of the stingers, due to their unnatural and terrifying nature.
- Mythos Connection: The venom is believed to be linked to ancient rituals and possibly tainted with eldritch energies, increasing the wearer’s Cthulhu Mythos skill by 1% at the cost of 1 Sanity Point.
Blades in the Dark
Item: Scorpion Stingers
- Description: Scorpion Stingers are deadly, venomous weapons attached to the tail, ideal for those who prefer swift, lethal strikes. They are favored by assassins and enforcers.
- Stat Block:
- Type: Fine Hand Weapon (Exotic)
- Effect: +1d to Skirmish rolls when attacking in close combat with the stingers.
- Special Ability: Venom Strike: Once per score, the user can inflict the Poisoned condition on a target. The target must resist with Prowess or suffer -1d to all actions for the remainder of the encounter due to the venom’s effects.
- Stress Cost: Using Venom Strike costs 2 Stress due to the intense concentration required to control the venom.
- Devil’s Bargain: The use of the Scorpion Stingers may draw the attention of rival factions who recognize the weapon’s signature venom.
Dungeons & Dragons (5th Edition)
Item: Scorpion Stingers
- Wondrous Item (Uncommon), Requires Attunement
- Description: These stingers, crafted from the venomous tail of a giant scorpion, are attached to a creature’s tail, granting it a powerful, venomous attack.
- Stat Block:
- Damage: 1d6 piercing damage
- Poison: On a successful hit, the target must make a DC 13 Constitution saving throw or take an additional 1d6 poison damage at the start of its turn for 1 minute (10 rounds). The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Stealth Bonus: The stingers grant a +2 bonus to Dexterity (Stealth) checks when used to ambush or attack from hiding.
- Attunement: Requires attunement by a creature with a natural tail attack or proficiency in unarmed strikes.
Knave
Item: Scorpion Stingers
- Description: These stingers, attached to the tail of a creature, are a deadly weapon that delivers piercing strikes and potent venom.
- Stat Block:
- Damage: 1d6 piercing damage
- Poison: Upon a successful hit, the target must succeed on a Constitution save or take an additional 1d4 poison damage for 1d6 rounds.
- Drawback: Each time the venomous ability is used, roll a Wisdom check. On a failure, the user suffers 1 point of Wisdom damage as the venom’s essence affects their mind.
Fate Core System
Item: Scorpion Stingers
- Description: These venomous stingers, attached to the creature’s tail, provide a deadly advantage in close combat, allowing the user to deliver potent, incapacitating strikes.
- Aspect: Venomous Tail of the Scorpion
- Game Mechanics:
- Invoking the Aspect: The user can invoke the aspect to gain a +2 bonus on Fight rolls when attacking with the stingers or to create an advantage related to poisoning or ambushing an opponent.
- Stunt: Scorpion’s Sting: Once per session, the user can make an attack that forces the target to defend with a Great (+4) Physique roll. On a failure, the target gains a Mild Consequence related to the venom (e.g., “Poisoned” or “Weakened”).
- Compel: The GM may compel the aspect to have the user face the consequences of over-reliance on the stingers, such as attracting unwanted attention or suffering from the stingers’ venomous nature.
Numenera & Cypher System
Item: Scorpion Stingers
- Description: These stingers, crafted from the tail of a giant scorpion, are deadly in combat, delivering both physical damage and a potent venom that can incapacitate foes.
- Level: 4
- Game Mechanics:
- Damage: The stingers deal 4 points of piercing damage.
- Special Ability: Venom Strike (4 Might Points): Once per day, the user can activate the venomous property of the stingers. The next successful attack requires the target to succeed on a Might defense roll (Difficulty 4) or suffer 4 additional points of poison damage and become Impaired for 1 hour.
- Armor: Provides +1 Armor to the tail when worn.
- Drawback: After each use of the Venom Strike ability, the user must make an Intellect defense roll (Difficulty 3) to resist the mental effects of the venom, or suffer 2 points of Intellect damage.
Pathfinder (2nd Edition)
Item: Scorpion Stingers
- Type: Worn Item, Magical
- Description: These stingers, attached to the tail of a creature, deliver deadly piercing attacks and a venomous strike that weakens foes over time.
- Stat Block:
- Damage: 1d6 piercing damage (Unarmed Attack)
- Traits: Magical, Unarmed, Poison, Worn
- Special Ability: Scorpion’s Venom (Activation [2 Actions]—Enchantment): Once per day, the user can activate the stingers to deliver a venomous strike. The target must make a DC 18 Fortitude save or take 1d6 persistent poison damage. The poison lasts for 1 minute (10 rounds), with the target attempting a new saving throw each round to end the effect.
- AC Bonus: +1 item bonus to AC when using the tail for defense.
- Requirements: The stingers require attunement by a creature with a natural tail attack or proficiency in unarmed strikes.
- Cost: 3,000 gp
Savage Worlds
Item: Scorpion Stingers
- Type: Natural Weapon, Magical Item
- Description: These stingers, taken from a giant scorpion and attached to a creature’s tail, are both a potent melee weapon and a dangerous tool for delivering venomous attacks.
- Stat Block:
- Damage: Str+d6 piercing damage
- Special Ability: Venomous Strike: Once per encounter, the user can make a venomous attack. The target must make a Vigor roll (TN 8) or suffer an additional 1d6 poison damage and become Shaken for 1d6 rounds.
- Armor Bonus: The stingers provide +1 Toughness when used to parry or block attacks.
- Drawback: Each time the Venomous Strike is used, the user must make a Spirit roll (TN 6) or suffer a level of Fatigue due to the venom’s mental effects.
- Cost: 500 Credits
Shadowrun (6th Edition)
Item: Scorpion Stingers
- Type: Melee Weapon (Exotic)
- Description: These stingers, crafted from the tail of a giant scorpion, are attached to a creature’s tail and deliver both physical and venomous damage, making them deadly in close combat.
- Stat Block:
- Damage: 4P (Physical) (Piercing)
- AP: -1
- Accuracy: 5
- Special Ability: Venomous Strike: Once per encounter, the user can make a venomous attack. The target must resist with a Body + Willpower (3) test. On a failure, the target suffers 2P (Poison) damage per Combat Round for 3 rounds.
- Essence Cost: 0.4 (If implanted as a cyberweapon)
- Availability: 8R
- Cost: 8,000¥
Starfinder
Item: Scorpion Stingers
- Type: Hybrid Weapon (Melee)
- Description: These stingers, attached to a creature’s tail, are designed for piercing strikes and delivering a potent venom that can debilitate foes over time.
- Stat Block:
- Damage: 1d6 piercing damage
- Critical: 1d4 bleed
- Special Ability: Scorpion’s Venom: Once per day as a swift action, the user can activate the venomous property of the stingers. The next successful attack requires the target to succeed on a Fortitude save (DC 15) or be poisoned for 1d4 rounds, suffering 1d4 Constitution damage each round.
- Level: 5
- Cost: 3,000 credits
- Bulk: L (Light)
- Properties: Analog, Operative, Unwieldy
Traveller (Mongoose 2nd Edition)
Item: Scorpion Stingers
- Type: Personal Weapon (Exotic)
- Description: Scorpion Stingers are rare and powerful melee weapons, crafted from the tail of a giant scorpion, designed to deliver piercing strikes and a lethal dose of venom.
- Stat Block:
- Damage: 2d6 (piercing)
- Skill: Melee (Unarmed) 1
- Traits: Armor Piercing (AP 1), Envenom
- Special Ability: Envenom: Once per day, the user can activate the venom within the stingers. The target must make an Endurance check (8+) or suffer 1d3 additional poison damage per round for 1d6 rounds and take a -1 DM penalty to all actions.
- Cost: Cr12,000
- Weight: 1.5kg
- TL: 13
- Availability: Rare, often found only in dangerous or remote regions.
Warhammer (Warhammer Fantasy Roleplay 4th Edition)
Item: Scorpion Stingers
- Type: Exotic Weapon
- Description: These stingers, attached to the tail of a creature, are crafted from the venomous tail of a giant scorpion. They are feared for their ability to deliver deadly strikes that poison and weaken enemies over time.
- Stat Block:
- Weapon Class: Melee (Fist)
- Damage: SB + 2 (piercing)
- Special Rules:
- Venomous Strike: Once per day, the user may activate the stingers’ venomous property. The target must pass a Challenging (0) Toughness Test or take 1d10 additional Wounds and gain the Poisoned Condition for 1d5 rounds.
- Intimidating: Wielding the Scorpion Stingers grants a +10% bonus to Intimidate checks due to their fearsome appearance.
- Encumbrance: 1
- Availability: Very Rare
- Cost: 150 GC
- Qualities: Slow, Defensive, Pummeling
