Thunderous Tail Club

by

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From: Dracoraptoris

Description: Fashioned from the reinforced bone and scale of Dracoraptoris’ tail, this club-like weapon delivers devastating blows. It deals bludgeoning damage and, upon critical hits, emits a concussive shockwave that can knock opponents prone.

Stats:

  • Level Requirement: 1
  • Stats: Deals 1d8 bludgeoning damage.
  • Skills: None.
  • Cost: 250 gold pieces (or equivalent currency in the game).
  • Tags: Weapon, Club, Bludgeoning, Knockdown, Concussive, Heavy Impact, Primal Force, Tactical Disruption, Reinforced, Brutal, Staggering, Area Control, Ferocious, Bone-Scale

Lore: The Thunderous Tail Club is a weapon crafted from the formidable tail of Dracoraptoris. Skilled artisans shape and reinforce the bone and scale, transforming them into a powerful club. Legends tell of Dracoraptoris using its mighty tail to deliver devastating blows to adversaries, both on land and in the air. The Thunderous Tail Club pays homage to this natural weapon, allowing others to harness the ferocity and strength of Dracoraptoris in combat.

Use: The Thunderous Tail Club serves as a formidable melee weapon for Dracoraptoris. Its heavy and solid construction enables it to deal significant bludgeoning damage, making it effective against armored foes or enemies vulnerable to blunt force. When Dracoraptoris lands a critical hit with the club, a concussive shockwave is emitted, capable of knocking opponents prone. This creates a tactical advantage for Dracoraptoris and its allies by impairing the enemy’s movement and granting an opportunity for follow-up attacks. The Thunderous Tail Club is especially useful in close-quarters combat or situations where battlefield control and disrupting the enemy’s formation are crucial. Dracoraptoris wields this weapon with strength and precision, unleashing devastating strikes and asserting its dominance on the battlefield.

In the world of Saṃsāra, the Thunderous Tail Club is a prized weapon, valued for its power and connection to the legendary Dracoraptoris. Due to its specialized nature and the rarity of the materials used in its creation, it is available only in select shops and markets. Here are the types of shops where the Thunderous Tail Club might be bought or sold, along with the cost at each:

  • Beastmaster’s Bazaar
    • Description: Located near areas where monster hunters and tamers congregate, such as near large forests, mountains, or regions known for Dracoraptoris sightings, these shops cater to those who seek to harness the power of formidable creatures. The shop is filled with trophies, pelts, and weapons made from the remains of slain beasts.
    • Inventory: Thunderous Tail Clubs are sold as unique items, often sourced directly from hunters who have managed to bring down a Dracoraptoris or find its remains. Only one or two clubs are available at a time.
    • Cost: 300 gold pieces due to the rarity of the materials and the expertise required to craft the weapon. Bartering or trading in rare monster parts may reduce the price.
    • Additional Costs: Customizations, such as reinforced grips or elemental enhancements, can add an additional 50 to 100 gold pieces.
  • Gilded Armory
    • Description: Found in the capitals of wealthier island nations, these luxurious armories cater to nobles, wealthy adventurers, and champions. The armory is known for high-quality, beautifully crafted weapons, with gilded displays and opulent decor.
    • Inventory: Thunderous Tail Clubs are kept as high-value items, displayed prominently in glass cases with descriptions of their origin and power. They are available more regularly here due to the armory’s connections with skilled artisans and hunters.
    • Cost: 400 to 450 gold pieces, reflecting the prestige of the shop and the quality of craftsmanship. The price can be negotiated slightly if the buyer is a member of a noble house or a famous adventurer.
    • Additional Costs: A decorative stand or case for displaying the club is available for an extra 25 gold pieces, appealing to those who purchase the club for its status symbol.
  • Warrior’s Guild Outpost
    • Description: Located in fortified settlements and strategic military towns, these outposts offer equipment to seasoned fighters, mercenaries, and guild members. The shops are spartan but well-stocked, with practical displays focused on durability and combat effectiveness.
    • Inventory: Thunderous Tail Clubs are sold as functional tools of war, available as part of the guild’s reward system or for purchase by guild members. A few clubs are always kept in stock for those preparing for dangerous missions.
    • Cost: 200 to 250 gold pieces for guild members, reflecting a slight discount, while non-members may have to pay up to 300 gold pieces. Alternatively, guild missions involving the retrieval of rare materials can sometimes reduce the cost.
    • Additional Costs: Battle-worn clubs may be available at a discount (150 gold pieces) but come with minor wear and tear that may require repair.
  • Mystic’s Market
    • Description: Found near ancient ruins or areas where magical energy is concentrated, these markets are frequented by mystics, alchemists, and seekers of the arcane. The shops are filled with rare artifacts, enchanted weapons, and curious relics.
    • Inventory: Thunderous Tail Clubs are considered a rare find here, valued for their natural affinity with the powerful magic of Dracoraptoris. They are sometimes imbued with minor enchantments or offered alongside rituals that enhance their power.
    • Cost: 350 to 400 gold pieces, with an additional 100 gold pieces for enchantments like improved shockwave radius or minor elemental damage.
    • Additional Costs: Custom enchantments or modifications can be commissioned, such as runes that glow during activation (75 gold pieces) or a charm that resonates with the user’s energy (150 gold pieces).
  • Monster Hunter Black Market
    • Description: Hidden in the alleyways of major cities or deep within cavernous hideouts, these illegal markets deal in rare and forbidden items, often trafficked by rogue hunters and mercenaries. The market is shadowy, with wares displayed discreetly behind heavy curtains or in secret rooms.
    • Inventory: Thunderous Tail Clubs are sold here when obtained through less-than-legal means—stolen from adventurers or smuggled from protected hunting grounds. They are often sold quickly to avoid drawing too much attention.
    • Cost: 150 to 200 gold pieces, as the sellers prioritize a quick sale over fair value. However, these clubs may be of uncertain quality or authenticity, requiring inspection.
    • Additional Costs: Bribes or ‘finder’s fees’ for accessing these hidden markets may range from 20 to 50 gold pieces, and repairs for potential hidden damage can add another 50 gold pieces.
  • Nomadic Trade Caravan
    • Description: These mobile trading posts travel across remote regions, carrying rare goods from distant lands. The caravans are often run by traders with deep connections to different communities, including hunters, mystics, and artisans.
    • Inventory: Thunderous Tail Clubs may be available sporadically, acquired as part of a trade or barter with monster hunters from far-off places. Each club comes with its own story, making it a valued find for collectors and adventurers.
    • Cost: 300 to 350 gold pieces, with prices varying based on the region and the rarity of Dracoraptoris encounters in the area.
    • Additional Costs: Bartering with rare goods, like monster scales or alchemical ingredients, can reduce the cost. However, the trader may also offer a trade-in value for other rare weapons, making the purchase more accessible.

These varied shops and markets in Saṃsāra reflect the diverse nature of the Thunderous Tail Club as both a powerful combat tool and a prized artifact. The item’s value changes based on its origin, quality, and the connections of those seeking to buy or sell it, making it a weapon of both practical and symbolic worth.

The Thunderous Tail Club is a versatile weapon, able to leverage its heavy impact and shockwave ability to adapt to a range of environments. With its roots tied to the legendary Dracoraptoris, it’s a weapon that brings both brute strength and tactical utility to the battlefield. Below are examples of how it might be used for both defensive and offensive purposes in different environments in the world of Saṃsāra:

  • Mountainous Terrain or Rocky Slopes
    • Defense: In the narrow passes and steep trails of the mountains, the Thunderous Tail Club allows a wielder to hold their ground effectively. A swing against loose rocks or stone ledges can trigger minor avalanches, creating barriers or impeding the approach of pursuing enemies. The club’s ability to knock down targets with its concussive shockwave is especially useful here, as enemies sent tumbling down a slope may be disabled or disoriented, buying time for the wielder to retreat or regroup.
    • Offense: When hunting or fighting large beasts like mountain trolls or wyverns, the club’s heavy blows can shatter bones or break through thick hides. The shockwave can knock the creature off-balance, potentially sending them tumbling down the mountain slope. This allows the user to take advantage of the high ground and strike while the target is vulnerable, ensuring a swift and decisive victory.
  • Dense Forests and Jungles
    • Defense: In a forest or jungle, the Thunderous Tail Club is effective at creating space and controlling the battlefield. A swing against the thick underbrush or the trunks of small trees can send branches and foliage flying, creating temporary cover or slowing down advancing foes. If surrounded, the user can smash the club against the ground, using the shockwave to clear space around them and send enemies sprawling, buying time to reposition or call for allies.
    • Offense: In close quarters combat against swift forest predators or ambushing bandits, the club’s shockwave can disrupt enemy formations. It can be used to strike at the roots or fallen logs, sending splinters and debris flying towards enemies, causing distractions or forcing them into the open. The concussive force is also valuable when dealing with creatures that rely on agility, as the shockwave can destabilize them, making it easier to land powerful follow-up attacks.
  • Urban or City Environments
    • Defense: In the tight alleys and crowded streets of a city, the Thunderous Tail Club serves as a crowd-control weapon. When confronted by multiple assailants, a single swing can break through improvised barriers like carts or crates, creating pathways for escape or holding enemies back. The concussive shockwave from a critical hit can knock down enemies, sending them sprawling into nearby stalls or causing a commotion that attracts the attention of city guards or bystanders.
    • Offense: For more aggressive uses, such as subduing armored guards or breaking through fortifications, the club’s raw power comes into play. A well-aimed strike against a reinforced door or gate can weaken it significantly, while the shockwave can disorient any defenders on the other side, making it easier for allies to breach. The club’s heavy weight and forceful impacts make it ideal for creating chaos during riots or street battles, allowing the wielder to dictate the flow of the skirmish.
  • Deserts and Open Plains
    • Defense: In the wide-open spaces of the desert, where maneuverability is key, the Thunderous Tail Club can be used to create a defensive perimeter. A strong swing can kick up clouds of dust or sand, briefly obscuring the wielder’s position and blinding charging attackers. If mounted riders or aggressive desert creatures approach, a well-timed shockwave can knock them off their feet, buying time to retreat or reorient for the next wave.
    • Offense: When attacking desert raiders or large beasts like sand wurms, the club’s powerful strikes can target weak spots, breaking through tough exoskeletons or shattering the bones of mounted adversaries. The shockwave can dismount riders or cause beasts to lose their footing in loose sand, making it easier for the wielder or their allies to follow up with ranged attacks or finish off downed targets.
  • Underground or Subterranean Tunnels
    • Defense: In tight tunnels or caves, the Thunderous Tail Club is perfect for controlling confined spaces. The shockwave from a swing can reverberate through narrow passages, stunning subterranean creatures like giant rats or aggressive cave-dwelling monsters. By targeting weakened rock formations or stalactites, the user can create cave-ins that block passages, sealing off escape routes or trapping enemies.
    • Offense: When fighting in the close quarters of a cave or underground lair, the club’s blunt force is ideal for smashing through the natural armor of creatures like cave trolls or scorpions. A direct hit can send shockwaves that echo through the tunnels, potentially disorienting enemies that rely on echo-location or sensitive hearing. The club’s ability to knock creatures prone is especially useful in such environments, where a downed enemy can be easily dispatched or trapped beneath falling debris.
  • Coastal Cliffs and Sea Caves
    • Defense: Along rocky shores or in sea caves, the Thunderous Tail Club’s impact can disrupt aquatic attackers like merfolk raiders or giant crabs. A swing against the ground can create a shockwave that sends ripples through shallow water, disorienting creatures that rely on balance or swim patterns. If defending a cave entrance, the user can use the club to knock down rocks or boulders, creating barriers against advancing enemies.
    • Offense: For offensive uses, such as battling large sea monsters or raiding pirate crews, the club’s power comes into play. A strike against the rocky terrain can cause vibrations that confuse aquatic creatures, forcing them onto land where they are more vulnerable. The shockwave effect is also useful for disrupting tight groups of enemies, sending them splashing into the water where the tides can work against them. The heavy strikes can target the legs or shells of aquatic beasts, breaking their defenses and exposing them to further attacks.
  • Floating Islands and Aerial Combat
    • Defense: On floating islands or during aerial skirmishes, the Thunderous Tail Club is a formidable deterrent against winged foes. A swing aimed at the ground can create shockwaves that disrupt the flight patterns of enemies, forcing them to land or lose altitude. It can also be used to hold the high ground on a floating platform, knocking back attackers and maintaining control of the elevated terrain.
    • Offense: When engaging aerial creatures like harpies or attacking other sky-dwellers, the club’s concussive force can knock enemies from the sky, sending them plummeting to the ground. It is particularly effective when fighting on the edge of floating islands, where a powerful swing can knock opponents over the edge, sending them falling into the depths below. The club’s heavy impact can target the wings of flying creatures, forcing them into crash landings.

The Thunderous Tail Club’s roleplay potential lies in its ability to dominate close-quarters combat with sheer force, while also using its concussive shockwave to control the flow of battle. Its combination of strength, versatility, and tactical disruption makes it a favored weapon in a variety of environments, allowing its wielder to adapt to different challenges with a balance of offense and defense.

Perception of Activation:

  • User’s Perspective:
    • Sight: As the Thunderous Tail Club activates, faint blue and white pulses travel along the bone ridges and scales, casting brief flashes of light that accentuate its rugged form. Small shockwaves ripple outward from the spiked end, creating subtle distortions in the air around it, like heatwaves on a summer day.
    • Sound: A deep, rhythmic hum begins to emanate from the club, punctuated by crackling sounds as the shockwaves pulse. Each pulse produces a low, thunderous beat, like a distant drum or the heartbeat of a giant creature.
    • Touch: The club becomes cooler to the touch, with a slight vibration traveling through the handle into the user’s hands. Each pulse of energy sends a brief but intense thrum up the user’s arms, as if holding a heartbeat of thunder.
    • Smell: The air around the club is tinged with a metallic, ozone-like scent, reminiscent of the moments just before a storm. It mixes with a faint, earthy odor, as though the power of the club stirs up the scent of ancient bones.
    • Taste: The air leaves a dry, almost chalky taste in the mouth, carrying a hint of minerals and a metallic tang, like the lingering taste after lightning strikes nearby.
    • Extra-Sensory Perception: To those sensitive to magical energies, the club feels like a tightly wound coil, building up pressure with each pulse, ready to unleash a concussive force. The user senses a connection between themselves and the club, as if their own strength feeds into the shockwave, amplifying its power with each swing.
    • Positives:
      • The sense of power coursing through the club is invigorating, enhancing the user’s confidence and focus in battle.
      • The rhythmic vibrations serve as a tactile indicator of the club’s readiness, allowing the wielder to time their attacks with precision.
      • The coolness of the club’s handle prevents fatigue, even during extended use, offering a comfortable grip.
    • Negatives:
      • The constant hum and vibrations can become distracting over time, making it difficult to focus on quieter tasks or conversations.
      • The pulse of energy might cause minor numbness in the user’s hands after prolonged use, reducing their fine motor control.
      • The flashes of light can give away the user’s position in dark environments, making stealth approaches more challenging.
  • Observer’s Perspective:
    • Sight: To an outside observer, the Thunderous Tail Club appears to pulse with a deep blue glow, as if lightning is trapped within the bone. The shockwaves radiating from the spiked end are visible as subtle ripples in the air, like waves spreading out on the surface of water, distorting the space around the club.
    • Sound: The activation is accompanied by a rhythmic, deep hum, like distant thunder rolling through the air. Each pulse is followed by a crackling noise, as if energy is being released in controlled bursts. The sound grows louder as the club is swung or strikes a surface, creating a thunderous boom upon impact.
    • Touch: Observers standing nearby might feel a faint tremor in the ground with each pulse, as if the club’s energy is causing the earth itself to resonate. A subtle pressure builds in the air, creating a tingling sensation on the skin.
    • Smell: The air around the club carries a scent of ozone, mixed with a faint earthy note, like the smell of wet stones after a heavy rain. The scent is sharp and invigorating, cutting through the air with a metallic edge.
    • Taste: Those standing close enough might notice a dry, mineral taste in the air, like the aftertaste of dust carried on a strong wind. It has a strange, electrifying quality, tingling on the tongue.
    • Extra-Sensory Perception: Observers with a keen sense for magic might perceive the club as a source of tightly coiled power, like a spring waiting to release. It appears as a dark shape, outlined by pulsating energy that ripples outward, disrupting the natural flow of magical currents in the air. This makes the club feel like a nexus of raw, elemental force.
    • Positives:
      • The club’s glowing energy and thunderous sound create a sense of awe or intimidation, potentially causing weaker enemies to hesitate or flee.
      • The visible shockwaves provide a clear indication of where the concussive force will spread, allowing allies to coordinate their movements around it.
      • The presence of the club might draw attention away from more vulnerable allies, making it easier for them to maneuver or cast spells unnoticed.
    • Negatives:
      • The noise and visual effects make it difficult for the user to remain hidden, attracting attention from distant enemies or alerting creatures sensitive to sound.
      • The pressure waves can be disorienting for nearby allies, potentially throwing off their aim or concentration if caught in the club’s range.
      • The strong magical presence of the club might attract unwanted attention from creatures that feed on or seek out sources of arcane energy.

The Thunderous Tail Club combines raw physical power with elemental energy, allowing its wielder to control the battlefield with concussive force. Its activated state is both a boon and a challenge, offering devastating power while demanding careful use and awareness of its effects on the surrounding environment.

Crafting Recipe: Thunderous Tail Club

  • Materials Needed:
    • Dracoraptoris Tailbone Core (1 large piece) A reinforced bone segment from the tail of a Dracoraptoris, known for its durability and ability to channel shockwaves.
    • Dracoraptoris Scale Plating (10 large scales) Scales from a Dracoraptoris, used to coat the club for enhanced durability and to resonate with the bone’s energy.
    • Concussive Quartz (1 medium-sized crystal) A crystal capable of amplifying and storing vibrational energy, found in areas with strong seismic activity or mined from deep mountain veins.
    • Arcane Resonance Lacquer (2 vials) A special alchemical mixture of powdered Zephyrstone and Mythril dust, used to coat the club and bind the scales, allowing the energy to flow smoothly.
    • Stabilizing Leather Wraps (2 ft length) Leather strips treated with alchemical oils for wrapping the handle, providing insulation against the concussive energy and ensuring a firm grip.
    • Thunderstone Fragments (3 small shards) Rare mineral shards that naturally generate low-level vibrations, used to stabilize the shockwave effect and prevent energy backlash.
  • Tools Required:
    • Smith’s Anvil & Hammer: For shaping and reinforcing the bone core.
    • Carving Chisel & Arcane Stylus: Used for engraving runes and channels into the bone to direct energy flow.
    • Alchemical Furnace: For heating and infusing the Arcane Resonance Lacquer into the bone and scales.
    • Enchanter’s Brazier: To bind the Concussive Quartz and Thunderstone Fragments to the club, stabilizing the energy.
    • Leatherworking Tools: For preparing and applying the Stabilizing Leather Wraps to the handle.
    • Arcane Tongs: For handling the Concussive Quartz and placing it into the bone core safely.
  • Skill Requirements:
    • Blacksmithing (Expert Level) For shaping and reinforcing the Dracoraptoris bone core.
    • Enchanting (Intermediate Level) For binding the Concussive Quartz to the bone and stabilizing the shockwave properties.
    • Alchemy (Intermediate Level) For creating and applying the Arcane Resonance Lacquer and treating the Stabilizing Leather Wraps.
    • Carving (Basic Level) For engraving runes into the bone to channel energy and maintain balance.
    • Weapon Crafting (Advanced Level) For assembling the components and ensuring the club is balanced and suitable for combat use.
  • Crafting Steps:
    • Prepare the Bone Core:
      • Use the Smith’s Hammer to shape the Dracoraptoris Tailbone Core into a club-like form, retaining a solid, dense center while smoothing out rough edges. The core should be about 3 feet long with one end tapering slightly.
      • Carve grooves and runic channels along the length of the bone using the Carving Chisel & Arcane Stylus. These channels will direct the energy flow from the Concussive Quartz through the bone.
    • Apply the Scale Plating:
      • Heat the Dracoraptoris Scales in the Alchemical Furnace until they become pliable. Carefully press the scales onto the bone core, forming a tight layer that covers the surface of the club.
      • Coat the scales with Arcane Resonance Lacquer, using the Arcane Stylus to ensure that the lacquer seeps into the seams between the scales and the bone. This allows the scales to resonate with the bone’s energy.
    • Embed the Concussive Quartz:
      • Heat the Concussive Quartz in the Enchanter’s Brazier until it begins to hum with stored energy. Use the Arcane Tongs to place the quartz into a specially carved socket near the club’s head.
      • Perform a basic enchanting ritual, binding the quartz to the bone’s runic channels. This step stabilizes the quartz’s energy, allowing it to amplify the shockwave when the club strikes a surface.
    • Integrate Thunderstone Fragments:
      • Insert the Thunderstone Fragments into grooves near the club’s head, ensuring that they are positioned to reinforce the Concussive Quartz. The fragments help absorb excess vibrations, preventing feedback that could harm the wielder.
      • Use the Arcane Resonance Lacquer to secure the fragments in place, creating a smooth energy flow between the quartz, the fragments, and the bone.
    • Wrap the Handle:
      • Prepare the Stabilizing Leather Wraps by soaking them in the remaining Arcane Resonance Lacquer. This makes them more resistant to the energy flow and provides extra insulation.
      • Wrap the leather tightly around the handle of the club, ensuring a firm grip. Use Leatherworking Tools to stitch and secure the wraps, creating a durable, non-slip surface that will absorb some of the vibrations during use.
    • Final Enchantment and Balancing:
      • Perform a final enchanting ritual using the Enchanter’s Brazier to harmonize the energy flow between the bone core, scales, and quartz. This ensures that the shockwave releases evenly with each strike, preventing damage to the club or wielder.
      • Test the club’s balance by swinging it in a controlled environment, adjusting the placement of the scales or leather wraps if necessary to maintain a smooth swing and reliable shockwave activation.
    • Cooling and Polishing:
      • Allow the club to cool in an Enchanter’s Brazier, letting the enchantments settle into the bone and crystal. This prevents cracking or energy leakage during use.
      • Polish the scales and bone with a cloth infused with mythril dust, bringing out the club’s natural luster and the glow of the engraved runes.

With this crafting process, the Thunderous Tail Club can be recreated, ready to deliver powerful blows and emit concussive shockwaves. The crafting difficulty reflects the balance between the physical strength of the club and the magical stability required for its unique abilities.

The Saga of Raptoris and the Sky’s Hammer

In the times before, when sky and earth yet young, when beasts walked in shadows of olden light, there was born a creature of scale and storm, called Raptoris-Sol. Its tail, a whip of thunder, cracked against the sky, and the mountains themselves bowed low to the roar. In the whispers of mountain stone and leaf-song, they speak of how this tail, the Sky’s Hammer, became a club of great strength.

In the age when Raptoris-Sol roamed the wild hills and sky-rivers, there came a hunt from the north. Men of iron and silver-skin sought to trap the thunder-beast. The hunter-chief, Hrolv-Kan, swore upon his spear, “We will bind the sky’s roar, make it speak with a voice of men.” But Raptoris-Sol knew no master, and the sky itself would not be tamed.

For twelve days and nights, the hunters gave chase through woods that sang with the wind and across valleys where light sleeps. At last, they cornered Raptoris-Sol upon the Cliffs of Falling Stars, where the world meets the endless waters. There, it is said, the beast lashed its tail, and the sky split with fire. But Hrolv-Kan, with chains of thunderstone, caught the tail’s strike, breaking it from the beast with a cry that shattered the air.

Hrolv-Kan held the tail-bone aloft, saying, “Now we hold the sky’s power. In our hands lies the strength to fell the mountains.” He fashioned it into a great club, binding it with scales and heart-stone from the beast. But the sky still murmured in the tail, and the club spoke in thunder-tongues whenever it struck.

Yet, the sky’s gift bore the mark of curse. Hrolv-Kan wielded the club against great beasts and brought low many foes, but with each strike, his spirit grew heavy, and his eyes turned clouded. The power he sought to control turned against him, and the club, the Sky’s Hammer, sent tremors through his own bones. It is told that, in his last battle, Hrolv-Kan struck the earth with such force that the ground split, swallowing him whole into the dark of the underworld, where he wanders still, echoing the lost voice of thunder.

And the club, the Sky’s Hammer, was lost to the depths, found again only by those who seek not to own the storm, but to listen to its voice. Many have sought to wield its might, but few have learned the lesson written in the whispers of the wind and stone.

Moral of the Story: To wield the sky’s power is to hear its voice, for strength without understanding leads to ruin. The storm that bows to no master breaks the pride of those who seek to chain it.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

  • Type: Melee Weapon (Bludgeoning)
  • Skill: Fighting (Club)
  • Damage: 1d8 + 1d4 (Shockwave) on a critical hit
  • Special Ability – Concussive Shockwave: On a critical hit, the club releases a shockwave. Targets within 5 yards must make a CON roll or be knocked prone for 1d3 rounds. The user must also make a DEX roll to avoid being affected by the recoil.
  • Range: Melee
  • Malfunction: 96-100 (A malfunction may result in the club’s shockwave backfiring, causing the user to take 1d4 damage and be stunned for 1 round).
  • Cost: 250 gold pieces or equivalent, reflecting its unique craftsmanship and rarity.
  • Note: Due to its weight and magical nature, the Thunderous Tail Club cannot be easily concealed, adding a penalty die to Stealth rolls while carried.

Blades in the Dark

  • Item Type: Fine Heavy Weapon (Club)
  • Load: 2 (Bulky due to the reinforced bone and scale construction)
  • Effect: Tier IV weapon, grants potency against heavily armored or large targets due to its heavy impact and shockwave.
  • Special Ability – Thunderous Shockwave: When the user scores a critical hit, they can emit a shockwave, forcing all targets within Close range to make a resistance roll using Prowess or be knocked down and take Level 1 Harm (Stunned). The user must resist with Prowess to avoid suffering Level 1 Harm (Recoil).
  • Range: Melee (Close range)
  • Drawback: The shockwave ability generates Heat +1 due to the loud noise and potential collateral damage, making it risky to use in stealth missions.
  • Cost: 3 Coin, representing the rare materials and skilled craftsmanship required to create this powerful club.
  • Acquisition: Acquired through a long-term project or by making a dangerous deal with monster hunters or a specialized arms dealer.

Dungeons & Dragons (5th Edition)

  • Weapon Type: Melee Weapon (Martial, Rare)
  • Damage: 1d8 + 2 Bludgeoning (Versatile, 1d10 when wielded with both hands)
  • Properties: Heavy, Two-Handed, Special (Concussive Shockwave)
  • Special Ability – Concussive Shockwave: On a critical hit, the club releases a shockwave. All creatures within 10 feet of the target must make a DC 14 Strength saving throw or be knocked prone. The user must succeed on a DC 12 Dexterity saving throw or be pushed back 5 feet from the recoil.
  • Range: Melee
  • Cost: 250 gold pieces
  • Attunement: Required. The wielder must attune to the club, which takes 1 hour and requires focus on the latent energy within the bone and scale.
  • Drawback: The club’s heavy weight imposes disadvantage on Dexterity (Stealth) checks while it is carried, and the shockwave ability can only be used once per short or long rest.

Knave

  • Weapon: Thunderous Tail Club
  • Damage: d8 + Concussive (see below)
  • Range: Melee (5 ft.)
  • Special – Concussive: On a roll of 18-20 (critical hit), the club emits a shockwave that affects all targets within 10 feet. Those within range must make a WIL Save or be knocked prone until the end of their next turn. The user must also make a DEX Save to avoid being knocked back by the recoil.
  • Weight: 3 slots (due to its size and weight)
  • Cost: 250 gold pieces or equivalent in barter (reflecting its rarity and power)
  • Downside: The club’s weight makes it cumbersome to carry, reducing the user’s movement speed by 5 feet when wielded in combat. Its loud shockwave effect automatically alerts nearby enemies, reducing the chance of a successful surprise attack.

Fate Core

  • Weapon Type: Melee Weapon (Heavy)
  • Aspects:
    • “Bone and Scale of the Dracoraptoris”: A club forged from the tail of a legendary beast, possessing immense weight and power.
    • “Echoes of Thunder”: Releases a concussive shockwave upon a powerful strike, capable of staggering enemies.
  • Stunt: Concussive Shockwave
    • Once per scene, when the wielder rolls a successful attack and spends a Fate Point, the Thunderous Tail Club emits a shockwave. Create an aspect Staggered with a free invoke on all enemies in the same zone. Those affected must make a Physique roll against Fair (+2) difficulty to avoid being knocked prone.
  • Drawback: Using the club in combat generates an additional Fate Point for the GM due to its loud impact and the user’s slow, deliberate strikes.
  • Skill Required: Fight (Heavy Weapons)
  • Range: Close combat (1 zone)

Numenera & Cypher System

  • Level: 5 (Artifact)
  • Weapon Type: Medium Melee Weapon
  • Damage: 6 points (Bludgeoning) + 2 points Shockwave damage on a critical hit.
  • Range: Melee (Immediate Range)
  • Special Ability – Concussive Shockwave: On a roll of 18-20, the Thunderous Tail Club releases a shockwave that affects all creatures within Immediate Range. Targets must make a Might Defense roll (Difficulty 5) or be knocked prone. The user must make a Speed Defense roll (Difficulty 3) to avoid being knocked back by the recoil.
  • Depletion: 1 in 1d10 (Roll after every 1d6 uses; on a 1, the shockwave effect needs to be recharged with a ritual at a magical nexus).
  • Cost: 300 shins (reflecting its unique nature and craftsmanship)
  • Crafting Requirements: Requires a crafting task of Difficulty 6 using rare materials and a stabilized energy source, such as a Thunderstone.

Pathfinder (2nd Edition)

  • Weapon Type: Melee Weapon (Martial, Rare)
  • Damage: 1d10 Bludgeoning + 1d6 Sonic (Critical: Knockdown)
  • Range: Melee (10 ft. reach due to the club’s length)
  • Traits: Thundering, Reach, Rare, Two-Handed
    • Thundering: On a critical hit, the club releases a shockwave that affects all creatures within 10 feet. Targets must make a DC 20 Fortitude save or be knocked prone and take 1d6 sonic damage.
  • Recharge: The shockwave ability can be used once per hour, recharging as the club absorbs ambient vibrations.
  • Cost: 300 gold pieces (reflecting the rarity of the materials and the skilled craftsmanship).
  • Drawback: Due to its weight and size, the user suffers a -1 penalty to Athletics checks while wielding the club. The shockwave ability makes stealth nearly impossible, imposing a -2 penalty on Stealth checks for the next 10 minutes after use.

Savage Worlds (Adventure Edition)

  • Weapon Type: Melee Weapon (Heavy)
  • Damage: Str + d8 (1d8 Bludgeoning + 1d6 Thunder)
  • Range: Reach 1 (extends the user’s reach in melee)
  • Special Ability – Concussive Shockwave: On a successful Fighting roll with a raise, the club emits a shockwave. Targets within a Small Blast Template must make a Vigor roll at -2 or be knocked prone and Shaken. The user must make an Agility roll or be Shaken due to the recoil.
  • Cost: $1,500 (due to the rarity and magical nature of the item)
  • Weight: 4 (Bulky and difficult to carry)
  • Drawback: The club’s heavy nature imposes a -1 penalty to Pace while carried, and the noise of the shockwave automatically draws attention from nearby enemies.

Shadowrun (6th Edition)

  • Weapon Type: Melee Weapon (Exotic)
  • Damage: 7P (Physical) + 3S (Sonic) on a critical hit
  • Reach: +1 (extended reach due to the club’s length)
  • AP: -1 (reduces target’s armor value due to the club’s force)
  • Special Ability – Concussive Shockwave: On a critical hit (two or more net hits), the club releases a shockwave. All targets within 3 meters of the impact point must make a Body + Willpower (3) Test or be knocked prone and suffer -2 dice pool penalty for 1 round due to disorientation.
  • Concealability: +4 (not easily hidden due to its size)
  • Availability: 14F (Restricted, as it requires specialized knowledge to craft and maintain)
  • Cost: 6,000¥
  • Drawback: Due to its heavy nature, the user suffers a -1 to Agility-based tests while wielding the club. The shockwave effect generates noise that alerts anyone within 50 meters, making stealth nearly impossible.

Starfinder

  • Weapon Type: Melee Weapon (Advanced, Uncommon)
  • Damage: 2d6 Bludgeoning + 1d6 Sonic (Critical Effect: Knockdown)
  • Range: Melee (10 ft. reach)
  • Special Properties: Knockdown, Thundering, Reach, Uncommon
    • Knockdown: On a critical hit, the target must succeed on a Reflex save (DC 18) or be knocked prone.
    • Thundering: Deals an additional 1d6 Sonic damage on a critical hit. Additionally, targets within 5 feet of the primary target must make a Reflex save (DC 16) or be deafened for 1 round.
  • Level: 6
  • Price: 5,500 credits (reflecting the rarity and potency of the weapon)
  • Bulk: 2 (heavy and unwieldy)
  • Drawback: Due to its size and weight, using the Thunderous Tail Club imposes a -2 penalty to Stealth checks, and the shockwave effect makes its user immediately noticeable to creatures within 100 feet.

Traveller (Mongoose 2nd Edition)

  • Weapon Type: Melee Weapon (Exotic, Rare)
  • Damage: 3d6 Bludgeoning + 1d6 Sonic on a critical hit
  • Range: Melee (Extended Reach)
  • Traits: Knockdown, Loud, Shockwave
    • Knockdown: When the user scores a critical hit, targets within 2 meters of the impact must succeed on an Endurance roll (8+) or be knocked prone.
    • Shockwave: On a critical hit, the club releases a shockwave that reverberates through nearby structures and surfaces. All creatures within 5 meters must make a Strength roll (8+) or suffer a -2 DM (Dice Modifier) for 1 round due to disorientation.
    • Loud: Using the club creates a concussive sound, increasing the encounter’s Noise level, potentially drawing unwanted attention.
  • Skill: Melee (Bludgeoning)
  • Cost: 12,000 Credits (high due to the rare materials and skill required for crafting)
  • Weight: 2 kg
  • Special Use: Ideal for use against armored creatures or targets in tight quarters where its shockwave can cause disarray among multiple opponents.

Warhammer (Warhammer Fantasy Roleplay 4th Edition)

  • Weapon Type: Melee (Exotic, Rare)
  • Range: 10 yards (extended reach)
  • Damage: +8 Bludgeoning + 2 Sonic
  • Reload: N/A (Melee weapon)
  • Qualities: Impact, Pummel, Thundering, Rare
    • Impact: On a critical hit, all targets within 5 yards must pass a Challenging (+0) Endurance Test or be knocked prone.
    • Thundering: On a successful critical hit, the weapon releases a thunderous blast, forcing all enemies within 10 yards to make a Hard (-20) Endurance Test or become deafened for 1d3 rounds.
    • Pummel: The club delivers crushing blows, gaining a +1 bonus to tests made to disarm or break objects.
  • Encumbrance: 3 (heavy and unwieldy)
  • Availability: Very Rare (typically available only through ancient relic collections or gnomish artificers)
  • Cost: 350 gold crowns
  • Drawback: The club’s loud nature and heavy weight impose a -10 penalty to Stealth checks while wielded, and its shockwave can make allies within the radius vulnerable if they fail their Endurance tests.