From: Shroudheart Oni
Tier One Stats:
- Special Effect: Chance to inflict paralysis on the target
- Skills: None
- Cost: 150 gold pieces
- Tags: Throwing Weapons, Poisoned, Uncommon, Serrated, Assassin’s Tool, Paralyzing Effect, Ambush, Tactical, Exotic, Stealth, Precision, Agile, Lethal, Dark Arts, Hit-and-Run, Nerve Agent, Shadowcraft, Precision Weaponry
Lore: The Envenomed Throwing Knives are small and serrated blades specifically designed for the Shroudheart Oni. Crafted by master poisoners and assassins, these knives are coated with a potent paralyzing poison that hampers the victim’s ability to move. Legends speak of shadowy assassins who gifted the Shroudheart Oni with these deadly tools, enabling the creature to strike swiftly and decisively.
Use: When thrown by the Shroudheart Oni, the Envenomed Throwing Knives have a chance to inflict paralysis on the target. The poison coating the blades seeps into the wounds, affecting the target’s nervous system and temporarily immobilizing them. This paralysis lasts for a short duration, providing the Shroudheart Oni with an opportunity to close in and unleash a devastating melee attack while the foe is unable to defend themselves.
The Envenomed Throwing Knives are favored by assassins, rogues, and those who prefer to strike from a distance before engaging in close-quarters combat. Their poisoned nature and the paralysis effect make them valuable tools for ambushes, hit-and-run tactics, or disabling key targets during battles.
Due to their effectiveness and specialized nature, the Envenomed Throwing Knives are relatively uncommon but sought after by those who understand their potential. They typically command a price of around 150 gold pieces in markets where exotic weapons and poisons are traded. Acquiring the Envenomed Throwing Knives may involve navigating the shady underworld, engaging with secretive guilds, or gaining the favor of skilled poisoners and assassins who hold knowledge of their creation.
The Envenomed Throwing Knives, being specialized and dangerous weapons, are not commonly found in mainstream markets. Instead, they are typically bought and sold in more secretive and specialized establishments across the world of Saṃsāra. The price varies depending on the location and the reputation of the seller, reflecting the knives’ rarity and potency.
- Black Market Stalls
- Location: Hidden alleyways of major cities like the floating Zephyrstone Islands or the dark underbellies of megacities in Saṃsāra.
- Description: These stalls are often concealed behind layers of secrecy, accessible only to those with the right connections or passwords. Merchants here are known to deal in forbidden, stolen, or otherwise illicit goods.
- Cost: 250 gold pieces (due to the risk and exclusivity).
- Assassin’s Guilds
- Location: Secretive guildhouses located in isolated areas or hidden among the common buildings of large cities.
- Description: Assassin’s guilds operate in the shadows, offering weapons, poisons, and other tools of the trade to their members. Only trusted members or those with a significant reputation can gain access.
- Cost: 200 gold pieces (discounted for guild members, slightly higher for outsiders).
- Apothecaries with Dark Reputations
- Location: Remote villages or towns where strange herbs and poisons are cultivated, often near chaotic dungeons or in regions with a history of dark magic.
- Description: These shops, though appearing as simple apothecaries on the surface, have a darker side. Behind locked doors, they offer deadly concoctions and weapons to a select clientele.
- Cost: 180 gold pieces (bundled with poisons or other alchemical items).
- Curio Shops in Shady Districts
- Location: Hidden within the slums or less reputable districts of large trade cities.
- Description: These shops specialize in rare and unusual items, often acquired through dubious means. The owners are skilled at finding buyers for their eclectic wares, including dangerous weapons like the Envenomed Throwing Knives.
- Cost: 220 gold pieces (with a chance of haggling).
- Traveling Peddlers
- Location: Wandering through lawless territories, along trade routes, or near chaos dungeons.
- Description: These peddlers move between cities, towns, and wilderness, offering their goods to adventurers and outlaws alike. Their stock is ever-changing, and they might only have a few of these knives at any given time.
- Cost: 190 gold pieces (varies based on the buyer’s negotiation skills and the peddler’s current need).
- Secret Auctions
- Location: Held in underground venues beneath major cities or within the halls of wealthy collectors.
- Description: These secretive auctions are attended by nobles, warlords, and the wealthy elite, looking for rare and powerful items. The knives are presented as exclusive, with bidding wars often driving up the price.
- Cost: Starting bid at 150 gold pieces, but final prices can reach up to 300 gold pieces.
These specialized shops and marketplaces in Saṃsāra cater to those who seek powerful tools for shadowy purposes, reflecting the dangers and the value of the Envenomed Throwing Knives in a world where such items are both feared and coveted.
The Envenomed Throwing Knives offer versatile uses in both defense and offense, making them a valuable tool for roleplay in various environments within the world of Saṃsāra. Whether in the depths of a chaotic dungeon, the shadows of a bustling city, or the wilderness, these knives allow characters to engage in creative and tactical combat. Below are examples of how these knives can be used in different settings, both defensively and offensively.
- Urban Environments (Cities and Towns)
- Offensive Roleplay:
- In the narrow, crowded streets of a city like those found in the megacities of Saṃsāra, an assassin or rogue might use the Envenomed Throwing Knives to take down a target from a distance before slipping away into the crowd. The paralysis effect buys time to escape or set up another strike.
- A skilled user might employ the knives in a high-stakes heist, disabling guards or rival thieves silently and efficiently, allowing them to infiltrate secure locations without raising an alarm.
- Defensive Roleplay:
- During a nighttime ambush in a city’s dark alleys, a character might use the knives to paralyze a pursuer, buying time to flee or reposition. The paralyzing poison hampers the enemy’s movements, making it easier to evade capture.
- In a crowded market, where open combat might draw unwanted attention, the character could discreetly use the knives to disable an approaching threat without causing a scene, maintaining their cover.
- Offensive Roleplay:
- Wilderness and Forests
- Offensive Roleplay:
- In the dense forests or the wild regions of Saṃsāra, a character might use the knives to strike from the shadows, paralyzing prey or enemies before closing in for a lethal blow. The environment allows them to blend in, making it harder for others to spot the attack.
- While on a hunting expedition, the knives could be used to paralyze a dangerous beast or monster, immobilizing it long enough for the character or party to take it down safely.
- Defensive Roleplay:
- When pursued by a group of enemies through the forest, a character might use the knives to slow down their attackers by targeting key individuals, paralyzing them and creating obstacles that hinder pursuit.
- In the event of being ambushed, the knives can be thrown at the most threatening enemy, buying time for the character to find a defensive position or regroup with their allies.
- Offensive Roleplay:
- Dungeon Environments (Chaos Dungeons, Ruins, and Caves)
- Offensive Roleplay:
- In the dark, winding corridors of a chaos dungeon, the knives can be used to silently take out sentries or unsuspecting creatures, allowing the character to progress deeper without alerting the dungeon’s denizens.
- When facing multiple enemies in a confined space, the character might use the knives to incapacitate the most dangerous foes, reducing the immediate threat and allowing for a more controlled battle.
- Defensive Roleplay:
- If overwhelmed by monsters in the tight confines of a dungeon, a character could strategically use the knives to paralyze key enemies, creating choke points or escape routes as they retreat to a safer location.
- During a tense encounter with a powerful chaos master, the knives might be employed to temporarily neutralize a dangerous minion, allowing the character to focus their efforts on the primary threat.
- Offensive Roleplay:
- High Society or Political Settings
- Offensive Roleplay:
- In the context of political intrigue or espionage, a character might use the knives to eliminate or incapacitate a rival during a covert operation, leaving no evidence of their involvement. The silent and paralyzing nature of the attack would allow them to maintain deniability.
- At a grand banquet or gathering, the knives could be used to disable a guard or political figure without drawing attention, allowing the character to fulfill their mission unnoticed.
- Defensive Roleplay:
- During an assassination attempt at a noble’s estate, a character might use the knives to disable the attacker, turning the tables and protecting their charge or themselves from harm.
- If caught in a compromising situation where violence is inevitable, the knives can be used to paralyze and neutralize immediate threats, allowing the character to manage the fallout or escape undetected.
- Offensive Roleplay:
- Seafaring and Coastal Regions
- Offensive Roleplay:
- While aboard a ship or near the coast, the knives could be thrown to disable a pirate or hostile creature before they can board, providing a crucial advantage in naval combat.
- During a stealth mission on an enemy ship, the character might use the knives to paralyze key crew members, disabling the ship’s operations and allowing for a swift takeover.
- Defensive Roleplay:
- When facing a sudden attack by sea monsters or rival ships, the character could use the knives to temporarily neutralize key threats, giving their crew time to regroup or mount a counterattack.
- If shipwrecked and pursued by hostile forces on a remote island, the knives can serve as a means of last-resort defense, paralyzing enemies to buy time for escape or rescue.
- Offensive Roleplay:
These roleplay scenarios demonstrate the flexibility and utility of the Envenomed Throwing Knives across a range of environments. The knives enable characters to engage in creative, strategic, and immersive gameplay, whether they are striking from the shadows or defending themselves in desperate situations.

Perception of Activation:
- Sight (Visual Perception)
- Perceived: Upon activation, a faint green glow begins to emanate from the blade of the Envenomed Throwing Knives, intensifying as the poison activates. The knives appear to shimmer slightly, as if vibrating with deadly energy, and the surface of the blade seems to ripple, suggesting the poison is being drawn to the edge.
- Description: The visual effect is subtle but unmistakable, creating a sense of imminent danger. The glow pulsates rhythmically, almost like a heartbeat, and the blade’s surface appears slick and more reflective.
- Positives: The glow can be used to signal readiness, adding an intimidating factor in combat.
- Negatives: The glow may give away the user’s position in dark or stealth-based situations.
- Sound (Auditory Perception)
- Perceived: A soft, almost imperceptible hissing sound is emitted as the poison activates. It’s akin to the sound of liquid evaporating or steam escaping, accompanied by a barely audible hum.
- Description: The sound is subtle, designed not to draw attention but to be felt as a vibration through the air. It creates a sense of tension and anticipation, like a predator about to strike.
- Positives: The sound can enhance the user’s focus, signaling that the weapon is ready.
- Negatives: In complete silence, the sound might alert those with keen hearing.
- Touch (Tactile Perception)
- Perceived: The handle of the knives grows slightly warmer, and the leather wrapping tightens, giving the user a more secure grip. The blade itself feels slightly more resistant to movement, as if the air around it has thickened.
- Description: The tactile sensation is reassuring, providing the user with confidence that the knives are primed for use. The warmth is not uncomfortable but adds a subtle reminder of the poison’s potency.
- Positives: Enhanced grip and tactile feedback improve precision and control.
- Negatives: The slight resistance of the blade might require more effort to throw accurately.
- Smell (Olfactory Perception)
- Perceived: A faint, acrid scent reminiscent of freshly cut herbs mixed with a hint of sulfur wafts from the blade. The smell is sharp and lingers slightly in the air around the user.
- Description: The scent is distinct but not overpowering, evoking the essence of dangerous alchemical mixtures. It creates a sense of unease, warning those who recognize the smell of the deadly poison.
- Positives: The scent can serve as a personal alert to the weapon’s activation, keeping the user mindful of its lethal nature.
- Negatives: In close quarters, the scent might be detected by others, reducing the element of surprise.
- Taste (Gustatory Perception)
- Perceived: If the user inadvertently touches their mouth after handling the knives, they might perceive a bitter, metallic taste on their tongue. The taste is harsh and unpleasant, with a numbing effect that spreads through the mouth.
- Description: The taste is a clear indicator of the poison’s potency, serving as a warning to avoid any contact with the lips or tongue.
- Positives: The taste reinforces the dangerous nature of the weapon, discouraging careless handling.
- Negatives: The taste is unpleasant and might cause brief distraction or discomfort.
- Extra-Sensory Perceptions
- Perceived (Magical Sensory Perception): Those with heightened magical awareness might sense a dense, pulsating aura surrounding the knives, like a coiled snake ready to strike. The aura feels alive, thrumming with potential energy and malevolence.
- Description: The magical aura is palpable, creating a sense of unease or dread for those attuned to such energies. The knives seem to demand action, pushing the user toward violence.
- Positives: The perception of the aura can enhance the user’s focus, heightening their readiness for combat.
- Negatives: The malevolent nature of the aura may influence the user’s emotions, causing them to feel more aggressive or impatient.
- Perceived (Psychic Perception): Upon activation, there’s a brief but intense flash of hostile intent that can be felt in the mind, as if the knives are projecting a desire to harm. This psychic impression may cause a momentary feeling of adrenaline or anxiety.
- Description: The psychic pulse is sharp and sudden, leaving the user with a heightened sense of urgency. It’s as if the knives are pushing the user to act quickly and decisively.
- Positives: The psychic push can be useful in battle, driving the user to react faster.
- Negatives: The psychic pressure might cause impulsive actions, leading to mistakes or rash decisions.
- Perceived (Spiritual Perception): Some users may perceive a fleeting shadow or dark presence hovering near the knives, as if a malevolent spirit is bound to them, eager to see the poison take effect. This presence may communicate a sense of coldness or detachment.
- Description: The spiritual perception is subtle, more a feeling than a sight, but it carries a weight of inevitability, as if the knives are tied to death itself.
- Positives: The presence can steel the user’s resolve, reminding them of the seriousness of their actions.
- Negatives: The feeling of cold detachment might cause the user to feel isolated or haunted, impacting their emotional state.
- Perceived (Magical Sensory Perception): Those with heightened magical awareness might sense a dense, pulsating aura surrounding the knives, like a coiled snake ready to strike. The aura feels alive, thrumming with potential energy and malevolence.
These sensory and extra-sensory perceptions create a rich and immersive experience for the user, heightening the tension and drama of activating the Envenomed Throwing Knives. The effects combine to enhance the weapon’s lethality while also introducing potential risks and psychological effects that must be managed.
Crafting Recipe: Envenomed Throwing Knives
- Materials Needed:
- Darksteel Ingot (x2): A rare and durable metal known for its dark hue and excellent edge retention.
- Venomous Extract (x1 vial): A potent paralytic poison extracted from the fangs of a Shadow Viper, known for its fast-acting properties.
- Chimera Leather Strips (x4): Flexible and strong leather from the hide of a Chimera, ideal for wrapping the handle.
- Alchemical Catalyst (x1): A binding agent to fuse the venom with the metal, enhancing the poison’s effectiveness.
- Serrated Edge Mold (x1): A specialized mold designed to create the serrated edges of the knives.
- Runic Inscription Powder (x1 pinch): A magical powder used to inscribe the blades with subtle runes, enhancing their lethality.
- Tools Required:
- Forge and Anvil: For shaping and tempering the Darksteel into blades.
- Engraving Tools: To carve the intricate patterns on the blade and inscribe the runes.
- Poisoner’s Kit: A set of tools for safely handling and applying the venomous extract to the blades.
- Leatherworking Tools: For cutting, shaping, and attaching the Chimera leather strips to the handle.
- Alchemical Furnace: To properly heat and mix the Alchemical Catalyst with the venomous extract.
- Skill Requirements:
- Blacksmithing (Expert Level): Required for forging the Darksteel into finely crafted throwing knives with perfect balance and sharpness.
- Poison Handling (Proficient Level): Needed to safely extract, refine, and apply the venom without contaminating the blade or harming the crafter.
- Runesmithing (Intermediate Level): To inscribe the blades with runes that will subtly enhance the poison’s effects and ensure it bonds with the metal.
- Leatherworking (Intermediate Level): For crafting and attaching the Chimera leather strips to the handle with precision and durability.
- Alchemy (Intermediate Level): Necessary for preparing the Alchemical Catalyst and ensuring the poison is properly bonded to the blade.
- Crafting Steps:
- Forge the Blades:
- Heat the Darksteel Ingots in the forge until they are malleable.
- Hammer the ingots into the shape of thin, aerodynamic throwing knives using the anvil.
- Press the heated Darksteel into the Serrated Edge Mold to create the serrated blade edges.
- Quench the blades in oil to harden them, then temper them in a low-temperature forge to remove brittleness.
- Engrave the Blades:
- Use the engraving tools to carve intricate patterns along the blade, ensuring to leave space for the runic inscriptions.
- Carefully apply the Runic Inscription Powder along the blade’s edge and engrave the runes, activating their magic through precise incantations.
- Prepare and Apply the Venom:
- Using the Poisoner’s Kit, extract and refine the Shadow Viper’s venom to create the Venomous Extract.
- Heat the Alchemical Catalyst in the Alchemical Furnace and mix it with the Venomous Extract, creating a viscous liquid.
- Submerge the blades in the venom mixture, allowing them to absorb the poison and bond with the metal. This step may take several hours to ensure full absorption.
- Craft the Handles:
- Cut and shape the Chimera Leather Strips to fit the handle of the knives.
- Securely wrap the leather strips around the handles, using leatherworking tools to stitch and bind the leather in place, ensuring a firm and comfortable grip.
- Final Assembly and Inspection:
- Once the blades are fully treated and the handles are secured, inspect the knives for balance, sharpness, and poison effectiveness.
- Perform a final sharpening of the blades, ensuring the serrated edges are razor-sharp and ready for use.
- Test the activation of the poison by lightly scratching a test dummy or inert target, observing the poison’s reaction and ensuring the paralysis effect is potent.
- Curing and Safeguarding:
- Allow the knives to rest for 24 hours in a sealed container, letting the poison fully integrate with the blade and ensuring the runes stabilize.
- Store the finished Envenomed Throwing Knives in a safe, padded case to prevent accidental exposure or activation.
- Forge the Blades:
The process of crafting the Envenomed Throwing Knives requires precision, skill, and patience, with each step contributing to the deadly effectiveness of the final product. Properly forged and prepared, these knives become invaluable tools in the hands of skilled users.
Tale of the Shadowed Blade’s Gift
Long, long ago, in days shrouded by fog of time, there was a creature of many secrets called Shroudheart Oni. It was said this Oni did not live in light but in shadows so deep that even moon’s glow could not touch. Shroudheart Oni was feared by all, for its eyes could see in darkness, and its claws could tear through stone. But it was not the claws that brought the most fear, no, it was the knives—the knives of death and sleep.
The knives were not from this world, or so the elders said. They were made in a place where shadows had form, and darkness had weight. A smith of shadows, whose name was lost to the winds, forged these knives under the blackest of moons. He used metal that was not metal, taken from the bones of mountains that walked in a time before time. The smith dipped the blades in a venom drawn from the breath of a serpent that never woke, sealing its sleep in the edge of the knives.
The knives were given to Shroudheart Oni as a gift, or perhaps a curse, for the reasons are unclear. Some say the knives were given to strike down the enemies of the shadows. Others say they were to bring endless sleep to those who defied the darkness. The knives were small, but they carried the weight of many deaths. With a throw, they would bring stillness to the heart of any who felt their bite, and the venom would weave dreams of cold and paralyze the soul.
But the Oni, being wise in the ways of darkness, knew the knives were more than just tools of death. The Oni saw in the blade’s reflection not the faces of its enemies, but its own. It was said that every time the knives were thrown, a piece of the Oni’s shadow would cling to the blade, making the Oni weaker, thinner, until one day, the Oni would become a shadow of a shadow and vanish from the world, leaving only the knives behind.
The Oni used the knives sparingly, only when the shadows were long and the moon was hidden, and it always retrieved them before the first light of dawn. Yet, the Oni’s shadow grew fainter with each throw, and its heart grew heavier, for it knew that one day it would throw the knives and never retrieve them, and it would be as if the Oni had never been.
The story ends not with a battle or a great victory, but with a whisper. The Oni, now barely a wisp of darkness, threw the knives one last time. The knives flew swift and true, but when they struck, they did not bring death, but silence. The silence spread, consuming the Oni, the knives, and all the shadows. Nothing remained but a stillness so deep that no sound has been heard in that place since.
Moral of the Story: The shadow that seeks to silence all things shall find itself silenced in return. Seek not to wield that which consumes, for in the end, you may find you have become the thing you feared most—nothing.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Name: Envenomed Throwing Knives
- Type: Thrown Weapon
- Skill: Throw (25% base)
- Damage: 1d4 + poison (paralysis effect)
- Range: 10 yards
- Uses: 3 (before needing to be re-coated with venom)
- Effect: On a successful hit, the target must make a CON roll. If failed, the target is paralyzed for 1d6 minutes. The paralysis does not cause unconsciousness but renders the target immobile. Re-coating the blades with venom requires a successful Chemistry or Poisons roll.
- Cost: 80 gp
- Availability: Rare
- Description: These knives are ancient relics, rumored to have been crafted by a cult devoted to a forgotten deity. The venom coating the blade is derived from a long-extinct serpent and is known to induce a paralyzing terror in its victims.
Blades in the Dark
Item: Envenomed Throwing Knives
- Load: 1
- Type: Fine Weapon (Thrown)
- Effect:
- Tier 2: The Envenomed Throwing Knives provide potency when used to incapacitate or immobilize a target.
- Special: When a target is struck, they must resist (Prowess) or suffer from paralysis, making them unable to act for the remainder of the scene. The venom is rare, requiring a downtime activity (acquire asset) to replenish if used multiple times.
- Description: These knives are whispered of in the underworld, known for their ability to bring even the toughest opponents to their knees. The paralytic venom ensures that a strike from these blades is often the last thing a victim remembers.
Dungeons & Dragons (5th Edition)
Name: Envenomed Throwing Knives
- Weapon (dagger), uncommon (requires attunement)
- Damage: 1d4 piercing + 1d6 poison
- Range: 20/60 feet
- Special Effects: On a successful hit, the target must make a DC 13 Constitution saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Charges: 3 charges (regains 1d3 expended charges daily at dawn)
- Cost: 150 gp
- Properties: Finesse, Thrown, Light
- Description: These finely crafted throwing knives are coated with a potent poison that can temporarily paralyze even the most resilient of foes. They are favored by assassins and other practitioners of the dark arts for their deadly precision and effectiveness in neutralizing targets.
Knave
Item: Envenomed Throwing Knives
- Type: Weapon (Light, Ranged)
- Damage: 1d4 + Poison Effect
- Range: 20 feet
- Usage Die: d6 (roll after each use; if the result is 1, the venom has been depleted)
- Effect: On a successful hit, the target must save vs. CON or be paralyzed for 1d6 rounds. The paralysis effect is rare, and the venom must be carefully prepared and applied, requiring special ingredients.
- Encumbrance: 1 slot
- Cost: 120 coins
- Description: These knives are renowned among thieves and assassins, not just for their sharpness but for the venom that coats them, which can render even the strongest opponent helpless.
Fate Core
Name: Envenomed Throwing Knives
- Aspect: “Blades Coated in Paralytic Venom”
- Type: Weapon (Throwing)
- Harm: +2 shift bonus on a successful hit
- Stunt: Once per session, when you succeed with style on an attack using the Envenomed Throwing Knives, you can forgo the normal benefits to instead inflict a “Paralyzed” aspect on the target with a free invoke.
- Description: These throwing knives, coated in a rare paralytic poison, are known to freeze enemies in place with a single strike. The knives’ effectiveness comes from their deadly precision and the paralyzing venom that clings to their edges.
- Cost: 1 Refresh (to gain the Stunt)
- Game Mechanics: The “Paralyzed” aspect can be used to simulate the target being unable to move or defend, making them vulnerable to follow-up attacks.
Numenera & Cypher System
Name: Envenomed Throwing Knives
- Level: 3 (Crafted Item)
- Damage: 2 points (1 point piercing + 1 point poison)
- Effect: On a successful hit, the target must make a Might defense roll against Level 3. If failed, the target is paralyzed for 1 round, losing their next turn. The paralysis effect occurs only on the first successful hit per target per scene.
- Effort to Use: 1 (if attempting to increase the paralysis duration by an additional round)
- Description: These knives are artifacts from a bygone era, their blades perpetually slick with a venomous substance that induces paralysis. They are as much a tool for warriors as they are for those who walk in the shadows.
- Usage: Single-use for each knife; multiple knives may be available, but each must be treated as a separate item.
- Cost: 100 shins
Pathfinder (2nd Edition)
Name: Envenomed Throwing Knives
- Type: Thrown Weapon
- Rarity: Uncommon
- Category: Simple Weapon
- Damage: 1d4 piercing + 1d6 poison
- Range: 20 feet
- Critical Specialization Effect: The target takes 1d4 persistent poison damage.
- Traits: Agile, Finesse, Thrown, Poison
- Special: On a successful hit, the target must make a DC 18 Fortitude save or be paralyzed for 1 round. This effect can only trigger once per round, regardless of the number of attacks made.
- Charges: 3 uses before the poison must be reapplied. Reapplication requires 10 minutes and an appropriate Crafting (Poison) skill check (DC 15).
- Price: 175 gp
- Description: These small, serrated knives are favored by assassins for their ability to deliver a deadly poison that can paralyze opponents, leaving them vulnerable to further attacks.
Savage Worlds (Adventure Edition)
Name: Envenomed Throwing Knives
- Type: Thrown Weapon
- Damage: Str+d4
- Range: 3/6/12
- Effect: On a successful hit, the target must make a Vigor roll at -2. If failed, they become Paralyzed for 1d6 rounds, unable to move or take actions. The paralysis is a temporary effect that can leave the target highly vulnerable.
- Special: The poison effect has 3 charges; after that, the knives function as normal throwing knives until re-coated. Re-coating requires a Survival or Alchemy check with a -2 penalty and the use of rare venom.
- Cost: $150
- Notes: The Envenomed Throwing Knives are a favorite among assassins and spies for their ability to disable targets with a single throw. They are feared in many circles, and mere possession of them can lead to severe consequences if caught by the authorities.
- Description: These vicious blades are coated with a rare venom that can render even the strongest foes helpless, making them an ideal tool for stealthy operations and quick assassinations.
Shadowrun (6th Edition)
Name: Envenomed Throwing Knives
- Type: Thrown Weapon
- Accuracy: 5
- Damage: 3P (Physical)
- AP: -1
- Special Effects: Upon a successful hit, the target must make a Body + Willpower test with a threshold of 3. If failed, the target is paralyzed for (3 – net hits) Combat Turns. The paralysis is non-lethal but renders the target immobile and unable to take actions. The knives have 3 doses of venom before they must be re-coated, requiring a Poisoner’s Kit and 1 hour of work.
- Availability: 9F (Forbidden)
- Cost: 2,500¥ per knife
- Description: These knives are favored by shadow operatives who need to disable their targets quickly and quietly. The paralytic venom is synthesized from rare toxins and is highly regulated, making the knives difficult to acquire and dangerous to possess.
Starfinder
Name: Envenomed Throwing Knives
- Level: 3
- Type: Light Weapon (Thrown)
- Damage: 1d4 piercing + 1d6 poison (paralysis effect)
- Critical: Paralysis (see below)
- Range: 20 feet
- Capacity: 3 doses of venom
- Usage: 1/use
- Effect: On a critical hit, the target must succeed at a DC 15 Fortitude save or be paralyzed for 1 round. The paralysis effect is triggered once per round, regardless of the number of knives thrown. The knives must be re-coated with venom after 3 uses, requiring 10 minutes and a successful Life Science check (DC 15).
- Cost: 1,500 credits
- Bulk: L (Light)
- Description: Envenomed Throwing Knives are designed for stealth and precision, delivering a paralyzing toxin with each strike. They are highly sought after by mercenaries and assassins operating in the more lawless sectors of space.
Traveller (Mongoose 2nd Edition)
Name: Envenomed Throwing Knives
- Type: Blade (Thrown)
- Damage: 1D + Poison (paralysis effect)
- Range: 6 meters
- Skill: Melee (Blade) or Athletics (Thrown)
- Effect: On a successful hit, the target must make an Endurance roll at DM-2. If failed, the target is paralyzed for 1D minutes, unable to move or take actions. The paralysis is non-lethal but can render the target helpless. The knives have enough venom for 3 uses before needing to be re-coated, requiring a Medic or Survival check (8+) and 1 hour of work.
- Cost: 1,200 Credits
- Availability: Rare (Law Level 8+ restricted)
- Description: Crafted by a reclusive artisan on a backwater world, these knives are prized by those who need to take down targets without killing them. The venom used is difficult to produce and even harder to find, making these weapons as rare as they are dangerous.
Warhammer (Warhammer Fantasy Roleplay 4th Edition)
Name: Envenomed Throwing Knives
- Type: Thrown Weapon
- Range: SB x 3 yards
- Damage: SB (Strength Bonus)
- Qualities: Precise, Slow, Poison
- Effect: When a hit is successful, the target must make an Endurance Test with a difficulty determined by the GM based on the potency of the venom (typically Average (+20) or Challenging (+0)). On a failure, the target is paralyzed for 1d10 Rounds. The paralysis does not cause harm but leaves the target unable to move or defend. The knives hold enough venom for 3 throws before needing to be re-coated, which requires access to rare ingredients and a successful Trade (Poisoner) test.
- Encumbrance: 0
- Availability: Very Rare
- Cost: 50 Gold Crowns
- Description: These finely balanced throwing knives are the weapon of choice for assassins and spies within the shadowy circles of the Old World. The venom coating them is distilled from creatures of the deep woods, ensuring that a single hit can render even the mightiest foe helpless.
