Lore: The Thunderbolt Blowgun is a weapon created by the legendary gnomish inventor, Fizzlebang Thunderstrike. Fizzlebang was known for his inventive and often explosive creations, and the Thunderbolt Blowgun is no exception. The blowgun is made from an ultra-lightweight metal alloy and is powered by a small magical crystal that stores lightning energy. The darts fired from the blowgun are coated with a conductive material that amplifies the lightning energy, making them incredibly powerful.
The Thunderbolt Blowgun is a ranged weapon with the following stats:
- Rarity: Rare
- Type: Ranged Weapon
- Properties: Ammunition, Loading, Lightning
- Weight: 2 lbs.
- Tags: Gnomish Engineering, Conductive Darts, Energy Discharge, Lightweight Alloy, Crystal-Powered, Single Shot, Electric Shock, Precision Weapon, High Velocity, Amplified Impact
- Uncommon (Tier 1)
- Cost: 4,000 gold pieces
Special Abilities:
- Ammunition: The Thunderbolt Blowgun 11 requires specially crafted metal darts as ammunition.
- Loading: The Thunderbolt Blowgun 11 requires an action to load and can only fire one dart per turn.
- Lightning: The darts fired by the Thunderbolt Blowgun 11 are imbued with lightning energy, dealing additional lightning damage in addition to piercing damage.
How to Use: To use the Thunderbolt Blowgun 11, the wielder must load a metal dart into the blowgun and then use an action to fire it. The Thunderbolt Blowgun’s lightweight metal construction and magical crystal power source make it incredibly easy to wield, allowing the wielder to fire darts with lightning speed and accuracy. The Lightning property of the blowgun adds an extra layer of damage to each dart fired, allowing the wielder to deal both piercing and lightning damage to their targets. The Thunderbolt Blowgun is a rare and expensive weapon, making it more difficult to acquire than some of the more common weapons, but its unique ability to deal lightning damage makes it a valuable addition to any character’s arsenal.
In the world of Saṃsāra, the Thunderbolt Blowgun 11 is a rare and specialized weapon, crafted with precision and gnomish ingenuity. Such an item would be bought and sold in exclusive shops that cater to inventors, collectors, and adventurers interested in unique magical technology. Here are the types of shops where the Thunderbolt Blowgun 11 might be acquired, with descriptions of their atmospheres and pricing structures:
- Gnomish Gadget Emporium
- Description: Found in bustling trade cities or gnome-populated districts, these shops are filled with fascinating inventions, peculiar devices, and experimental weaponry. Run by eccentric gnome artisans and inventors, the shop overflows with mechanical sounds, flashing lights, and wafts of strange-smelling steam. The Thunderbolt Blowgun 11 is displayed prominently, surrounded by various gnome-crafted ammunition types.
- Cost: 4,000 gold pieces due to its rarity and gnomish craftsmanship. Customers who show an interest in technology or who bring other gnome inventions for trade may receive a small discount.
- Arcane Arsenal
- Description: Located in major cities with a strong magical presence, the Arcane Arsenal caters to adventurers and mercenaries who seek enchanted weaponry. The shop is run by magical merchants who deal in items with powerful enchantments, often with a focus on offensive magic. The Thunderbolt Blowgun 11 is featured as a high-end piece for those looking to deal elemental damage. The shop atmosphere is sophisticated, with each item stored in protective displays that pulse with magical wards.
- Cost: 4,500 gold pieces, with an additional charge for special modifications to suit specific elemental preferences. The price reflects the exclusivity and mystique of the Arcane Arsenal.
- Lightning Forge
- Description: Known for specializing in elemental weapons, the Lightning Forge is often located near stormy regions or in towns where elemental mages gather. The shop is run by elementalists who fuse magic into weaponry, particularly lightning-based items. Inside, the Thunderbolt Blowgun 11 is stored in a glass case crackling with protective energy. The Forge has a workshop in the back, where customers can witness the crafting of similar weapons.
- Cost: 4,200 gold pieces, with optional accessories, such as specially treated darts or elemental upgrades, available for an additional cost.
- Adventurer’s Exchange
- Description: Located near adventurer guild halls or busy ports, this exchange is a marketplace of items brought back from dangerous quests. The shop has a rotating inventory of unique and rare items, often resold by adventurers or acquired from distant lands. The Thunderbolt Blowgun 11 is likely found here as a secondhand weapon, available to those with a keen eye for powerful but exotic tools.
- Cost: 3,800 gold pieces (slightly lower due to its secondhand nature). Haggling is encouraged, especially for adventurers willing to barter rare items or offer services.
- Arcane College Bazaar
- Description: In cities with prominent magical academies, the Arcane College Bazaar is a marketplace for magical items, often run by alumni or professors who specialize in enchanting. The Thunderbolt Blowgun 11 is a prized item, displayed for study as well as sale. The shop is frequented by scholars and researchers, creating an academic atmosphere filled with discussions on magical theory.
- Cost: 4,000 gold pieces, with discounts for students or alumni of the college. The item may come with additional documentation detailing its construction and history for those interested in the scholarly aspects.
- Smuggler’s Market
- Description: Hidden in underground locations or shady parts of town, the Smuggler’s Market is a place where rare and sometimes illicit items can be found. The Thunderbolt Blowgun 11, due to its high price and rare materials, is sold here as a ‘hot item’ for those seeking high-end weaponry without the restrictions of more legitimate markets. The shop is dimly lit, with weapons displayed discreetly for customers looking to avoid official scrutiny.
- Cost: 3,500 gold pieces (sold at a lower price to facilitate quick transactions). The buyer must be discreet and is often required to pay upfront.
- Inventor’s Guild Workshop
- Description: In larger cities where technology and magical innovation thrive, Inventor’s Guild Workshops act as both shops and crafting stations. They are known for their skilled artificers and tinkerers, who sell and repair inventions. The Thunderbolt Blowgun 11 is displayed with pride as a masterpiece of gnomish engineering, available for purchase alongside other crafted or enchanted tools.
- Cost: 4,200 gold pieces. Guild members may receive discounts, and the shop offers free tune-ups for one year after purchase.
Each of these shops provides a unique environment for the acquisition of the Thunderbolt Blowgun 11, reflecting the varied attitudes toward technological and magical innovations in Saṃsāra. Buyers will encounter different challenges and requirements based on the shop’s setting and clientele, and they may need to demonstrate interest in technology or magic to access certain locations.
The Thunderbolt Blowgun 11 is a versatile weapon that delivers powerful lightning-infused darts, making it an effective tool for both offensive and defensive tactics in various environments. Here’s how the Thunderbolt Blowgun 11 might be roleplayed in different settings across Saṃsāra, leveraging its unique properties and strategic advantages:
- Urban Streets and Rooftops
- Offense: In a densely packed city or on a rooftop, the Thunderbolt Blowgun 11 allows the user to strike from a distance with stealth and precision. Its quiet operation makes it ideal for hit-and-run attacks in crowded areas, as it attracts minimal attention when fired. The lightning-infused darts can target specific threats, making it useful for ambushing enemies or creating chaos within enemy ranks by discharging electricity into nearby metal objects or water sources.
- Defense: The blowgun’s small size makes it easy to conceal, perfect for quick defensive actions when ambushed in alleyways or confined spaces. In defensive situations, the user can fire a dart at a metal surface or a puddle of water, creating a small electrical field that shocks multiple assailants. The lightning effect can disorient or temporarily incapacitate attackers, giving the user time to escape or find a vantage point.
- Dense Forests and Jungles
- Offense: In a forest or jungle setting, the Thunderbolt Blowgun 11 is exceptionally useful for stealth attacks. The user can hide among foliage, striking targets with little risk of detection. The blowgun’s darts have a minimal impact sound but deliver a powerful shock, ideal for taking out foes without alerting others nearby. The electric charge can also be used to start small fires by igniting dry leaves, creating diversions or forcing enemies into the open.
- Defense: The blowgun’s lightning capabilities can be used to take advantage of the forest’s natural features. If the user is pursued, they can fire a dart at a tree or vine, charging the foliage with electricity and creating a brief barrier of shocking energy. This technique can slow down or deter creatures and enemies from pursuing through dense underbrush. Additionally, the blowgun can be used defensively to knock down large branches or unstable trees, creating obstacles for anyone in pursuit.
- Underground Caverns and Dungeons
- Offense: In the dark, winding tunnels of a cavern or dungeon, the Thunderbolt Blowgun 11 excels as a long-range tool for clearing threats before they get too close. The lightning energy can illuminate the area briefly, allowing the user to see targets in dim or dark spaces. It’s particularly effective against creatures with vulnerabilities to lightning, like water-dwelling creatures that lurk in underground pools or moisture-laden caverns.
- Defense: The blowgun’s darts can be strategically fired at metal reinforcements in the cave or dungeon walls, electrifying them and creating barriers. Additionally, the Thunderbolt Blowgun 11 can be used to temporarily light up dark passages, aiding in navigation while simultaneously deterring enemies with the sudden flashes. In tight corridors, the electrical discharge can create momentary static fields, repelling smaller creatures or swarms that may otherwise overwhelm the user.
- Stormy Coastlines and Islands
- Offense: On stormy coastlines, the blowgun’s lightning attacks can blend seamlessly with natural thunderstorms, giving the user a tactical advantage. With the sound of thunder masking the discharge, the blowgun becomes an invisible threat. The user can strike at enemies from a distance, or target water to create a shockwave, electrocuting enemies wading in shallow water.
- Defense: Defensively, the Thunderbolt Blowgun 11 can amplify the environment’s natural electrical currents. The user can aim at metallic objects near or in the water to create electric fields, keeping enemies at bay. If the user is pursued, they can fire a dart into a tide pool or standing water, electrifying it briefly to prevent enemies from advancing through these areas. The lightning can also be used to break ropes, nets, or traps used by coastal attackers.
- Mountain Passes and High Cliffs
- Offense: The Thunderbolt Blowgun 11 is ideal for taking shots at enemies from great heights, especially when positioned on a mountain ledge or cliff. The user can launch an attack on enemies scaling up toward them, with lightning-enhanced darts that can disrupt climbing gear or cause foes to lose their grip. The electrical charge is particularly useful for targeting metal armor or equipment, forcing enemies to descend or retreat.
- Defense: On narrow mountain passes, the blowgun’s lightning abilities can aid in creating barriers. By striking metallic objects embedded in the cliff face or even loose rocks, the user can generate small rock slides or loosen gravel, slowing pursuers. In times of desperation, a well-placed shot into the rock surface can create minor collapses or sparks to deter enemies. The lightning effect can also be used to repel creatures that are sensitive to sudden flashes or loud noises, such as mountain predators or large birds.
- Desert and Open Plains
- Offense: In the open spaces of a desert or plain, the Thunderbolt Blowgun 11 is a deadly long-range weapon. The blowgun allows the user to strike quickly and retreat, using the wide-open terrain to their advantage. With the lightning-infused darts, the user can target groups of enemies, as the electrical shock can briefly spread across dry sand, creating a stunning effect on any nearby foes.
- Defense: For defense, the user can fire darts into sandy areas, creating small, electrified patches of ground that can stun or injure enemies who pass over them. In sandy deserts, this effect is particularly useful for slowing down large groups. The user can also target metal objects or conductive minerals in the ground, generating brief but effective barriers of electricity that discourage pursuit and provide a means of escape.
The Thunderbolt Blowgun 11 is an excellent weapon for characters who prefer to engage from a distance or rely on ambush tactics. Its blend of lightning damage and stealthy operation makes it versatile in various environments, allowing for creative roleplay options. Whether in dense forests, dark caverns, or stormy coastlines, the Thunderbolt Blowgun 11 allows its user to adapt and use the environment to their advantage, adding an electrifying edge to any combat situation in Saṃsāra.

Perception of Activation: Thunderbolt Blowgun 11
- When the Thunderbolt Blowgun 11 is activated, it resonates with stored lightning energy, creating a range of sensory effects for both the user and nearby observers. Below are the perceptions experienced upon activation, detailing the effects on the five senses and including extra-sensory elements from both the user’s and observer’s perspectives.
- User’s Perspective:
- Sight: The blue crystal embedded in the blowgun begins to glow softly, emitting a faint but steady electric light. Tiny arcs of lightning flash along the length of the blowgun, illuminating the conductive dart tip. As the user focuses on their target, their vision sharpens, appearing to flicker with a faint blue tint.
- Sound: The user hears a soft, pulsing hum, like the low thrum of a generator. A faint crackling sound accompanies each surge of electricity through the blowgun, producing a rhythmic buzz that resonates in time with the user’s breath, adding a sense of anticipation.
- Touch: The metal feels cool and smooth in the user’s hands, but as it activates, there is a sudden warmth near the crystal and a faint, static sensation along the length of the blowgun. This energy gives the user a heightened sense of control, as though the weapon is responding to their grip.
- Smell: The air around the blowgun takes on a sharp, metallic scent, similar to the ozone smell that follows a lightning strike. This subtle smell enhances the user’s awareness, evoking a sense of urgency and focus.
- Taste: A faint, metallic taste lingers in the user’s mouth, as though a storm is building nearby. This sensation heightens concentration, almost as if the blowgun’s energy courses through their veins.
- Extra-sensory: The user experiences a faint Sense of Precision, as if the blowgun’s energy aligns with their aim, helping them focus sharply on their target. Additionally, they feel an Electric Sense, allowing them to instinctively perceive the presence of conductive materials and water nearby, making it easier to select strategic targets for lightning damage.
- Positives: Enhanced awareness, improved focus, and a sense of heightened precision. The blowgun feels almost alive, in tune with the user’s movements.
- Negatives: The lingering static energy can cause a mild discomfort or tingle, making it challenging to handle other items immediately afterward. Prolonged use can lead to slight numbness in the hands.
- Observer’s Perspective:
- Sight: Observers see the glow of the blue crystal and the arcs of electricity flickering along the blowgun, giving it an almost otherworldly appearance. If close enough, they may notice the dart’s tip glowing faintly with electric energy. The user themselves may appear more focused, with a determined look as they prepare to fire.
- Sound: Observers hear a low, pulsing hum, punctuated by soft crackling sounds as the blowgun charges up. The sound is subtle but constant, and in a quiet environment, it can sound like distant thunder, adding a sense of tension.
- Touch (Proximity): If an observer stands very close, they may feel a faint static field around the blowgun, creating a subtle tingling sensation on their skin. This feeling intensifies the closer they are to the weapon, evoking both curiosity and caution.
- Smell: Observers near the blowgun may notice a faint, sharp ozone scent, similar to the aftermath of a storm. This smell, while faint, can create a sense of anticipation or unease, as it hints at the weapon’s electrical nature.
- Extra-sensory: A magically or technologically inclined observer might sense the Energy Field radiating from the blowgun, feeling a hum of energy in the air. Additionally, they may detect a subtle Magnetic Pulse in the weapon, as if it’s affecting nearby metal objects, slightly tugging on metallic items or resonating with other energy sources.
- Positives: Observers gain an appreciation for the weapon’s power and uniqueness, as it displays a blend of technology and magic. Those interested in invention or magic may feel drawn to study its intricate details.
- Negatives: The electric aura can create a slight sense of unease, especially for those unaccustomed to advanced technology or magical weapons. Some observers may instinctively step back due to the electric charge, particularly if they are wearing metal armor or carrying conductive items.
- User’s Perspective:
- Overall Effects:
- Positives:
- The Thunderbolt Blowgun 11 enhances the user’s precision and situational awareness, making it effective for both tactical strikes and defensive maneuvers.
- The weapon’s electric aura and visual effects create a strong impression, often deterring enemies or intimidating observers.
- Its connection to lightning energy allows for strategic use in environments with conductive materials or water, amplifying its effectiveness in combat.
- Negatives:
- The electrical charge can make nearby allies cautious, as the static field and sharp ozone scent may be uncomfortable or disorienting to those in close proximity.
- Prolonged use may lead to physical discomfort, including numbness or tingling in the user’s hands. Observers might also feel wary of standing too close due to the static field, and individuals wearing metal armor might feel slight magnetism, making them uneasy.
- In environments where electricity is feared or misunderstood, the blowgun’s activation can provoke suspicion, leading to possible tension or conflict if observed by those unfamiliar with such technology.
- Positives:
The Thunderbolt Blowgun 11 combines the power of lightning with precise engineering, creating a unique sensory experience for both the user and anyone nearby. This weapon’s activation resonates with the feel of a brewing storm, making it both a fearsome tool and an object of intrigue in Saṃsāra.
Crafting Recipe: Thunderbolt Blowgun 11
- To recreate the Thunderbolt Blowgun 11, a blend of gnomish engineering and elemental magic is required. This recipe guides the crafter through constructing a blowgun capable of harnessing lightning energy and delivering it through specialized darts.
- Materials Needed:
- Lightweight Metal Alloy Tubing (x1) – An ultra-lightweight metal, such as mithral or gnome-forged aluminum, approximately 18 inches long and durable enough to conduct electricity safely.
- Lightning Crystal (x1) – A small, enchanted crystal that stores and releases electrical energy. Found in areas with high storm activity or purchased from elemental merchants.
- Conductive Metal Darts (x10) – Darts made from a metal that can safely carry a current, such as silver or copper, and designed with aerodynamic grooves for enhanced flight.
- Insulated Leather Wrap (x1 yard) – Treated leather that insulates against static shock, used to wrap the blowgun’s grip.
- Magic-Conductive Wiring (x1 foot) – Thin wire infused with elemental magic, used to channel electricity from the crystal to the blowgun and darts.
- Storm Oil (x1 vial) – An alchemical mixture that enhances the conductivity of metal. This is used to coat the inside of the blowgun and the tips of the darts.
- Elemental Flux Powder (x1 small pouch) – A powder made from ground crystals and herbs, used to bind the lightning crystal to the blowgun.
- Tools Required:
- Miniature Smithing Hammer – For shaping and adjusting the metal parts of the blowgun.
- Elemental Socket Wrench – A specialized tool for inserting and securing enchanted crystals within metal casings.
- Fine Insulating Gloves – Prevents the crafter from accidental shocks during the assembly process.
- Gem-Cutting Kit – For modifying the Lightning Crystal to fit the blowgun and adjust its output.
- Arcane Soldering Iron – Used to secure the magic-conductive wiring and fuse it with the Lightning Crystal.
- Gnomish Tinker’s Goggles – Enhances vision, allowing the crafter to see minute details and potential weaknesses in the blowgun’s assembly.
- Skill Requirements:
- Tinkering/Engineering (Proficient) – Required for precise assembly and alignment of the metal tubing, darts, and internal wiring.
- Arcana (Proficient) – Needed for handling and securing the Lightning Crystal and integrating its magical properties with the blowgun.
- Alchemy (Basic) – Used to safely handle and apply the Storm Oil to improve conductivity.
- Elemental Magic Knowledge (Skilled) – Ensures proper handling of the Lightning Crystal and Elemental Flux Powder, preventing overloads or accidental discharges during assembly.
- Crafting Steps:
- Prepare the Metal Tubing:
- Place the Lightweight Metal Alloy Tubing on your workbench. Using the Miniature Smithing Hammer, tap along the length of the tube to test for any imperfections or weak points.
- Apply a thin coat of Storm Oil inside the tubing with an alchemical brush. Let it dry for an hour, which will increase the conductive properties of the blowgun.
- Shape the Lightning Crystal:
- Use the Gem-Cutting Kit to refine the shape of the Lightning Crystal, making it small enough to fit securely in a socket near the mouthpiece. Carve grooves into the crystal to regulate its energy output and prevent excessive discharge.
- Dust the crystal with Elemental Flux Powder, enhancing its bond to the tubing once inserted. This also helps to channel energy evenly along the blowgun.
- Assemble the Crystal Chamber:
- With the Elemental Socket Wrench, place the Lightning Crystal into a small compartment within the blowgun near the grip. Ensure it’s positioned to connect with the magic-conductive wiring, allowing for efficient energy transfer to each dart.
- Secure the crystal with the Arcane Soldering Iron, fusing the magic-conductive wiring to the grooves cut earlier. Ensure each wire is firmly connected to the inner walls of the tubing, aligning with the firing mechanism to discharge energy upon release.
- Wrap the Grip:
- Wrap the insulated leather around the base of the blowgun, directly below the crystal chamber. This provides the user with a safe grip and prevents static shocks during use.
- Bind the leather with metal clamps or magical adhesive, securing it firmly. The insulated leather will protect the user’s hands and keep the blowgun balanced when firing.
- Prepare and Coat the Darts:
- Coat each of the Conductive Metal Darts in a thin layer of Storm Oil. Allow them to dry fully, which will improve their electrical conductivity and ensure they carry the lightning charge upon firing.
- Once dry, load a dart into the blowgun’s chamber, ensuring it makes contact with the wiring that leads back to the crystal. Test each dart for fit and alignment, making adjustments as needed.
- Final Charge and Testing:
- Using Elemental Magic Knowledge, perform a small lightning spell to activate the Lightning Crystal within the blowgun. You should see small sparks traveling along the conductive wiring to the tip of the loaded dart. This charge should remain subtle until the dart is fired.
- Test the blowgun by firing a dart at a conductive metal target. Observe the discharge of lightning energy upon impact. The dart should carry both piercing and electrical damage to the target, with the lightning effect visible on contact.
- Adjustments and Calibration:
- If the lightning discharge is too weak or strong, recalibrate by adjusting the grooves on the crystal or tightening the wiring. Ensure that the blowgun consistently delivers a powerful, controlled bolt of lightning with each shot.
- Repeat the firing test until you’re satisfied with the balance of piercing and lightning damage.
- Prepare the Metal Tubing:
After following these steps, you will have created the Thunderbolt Blowgun 11. This newly crafted blowgun retains the powerful electric properties and precise engineering of the original, ready to channel lightning energy through each dart with deadly efficiency.
Tale of the Thunderstrike Whistler
In times before now, and in lands now lost, there lived a gnome of peculiar craft named Fizzlebang Thunderstrike. Known far and wide as the one who sparked the skies, Fizzlebang was a tinkerer of oddities, many of which were said to bring both wonder and woe. In his small, smoke-filled workshop—where he toiled day and night—he sought to harness the very essence of storm.
It is said that one day, Fizzlebang looked to the skies, and there he saw the dancing bolts of lightning, bright and wild. Struck with an idea as sudden as a storm itself, he whispered, “I shall make a weapon, swift as thunder, sharp as the tempest!” And so, the gnome began his great work, using metals of a lightness no other had seen, and a crystal plucked from the heart of a mountain storm.
Fizzlebang did fashion a blowgun, thin as a reed and gleaming like silver rain. He named it the Thunderstrike Whistler, for when he tested it in the hills, it whistled with the sound of wind. To this blowgun, he added darts dipped in the oils of thunderflowers and encased in lightning-spun metals, so that each shot might carry the fury of a storm.
As tales do tell, he first wielded the Thunderstrike Whistler when a great beast descended upon his village—a beast of scales and eyes like molten rock, spewing fire and fury. Fizzlebang took his blowgun and loaded it with a single dart, whispering words he claimed were given to him by the storm. He raised the blowgun to his lips, and as he blew, a bolt of lightning leapt forth, striking the beast with a force so great that the very earth shook.
The beast fell, singed and broken, but the blowgun held fast. And from that day on, Fizzlebang wandered the land, defending villages from threats great and small, firing bolts of storm at those who dared harm the innocent. The Thunderstrike Whistler became a legend, a weapon that held the power of the skies and the wrath of the storm itself.
But as the story goes, power did bring pride to Fizzlebang’s heart. He grew boastful, and soon he sought out storms, challenging them to strike harder and brighter, claiming he could tame even the fiercest tempest. And so it was that one fateful night, he aimed his blowgun at the sky, shouting for the lightning to come to him. The heavens rumbled, and down came a bolt more powerful than any he had ever seen, striking him with all the fury he had once wielded.
The villagers found Fizzlebang the next morning, his blowgun scorched and cracked. They buried him beside his invention, beneath a sky now quiet, as if the storm itself had made peace. In time, the Thunderstrike Whistler was lost, and none have claimed it since. Yet, some say on stormy nights, a faint whistle echoes through the hills, as though the blowgun still seeks a worthy hand.
Moral of the Story: The power of the storm is not to be wielded in boastfulness or pride. Those who command such forces must respect their own limits, lest they find themselves undone by the very strength they sought to master.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Thunderstrike Whistler
- Type: Unique Blowgun
- Damage: 1d4 + 1 (Piercing) + 1d6 (Lightning)
- Range: 10 yards
- Ammo: Metal Darts (x6)
- Malfunction: 97-00
- Traits:
- Lightning Burst: When a dart strikes a target, it discharges a bolt of lightning, dealing an additional 1d6 damage. If the target is in water or touching metal, the damage increases by +1.
- Storm’s Call: Once per session, the user may make a Hard POW roll to summon a small storm, granting advantage on all ranged attacks made with the Thunderstrike Whistler for 1d6 rounds.
- Static Discharge: On a malfunction, the blowgun discharges in the user’s hands, dealing 1d4 electric damage and stunning them for 1 round unless a Hard CON roll is made.
Blades in the Dark
Thunderstrike Whistler
- Item Type: Unusual Weapon (2 Load)
- Effect: The Thunderstrike Whistler allows the user to make ranged attacks with enhanced electrical damage.
- Special Abilities:
- Storm Shot: When firing, the user gains +1d to Hunt or Skirmish rolls as the dart is infused with lightning energy, delivering additional Level 2 Harm (Electric Shock).
- Electric Aura: Once per score, the user may activate the weapon’s electric aura, emitting a flash of lightning around the target. Nearby enemies within a Small Burst Template take Level 1 Harm from static discharge.
- Jolt and Retreat: If the user is pursued, they may use the blowgun’s energy to create a flash and temporarily blind enemies within Close range, allowing them to make a Prowl check with +1d to escape.
Dungeons & Dragons (5th Edition)
Thunderstrike Whistler
- Weapon (Blowgun), Rare, Requires Attunement
- Damage: 1d4 Piercing + 1d6 Lightning
- Range: 25/100 feet
- Properties: Ammunition, Loading
- Special Abilities:
- Lightning Strike: When a dart hits a target, it discharges a bolt of lightning that deals an additional 1d6 Lightning damage. If the target is in water or wearing metal armor, it must also succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn.
- Thunderous Burst: Once per long rest, the user can release a powerful burst of electricity, forcing all creatures within a 10-foot radius to make a DC 13 Dexterity saving throw. On a failed save, creatures take 3d6 Lightning damage, or half on a success.
- Stormcaller’s Sight: The user gains advantage on Perception checks in stormy weather, as the blowgun heightens their senses to electricity in the air.
Knave
Thunderstrike Whistler
- Damage: 1d4 Piercing + 1d6 Electric
- Range: 50 feet
- Weight: 1 Slot
- Special Abilities:
- Electric Shock: When a dart hits a target, it discharges electricity, dealing an additional 1d6 damage. Targets touching metal or in water take +1 additional damage.
- Storm Surge: Once per day, the user may discharge all remaining energy, creating an electric field in a 10-foot radius. All creatures in this area take 1d6 damage and are briefly stunned unless they make a successful WIS check.
- Weather Sense: The user gains a +1 to rolls involving navigation, tracking, or perception during storms or near large bodies of water, due to their heightened sensitivity to atmospheric changes.
Fate Core
Thunderstrike Whistler
- Aspect: Whistler of the Storm
- Skill Bonus: +2 to Shoot in stormy or rainy conditions.
- Stunts:
- Electric Burst: Once per scene, you can invoke the Whistler of the Storm aspect to add +2 to your Shoot roll, releasing an electric burst that deals additional stress to an opponent on a successful hit. This costs 1 Fate Point.
- Storm Caller: You can spend 1 Fate Point to generate a small, localized storm for a scene, granting you +2 to all rolls made with the Thunderstrike Whistler and obscuring vision for anyone within a zone (except you).
- Lightning Reflexes: When using the Thunderstrike Whistler to defend against ranged attacks, gain a +1 bonus to your Athletics or Notice roll for quick reaction times.
- Refresh Cost: 1 Refresh (for the stunts)
Numenera & Cypher System
Thunderstrike Whistler
- Level: 5
- Damage: 5 points + 2 points (Electric)
- Range: Long (up to 150 feet)
- Special Abilities:
- Shock Dart: On a successful hit, the dart deals an additional 2 Electric Damage. Targets made of metal or in contact with water take +2 extra points of damage.
- Static Field (2 Intellect points): Once per hour, the user may activate a static field that creates a 10-foot zone around the target, shocking all creatures within it for 3 points of Electric Damage.
- Storm Sense: Once per day, the user may expend 3 Intellect points to attune to the energy of storms. For the next hour, they gain an asset on all Perception and Speed Defense rolls while in stormy weather or near large bodies of water.
- Usage Note: The Thunderstrike Whistler requires specially made darts, which are crafted from a metal alloy that conducts electricity.
Pathfinder (2nd Edition)
Thunderstrike Whistler
- Weapon (Blowgun), Rare, Requires Attunement
- Type: Ranged Weapon
- Damage: 1d4 Piercing + 1d6 Electric
- Range: 30 feet
- Reload: 1 (Two-Handed)
- Traits:
- Electric Shock: The Thunderstrike Whistler’s darts deal an additional 1d6 Electric Damage. If the target is in water or in metal armor, they must succeed on a DC 15 Fortitude save or be Stunned 1.
- Lightning Storm: Once per day, the user can discharge a powerful blast, dealing 3d6 Electric Damage in a 15-foot cone. All creatures in the area must make a Reflex save (DC 15) or take full damage, or half on a success.
- Storm Sense: The user gains a +2 item bonus to Perception checks in stormy weather, as the Thunderstrike Whistler enhances their senses to electrical activity.
- Special Abilities:
- Recharges During Storms: If used in stormy weather, the Thunderstrike Whistler regains the use of its Lightning Storm ability if exposed to a natural lightning strike.
Savage Worlds (Adventure Edition)
Thunderstrike Whistler
- Weapon Type: Ranged (Blowgun)
- Damage: 2d4 + 1d6 (Electric)
- Range: 10/20/40
- Weight: 2 lbs
- Traits:
- Shock Dart: On a successful hit, the target must make a Vigor roll at -2 or be Shaken due to the electric shock.
- Electric Discharge: Once per encounter, the user may activate an electric discharge that deals 2d6 damage to all targets within a Small Burst Template around the target. All affected targets make an Agility roll to avoid being Shaken.
- Storm Sense: When using the Thunderstrike Whistler in stormy conditions, the user gains a +1 to Notice rolls, as the weapon tunes into atmospheric electric energy.
- Special Rules: The Thunderstrike Whistler requires specially made darts, which take one action to reload. These darts are conductive and may recharge under lightning storms, allowing for the use of Electric Discharge once more.
Shadowrun (6th Edition)
Thunderstrike Whistler
- Category: Blowgun (Exotic Weapon)
- Damage: 5P (Physical) + 2 (Electric)
- AP: -1
- Range: (Short) 0–20m, (Medium) 21–40m, (Long) 41–60m, (Extreme) 61–100m
- Ammo: Conductive Darts (x6)
- Accuracy: 4
- Special Qualities:
- Electric Burst: When a dart hits, it deals an additional 2 Electric Damage. If the target is wearing metal armor or is near water, they must make a Body + Willpower (3) test or take 1 additional Stun Damage.
- Arc Lightning: Once per combat, the user may fire a dart that releases an arc of electricity, affecting the primary target and up to two additional targets within 5 meters. All targets take 3 Stun Damage and must make a Reaction + Intuition (2) test or be stunned for one round.
- Storm Conduit: The Thunderstrike Whistler recharges 1 use of Arc Lightning if used during a natural thunderstorm, as it draws energy from the surrounding environment.
Starfinder
Thunderstrike Whistler
- Level: 5
- Weapon Type: Hybrid Ranged Weapon
- Damage: 1d4 Piercing + 1d6 Electric
- Range: 60 feet
- Critical: Arc (1d6)
- Capacity: 10 (Electric Charge)
- Usage: 1 per shot
- Traits:
- Electric Shock: Each shot deals an additional 1d6 Electric Damage. If the target is in metal armor or near water, they suffer an extra 1d4 Electric Damage.
- Arc Discharge: Once per day, the user can fire an arc discharge that affects up to three creatures within 20 feet of the target, dealing 2d6 Electric Damage to each. Each creature can make a Reflex save (DC 15) for half damage.
- Weather Adaptation: In stormy conditions, the user gains a +2 bonus to attack rolls due to heightened conductivity, as the weapon draws additional electric charge from the environment.
Traveller (Mongoose 2nd Edition)
Thunderstrike Whistler
- TL: 11 (Advanced Weapon)
- Range: 20m
- Damage: 2d6 + 2
- Traits:
- Shock Impact: On a successful hit, the target takes an additional 1d6 Electric Damage. If the target is metal or touching water, they must succeed on an Endurance check with DM -2 or be stunned for one round.
- Electric Arc: Once per day, the Thunderstrike Whistler can discharge an arc of electricity, affecting the target and up to two adjacent creatures. Each target takes 2d6 Electric Damage and must make a Dexterity check with DM -1 to avoid being stunned.
- Storm Surge: If the weapon is used during a thunderstorm, it draws additional energy, allowing a second use of Electric Arc within the same day.
- Cost: Cr1,200
Warhammer (4th Edition)
Thunderstrike Whistler
- Weapon Type: Exotic Ranged (Blowgun)
- Damage: SB+2 + 1d4 Electric
- Range: 30 yards
- Encumbrance: 1
- Qualities:
- Electric Shock: Upon hitting a target, the dart deals an additional 1d4 Electric Damage. If the target is wearing metal armor or standing in water, they must succeed on a Challenging (+0) Toughness Test or become Stunned for one round.
- Lightning Chain: Once per encounter, the user may activate the Thunderstrike Whistler’s lightning chain effect, targeting up to three additional enemies within 10 yards of the primary target. All affected targets must make a Difficult (-10) Dodge Test or take 2d6 Electric Damage.
- Storm Conduit: When used in stormy weather, the Thunderstrike Whistler allows the wielder to make a +20% Perception Test to detect hidden or concealed targets within 20 yards.
