Venomous Fang Blowgun

Lore: The Venomous Fang Blowgun is a weapon that was developed by a group of tribal hunters who lived deep in the jungles. They crafted this weapon to take down their prey quietly and efficiently, without alerting any nearby predators. The blowgun is made from the long, flexible bamboo stalks that grow in abundance in the jungle, and its darts are coated with a potent venom that can take down even the largest of prey.

Stats: The Venomous Fang Blowgun is a ranged weapon with the following stats:

  • Rarity: Rare (Tier 1)
  • Type: Ranged Weapon
  • Properties: Ammunition, Loading, Poison
  • Tags: Silent Hunter, Tribal Craftsmanship, Jungle Stealth, Venom Delivery, Precision Strike, Exotic Weapon, Animal Taming, Ritualistic
  • Weight: 1 lb.
  • Cost: 1,500 gold pieces

Special Abilities: The Venomous Fang Blowgun has the following special abilities:

  • Ammunition: The Venomous Fang Blowgun requires specially crafted metal darts as ammunition.
  • Loading: The Venomous Fang Blowgun requires an action to load and can only fire one dart per turn.
  • Poison: The darts fired by the Venomous Fang Blowgun are coated with a potent venom that deals poison damage in addition to piercing damage.

How to Use: To use the Venomous Fang Blowgun, the wielder must load a metal dart into the blowgun and then use an action to fire it. The blowgun is an extremely quiet ranged weapon, making it ideal for stealth-based missions where the wielder wants to eliminate targets without alerting nearby enemies. The Poison property of the blowgun adds an extra layer of danger to each dart fired, as enemies struck by the dart will take additional poison damage on top of the piercing damage dealt by the dart itself. The Venomous Fang Blowgun is a rare weapon, making it more difficult to acquire than some of the more common weapons, but its unique ability to deal poison damage makes it a valuable addition to any character’s arsenal.

In the world of Saṃsāra, where magic and steampunk technology intertwine, the Venomous Fang Blowgun might be found in various specialized shops, each offering unique experiences and pricing:

  • The Arcane Emporium:
    • Description: A shop filled with rare and magical artifacts, often with a mystical or alchemical theme.
    • Buying: Here, the blowgun would be considered an artifact of high magical value. The cost might be around 2,000 to 2,500 gold pieces due to its rarity and the magical properties of the venom.
    • Selling: You could sell it for approximately 1,800 gold pieces to a collector or a mage interested in its alchemical applications.
  • The Hunter’s Outpost:
    • Description: Specializes in equipment for hunters and adventurers, located in frontier towns or near wilderness areas.
    • Buying: The blowgun would be priced as a premium hunting tool, potentially around 1,600 gold pieces, especially if it’s known to be effective against certain magical beasts.
    • Selling: A hunter might pay 1,400 to 1,500 gold pieces for such a specialized weapon, appreciating its stealth capabilities.
  • The Bazaar of Exotic Weapons:
    • Description: A bustling market where traders from different islands and cultures exchange unique weaponry.
    • Buying: Here, the price could fluctuate, but it might average at 1,900 gold pieces for its exotic nature and the intrigue it would generate among collectors and warriors.
    • Selling: You could expect to receive about 1,700 gold pieces for the blowgun, with the price varying based on negotiation skills and the presence of potential buyers seeking such items.
  • The Alchemist’s Grotto:
    • Description: A place where alchemy meets commerce, dealing in poisons, antidotes, and items that enhance or utilize them.
    • Buying: The blowgun could be sold for 2,200 gold pieces because of the interest in its venomous properties for crafting poisons or antidotes.
    • Selling: An alchemist might offer 2,000 gold pieces, valuing the item for both the blowgun and the potential to study or replicate the venom.
  • The Shadow Market:
    • Description: A clandestine marketplace dealing in less reputable goods, where anonymity and discretion are key.
    • Buying: The price could be higher due to the covert nature of the trade, potentially around 2,500 to 3,000 gold pieces, as it might be sought after for assassinations or espionage.
    • Selling: Selling here might fetch you 2,300 gold pieces or more, depending on the urgency and the buyer’s need for such a weapon.
  • The Artisan’s Forge:
    • Description: A shop where skilled craftsmen create and sell finely made weapons and tools.
    • Buying: An artisan might price the Venomous Fang Blowgun at 2,100 gold pieces, emphasizing its craftsmanship and the quality of the materials.
    • Selling: They could offer 1,850 gold pieces, interested in the techniques used in its creation or in refining it further.

How to Buy or Sell:

  • Buying: In Saṃsāra, bartering is common, so you might negotiate with additional items or services. Shops might offer maintenance or enhancements to the blowgun as part of the purchase.
  • Selling: To sell, you would need to demonstrate or attest to the blowgun’s effectiveness, perhaps even providing a sample of the venom or a demonstration of its silent firing capability. The reputation of the seller, especially if they have a history of dealing in rare or magical items, could influence the selling price.

Roleplay in Different Environments:

  • Jungle and Wilderness:
    • Offense: The Venomous Fang Blowgun would be the perfect tool for a hunter or an assassin in the dense jungle. An avatar might roleplay by stealthily navigating through the thick undergrowth, using the blowgun to take down game or hostile creatures without causing a disturbance. The blowgun’s silent nature allows for surprise attacks, and the venom ensures that even if the dart doesn’t kill outright, the target is slowed or incapacitated, making it easier to finish the job or escape.
      • Roleplay Example: “My character slinks through the foliage, barely making a sound. Ahead, a large boar roots for food, oblivious to danger. With the blowgun raised, I take a deep breath – the dart is already coated with venom. I aim for the neck, a soft exhale sends the dart flying, the boar stumbles, the venom taking effect as I prepare for the kill.”
    • Defense: In the wild, the blowgun could be used to protect oneself from predators or rival tribes. An avatar might set up traps with poisoned darts or use the blowgun to weaken an approaching threat, providing time to either escape or coordinate a counterattack with allies.
      • Roleplay Example: “As the jungle echoes with the snarl of an approaching beast, I ready my blowgun. The dart is loaded, my breathing slow and controlled. I fire at the beast’s flank, not to kill, but to slow it down, giving me precious moments to climb into the safety of the canopy.”
  • Urban Environments:
    • Offense: In cities or towns, the Venomous Fang Blowgun could be a tool for espionage or clandestine operations. The avatar might use it during a stealth mission to silently take down guards or to eliminate targets from a distance without raising alarm.
      • Roleplay Example: “The target’s routine is predictable. From the shadows, I watch him walk past the same alley every night. I load the dart, its tip glistening with the deadly toxin. As he passes, I blow, the dart finds its mark, and he collapses silently before anyone notices.”
    • Defense: The blowgun can serve as a means of protection in urban settings where drawing attention or causing a commotion is undesirable. It might be used to defend against thieves or thugs in a back alley, or to disarm someone attempting to break into your home without resorting to lethal force.
      • Roleplay Example: “A figure lurks by my window, thinking they’re unseen. I’ve been waiting, the blowgun at my side. I step into view, the intruder freezes. The dart hits his hand, causing him to drop the knife. He’ll be unconscious soon, but alive – a message to others.”
  • High Fantasy Settings (Castles, Dungeons):
    • Offense: Within the confines of stone walls or dark dungeon corridors, the blowgun’s silence and poison make it a formidable choice for infiltration. An avatar could roleplay as a rogue or assassin using the blowgun to navigate past guards or creatures in cramped spaces where melee combat would be too noisy or dangerous.
      • Roleplay Example: “The castle’s guard is thick. I find a vantage point in the shadows of a corridor. One dart, one guard, then onto the next – each falls without a sound, the whisper of the dart the only betrayal of my presence.”
    • Defense: Defensively, the blowgun could be used to set up a perimeter around a camp or within a hideout. Poisoned darts could act as a deterrent or to thin out enemies before they reach the main line of defense.
      • Roleplay Example: “We’ve barricaded ourselves in this chamber. I position myself at the narrowest part of the passage. My blowgun is ready. The first goblin that peers around the corner gets a dart in the eye. They’ll think twice before advancing.”
  • Aerial or Floating Cities:
    • Offense: In such settings, the blowgun could be used from high perches or balloon baskets, taking advantage of the height for ranged attacks. The venom would be especially effective here, as targets might not have immediate access to antidotes or medical aid.
      • Roleplay Example: “From the gondola of our airship, I spot the pirate vessel. With the wind in my favor, I lean over the edge. One by one, I send darts towards their deck, each one a silent messenger of doom, the venom spreading through their ranks.”
    • Defense: The blowgun could be vital for defending against aerial threats, like griffon-mounted enemies or flying creatures. The avatar might roleplay as a sentinel, using stealth and the blowgun to pick off threats before they can damage the city or ship.
      • Roleplay Example: “The city floats above the clouds, but dangers still approach. As a defender, I stand on the lookout tower, the blowgun my silent ally. When a winged beast dives too close, I send a dart into its flight path, hoping to deter it or bring it down before it can reach us.”

In each scenario, the roleplay emphasis should be on the strategic use of silence, the careful application of the poison, and the tactical advantage the blowgun provides, all while respecting the environment’s unique challenges and benefits.

Perception of Activation:

  • User’s Perspective:
    • Sight: You see the dart, with its needle-like tip glinting slightly, being loaded into the bamboo barrel of the blowgun. Your eyes might catch the subtle patterns carved into the bamboo, possibly with a glow or shimmer if enchanted.
    • Sound: The blowgun’s activation is marked by the softest of whispers as you exhale. It’s almost inaudible, creating a serene yet intense focus as you aim.
    • Touch: The bamboo feels smooth and cool against your lips, with a slight texture from the etchings. There’s a gentle pressure as you push the dart into the blowgun, and then a release as it’s propelled by your breath.
    • Smell: There’s an earthy, natural scent from the wood of the blowgun, and perhaps a faint, bitter aroma from the venom if it’s particularly potent or freshly applied.
    • Taste: The taste of the blowgun might be absent unless there’s a residue of sap or venom on your lips, which could be slightly bitter or acrid.
    • Extra-Sensory:
      • Intuition: You might feel a surge of certainty or calm, knowing the blowgun will fly true and silent.
      • Empathy: There could be a momentary connection to the jungle’s predators, a hunter’s respect for the life you’re about to affect.
      • Sixth Sense: You might sense the perfect moment to strike, as if the blowgun itself guides your timing.
  • Observer’s Perspective:
    • Sight: An observer would see the blowgun being raised, and perhaps a brief glint of the dart as it’s loaded. The act of firing is subtle, with only the dart’s path visible against the environment.
    • Sound: The sound of activation is virtually non-existent; an observer might only hear a slight rustle or a soft exhale, easily mistakable for the ambient noise of the setting.
    • Touch: Not applicable unless the observer is close enough to feel the slight displacement of air from the dart passing or the warmth from the user’s breath.
    • Smell: If very close, the observer might catch the woody scent of the bamboo or the sharp tang of venom.
    • Taste: Irrelevant from an observer’s perspective.
    • Extra-Sensory:
      • Aura Perception: Depending on the observer’s sensitivity to magic, they might perceive a faint ripple in the air or around the dart as it’s infused with venom.
      • Empathy: They could feel a tension or anticipation from the user, the focus before the strike.
  • Positives:
    • Stealth: The silent nature of the blowgun allows for attacks without alerting others, perfect for surprise and ambushes.
    • Non-lethal Potential: The poison can be adjusted to incapacitate rather than kill, offering a humane option for dealing with enemies or animals.
    • Precision: It requires and rewards precision, making it ideal for those with a steady hand and sharp aim.
    • Nature’s Edge: The use of natural venom aligns with the environment, potentially giving an advantage in natural settings or against creatures susceptible to such toxins.
  • Negatives:
    • Limited Range and Rate: The blowgun’s effective range is relatively short, and its rate of fire is slow due to the loading mechanism.
    • Environmental Dependency: Its effectiveness can be compromised in environments that are not conducive to stealth or where the dart’s flight can be obstructed.
    • Dependency on Venom: If the venom is used up or ineffective against certain creatures, the blowgun loses much of its potency.
    • Moral and Ethical Concerns: The use of poison might be seen as dishonorable or cruel by some cultures or individuals within the game world, potentially affecting social interactions or legal implications.

Crafting the Venomous Fang Blowgun

  • Materials Needed:
    • Bamboo: A straight, durable piece of bamboo, approximately 5 feet long and 1 inch in diameter.
    • Metal Darts: Thin, sharp metal rods or needles, designed for flight and penetration.
    • Venom: Potent venom from a jungle-dwelling creature, preferably with paralytic or lethal properties.
    • Feathers or Light Materials: For fletching the darts to stabilize their flight.
    • Natural Resin or Sap: To seal the bamboo and provide a waterproof coating.
    • Natural Dyes or Inks: For the decorative elements on the blowgun.
    • Leather or Cloth: For grip and comfort when holding the blowgun.
    • Magic Components (Optional): For enchantments to enhance accuracy, silence, or venom potency.
  • Tools Required:
    • Knife or Chisel: For carving the bamboo and shaping the darts.
    • Small Hammer: To tap the darts into shape or attach fletching.
    • Bamboo Saw or Sharp Blade: To cut the bamboo to the correct length.
    • Needle or Fine Tool: For intricate carvings and applying venom.
    • Heating Apparatus: To apply heat for bending or sealing the bamboo.
    • Pestle and Mortar: For grinding any magical components or preparing the venom.
  • Skill Requirements:
    • Woodworking or Bamboo Crafting: To shape and prepare the bamboo effectively.
    • Smithing: For crafting the darts with the necessary balance and sharpness.
    • Herbalism or Alchemy: Knowledge of toxins and their application.
    • Enchantment (Optional): If magical properties are to be added to the blowgun.
  • Crafting Steps:
    • Select and Prepare Bamboo:
      • Choose a piece of bamboo that is straight and free from cracks. Cut it to approximately 5 feet in length, ensuring a clear passage through the interior.
    • Carving the Blowgun:
      • Use the knife or chisel to carve the bamboo. Smooth the inner bore to allow the dart to pass freely and carve a mouthpiece at one end for comfortable blowing.
    • Decorate the Blowgun:
      • Etch or carve designs into the bamboo. These can be for aesthetic appeal, cultural significance, or to channel magical energy if enchantments are used.
    • Seal the Blowgun:
      • Heat the bamboo slightly and apply natural resin or sap to seal it, enhancing durability and adding a finish.
    • Craft the Darts:
      • Shape the metal into small, aerodynamic darts. Sharpen the tips to a fine point. Ensure they are lightweight for better range and accuracy.
    • Fletching:
      • Attach small feathers or light materials to the rear of each dart for stabilization in flight. Secure them with adhesive or by tying them.
    • Prepare the Venom:
      • If using natural venom, carefully extract it from a creature or create an alchemical equivalent. Ensure it’s potent but safe for the handler.
    • Coat the Darts:
      • Apply the venom to the dart tips using a needle or fine applicator. Take extreme caution to avoid self-poisoning.
    • Enchantment (Optional):
      • Inscribing runes along the blowgun to enhance its properties.
      • Embedding magical crystals or components into the design.
      • Performing a ritual or spell to imbue the blowgun with special abilities.
    • Crafting the Grip:
      • Wrap the grip area with leather or cloth for better handling. This can also be dyed or patterned for camouflage or style.
    • Testing and Calibration:
      • Test fire the blowgun to check accuracy, adjusting as necessary. Ensure darts fly straight and true.
    • Final Touches and Quality Check:
      • Ensure all components are secure, the blowgun is well-balanced, and that it can be used effectively in its intended environment.

The crafting of the Venomous Fang Blowgun requires patience, precision, and respect for both the materials and the process, embodying the hunter’s connection to the natural world.

Breath of the Silent Fang

In the time before times, when the sky was still raw and the stars not yet seasoned, there lived a tribe. This tribe, called the Fangs of the Whispering Leaves, was known for their silent hunts and their dance with the spirits of the forest.

From their midst rose a figure, now only known as the Shadow Hunter. The Shadow Hunter, with eyes that could see through the veils of night, sought a weapon that could speak the language of silence, so as not to break the jungle’s peace.

One day, while deep in the embrace of the jungle, the Hunter met a serpent. Not any serpent, but the Great Serpent, whose scales mirrored the stars and whose venom was the essence of life and death. The serpent spoke in a voice like the rustling of leaves, “Craft from the earth, a tool of the hunt that carries my breath.”

With reverence, the Hunter gathered bamboo, straight as the serpent’s gaze, and metal from the stars’ tears. Using the wisdom of the jungle’s heart, the Hunter crafted a blowgun. Each dart was kissed by the venom of the Great Serpent, whispered to carry the power of stillness and death.

This weapon, they named the “Breath of the Silent Fang.” The Hunter used it to maintain harmony, to allow creatures to live and die with respect, ensuring that the jungle’s balance was kept.

But one day, a chieftain from afar, envious of the Hunter’s prowess, demanded the weapon for himself. The Shadow Hunter, wise in the ways of balance, refused. The chieftain, in his folly, attacked, thinking to claim by force what he could not by right.

However, the Hunter, with the Breath of the Silent Fang, did not fight to kill but to teach. Each dart was placed with precision, each strike a lesson in stealth and respect. The chieftain’s warriors fell like leaves, not in death, but in a deep, restorative sleep.

The chieftain, realizing the true power of the weapon, bowed in understanding. The Hunter then gifted him knowledge, not the weapon, on how to walk softly upon the earth and hunt with honor.

And thus, the Breath of the Silent Fang became not just a weapon, but a symbol of a deeper understanding between all creatures of the world.

Moral: True strength lies not in dominating others, but in understanding and respecting the balance of nature and life.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition):

Name: Breath of the Silent Fang

  • Type: Exotic Weapon
  • Rarity: Rare
  • Cost: 2,000 dollars (reflecting its rarity and craftsmanship)
  • Base Weapon: Blowgun
  • Damage: 1 + Venom (The venom causes an additional 1d6 damage unless a successful CON roll is made. Failure results in paralysis for 1d6 rounds)
  • Range: 10-20 yards (Short range, -20% to hit at long range)
  • Ammo: Specialized darts; must reload after each shot
  • Special Abilities:
    • Venom: Darts are coated with a paralytic venom. The Keeper decides the potency of the venom based on the source.
    • Silent: Offers a +20% bonus to Stealth when used to attack without alerting others.

Blades in the Dark:

Item Name: Breath of the Silent Fang

  • Cost: 8 Coin (reflecting its exotic nature)
  • Quality: Fine
  • Potency: 3 (Reflects its effectiveness in stealth and poison applications)
  • Tags: Silent, Venomous, Exotic
  • Effect:
    • Use: When you attack with this blowgun, push yourself to increase the effect of the venom, or accept a Devil’s Bargain.
    • Venom: The darts deliver a venom that can incapacitate for a short duration. The target must resist or suffer a Level 1 harm (paralysis).
    • Mechanical Bonus: Grants an extra die for any engagement or setup action related to stealth or subterfuge.

Dungeons & Dragons (5th Edition):

Item: Breath of the Silent Fang

  • Type: Weapon (Blowgun)
  • Rarity: Rare
  • Weight: 1 lb
  • Damage: 1 piercing + Poison (DC 15 CON save or be poisoned for 1 minute, speed is halved, disadvantage on attack rolls and ability checks)
  • Range: 25/100 ft
  • Properties: Ammunition (specialized darts), Loading
  • Special:
    • Venom Extraction: Can extract venom from defeated creatures with a Nature check (DC 15), gaining 1d4 doses of venom.
    • Stealth Advantage: +2 to Stealth checks when using this weapon to attack.
    • Crafting: Can be used to craft other poisons with a successful check, reducing the difficulty of the task.

Knave:

Item: Breath of the Silent Fang

  • Slot: 1
  • Value: 250 sp
  • Damage: 1d4 + Poison (the poison causes paralysis for 1d6 rounds on a failed save)
  • Range: 10-30 ft (short range)
  • Special:
    • Venom: Darts come pre-coated with a paralytic venom. The GM determines the save DC based on the campaign’s balance.
    • Reloading: Requires an action to reload after each shot.
    • Stealth: Grants advantage on stealth attacks due to its silent nature.

Fate:

Item Name: Breath of the Silent Fang

  • Aspect: “Silent and Deadly”
  • Description: This blowgun is crafted from ancient bamboo and uses darts tipped with a potent venom that can paralyze foes.
  • Stunts:
    • Venomous Dart: Once per scene, when you use the Breath of the Silent Fang to attack, you can spend a fate point to force the target to take a Consequence related to the poison, like “Paralyzed by Venom.”
    • Silent Hunter: Gain a +2 bonus on stealth-based actions when you attempt to attack with this weapon.

Numenera & Cypher System:

Item: Breath of the Silent Fang

  • Type: Weapon (Artifact)
  • Level: 4
  • Form: A blowgun made from a single piece of bamboo
  • Effect:
    • Venom Application: The darts coated with venom deal an extra 3 points of Speed damage and cause Hindering (Might defense roll reduces effectiveness).
    • Stealth Advantage: Reduces the difficulty of stealth tasks by 1 step when using for an attack.
    • Limited Ammo: 10 darts; must be replaced or recharged with venom after use.
  • Depletion: 1 in d20 (It’s an artifact, so it has a chance to need maintenance or venom replenishment after use)

Pathfinder 2e:

Item: Breath of the Silent Fang

  • Type: Magical (Wondrous Item)
  • Level: 7
  • Price: 300 gp
  • Usage: Held in 1 hand
  • Traits: Magical, Poison
  • Activation: Interact
  • Effect:
    • Venomous Dart: When you fire a dart, it deals 1d6 piercing damage and the target must attempt a DC 19 Fortitude save. On a failed save, they are Slowed 1 for 1 minute. On a critical failure, they are Paralyzed for 1 round.
    • Silent Operation: Gain a +1 item bonus to Stealth checks when using this blowgun to attack.

Savage Worlds:

Item: Breath of the Silent Fang

  • Cost: 500$ (adjusted for its magical and rare nature)
  • Weight: 1 lb.
  • Effect:
    • Damage: 2d6 (Piercing) + Poison (Venom)
  • Special Abilities:
    • Venomous Dart: The dart deals an extra 2d4 damage if the target fails a Vigor roll (-2) against the poison. This can also cause a level of Fatigue on a failure.
    • Stealth: Grants +2 to Stealth rolls when using this blowgun for an attack.
  • Limited Ammo: Carries 10 darts; reloading takes a turn as an action, and the user must have access to venom to recharge it.

Shadowrun (6th Edition):

Item: Breath of the Silent Fang

  • Type: Exotic Ranged Weapon
  • Availability: 12R
  • Cost: 5,000¥
  • Damage: 3P (Poison)
  • Accuracy: 6
  • AP: -1
  • Mode: SS (Single Shot)
  • RC: 0
  • Ammo: 1 (m)
  • Special:
    • Venom: The dart is coated with a neurotoxin (Toxin Resistance DV -3). On a successful hit, the target must make a Toxin Resistance Test or suffer the effects of paralysis or incapacitation (determined by the GM).
    • Silent: +2 to Stealth checks when using this weapon.
  • Gear: Requires specialized darts, which must be poisoned before use.

Starfinder (Second Edition):

Item: Breath of the Silent Fang

  • Level: 5
  • Price: 3,200 credits
  • Bulk: L
  • Damage: 1d4 P; Critical: Poisoned (See below)
  • Range: 30 ft.
  • Proficiency: Simple
  • Capacity: 1 dart
  • Usage: 1
  • Special:
    • Venom: The dart delivers a poison that deals 1d6 poison damage per round for 3 rounds (Fortitude save DC 16 negates). If the save is failed, the target is also sickened for 1 minute.
    • Stealth: Grants a +2 circumstance bonus to Stealth checks for the purpose of hiding or moving silently while attacking with the blowgun.
  • Ammo: Requires special metal darts coated with venom; they are not cheap or easy to come by.

Traveller (Mongoose Traveller 2nd Edition):

Weapon: Breath of the Silent Fang

  • Tech Level: 7
  • Damage: 1d3 + Poison
  • Range: Short (1-3 meters), Medium (4-6 meters), Long (7-10 meters)
  • Cost: Cr 1,000 (for the blowgun), Additional cost for venom per dart
  • Rounds: 1 (Reloads as a minor action)
  • Traits:
    • Venom: On a hit, the target must make an Endurance check (DM -2) or be affected by the poison, which can cause paralysis or unconsciousness for 1d6 minutes, at the discretion of the Referee.
    • Silent: No audible sound when fired, ideal for stealth ops.
  • Limited Ammo: Requires special darts that must be poisoned individually.

Warhammer (Wrath & Glory):

Item: Breath of the Silent Fang

  • Rarity: Rare
  • Cost: 200 Thrones
  • Weight: 0.5 kg
  • Effect:
    • Damage: 1 + Poison
    • Pen: 0
    • Range: Medium (10-30m)
    • Clip: 1
  • Special:
    • Venomous: Upon a hit, the target must make a Toughness test (TN 5 + 1 per point of damage dealt). Failure results in 1d6 poison damage and the target gains the Poisoned condition, taking an additional 1d6 poison damage at the start of each of their turns until they succeed on a Toughness test or receive medical aid.
    • Stealth: Provides a +10 bonus to Stealth tests when used to attack.
    • Craftsmanship: A unique item, potentially crafted by a culture that reveres stealth and natural toxins.