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Saga Edition RPG Omnibus

Neural Inhibitor: Difference between revisions

(Created page with "{{weaponmenu}} {{weaponitem|name=Neural Inhibitor|id=inhibitor|group=Exotic Weapon|book=Scum and Villainy|page=50|cost=4,200|size=Medium|weight=1kg|availability=Illegal|damage=1d6|stun=—|type=Piercing|modes=Single|text=The Mennotor DAS-430 neural inhibitor is a powered, ranged weapon that uses some of the same technology as rail guns to propel a high-velocity dart at the target, which imbeds itself into the skin. The dart then injects a special neurotoxin that can...")
 
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{{weaponitem|name=Neural Inhibitor|id=inhibitor|group=Exotic Weapon|book=Scum and Villainy|page=50|cost=4,200|size=Medium|weight=1kg|availability=Illegal|damage=1d6|stun=&mdash;|type=Piercing|modes=Single|text=The Mennotor DAS-430 neural inhibitor is a powered, ranged weapon that uses some of the same technology as rail guns to propel a high-velocity dart at the target, which imbeds itself into the skin. The dart then injects a special neurotoxin that can bring down even the toughest enemies. When a living target is hit by an attack with a neural inhibito, the target is poisoned and the dart makes an attack roll (1d20&#43;5) against the target&rsquo;s [[Fortitude&nbsp;Defense]]. If the attack succeeds, the target moves &#8722;1 step down the [[condition&nbsp;track]]. If the attack fails, the target does not move down the condition track, but the dart&rsquo;s next attack gains a cumulative &#43;1 bonus (so it attacks with 1d20&#43;5 originallly, 1d20&#43;6 after the first failure, 1d20&#43;7 after the second failure, etc.). The target&rsquo;s condition is considered persistent until the poison is treated, and the poison makes an attack roll at the beginning of the target&rsquo;s turn until the poison is cured with a DC 20 [[Treat&nbsp;Injury]] check. Once the target falls unconscious, the neurotoxin dissipates on its own.{{newline}}'''Inaccurate Weapon:''' This weapon cannot fire at targets at long range.}}
-->{{weaponitem|name=Neural Inhibitor|id=inhibitor|group=Exotic Weapon|book=Scum and Villainy|page=50|cost=4,200|size=Medium|weight=1kg|availability=Illegal|damage=1d6|stun=&mdash;|type=Piercing|modes=Single|text=<p class="single nomargin">The Mennotor DAS-430 neural inhibitor is a powered, ranged weapon that uses some of the same technology as rail guns to propel a high-velocity dart at the target, which imbeds itself into the skin. The dart then injects a special neurotoxin that can bring down even the toughest enemies. When a living target is hit by an attack with a neural inhibito, the target is poisoned and the dart makes an attack roll (1d20&#43;5) against the target&rsquo;s [[Fortitude&nbsp;Defense]]. If the attack succeeds, the target moves &#8722;1 step down the [[condition&nbsp;track]]. If the attack fails, the target does not move down the condition track, but the dart&rsquo;s next attack gains a cumulative &#43;1 bonus (so it attacks with 1d20&#43;5 originallly, 1d20&#43;6 after the first failure, 1d20&#43;7 after the second failure, etc.). The target&rsquo;s condition is considered persistent until the poison is treated, and the poison makes an attack roll at the beginning of the target&rsquo;s turn until the poison is cured with a DC 20 [[Treat&nbsp;Injury]] check. Once the target falls unconscious, the neurotoxin dissipates on its own.</p><!--


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--><p class="single nomargin">{{indent}}'''Inaccurate Weapon&colon;''' This weapon cannot fire at targets at long range.</p>}}<!--


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Latest revision as of 22:12, 10 August 2025

Neural Inhibitor

Exotic Weapon

     Scum and Villainy, page 50.

     Cost: 4,200   Weight: 1kg   Availability: Illegal

     Damage: 1d6   Stun: —   Type: Piercing  Mode(s) Single

The Mennotor DAS-430 neural inhibitor is a powered, ranged weapon that uses some of the same technology as rail guns to propel a high-velocity dart at the target, which imbeds itself into the skin. The dart then injects a special neurotoxin that can bring down even the toughest enemies. When a living target is hit by an attack with a neural inhibito, the target is poisoned and the dart makes an attack roll (1d20+5) against the target’s Fortitude Defense. If the attack succeeds, the target moves −1 step down the condition track. If the attack fails, the target does not move down the condition track, but the dart’s next attack gains a cumulative +1 bonus (so it attacks with 1d20+5 originallly, 1d20+6 after the first failure, 1d20+7 after the second failure, etc.). The target’s condition is considered persistent until the poison is treated, and the poison makes an attack roll at the beginning of the target’s turn until the poison is cured with a DC 20 Treat Injury check. Once the target falls unconscious, the neurotoxin dissipates on its own.

     Inaccurate Weapon: This weapon cannot fire at targets at long range.