H71 Tranq Gun
This tranquilizer gun belongs to Jake Thompson of Dimension H-71. It is a Super Invention with several unique properties. It requires W.P. Energy Pistol to wield accurately.
Physical Appearance & S.D.C. of the Super-Gizmo: 200 S.D.C. with a Natural A.R. 15.
Power Level of the Super Abilities: 7th Level
The Super Abilities the Gizmo Instills: Alter Metabolism and Chemical Secretion.
Note: This gun allows the character to inject chemicals into people at a range of up to 110 feet. These chemicals have a variety of effects as noted below. The darts do a single point of damage as they inject the chemical concoction. All effects can be resisted with a successful Save vs Non-Lethal poison if undesired (save vs Lethal poison for the Flesh-Eating Chemical and the Poison Chemical). Effects of failed saves are felt instantly (except for the sleep chemical). The weapon contains 7+1D4 doses of each type of effect. It takes one melee action to adjust the gun to fire a different chemical. All penalties are accumulative.
INJECTION | EFFECT | NOTES |
---|---|---|
Alter Metabolism: No Sleep | The character can function with no sleep without ill effect for up to 4 days and 8 hours. Penalties: afterwards the character’s Speed, number of attacks, skills and combat bonuses are all reduced by half until he’s slept for 16 hours. | Save vs Non-Lethal Poison to resist. No more than four Alter Metabolism effects can be active on a person at any one time. |
Alter Metabolism: No food or water | The character can go one week without eating food or drinking water with no ill effect. Penalties: afterwards the character is famished and must eat the equivalent of three large dinners and drink at least one gallon of fluid. | Save vs Non-Lethal Poison to resist. No more than four Alter Metabolism effects can be active on a person at any one time. |
Alter Metabolism: Calm | Keeps heart rate steady and even, does not become excited, anxious or nervous. Bonuses: +1 to save vs magic, +4 to save vs Horror Factor, +4 to save vs mind control, and +2 to save vs possession. No skill penalties during high stress situations. Lasts 35 minutes. Penalties: afterwards the character suffers from a headache for one hour (no penalties, just minor discomfort). | Save vs Non-Lethal Poison to resist. No more than four Alter Metabolism effects can be active on a person at any one time. |
Alter Metabolism: Adrenal Rush | Bonuses: +2 on initiative, + 1 to strike, parry and dodge, +4 to P.S., and add one melee attack. Lasts 7 melee rounds. Penalties: afterwards the character is -1 on initiative, strike, parry and dodge for one hour. | Save vs Non-Lethal Poison to resist. No more than four Alter Metabolism effects can be active on a person at any one time. |
Alter Metabolism: Hyper Metabolism | Bonuses: +2 on initiative, +1 to strike, parry and dodge, add two attacks per melee, and triple the Spd attribute (no increase to super power speeds) Lasts 21 melee rounds. Penalties: afterwards the character is hungry and tired; reduce normal speed by 20% and is -2 on initiative and -2 to strike, parry, and dodge for two hours afterwards. | Save vs Non-Lethal Poison to resist. No more than four Alter Metabolism effects can be active on a person at any one time. |
Alter Metabolism: Slow Metabolism | The character becomes slow and lethargic. Penalties: Reduce his speed, number of attacks and bonuses by half. Reduce the effects, duration and damage of poison, drugs, gases, and disease by half. Lasts as long as desired but at least one minute. A new saving throw can be made each minute. | Save vs Non-Lethal Poison to resist. No more than four Alter Metabolism effects can be active on a person at any one time. |
Alter Metabolism: Accelerated Healing | Instantly restore 4D6 S.D.C. or 2D6 H.P. (only once every 12 hours). Also doubles the character’s healing rate for the next 7 hours; there will be no scarring. For the 7 hour duration of the power the character feels a bit drained and tired; reduce speed 10%, -1 on initiative and -5% on skill performance. | Save vs Non-Lethal Poison to resist. No more than four Alter Metabolism effects can be active on a person at any one time. |
Neutralizer Chemical | Will stop and neutralize any of the other metabolism or chemical effects within one melee round of injection. Bonuses will end but penalties remain for the noted duration. | Save vs Non-Lethal Poison to resist. |
Euphoria Chemical | Victims are stricken with a euphoric happiness and sense of joy even in a life and death situation and giggle and laugh at intervals throughout the experience. Penalties: Cannot shout or speak/ communicate clearly, skill performance is -40%, no initiative, -2 to strike, parry and dodge, and reduce Spd by 30%. Duration: 1D4+1 melee rounds. | Save vs Non-Lethal Poison to resist. |
Flesh-Eating Chemical | Causes the flesh to dissolve into an open wound wherever the skin was pierced. Does not affect plants, metals or other substances. Does 2D6 damage directly to H.P. and leaves an ugly, open, ulcerated wound that burns and hurts for days afterward. Heals normally but medical treatment is recommended; will also likely scar as it heals. Duration: Immediate effect. | Save vs Lethal Poison to resist. |
Irritating Chemical | Causes the victim’s skin to itch like crazy with a mild burning sensation. Victims are distracted and can’t concentrate. Penalties: -3 on initiative, -3 on perception, -1 to strike, parry and dodge, -1 to save vs mind control or psionic attacks, and -10% on skill performance. Duration: 1D6+2 melee rounds. | Save vs Non-Lethal Poison to resist. |
Poison Chemical | Does 4D6 damage when injected. Penalties: The victim feels sick and weak, reduce Spd by 20%, P.S. by 1D6+2 points, -1 on initiative and -1 to strike. Duration: Penalties last 1D6+1 melee rounds. | Save vs Lethal Poison to resist; if successful, only 2D6 damage is taken with no other penalties. |
Putrid Chemical | Victims suddenly feel as if they are smelling the world’s nastiest stench. They become nauseous and are stricken with stomach cramps, vomiting and a gag reflex. Penalties: -2 melee attacks, lose initiative, -2 to strike, parry, and dodge, -20% to perform skills, and reduce Spd by 30%. Duration: 1D6+1 melee rounds. | Save vs Non-Lethal Poison to resist. |
Scent Chemical (invisible marker) | Causes the victim to secrete a distinctive scent that can only be detected by the weapon itself or characters with Advanced or Heightened Sense of Smell. Can be smelled/ tracked up to two miles away. Duration: 14 hours. No other penalties. | Save vs Non-Lethal Poison to resist. |
Sleep Chemical | Causes its victim to become groggy and fall asleep after 1D4 melee rounds (or instantly if struck a second time). Duration: 1D6+2 melee rounds. The victim will be groggy for 1D4 melee rounds after waking, regardless of whether they were woken up by the duration ending or by clumsy characters. Penalties: -2 on initiative and to dodge when groggy. | Save vs Non-Lethal Poison to resist. |
Tearing Chemical | The victim has trouble seeing and breathing, as if in a tear gas attack. Penalties: -10 to strike, parry and dodge for 2D4+2 melee rounds, then -1 to strike and parry for 1D4×10 minutes. | Save vs Non-Lethal Poison to resist. |
Repairing the Super Invention: Repairs are time consuming (6D6+4 hours of work), specialized (requires knowledge in the skills Weapons Engineer, Mechanical Engineer, Chemistry, Biology, and Genetics) and a bit costly (4D6 × 1,000 dollars; May also require the acquisition of rare or illegal parts, compounds or materials).