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Setting:HR Giger's Dark World
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=== Item List === ==== Light World Weapons ==== improvised weapon: any everyday implement that has been repurposed as a weapon. rarity: trivial, stats: d3 wounds and roll 1d20 against a random number determined by the gm to see if the weapon breaks. knife: A simple knife of any kind. rarity: common, stats: 1d4 wounds 9mm pistol: most common ballistic weapon in the possesion of light worlders. rarity: uncommon, stats: 1d4 damage submachine gun: the most common fully automatic firearm, issued to light world police units. rarity: medium, stats: 3 shots per round but only has d3 wounds per hit. assault rifle: more powerful automatic option, ammumition will most likely be limited. rarity: medium to rare stats: roll 1d6 for shots per round and d3 wounds each shotgun: a simple boomstick of moderate power good for kicking ass and taking names! rarity: medium, damage: 1d6 point blank d3 at 10 feet and useless after 30 feet double barrel shotgun: one stick, twice the boom! rarity: medium, damage: if you are using one barrel at a time please refer to the stats for the regular shotgun above if you are using both barrels double the stats above. ==== Dark World Weapons ==== ;blade biomechaniod :Small blade made of a unidenifiable metal substance with bits of inlaid bio-matrix standard issue for all drekketh guards. rarity: common damage: 1d4 wounds ;pistol biomechanoid :A weapon fashioned with metal with bio-matricies capable of synthisising projectiles to launch out of the mouth (barrel) of the creature. issued to drekketh guard subjigation teams. rarity: common, damage: 1d4 wounds ;submachine biomech :A fully automatic weapon that grows its own ammumition, automatically fires at a high cyclic rate, issued to drekketh guard subjuigation teams. rarity: medium, damage: 3 shots per round but only does d3 wounds per hit ;rifle biomechanoid :high caliber living assualt weapon, lower cyclic rate but higher damage output also issued to drekketh guard shock troops and sargents. rarity: medium to rare, damage: 1d4 shots per round but 1d6 damage ;arc caster :a weapon that creates either a arc of energy between the wielder and the target or launches a ball of lightning the weapon is powered by a implanted bioelctricity generator it can fire 1d4 blasts of both kinds every hour rarity: rare, damage: D3 wounds per round of sustained arc 1d6 for ball lightning. ;dart rifle biomech :A living biomechanoid dart rifle, it grows deadly darts with a powerful neurotoxin and fires them using compressed air inside its lungs it also has a scope on top, issued to dark world assassins. rarity: medium, damage: 1d4 wounds + 1 every hour until the poison wears off ;scattergun biomechanoid :a living shotgun: uses special electromagnets in its body powered by bioelectricity generators to fire ferromagnetic pellets loaded in a chamber on its back. it is issued to drekketh guard sargeants and shock troops. rarity: medium, damage: 1d6 (within 5 feet) 1d4 (medium range) and after 30 feet the weapon looses effectiveness. ;twin scattergun :a conjoined twin scattergun biomechaniod. fires faster than a light world double shotgun but is in turn more resource expensive. rarity: rare damage: [[File:Biosword.png|thumb|left|The sword of The Dark World is an extension of the weilder's nervous system. They feel the wind rush past the blade, the pain of parrying the blade against metal, and the intense pleasure of cutting flesh. Those guards who use it prowl for enemies to impale with their blade.]] ;sword biomechanoid :This sword is made from a biomechanical metal that the user can retract at will to get a biomechanical hand back. rarity: rare, stats: ;chaingun biomechanoid :a mounted biomechaniod chaingun, it grows its own amumition and the bullets travel at hypersonic speeds, and the gun is mounted on the top of gun emplacements in high security areas integrates only temporarily with the human body. [[File:Geiger turret Outline.png|thumb|right|The Biomechanical Turret temporarily affixes to the user. While it does have its own powersource the connection will drain the stamina of the user. Additionally, those who have yet to adapt to the biomechanical nature of The Dark World riskes becomming overwhelmed by the weapon.]]
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