Scorpion Stiletto

Politics in the Mharoti Empire are a battlefield, and not all wars there are won with words. The Scorpion Stiletto appears as an ornate, ceremonial knife, but its beauty distracts from the deadly poison secreted within—the venom of the Mharoti emerald scorpion. Though this knife originated in the Dragon Empire, it is now wielded by assassins and cutthroat politicians throughout Midgard and the Southlands.

These stilettos are exceedingly rare and cannot be purchased, only received as a gift or taken from someone’s cold, dead hands. It is an extraordinary weapon with the following special properties:

Easily Concealed: This weapon can be concealed from sight. It grants a +2 to any Dexterity (Legerdemain) checks to hide it from sight.

Poison Sting: If this blade is loaded with poison, upon a successful attack that causes damage, the wielder may perform a special Poison Sting stunt. For 2 SP, a hidden button on the stiletto’s pommel may be pressed that releases a deadly toxin secreted in the handle. This can be any poison, but is usually emerald scorpion venom.

Emerald Scorpion Venom: This is a deadly neurotoxin that immediately attacks the nervous system, causing pain, paralysis and ultimately death.

On their turn, any creature injected with the venom makes a Constitution (Stamina) test to resist the poison. The creature must make 3 successful tests before 3 failures to avoid death. Each failure progresses the poison to the next effect. The 3 effects are:

Pain—Initially, any creature injected with emerald scorpion venom is immediately wracked with terrific pain. Their movement is halved and they receive a -2 to all Ability Tests.

Paralysis—The toxin progresses and begins to destroy the creature’s nervous system. The creature has no movement and will automatically fail any Ability Tests until the poison either runs its course or the creature dies.

Lingering Death—The creature’s Health is dropped to 0 and the creature is unconscious and close to death. The creature will die in 4+ Constitution turns unless someone makes 2 successful Intelligence (Healing) tests, one to stop the poison and one to stabilize the creature.

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