CS Guide: Loadouts: Difference between revisions

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The following article breaks down weapons that can be listed in the Weapons Load Out on a Character Sheet. For more detailed information on weapons in the brotherhood, check out the [[Weapons]] codex.
= Loadouts =


Revisions are subject to change upon the introduction of the upcoming Possessions system coming Soon(TM) to the Dark Jedi Brotherhood.
The weapons, equipment, and add-ons your character utilizes for various scenarios or missions is now displayed through the Loadouts feature. Upon completing and activating an approved character sheet, your possessions Loadouts will be displayed alongside your character's Physical Description field. Any items that you have purchased can be slotted into one of these designated loadout.


=== Standard Weapons ===
You can find this feature in your '''Administration Panel''' under: '''Manage your possessions''' -> '''Loadouts'''.  
The following is a collection of pre-approved weapons that can be listed on a Character Sheet’s Weapon Load Out section. Any missing weapons from this list can be added as long as they have some established grounding in the Star Wars Expanded universe (flexibility extends from Canon to Legends).  


* Cosmetic details of how a weapon is worn is permitted, such as “boot-sheath knife”, “retractable wrist blade”, or “shoulder holsters”.  
For more information on creating loadouts, please read the [[Regent]]'s [[Member_Possessions#Loadouts|Member Possessions article]].


* Restricted materials include: phrik, cortosis, mandalorian iron, or anything treated with Sith Alchemy.
=== Weapon Slotting ===


===== ACC Restrictions =====
* Members are able to slot up to five (5) weapons per loadout.
* Some single items may take up multiple slots.
* Items of the same type do not stack (eg. '''2x''' DL-44's takes up '''two''' slots).


Sets vs. Pairs
=== Equipment Slotting ===


* A weapon “set” refers to a group or collection of weapons that fall into “bundles” that count as one (1) weapon. Weapon sets come in sub-quantities of five (5). This applies to weapons such as throwing knives (bladed) and any Miscellaneous Weapons such as needle sets, caltrops, durasteel ball bearings, dart Cartridges, etc.
* Members are able to slot up to five (5) equipment items per loadout.
* Some single items may take up multiple slots.  
* Unless the item has a designated quantity (eg. 5x for Throwing knives), items such as grenades are '''not''' stackable.


* A weapon “pair” refers to two identical weapons that are being brandished at the same time. Each weapon in a pair counts as one (1) weapon.
=== Loadout details ===


Examples:
When creating your Loadouts, there is a box on the side that allows you to add a short explanation to add extra information about your character's loadout. This was mostly created to explain how/where weapons are worn (left wrist, shoulder-holster, back sheath, etc.), but will also be the field used to designate things such as Preferred craft (Ace discipline), or the "There Are Many Like It..." feat.


* A Blastech E-11 counts as one (1) weapon.
Markdown has been enabled for this field, but image-embedding has been disabled for administrative and back-end purposes.
* A Vibroblade counts as one (1) weapon.
* A single grenade counts as one (1) weapon. (1x Flash Bang, 2x Glop Grenade, etc.)
* 2 Blastech E-11s count as two (2) weapons as a pair.
* 2 Vibroblades count as two (2) weapons as a pair.
* 1 set of Throwing Knives (5) counts as one (1) weapon set.
* 2 sets of Throwing Knives (10) counts as two (2) weapon sets.


==== Bladed Weapons ====
=== Armor ===
* Vibroswords, Vibroblades, Vibroshivs
* Vibroaxe
* Sword (Katana, Gladius, Scimitar, Rapier, etc.)
* Knife (Dagger, Dirk, Kris, Kukri, Kerambit, Kunai, etc.)
* Axe (Double-headed, Single-sided, etc.)
* Retractable Wrist Blade
* Fighting Pike
* Spear
* Polearm
* Throwing Knives
==== Blunt Weapons ====
* Vibrohammer
* Force pike
* Steel Hammer
* Quarterstaff
* Electrostaff
* Stun Batons
==== Miscellaneous ====
* Flamethrower
* Kamino Saberdart
* Whip (Standard)
* Electrowhip
* Firewhip
* Dart Gun
* Throwing Stars
* Caltrops
* Durasteel balls
==== Blasters ====
* Security S-5 Heavy Blaster Pistol
* Corellian Arms CR-2 Heavy Blaster Pistol
* BlasTech DL-44 Heavy Blaster Pistol
* BlasTech DC-17 Blaster Pistol
* BlasTech DH-17 Blaster Pistol
* BlasTech DL-21 Blaster Pistol
* BlasTech DL-18 Blaster Pistol
* BlasTech LL-30 Blaster Pistol
* BlasTech SE-14C Blaster Pistol
* Merr-Sonn Model 44 Blaster Pistol
* Merr-Sonn Model 57 Blaster Pistol
* Relby-k23 Blaster Pistol
* WESTAR-34 Blaster Pistol
* WESTAR-35 Blaster Pistol SoroSuub
* ELG-3A Blaster Pistol DX-13 Blaster Pistol
* KYD-21 Blaster Pistol
* Ion Blaster Pistol
* T-7 Ion Disruptor Rifle
* Z-6 Rotary Blaster Cannon
* DC-17m ICWS Sporting Blaster Rifle
* BAW E-5 Blaster Rifle
* BlasTech A280 Blaster Rifle
* BlasTech DC-15A Blaster Rifle
* BlasTech DC-15S Blaster Carbine
* BlasTech DLT-19 Heavy Blaster Rifle
* BlasTech DLT-20A Blaster Rifle
* BlasTech E-11 Blaster Rifle
* BlasTech E-11b Blaster Rifle
* BlasTech E-11s Sniper Rifle
* BlasTech EE-3 Carbine Rifle
* BlasTech RT-97C Heavy Blaster Rifle
*BlasTech T-21 Light Repeating Blaster
* WESTAR-M5 Blaster Rifle
==== Slugthrowers ====
* .48-caliber Enforcer pistol
* Tusken Cycler
==== Explosives ====
===== Grenades =====
* Merr-Sonn Stun Grenade
* Adhesive Grenade
* G-20 Glop Grenade
* Thermal Detonator
* Sonic Grenade
* Flashbang Grenade
* Glop Grenade
* Ion Grenade


===== Launchers =====
Armor provides variable protection from both the environment and potential aggressors. While this is of great benefit, it is not without its own trade-off. With more intensive protections comes greater encumbrance. The wearer must keep in mind this balance as they don armor that meets their specific needs.
* Mortar Launcher
* RPS-6 Rocket Launcher
* PLX-1 Portable Missile Launcher
* MM9 Wrist Rocket


==== Martial Arts ====
{{Armor
* Vibroknuckles
|desc1=Items classified to this tier only provide the most superficial of protection. This item merely protects a wearer's modesty and stands against moderate weather conditions.
* Knucklers
|enc1=''Encumbrance: N/A''
* Shockboxing Gloves
|desc2=Items classified to this tier provide base level protection. This item can withstand glancing cuts and blows, but will buckle against medium to heavy blunt force and direct strikes from bladed weapons. No protection from blasters and slugthrowers.
|enc2=''Encumbrance: N/A''
|desc3=Items classified to this tier provide moderate protection. This item can withstand cuts and blows, but will buckle against heavy blunt force of 2-3 direct strikes from bladed weapons. Glancing hits from blasters and slugthrowers are mitigated.
|enc3=''Encumbrance: -1''
|desc4=Items classified to this tier provide top-level protection. This item can withstand cuts and blows, but will buckle under 4-6 repeated attacks. It also protects from small arms such as low-powered blasters and smaller caliber slugthrowers, though no protection from stronger or vehicle-based weaponry.
|enc4=''Encumbrance: -2''
|bg1=#515151
|bg2=#393939
}}


=== Poisons & Weapons ===
'''Encumbrance''' is defined as a point reduction applied to '''Athletics''' and '''Stamina''' that is considered to be in effect as long as the armor is worn. As standard skills cannot drop below +0, any reduction applied will not move past this value.


Members may add poisoned weapons to their Character Sheets, so long as they specify which poison type they are taking advantage of.  In the ACC, Poisons have certain restrictions, but in Fiction, Run-On, Contracts, or other writing forms, you are not restricted to what is listed on your Character Sheet.
'''Lightsaber Resistance''' is applied only to specific possessions and they will be labelled as such either through an Item Aspect or the description itself.
==== Poison Types ====
Poisons and Toxins are broken down into the following types: I, II, III, IV. Members are free to creatively name the specific kinds of Poison or Toxins (relative to the Star Wars universe: eg. "Vornskr-Tail or Rancor-Shade") but would use the category type for the purpose of declaring weapons used.


TYPE I - Hallucinogens: Poisons that affect the victim’s senses. Hallucinogens cause the victim to hear/smell/see things that aren’t there or otherwise distort a character’s perception.
When it comes to protection, the description of the Possession and any Item Aspects present are law. The specifics are left open to the creativity of the writer when it comes to applying these effects. Weapons with improved piercing, such as ''"Armor-Piercing Ammunition"'' on a slugthrower, will—in theory—penetrate armor easier than other conventional weapons. Anti-vehicle weaponry would be much the same. Environmental effects are influenced by the base description and Item Aspects as well, affording enclosed systems such as helmets to potentially protect from gas and other hazards.


TYPE II - Debilitating: Poisons that interfere with the body’s motor functions. Generally these interfere with muscle and nerves, with effects most severe in the local area of the wound.
== Poisons & Weapons ==


TYPE III - Neurotoxins: Poisons which primarily cause pain by altering neural receptors in the brain.  
Members may add different types of poisons to weapons that they own as possessions. This is done by selecting the type of poison in the items respective '''(Poison Weapon) '''''Aspect slot''.  


TYPE IV - Herbicide - Poisons that specifically target and counteract photosynthesis and aim to cripple species that have chloroform instead of a regular blood stream.
=== Poison Types ===
==== Character Sheets: Weapons Load Out ====


Example formats for listing poison weapons on a Character Sheet:
==== [Type I] - ''Hallucinogenic'' ====


20:13, 12 November 2015 (UTC)
''Hullucinogenics'' can distort a victims sense of reality by causing them to feel, taste, hear, smell, or see things that may not actually be present. The affects are triggered on contact with the skin or bloodstream, and vary based on the writers discretion.
* 1x Vial of poison [Type II]
* 1x Vial of poison [Type III]


* 1x Kamino Saberdart [Type I Cartridges]
==== [Type II] - ''Inhibiting'' ====
* 1x set of (5) Poisoned Needles


* 1x bag of (10) Poisoned caltrops [Type IV]
''Inhibitors'' can interfere with the body’s motor functions by targeting the muscles and nervous system. The affects can vary from the numbing, paralysis, or slowing of limbs to halting breathing and inducing seizures or sleep. The poison triggers on contact with the skin or bloodstream, with the most severe symptoms manifesting in the immediate area of the wound.


* 2x Poison coated Daggers [Type I, Type III]
==== [Type III] - ''Topical'' ====


20:13, 12 November 2015 (UTC)
''Topical'' can manifest as anything from redness and irritation to puffy splotches, rashes, and itches. The poison triggers on contact with the skin or bloodstream, with the most severe symptoms manifesting in the immediate area of the wound.


==== Poison & The ACC ====
==== [Type IV] - ''Debilitating'' ====
 
''Debilitation'' can cause effects such as weakness, stomach pain, nausea vomiting, or diarrhea. The poison triggers on contact with the skin or bloodstream, with the most severe symptoms manifesting in the immediate area of the wound.
 
==== [Type V] - ''Herbicide'' ====
 
''Herbicides'' specifically target and counteract photosynthesis and aim to cripple species that have chlorophyll instead of a regular blood stream. The poison triggers on contact with the "skin" or "bloodstream", with the most severe symptoms manifesting in the immediate area of the wound.
 
==== Custom Poisons ====
 
Members are free to creatively name the specific kinds of Poison or Toxins (relative to the Star Wars universe: eg. "Vornskr-Tail or Rancor-Shade") but would use the category type when outlining a '''Custom Item Aspect''' to describe how their poison functions.
 
=== Poison & The ACC ===


Members may make use of poisons in the ACC, but must declare what specific poison-types they are bringing to the fight so that it is clearly stated in the Match Details. The following bullet points detail how poisons are treated in the ACC.
Members may make use of poisons in the ACC, but must declare what specific poison-types they are bringing to the fight so that it is clearly stated in the Match Details. The following bullet points detail how poisons are treated in the ACC.


* Members must have the Poison Weapons Feat to use poisons in the ACC. This is done for mechanical and balancing reasons for the purpose of the ACC.
* Members must have the "Poison Weapons" Feat to use poisons in the ACC. This is done for mechanical and balancing reasons for the purpose of the ACC.


* Poison Weapons in the ACC covers the coating of a given weapon for a single type of Poison. To effectively use a poisoned weapon in the ACC, a member must have the "Poison Weapons" Feat.  
* Poison Weapons in the ACC covers the coating of a given weapon for a single type of Poison. To effectively use a poisoned weapon in the ACC, a member must have the "Poison Weapons" Feat.  
Line 161: Line 95:
* Members who carry a poison, or use poisoned weapons are assumed to have both the poison and its antidote at their disposal.
* Members who carry a poison, or use poisoned weapons are assumed to have both the poison and its antidote at their disposal.


* For a poison to affect an opponent, the weapon must make contact with the bloodstream. Simply holding a poisoned weapon in your hand will not have an effect, but giving yourself a small cut with the weapon would.
* Different species react to poisons differently. If a member does not have a bloodstream, they are not going to suffer effects from that type of poison. These specifications can be found on each [[Species]] DJB-Wiki entry.  
 
* Different species react to poisons differently. If a member does not have a bloodstream, they are not going to suffer effects from that type of poison. These specifications can be found on each Species DJB-Wiki entry.  


* A member must define the poison type or a specific poison in Match Details of the challenge.
* A member with a high ''[[Skills#Medicine|Medicine]]'' or ''[[Skills#Survival|Survival]]'' skill may be able to utilize the environment to create a partial antidote to a poison they are afflicted with. This would require time and concentration, however, which tends to break up the realistic pacing of an ACC Battle and could work against your score. The venue would also have to provide appropriate natural or chemical resources.  


* A member with a high *Medecine* or *Survival* skill may be able to utilize the environment to create a partial antidote to a poison they are afflicted with. This would require time and concentration, however, which tends to break up the realistic pacing of an ACC Battle and could work against your score. The venue would also have to provide appropriate natural or chemical resources.  
* Similarly, Force '''[[Force Powers#Healing|Healing]]''' will allow a Force User to treat the effects of poison, assuming they have time to concentrate on the specific task, which will often be difficult during combat.


* Similarly, Force **Healing** will allow a Force User to treat the effects of poison, assuming they have time to concentrate on the specific task, which will often be difficult during combat.
* Higher levels of '''[[Force Powers#Control Self|Control Self]]''' will allow a Force User to alter their bodies to better cope with the effects of a poison, but would not actually treat the actual symptoms of the poison.  
 
* Higher levels of **Control Self** will allow a Force User to alter their bodies to better cope with the effects of a poison, but would not actually treat the actual symptoms of the poison.  


* Poisons do not act immediately, they take time to incapacitate or kill, depending on the volume applied/injected and method of doing so. The amount on a coated blade would be less than a dart or other projectile designed to inject the poison on impact like the Kamino Saberdart.
* Poisons do not act immediately, they take time to incapacitate or kill, depending on the volume applied/injected and method of doing so. The amount on a coated blade would be less than a dart or other projectile designed to inject the poison on impact like the Kamino Saberdart.


===== Poison Related Feats =====
=== Poison Related Feats ===


"La Résistance" - Allows the character’s body to naturally resist the effects of toxins and poisons introduced into the bloodstream through conditioning. They can do this without **Control Self**, which allows them to fight through the effects of poisons applied in the ACC.  
"La Résistance" - Allows the character’s body to naturally resist the effects of toxins and poisons introduced into the bloodstream through conditioning. They can do this without '''Control Self''', which allows them to fight through the effects of poisons applied in the ACC.  


"Poison Weapons" - Allows a character to use poisoned weapons effectively without accidentally poisoning themselves in the process.
"Poison Weapons" - Allows a character to use poisoned weapons effectively without accidentally poisoning themselves in the process.


===== Suggested Lore Topic =====
=== Suggested Lore Topic ===
* Poisons and Toxins of the Galaxy
* Poisons and Toxins of the Galaxy
=== Award and Society Weapons ===
==== Sacramental Weapons ====
===== Golden Lightsaber =====
Type: Primary/Secondary Lightsaber
A cosmetically gold lightsaber, able to have the blade color of gold, meant as the ultimate status symbol for a member of the Brotherhood.
===== Silver Sash =====
Skill Type: None
A length of argent sash fabric woven with shaved flakes of mandalorian iron and treated with Sith Alchemy to resist the repeated bite of a lightsaber blade. Typically worn as either a scarf, waist-sash, or arm guard.
==== Diamond Sword ====
Skill Type: Bladed Weapons
Forged from mandalorian iron and treated with Sith Alchemy, the diamond-crafted blade is not only lightsaber resistant, but lightweight and able to deflect blaster bolts.
==== Emerald Dagger ====
Skill Type: Bladed Weapons
Fashioned after the asymmetrical blade of a “kris”, the emerald’s blade is able to blunt any non-lightsaber or alchemy treated weapon while able to shatter any non-lightsaber/blades treated with Sith Alchemy/sacramentals.
===== Ruby Scepter =====
Skill Type: Blunt Weapons
An excellent instrument for inflicting blunt trauma, the staff of the scepter itself is impervious to any non-lightsaber/alchemical treated weapon.
===== Amethyst Kukri =====
Skill Type: Bladed Weapons
The Kukri is designed for chopping and hacking rather than slashing or stabbing. The blade itself is able to deflect blasters and disruptors, but will break against a lightsaber.
===== Sapphire Blade =====
Skill Type: Bladed Weapons
Fashioned in the style of a gladius short sword, the Sapphire Blade is versatile as a bladed melee weapon and falls between a full longsword and a dagger or knife. The azure colored blade is incredibly durable, and can dissipate blaster bolts.
==== GMRG Weapons ====
===== Sith Helm =====
Voice-Grand Master: Pravus
A Sith Helm of chrome plating painted with the red accents of the Sith Order and carry the status of having earned the Grand Masters trust.
===== Sith Amulet =====
Voice-DGM: Mav
A ruby amulet wired into a gauntlet that can deliver a charged shock.
===== Geo-Rangefinder =====
MAA: Aabs
Provides portable transmitter that can call down an Orbital bombardment.*
(Not Applicable for the ACC)
===== Personal Energy Shield =====
Seneschal: James
A metallic bracer with the unique ability to generate a thin disk of energy the size of a buckler. This energy shield can stand up against a single clip of blaster bolts or slugs, but will phase out and need at least half a day to fully recharge. Perfect for making a quick escape from a sticky situation.
===== Hunter Killer Training Remote =====
Headmaster: Dacien
A small droid used for training, that will track down a user and fire harmless, bug zapper-like energy blasts.
===== Dart Shooter =====
Voice: Evant
Skill Type: Miscellaneous Weapons
A compressed air, wrist mounted weapon loaded with five darts, that fires a single dart up to fifty meters. Poison cartridges subject to Poison Weapons Policy.
===== Hidden Blade Bracer =====
FIST: Valhavoc
Skill Type: Bladed Weapons
Easily concealed within a simple looking bracer, the retractable, double-pronged ‘blades’ can produce an electric shock on par with a police taser.
===== Shield =====
JST: Jac
A very shiney, chrome, and ornately decorated durasteel shield.
( Previous Dark Councilor Accessories )
===== The Lion’s Claw =====
Grand Master: Muz Ashen
A finely craft gauntlet with a trio of purple “Claw” marks on each side to honor the Lion of Tarthos. The gauntlet features a unique set of retractable, sharp steel claws.
===== Herald’s Datapad =====
Herald: Socorra
A high end datapad with more than standard processing power, and a compartment for cigars.
===== Galactic Map Holo Projector =====
MAA: Kalen
A holo map of the known galaxy that’s the size of a bread box.
===== Combat Hammer =====
DGM: Raken 
Skill Type: Blunt Weapons
A large warhammer with a thick red shaft that can release a small shockwave on impact from the power cells stowed within.
===== Prisoner’s Stun Cuffs =====
JST: Taig
A pair of Durasteel binders that go on a person’s wrists to restrain them. Has the ability to exude a powerful electric shock upon the wearer to aid in restraint.
===== Personal Sensor Jammer =====
Voice: Shad
A wrist worn device that makes the user invisible on active and passive sensors when activated, but interferes with these sensors and devices highlighting the anomaly.
==== Shadow Academy ====
====== Sith Sword ======
Styled after a conventional broadsword, this double-edged blade is imbued with Sith alchemy that makes the blade lighter than a typical steel sword while giving it the strength to withstand hits from a lightsaber or to deflect blaster bolts.
====== Lanvarok ======
A polearm weapon and projectile disk launcher combination. A standard polearm weapon, that fires standard disks.
==== Inquisitorius ====
====== Sith Dagger ======
Skill Type: Bladed Weapons
A weapon that is crafted specifically for Grand Inquisitors, the slightly curved blade almost resembles a knife. The cobalt-blue blade is made of metallurgical alloys that make it light as a feather, and with alchemical alterations has the ability to withstand hits from a lightsaber and even deflect blaster bolts.
===== Inquisitorius Stiletto =====
Skill Type: Bladed Weapons
An accessory weapon that is a variation of the Molecular Stiletto appearing to be nothing more than a typical, slender dagger. Upon thumbing a small activator stub on the hilt, however, a sharp and nearly invisible monomolecular blade springs from the tip. This makes the stiletto perfect for penetrating armor in weak points and is deadly as a stabbing weapon in its own right. The blade itself is incredibly brittle, however, and will buckle under impact against even a basic vibroblade. Perfect for a quick and quiet kill, but not as useful in a fight.


[[Category:Character Sheets]]
[[Category:Character Sheet Guide]]

Latest revision as of 20:38, 12 March 2019

Real World Perspective.


Loadouts

The weapons, equipment, and add-ons your character utilizes for various scenarios or missions is now displayed through the Loadouts feature. Upon completing and activating an approved character sheet, your possessions Loadouts will be displayed alongside your character's Physical Description field. Any items that you have purchased can be slotted into one of these designated loadout.

You can find this feature in your Administration Panel under: Manage your possessions -> Loadouts.

For more information on creating loadouts, please read the Regent's Member Possessions article.

Weapon Slotting

  • Members are able to slot up to five (5) weapons per loadout.
  • Some single items may take up multiple slots.
  • Items of the same type do not stack (eg. 2x DL-44's takes up two slots).

Equipment Slotting

  • Members are able to slot up to five (5) equipment items per loadout.
  • Some single items may take up multiple slots.
  • Unless the item has a designated quantity (eg. 5x for Throwing knives), items such as grenades are not stackable.

Loadout details

When creating your Loadouts, there is a box on the side that allows you to add a short explanation to add extra information about your character's loadout. This was mostly created to explain how/where weapons are worn (left wrist, shoulder-holster, back sheath, etc.), but will also be the field used to designate things such as Preferred craft (Ace discipline), or the "There Are Many Like It..." feat.

Markdown has been enabled for this field, but image-embedding has been disabled for administrative and back-end purposes.

Armor

Armor provides variable protection from both the environment and potential aggressors. While this is of great benefit, it is not without its own trade-off. With more intensive protections comes greater encumbrance. The wearer must keep in mind this balance as they don armor that meets their specific needs.

Armor
Tier Description
Attire Items classified to this tier only provide the most superficial of protection. This item merely protects a wearer's modesty and stands against moderate weather conditions.
Encumbrance: N/A
Light Items classified to this tier provide base level protection. This item can withstand glancing cuts and blows, but will buckle against medium to heavy blunt force and direct strikes from bladed weapons. No protection from blasters and slugthrowers.
Encumbrance: N/A
Medium Items classified to this tier provide moderate protection. This item can withstand cuts and blows, but will buckle against heavy blunt force of 2-3 direct strikes from bladed weapons. Glancing hits from blasters and slugthrowers are mitigated.
Encumbrance: -1
Heavy Items classified to this tier provide top-level protection. This item can withstand cuts and blows, but will buckle under 4-6 repeated attacks. It also protects from small arms such as low-powered blasters and smaller caliber slugthrowers, though no protection from stronger or vehicle-based weaponry.
Encumbrance: -2


Encumbrance is defined as a point reduction applied to Athletics and Stamina that is considered to be in effect as long as the armor is worn. As standard skills cannot drop below +0, any reduction applied will not move past this value.

Lightsaber Resistance is applied only to specific possessions and they will be labelled as such either through an Item Aspect or the description itself.

When it comes to protection, the description of the Possession and any Item Aspects present are law. The specifics are left open to the creativity of the writer when it comes to applying these effects. Weapons with improved piercing, such as "Armor-Piercing Ammunition" on a slugthrower, will—in theory—penetrate armor easier than other conventional weapons. Anti-vehicle weaponry would be much the same. Environmental effects are influenced by the base description and Item Aspects as well, affording enclosed systems such as helmets to potentially protect from gas and other hazards.

Poisons & Weapons

Members may add different types of poisons to weapons that they own as possessions. This is done by selecting the type of poison in the items respective (Poison Weapon) Aspect slot.

Poison Types

[Type I] - Hallucinogenic

Hullucinogenics can distort a victims sense of reality by causing them to feel, taste, hear, smell, or see things that may not actually be present. The affects are triggered on contact with the skin or bloodstream, and vary based on the writers discretion.

[Type II] - Inhibiting

Inhibitors can interfere with the body’s motor functions by targeting the muscles and nervous system. The affects can vary from the numbing, paralysis, or slowing of limbs to halting breathing and inducing seizures or sleep. The poison triggers on contact with the skin or bloodstream, with the most severe symptoms manifesting in the immediate area of the wound.

[Type III] - Topical

Topical can manifest as anything from redness and irritation to puffy splotches, rashes, and itches. The poison triggers on contact with the skin or bloodstream, with the most severe symptoms manifesting in the immediate area of the wound.

[Type IV] - Debilitating

Debilitation can cause effects such as weakness, stomach pain, nausea vomiting, or diarrhea. The poison triggers on contact with the skin or bloodstream, with the most severe symptoms manifesting in the immediate area of the wound.

[Type V] - Herbicide

Herbicides specifically target and counteract photosynthesis and aim to cripple species that have chlorophyll instead of a regular blood stream. The poison triggers on contact with the "skin" or "bloodstream", with the most severe symptoms manifesting in the immediate area of the wound.

Custom Poisons

Members are free to creatively name the specific kinds of Poison or Toxins (relative to the Star Wars universe: eg. "Vornskr-Tail or Rancor-Shade") but would use the category type when outlining a Custom Item Aspect to describe how their poison functions.

Poison & The ACC

Members may make use of poisons in the ACC, but must declare what specific poison-types they are bringing to the fight so that it is clearly stated in the Match Details. The following bullet points detail how poisons are treated in the ACC.

  • Members must have the "Poison Weapons" Feat to use poisons in the ACC. This is done for mechanical and balancing reasons for the purpose of the ACC.
  • Poison Weapons in the ACC covers the coating of a given weapon for a single type of Poison. To effectively use a poisoned weapon in the ACC, a member must have the "Poison Weapons" Feat.
  • A poisoned weapon may only be coated with one type of poison.
  • A member may utilize poison in the form of a vial or contact method, but must specify that they have the poison with them in the match's weapon details. Contact poison locations should be clearly indicated in the details as well, such as the lips or the gloves.
  • Members who carry a poison, or use poisoned weapons are assumed to have both the poison and its antidote at their disposal.
  • Different species react to poisons differently. If a member does not have a bloodstream, they are not going to suffer effects from that type of poison. These specifications can be found on each Species DJB-Wiki entry.
  • A member with a high Medicine or Survival skill may be able to utilize the environment to create a partial antidote to a poison they are afflicted with. This would require time and concentration, however, which tends to break up the realistic pacing of an ACC Battle and could work against your score. The venue would also have to provide appropriate natural or chemical resources.
  • Similarly, Force Healing will allow a Force User to treat the effects of poison, assuming they have time to concentrate on the specific task, which will often be difficult during combat.
  • Higher levels of Control Self will allow a Force User to alter their bodies to better cope with the effects of a poison, but would not actually treat the actual symptoms of the poison.
  • Poisons do not act immediately, they take time to incapacitate or kill, depending on the volume applied/injected and method of doing so. The amount on a coated blade would be less than a dart or other projectile designed to inject the poison on impact like the Kamino Saberdart.

Poison Related Feats

"La Résistance" - Allows the character’s body to naturally resist the effects of toxins and poisons introduced into the bloodstream through conditioning. They can do this without Control Self, which allows them to fight through the effects of poisons applied in the ACC.

"Poison Weapons" - Allows a character to use poisoned weapons effectively without accidentally poisoning themselves in the process.

Suggested Lore Topic

  • Poisons and Toxins of the Galaxy