Neurolash

From gurps
Revision as of 08:01, 19 December 2014 by Np (talk | contribs) (Tunable Neurolash (TL11^))
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Neurolash (TL10^)

These contact neural disruptor weapons use neural induction technology to stimulate paralysis, pain, or orgasmic pleasure in the brain and nervous system. Neurolash weapons are used for covert operations, pranks, as self-defense or dueling weapons, or by slavers, prison guards, and police of oppressive regimes.

Neurolash effects are affliction attacks identical in effect to a strike from a neural disruptor. Neurolash weapons come in all standard neural disruptor versions. A neurolash is usually integrated into a baton or whip, but it may be added to any melee weapon. It delivers a HT-5 (2) affliction attack. A neurolash generator is not compatible with force blade, sonic, vibro, or monowire weapons. Add $500, .5 lbs., and a B cell (20 strikes). LC3.

The victim gets a HT roll to resist, at a penalty dependent on the weapon. Add +3 to resist beyond 1/2D range. Failure means the victim suffers a particular affliction for minutes equal to the margin of failure. The affliction suffered depends on the type of neurolash effect used:

Agony: The victim suffers the Agony incapacitating condition*. After recovery, he suffers Moderate Pain for an equal length of time.
Ecstasy: As above, but the victim suffers Ecstasy* followed by Euphoria.
Neural Stun: The victim suffers the Unconsciousness condition.
Paralysis: The victim suffers the Paralysis incapacitating condition.
Seizure: The victim suffers the Seizure incapacitating condition.

* If struck by an Agony or Ecstasy attack, a failure by 5+ causes a Heart Attack mortal condition.

Tunable Weapons: Each extra setting after the first adds +50% to cost. Changing settings is a Ready maneuver.

Neuroglove (TL10^)

The neuroglove delivers a neural shock by touch. It functions like a neural lash, but the larger contact area of the glove makes it more effective: it delivers a HT-6 (2) affliction attack. It can be used to strike with, or to ambush unsuspecting victims by shaking hands with them. It is also a favorite interrogation tool. Pain neurogloves delivering an Agony affliction are the most common, but gloves delivering all neural disruptor effects are available.

A neuroglove resembles an ordinary winter glove, and has DR 2. Any damage to the hand that penetrates its DR has a one-in-six chance of wrecking it as a weapon. $500, 0.5 lbs., B cell (20 strikes). LC2.

Tunable Neurolash (TL10-11^)

A tunable neurolash or glove can be set to deliver different types of neurolash effect. Add +50% to the cost for each setting after the first one. It takes a Ready maneuver to change settings.

Tunable neurolash weapons are available in normal (TL10^+) or high-power (TL11^) versions. High-power neurolash weapons can deliver a contact effect identical to a death beam, i.e., any failed resistance roll causes the Heart Attack mortal condition. LC3, or LC2 if high-power.

Neurolash Weapon Table

BOXING, BRAWLING, KARATE OR DX

TL Weapon Damage Reach Parry Cost Weight ST
10^ Neuroglove HT-6(2) aff C No $500 0.5 2

SHORTSWORD (DX-5, Broadsword-2, Force Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, or Tonfa-3)

TL Weapon Damage Reach Parry Cost Weight ST
10^ Neurolash Baton sw cr
linked HT-5(2) aff
1 0 $520 1.5 6
    or thr cr
linked HT-5(2) aff
1 0 6

WHIP (DX-5, Kusari-3, or Monowire Whip-3)

TL Weapon Damage Reach Parry Cost Weight ST
10^ Neurolash Whip sw-2(0.5) cr
linked HT-5(2) aff
1-3* -2U $560 6.5 8