Arrows of the Assassin (Magical Arrows):
These magic arrows are best known in the hands of assassins, especially with the Western Empire. They are one of the most feared weapons of the Assassin and are sometimes used by Witches and Priests of Darkness as well. Unlike most magic weapons, these arrows are completely disposable. In many areas, the possession of one of these arrows is cause for severe punishment including death. Possessing one of these arrows makes most officials automatically assume that the possessor is an Assassin. Alchemists making these arrows are treated in a similar manner. Most Assassin's guilds have their own Alchemists, often blackmailed into making the arrows, who specialize in making these arrows due to it being almost impossible to get an Alchemist on the street to make them. Even though disposable, the arrows are also extremely expensive.
These arrows come in a variety of colors but are most often black - head, shaft, and feathers. Some are Dwarf, Elf, or Kobold Crafted for more accuracy but most are human crafted and are of only average quality. Most arrows are made for the short bow because few Long Bowman or Rangers are willing to use these arrows. As well as arrows, there are crossbow bolts made with the same enchantments. Some assassins specialize in using small lightweight crossbows which use these bolts. They can hide one of these inside of their cloak and fire from surprise. Once the deed is done, the assassin will simply disappear.
These arrows are designed that when they hit their mark, they inject poison directly into the person hit. This poison is twice as strong as normal poison. The poisons are harder to resist, inflict more harm against their target, and duration lasts twice as long as normal. The arrows are also enchanted so that they will penetrate virtually any armor including the toughest plate mail. Finally, the arrows are enchanted so that they disintegrate when they hit their target. Within less than a minute, the arrow will completely disintegrate removing the most compelling evidence of the weapon. All that is left is a bit of powder much like dust. In some cases, the wound of the arrows will go completely unnoticed when a body is found and a careful examination is not performed.
- Damage: Bow Damage (Varies on Arrow Quality -Arrow bypasses all
Bonuses: Varies on arrow quality (80% have no bonuses)
Enchantments: All enchantments only work once / Arrow disintegrates once used.
Armor Penetrating: The arrow will bypass the A.R. Rating of its target. The weapon will seek the gaps and chinks in body armor. When used against creatures with A.R. Ratings, the weapon will simply goes through the creatures defenses.
Disintegrating Arrow: When the arrow strikes, it will disintegrate rapidly. Roll 1D4 to see how many melee rounds the arrow takes to disintegrate. All that will remain of the arrow is a bit of powder.
Venom: When arrows hits its target, the arrow will inject poison into the victim when the weapon penetrates an opponents flesh. Various poisons can be used by the arrow. All strengths of the poison are doubled and target must save at a -2 (Requires 16 to save instead 14). Common Poisons are Basilisk's Eye, Dragon's Breath, and Scorpion's Blood.
- Basilisk's Eye (blood poison): A mixture of nerve toxins. Damage:
8D6 plus paralysis. Paralysis lasts for 4D4 minutes.
Dragon's Breath (blood poison): A deadly blend of poisons. Damage: 12D6 every time it enters the bloodstream.
Scorpion's Blood (blood poison): Actually a mixture of scorpion, spider, and snake venom; yellow/green color. Damage: 8D6 points each time the poison is administered via cut/stab or injection.
[ Baalgor Wastelands TM, Barraduk TM, Caer Itom TM, Caer Kurgas TM, Charun the Cruel TM, Church of Light and Dark TM, Cirga TM, Dragonwright TM, Eastern Territories TM, Floenry TM, Great Northern Wilderness TM, Heim TM, Hoknar TM, House Elial TM, House Kaze TM, Kighfalton TM, Kirgi TM, Kisenite TM, Kormath TM, Kym-nark-mar TM, Land of the South Winds TM, Lemaria TM, Lista TM, Llorn TM, Lopan TM, Lopnel TM, Mantus TM, M.D.C. TM, Mega-Damage TM, Odguard TM, Old Kingdom TM, Ophid’s Grasslands TM, Panath TM, Phi TM, Ratling TM, Rifter TM, Rurga TM, S.D.C. TM, Styphon TM, Tark TM, Timiro Kingdom TM, Utu TM, Vald-Tegor TM, Vequerrel Woodlands TM, Western Empire TM, Wolfen TM, Yin-Sloth Jungles TM, Yin-Sloth Periphery TM, and Zandragal TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2007, Kitsune. All rights reserved.