Star Wars Roleplay: Chaos

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Approved Tech RB-07 “Hâsk” Rounds

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Atlas Kane

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
SPECIAL FEATURES
  • Devaronian blood-poison crystal flechettes
  • Spice mixture flechettes
  • Corundum tipped
STRENGTHS
  • The corundum tipped efficient design lends the slug the ability to penetrate light to medium personal armour.
  • Sith poison amplifies the victim’s rage and opens them up to the dark side of the Force. It is also lethal if left untreated.
  • The devaronian blood-poison flechettes will cause intense pain within any species with blood.
  • Gunjack and neutron pixie spice are mixed into the flechette core, delivering a dose large enough to cause intense hallucinations and increase the victim’s physical strength immensely while boosting reaction time and resistance to pain.
  • Flechettes can cause collateral damage.
  • Loss of fine motor skills and the ability to reason when in the bloodstream.
WEAKNESSES
  • The fragile design is unable to penetrate armours designed against slugthrowers.
  • Individuals resistant to spice will feel lessened or no effects from the spice mixture itself.
  • Not designed to be lethal immediately.
  • Droids won’t really mind any of the additional design of the slug and will probably walk away fine.

DESCRIPTION
The Hâsk rounds are primarily flechette rounds created to cause intense chaos in massive crowds by inducing a forced “berserk” state. The slug itself is a sanguine cone tip with a semi-hollow cylinder beneath. The tip is made of the sturdy corundum for the purposes of penetrating armour and flesh, while the cylinder beneath has a basic shell which houses several flechettes. These flechettes contain a mix of devaronian blood-poison crystal shards in a bath of gunjack and neutron pixie spice around an explosive core.

The rounds function by incorporating a basic sensor which detects solid matter surrounding the slug and detonates its core once inside a victim. From here the flechettes break and cause chaos inside the affected individual’s system, mixing the powerful substances into their bloodstream while causing intense internal haemorrhages. The psychological effects of the various poisons are designed to work in tandem to drive the victim into an intense frenzy, making them go supernova with rage and power before fading out and succumbing to the poison and injuries. The pain of the devaronian blood-poison is supposed to create an initial shock, which is followed by the numbing created by the neutron pixie spice. This spice works to induce powerful hallucinations while amplifying reaction times and soothing the blood-poison’s effects. Additionally, their inhibitions will be lowered, making them perceive themselves as more powerful and robust than they might physically be.

This perceived strength does not remain theoretical for long, however, as the gunjack works to boost the victim’s physical prowess by a great amount. Something that comes at the cost of fine motor skills and the ability to be calmed through persuasion or other such stimuli. This only further plays into the effects of the sith poison, which creates an inherent susceptibility to the dark side within the victim while severely amplifying all rage they felt during the moments following their blood’s contamination. Combined with the neutron pixie’s hallucinations, the state a victim will find themselves in is one of brainless anger directed physically towards anyone and anything in their immediate vicinity.

The slug itself is not designed to be particularly lethal itself. While the wound and subsequent haemorrhage induced by the flechettes are life-threatening in the long run, they are less lethal than a real flechette or buckshot slugthrower round in the initial hit. This hit must also be ensured to occur against the thinner parts of heavier armours, as anything with serious protection will have an easy time preventing the flechettes from entering into a wearer’s bloodstream. Something on the level of plastoid plates is likely to take a few hits before being compromised.

Similarly, a majority of the slug’s intended effects are based on the malevolent mixture of poisons and spices. Individuals with an inherent immunity or resistance to either won’t feel the desired combination of effects, thus reducing the slug’s intended efficacy. Long-term spice abusers and people with self-cleansing biologic systems will mostly feel the sting and blood loss. Furthermore, the bullet has very low effectiveness against droids, as their lack of any biology or bloodstream receptive to spice or poison makes it impossible for the bullet to function as intended, thus leading to at most minor damages to their internal systems if the slug even penetrates their armour.
 
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Atlas Kane

Looking good, however a question regarding the following listed weakness:

Loss of fine motor skills and the ability to reason when in the bloodstream.

If I'm understanding this correctly, this point seems better suited as a strength than a weakness, given that the spice and the Devaronian blood-poison is designed to be fired into the opposition. If this doesn't apply to the shooter, than you may wish to make an edit here.
 

Atlas Kane

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Oh, yeah, good point, that makes a lot of sense actually. When I was writing this up I was looking at it from the perspective of the loss of fine motor skills impaired a victim's ability to cause further mayhem, hence being listed as a weakness as it goes against the idea of maximum chaos, but I agree it's probably better suited as a strength.

Made the appropriate edits.

WolfMortum WolfMortum
 
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