Klaw Wear

Three HtH weapons and accompanying poisons for DS wearers

Being one of the only races without natural weaponry, we Ebb-users at Dark Lament decided to fix this. Our new range of close combat weaponry is called Klaw-wear. It consists of a number of different types of gloves with varying abilities. All are fully graftable to the Deathsuit.

Viper Glove

This clawed glove has sphinctered compartments on top, which resemble those of the Vein-gland. These can be fitted with capsules, whose contents can than be administered to a target. Although it can be used for drugs, the main use we see for it is in the administering of poisons and anaesthetics to unarmored targets. The claws release their contents when the user wants them to, so multiple uses are possible. See below for a list of available poisons. Cost: 88 credits.

Game effects: Damage: 2 (+ damage bonus) Pen: 1 Armour Damage: 1 Can also be used as an injector, in which case it does no damage. However, this only works with a willing target.

Raptor Glove

In cooperation with the people from the Doppelganger Institute, we bring you the Raptor Glove. It looks like a glove with a bonelike padding on the top of the fingers and hand. It can be used as a knuckleduster, doing increased blunt damage to opponents. However, by incorporating Vevaphon genetics in the design, the glove gains an additional benefit. By balling his hand to a fist and willing it, the wearer can morph the bone padding into a wicked hooked claw. The shape shifting ability of this blade will keep it sharp forever. Cost: 80 credits.

Game effects:
Fist: Damage: 2 (+ damage bonus) Pen: 0 Armour Damage: 1
Claw: Damage: 4 (+ damage bonus) Pen: 2 Armour Damage: 1

Senti Glove

After having worked on top secret projects for Mister Slayer for centuries, Miss. Senti has joined her incredible knowledge and wisdom to our humble company, adding her own innovative design of Klaw-wear to the product line. The Senti Glove is a beautiful piece of work, covered with bony ridges, sharp spikes, small filaments and nails. It covers the hand and lower arm, pulsing as if alive... which, of course, it is. At the elbow is a long wicked spike, with a couple of smaller ones running underneath it. Sharp nails cover the fingers, with two of them having an injection system similar to that of the Viper Glove. The four short filaments along the length of the underarm can hold small objects for the wearer, like flux gems, clips and other items. On top of the hand is a filament, which can be launched over a distance of ten meters. The forward end of this filament is a suction pad, which attaches itself to walls and ridges with ease allowing the user to pull herself up by the incredibly strong filament. The suction pad can morph into a claw, allowing the user to stop fleeing enemies and pull objects towards him. On the underside of the pulse is what we affectionately call the fragspine launcher. This shoots a short barbed spine towards the target. About 1.2 seconds after embedding itself, the fragspine shatters, releasing shrapnel and enzymic acids into the wound. The spine launcher slowly regrows it’s ammo, allowing for three shots, after which it takes 1 hour to grow a new one, with an extra hour for the generating of new enzymes. Cost: 400 credits.

Game effects
Elbow spine: Damage: 5 (+ damage bonus) Pen: 3 Armour damage: 2
Launching filament(clawed): Damage: 2 Pen:1 Armour damage:1
Nails: Damage: 2 Pen:1 Armour damage: 1
Fragspine(impact) Damage:2 Pen: 6 Armour damage: 2 Range: 8 meters
Fragspine(shatter) Damage: 9 Pen: 3 Armour damage: 5 Note: the penetration of the shatter damage is only of use when the spine has been removed before it can shatter.(within 2 phases)

Poisons

These poisons are available in gelatine capsules, equal to those for the Vein-gland. More poisons will be developed for Operatives use in the future. Note that a form has to be filled when buying these poisons. On this form, the user must state for what purpose the poisons are being bought. Note that there is a grave penalty on using poisons against civilians, before a termination warrant has been acquired.

Viper

This is a fast working poison. It targets the victims brain, causing unconsciousness. A victim must roll a Phys each phase after injection, with a cumulative -1 penalty every phase, until -8. If the victim misses a save, he goes unconscious. If the victim makes all the saves, his immune system nullifies the poison. On a botch he dies. Costs 14 credits per capsule.

Pestcontrol

This poison has been specifically designed to target the immune system and nerve centre of Carriens. It causes them to make Phys rolls, starting with a -1 modifier, which goes up to - 12 over the following phases. On other races it has the same kind of effect, but the penalty never rises above -6. If a save is missed, unconsciousness and death follow in three phases. Costs 20 credits per capsule.

Flatline

This poison attacks the victims brain. Originally designed as an anaesthetic, it was a lot more aggressive than it’s designer had anticipated. The target has to make diag rolls starting with a -1 modifier and intensifying to -9. If the victim fails to save, he falls asleep. If the number with which he fails falls beneath 5, he dies in his sleep within 5 phases. Costs 24 credits per capsule.