Star Wars Roleplay: Chaos

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Approved Tech Arachnostaff

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Image Source: A Scorpion sting (SEM) Photographer: Dr Ken Walker. Source: Museum Victoria
Intent: A new type of amphistaff, to provide an alternative to the hydrastaff
Development Thread: http://starwarsrp.net/topic/46003-faith/ and each further acquirement requires dev
Model: N/A
Affiliation: Hrosha Gul
Modularity: No
Production: Semi-Unique (See "who can use this")
Material: Organic
Classification: Organic whip, spear, polearm
Size: Two handed
Length: 2-3m
Weight: 2.5-4kg
Special Features: Acid spit, venomous bite, venomous stinger, nearly indestructible .
Description: The arachnostaff is the result of further work by the shapers of Hrosha Gul to refine the amphistaff into further weapons. To give the creature two methods of attack and better armour penetration they managed to add a chitinous, venomous stinger to the tail end of the creature.

The stinger is half a foot in length, with three segments directly beneath it. The creature can angle the stinger, and if coiled around prey bring it down with remarkable force. When stiff the arachnostaff functions more like a polearm than a quarterstaff. The head akin to a moving, venom spitting axe head and the tail like a spear head.

However, the arachnostaff have proven much more difficult to bond. They are less keen to take commands, though this improves with time. It is necessary for any chosen warriors to go through a difficult and painful shaping to give them some immunity to arachnostaff poisoning. During almost all bonds the creatures will manage to sting their future owners.

Some weaknesses and strengths are retained from a standard hydrastaff/amphistaff below. Taken from: http://starwarsrp.net/topic/33866-hydrastaff/ (credit to Tsavong Kraal)

+ Each head spits acidic venom at a distance of up to 20 meters. If contact with the blood stream is made, the poison will seep in and interfere with the victim's oxygen supply, causing excruciating pain and eventual asphyxiation over the course of an average twenty hours.

+ Can harden into a spear or go limp and serve as a whip.

+ As a descendent of one of the most durable objects grown by the Yuuzhan Vong, a Hydrastaff can not be cut through by a lightsaber.

+ Because of it's organic nature, Hydrastaffs can heal from virtually any wound in the course of a week.

- Critical injuries, such as blunt head trauma to all five heads, can leave the Hydrastaff paralyzed and stiffened for the course of a week.

- Hydrastaffs can only be killed by blunt trauma or removal of it's heads.


Strengths and weaknesses particular to this staff:

Potent Neurotoxin: The Arachnostaff has a stinger loaded with a complex cocktail of neurotoxins. This broad spectrum of chemicals typically leads to respirator failure for most humanoid species within minutes and weakness within seconds. Humans, Twi'lek, Rodians, Bothans are confirmed to be vulnerable. It has been confirmed non-lethal to Hutts, but still leads to severe pain and breathing difficulties for a few hours. (Defeated player characters will probably get access to a good anti venom or manage to shake it off and just be Ill for weeks - as they wish to roleplay)

Sharp: The tip of the stinger is incredibly sharp. The tip of the stinger is just a few atoms across and incredibly strong. The Arachnostaff is much the same as an amphistaff in that it extends a field around itself. This makes the stinger as indestructible as the rest of the body. The venom of the stinger is different to that of the head. It is slightly corrosive to metals. Often the arachnostaff will release a drop from the tip as it strikes. This functions like a corrosive lubricant, helping the stinger cut through armour. With enough force applied it can pierce all but the heaviest of armours. (Guide: Class 8 and below with a powerful strike, repeated strikes required for heavier)



Fully grown amphistaffs were durable and cunning predators. Power glands in the serpent's body could emit electrical impulses that reorganized the creature's semicrystalline cell structure. This field extended a millimeter from the amphistaff's body and created razor-thin edges capable of slashing through prey...The amphistaff's edge—measured in atoms—slashed through flesh with no resistance.
Fast: The creature is quicker than the typical amphistaff. It strikes with remarkable speed, aiming for weak points in an opponent's defences.



Ornery: The Yuuzhan Vong shapers found that introducing the genetics from Arachnids interfered with the genetic manipulation and breeding that had bound Yuuzhan Vong and their amphistaffs for generations. The first dozen or so attempts ended with the deaths of respected warriors. During the first few battles the creatures will occasionally ignore their owners commands.


Who can use this: Hrosha Gul Yuuzhan Vong who complete a ten post thread being shaped for immunity to venom and bonding/training with a staff.
 
@Khallesh


RESEARCH REVIEW

Star Wars Canon
Starwars Chaos

WITHOUT DEV THREADS
  • Please list the weaknesses and strengths that are retained clearly if you are using those of the amphistaff or the hydrastaff in this tech sub.
WITH DEV THREADS
  • N/A
SUGGESTIONS
  • The ampistaff is not canonically allergic to baffor pollen, but the hydra staff is. I would recommend that if your arachnostaff is going to be allergic to baffor pollen that you remember and detail that the Bafforka Bore worm is available to train organic vong tech that is allergic to the pollen to gain immunity to it.
  • I like that you are making it a 10 post thread for someone to be able to use it.
 
[member="Danger Arceneau"]

I have made some modifications:
- One extra strength
- No mention of Pollen allergy
- Pulled in appropriate strengths and weaknesses from hydrastaff.

I have completed an initial 14 post development thread for the staff
 
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