You may have heard of the “assassin’s weapon” or “assassin’s blade” or some such: a blade etched with grooves that help carry poison and more effectively deliver it to the target. This isn’t necessarily something that was used in real life (or so I’ve heard), but the idea pops up in games and fiction.
The assassin’s blade has a munchkin-y flair that’s just perfect for the anything-goes worlds of GURPS Dungeon Fantasy and Dungeon Fantasy Roleplaying Game. Here’s a suggestion for a new weapon modifier, written up for DFRPG:
Assassin’s blade: A knife or sword blade with notches and grooves to better carry and deliver poison. +1 to Poisons roll to use extra poison (Practical Poisoning, Exploits p58). In addition, poison on an assassin’s blade can survive four, not three, stopped hits (Adventurers p116). On the downside, such blades are known as the tools of skulking backstabbers! A roll against Armory (Melee Weapons) recognizes an unsheathed assassin’s blade for what it is, yielding a -2 to reactions from most civilized persons (or -4 or worse from guards on the lookout for killers, honorable types who despise poison, etc.). +1 CF.
Assassinz blade xtreme: As above, but with deep, blatantly obvious channels, grooves, and odd tacky bits. Increase the Poisons roll bonus to +2; applied poison lasts until five, not four, stopped hits. The blade’s overwrought design shouts its ill intent; it’s recognized on an Armory (Melee Weapon) roll at +5 (i.e., a straight IQ roll even at default skill). +1 CF.
I’ve used the same cost for either option. I’m not so sure about that cost, though; I could see an argument that this should be a pretty cheap enhancement, just $50 or so for any blade. But sticking with the standard weapon modifier rules, I’ve gone with a minimal CF instead.
Anyway, I call this a simple and playable version of the rumored assassin’s blade. Anyone else want to take a stab at it?