federal_stun_gun
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| + | === Races | Technology === | ||
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| ====== FEDERAL STUN GUN ====== | ====== FEDERAL STUN GUN ====== | ||
| ===== Overview and Game Mechanics ===== | ===== Overview and Game Mechanics ===== | ||
| + | * **Federal Stun Gun** | ||
| + | * **Origin:** [[the_humans|Exohumans]] |[[federal_weapon_manufactory|Federal Weapon Manufactory]] | ||
| + | * **Type:** Melee (non-lethal) | ||
| + | * **Damage:** 1d4 (stuns and paralyzes the opponent temporarily) | ||
| + | * **Range:** Close combat | ||
| + | * **Properties: | ||
| + | * **Attack Roll:** Strength/ Dexterity + Proficiency | ||
| + | * **Cost (Beta Age):** not available | ||
| + | * **Cost (Gamma Age):** 400,- Kourou (Average Price Black Market) | ||
| + | * **Weight:** 1 kg | ||
| + | * **Availability for Players:** Common on the Gamma Age's Black markets, standard issue for Federal and Local Sheriff personnel. | ||
| + | ==== Context and Historical Background ==== | ||
| + | |||
| + | he Federal Stun Gun (FSG) is the successor model to the [[Guarding Troopers Stun Gun|Guarding Troopers Stun Gun]], which was originally developed on [[the_earth|Earth]] and issued to the [[guarding_troopers|Guarding Troopers]] aboard the [[last_frontier|Last Frontier]]. The Guarding Troopers Stun Gun was standard-issue for law enforcement throughout the Alpha Age and remained in service during the early years of the [[beta_age|Beta Age]] in the newly founded [[free_state_of_settlers|Free State of Settlers]]. | ||
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| + | Following the [[great_war|Great War,]] the [[peace_treaty|Peace Treaty]] imposed strict regulations on ExoHuman weapon possession, restricting the use of firearms and requiring law enforcement to adopt non-lethal alternatives. The Federal Sheriff and Local Sheriffs needed a close-combat melee weapon to fulfill their duties under the new legal framework. | ||
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| + | In response, the [[federal_council|Federal Council]] ordered the recycling and modification of all remaining Guarding Troopers Stun Guns, adapting them to the Confederation’s new law enforcement needs. This led to the development of the Federal Stun Gun (FSG) in 2632, manufactured by the Federal Weapon Manufactory. While based on its predecessor, | ||
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| + | Despite the prohibition of private ownership, some original Guarding Troopers Stun Guns survived and were smuggled into the Black Market, making them rare collector’s items among [[individualists|Individualists]] and [[outlaws|Outlaws]] in the Gamma Age. | ||
| + | ==== Usage and Regulation ==== | ||
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| + | The Federal Stun Gun is strictly regulated: | ||
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| + | * **Authorized Users:** The weapon is exclusively issued to law enforcement personnel, including the Federal Sheriff, Local Sheriffs, and their Deputies. | ||
| + | * **Prohibition for Civilians: | ||
| + | * **Standard Issue:** Each law enforcement officer carries an FSG on their enhanced belt as part of their standard uniform, ensuring it is readily available for field operations. | ||
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| + | Despite its prohibition, | ||
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| + | ===== Materials and Crafting ===== | ||
| + | |||
| + | * **Housing: | ||
| + | * **Electrodes: | ||
| + | * **Quantum Fusion Battery:** The FSG is powered by a miniaturized Quantum Fusion Battery (QFB), capable of sustaining up to 100 uses per charge. This advanced power cell provides a stable and efficient energy source, ensuring reliable performance in extended operations. | ||
| + | * **Backup Power:** A manual crank system provides emergency recharging capabilities, | ||
| + | |||
| + | ===== Tactical Advice for Dungeon Masters ===== | ||
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| + | The Federal Stun Gun can add depth to encounters and narrative elements: | ||
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| + | * **Law Enforcement Use:** The FSG's non-lethal nature makes it ideal for scenarios involving arrests, crowd control, or detaining suspects. Officers equipped with the FSG can provide unique combat challenges for players who must adapt to its stunning effects. | ||
| + | * **Black Market Intrigue:** Its common availability on the Black Market opens possibilities for smuggling operations, theft, or quests to recover stolen FSG units. | ||
| + | * **Player Utility:** If acquired, the FSG offers a versatile option for players who prefer incapacitating enemies without killing them. However, its limited charges and the difficulty of recharging Quantum Fusion Batteries add resource management challenges. | ||
| + | * **Battery Scarcity:** Since Quantum Fusion Batteries are rare, players may struggle to find replacements, | ||
| + | * **Moral Dilemmas:** Possession of an FSG by civilians or rogue factions can lead to ethical decisions, such as whether to confiscate or return the weapon to law enforcement. | ||
| + | * **Quest Hooks:** A malfunctioning FSG battery or the need to secure replacement parts can drive side quests involving engineering, | ||
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| + | ===== Related Pages and Further Information ===== | ||
| + | |||
| + | * [[federal_confederation|Federal Confederation]] | ||
| + | * [[federal_weapon_manufactory|Federal Weapon Manufactory]] | ||
| + | * [[Federal Sheriff|Federal Sheriff]] | ||
| + | * [[local_sheriff|Local Sheriffs]] | ||
| + | * [[peace_treaty|Peace Treaty]] | ||
| + | * [[Guarding Troopers Stun Gun|Guarding Troopers Stun Gun]] | ||
| + | * [[human_weapons_in_the_gamma_age|Exohuman Weapons in the Gamma Age]] | ||
federal_stun_gun.1733162345.txt.gz · Last modified: 2024/12/02 17:59 by admin