House Rule - New Weapon Quality - Hallucinogenic
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House Rule - New Weapon Quality - Hallucinogenic
Hallucinogenic weapons use drugs or mind-altering exotic energy to disorient or disable their targets, often inducing a variety of short-lived psychological states and delusions. When a creature takes a hit from a Hallucinogenic weapon, it must make a Toughness Test with a penalty equal to 10 times the number in parentheses (X) or suffer a temporary delusion and roll on the still to be prepared Hallucination chart by the GM: Hallucinogenic Effects. Respirators and sealed armour provide a +20 bonus to this Test. The effects last for 1 Round, plus 1 additional Round for every Degree of Failure.
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