| Skrill Game Statistics: | |
|---|---|
| Initiative Dice | -2 |
| Accuracy | +2 |
| Damage | 2 per blood point spent + # successes on attack roll. Damage is aggravated. Only vampires with Fortitude may roll soak (Roll Fortitude, difficulty 8). Up to 4 blood points may be spent and, like celerity, it does not take away from the number of blood you may spend in a turn. |
| Impact | 8 |
| Range | 200 yards |
| Rate | 2 per turn |
| Clip | Blood-pool (see below) |
| Cost | Priceless |
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Initiative Dice: number of dice to add or subtract from your pool when rolling initiative. In some cases, when fast-draw is used, this penalty is reduced. Accuracy: # of dice you add to your attack dice pool. When you attack, roll dex+firearms+accuracy, difficulty usually is 6. Damage: actual points of damage done by the weapon. Also add # successes from attack roll to the damage. Impact: difficulty number for the soak roll made by the target. Range: maximum range this weapon can fire before penalties are imposed on the shooter. Rate: maximum number of times the weapon is capable of firing in a turn. Capacity: maximum number of times the weapon can fire before it is empty and needs to be reloaded or recharged. Cost: Typical cost of the weapon and ammo if you buy it from the right people. This is above dealer cost but below retail cost. |
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Skrill (alien bio-energy weapon)
The Skrill is a bio-engineered energy weapon of advanced alien technology first seen in 2017. It is an organism about 8" long which is implanted in the shooter's forearm and is then fixed and difficult to remove. The weapon feeds off the vitae of the user. The bio-energy weapon perceives the shooter's intended target through the shooter's own eyes and mental focusing, so the shooter merely points his arm at the target, focuses, and mentally fires the weapon by spending a willpower point (and 1 to 4 points of vitae). Since the Skrill is aware of the intended target, a successful hit is just as likely as a shooter using a weapon with laser-sights.
The Skrill fires a glowing white spherical energy projectile 1' in diameter and has a maximum range of 1000 yards before the energy disperses (though the effective range is generally 200 yards or line of eyesight). The damage caused by the projectile is related to how much vitae you spend when you fire. You may spend up to 4 points of vitae for the 8-point maximum damage (+1 point of damage per success on the attack roll). The damage is aggravated and can only be soaked by individuals possessing Fortitude or some other special defense.
The area of effect when the projectile hits a target varies; the shooter must specify the area of effect which may be 1' to 10' diameter. Obviously wide diameters can be dangerous at point blank range and generally the 10' maximum is only used when the target is far away. Also, damage is 1 point less for every 2' diameter (so if you make the projectile cover a 1' area the damage is not decreased; if you make the projectile cover a 2'-3' area the damage is decreased by 1; if you make the projectile 8'-9' diameter the damage is decreased by 4, and at 10' the damage is decreased by 5). Suffice to say if you want to affect a large area you will want to spend more blood to do effective damage.
For more about the Skrill, ask Dean.
| Energy projectile being fired from Skrill | Energy projectile striking target |
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