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Weapons of the Greys
Storm-Staff (Melee/Ranged)
Description: A polished, dark grey or black onyx staff, roughly human height, topped with a multifaceted crystalline cluster that subtly gathers ambient energy. Its surface is cool to the touch, and faint, static charges can sometimes be felt around the crystal.
Function: In melee, it functions as a normal staff. As a ranged attack (30ft range), the crystal can project a focused arc of lightning, dealing 1d6 electrical damage to a single target, or 1d4 electrical damage to two adjacent targets. This costs one charge per attack, and the staff has 3 charges per day, recharging at dawn.
Thermal Lance (Melee)
Description: A robust spear with a shaft of dense, unpolished black onyx, culminating in a wickedly sharp, crystalline tip. When activated, the tip glows with an intense, silent red heat, causing the air around it to shimmer distortingly.
Function: Functions as a normal spear, but when activated (as a bonus action, lasting for 1 round), the tip becomes superheated. On a successful hit, it deals its normal damage plus 1d6 extra fire/heat damage, searing flesh and melting softer materials. It can be activated 3 times per day.
Kinetic Orb Projector (Ranged)
Description: A wrist-mounted device or small, handheld pistol-grip unit made of layered onyx and smooth, dark metal. A small aperture at the front hums faintly, and a contained, obsidian sphere subtly rotates within.
Function: Fires dense, rapidly accelerated kinetic orbs (small, compressed energy spheres that manifest as solid, black projectiles), dealing 1d8 blunt force damage. These projectiles hit with surprising impact, often causing minor knockback (GM‘s discretion for smaller targets). It carries 6 charges and recharges 1d4 charges daily.
Neural Disruptor (Ranged - Tactical)
Description: A slender, elegant handheld device of sculpted onyx, resembling a stylized, elongated claw or tuning fork. It emits no visible beam, but a faint, high-pitched whine is audible only to the wielder when activated.
Function: This is a non-lethal, tactical weapon. It targets a single creature within 60 feet. The target must make a Wisdom saving throw (DC 14). If failed, they become disoriented for 1d4 rounds, suffering disadvantage on all attack rolls and skill checks. No damage is dealt. It can be used 3 times per day.
Cryo-Injector (Ranged)
Description: A compact, almost elegant device resembling a short, thick pistol, carved from light-grey onyx with a slender, needle-like crystalline barrel. It emits a barely audible, icy hiss when prepared.
Function: Fires a concentrated burst of super-cooled particles. Targets hit take 1d6 cold damage. Additionally, on a successful hit, the target’s movement speed is halved for 1 round. It has 4 charges and recharges 1d3 charges daily.
Cognitive Disruptor (Ranged)
Description: A sleek, wrist-mounted or palm-sized device of seamless black onyx, featuring a dark, polished lens that seems to absorb light. When activated, it emits no sound or visible beam, but the air around the lens shimmers subtly.
Function: Fires a focused wave of psionic energy at a single target within 60 feet. The target must make a Wisdom saving throw (DC 14). If failed, they take 1d6 psychic damage and are disoriented (suffering -1 to attack rolls and saving throws) for 1 round. If successful, they take no damage but are still slightly disoriented (suffering -1 to their next attack roll or saving throw) for 1 round. This damage directly affects the mind and bypasses physical armor. It can be used 3 times per day, recharging at dawn.



