Our lesson today involves a handy little item I had custom made. What I’ve got here, I call a Popper.
What this thing is, is a custom made 1/2 stick of dynamite with an integrated blasting cap and fuse encased in a glass tube. Like a big test tube, or maybe cigar holder.
The fuse is long, and wraps tightly around the tube from one end to the other. Then it’s dipped in a layer of wax, and tightly wrapped in paper. The end where the blasting cap is has a red paint mark.
One of these beauties will stay safe in your pack or pocket for extended periods until you need it.
They can get wet, and they’re able to be jostled around without worry of blowing any important parts off.
Just lite any part of the paper, and it will melt off the wax and ignite the fuse. If you light the far end away from the red mark, it takes about 10 to 15 seconds for the Popper to go off with one hell of a racket. You have to be pretty close to catch much harm though.
Popper
Skill- throw%
Damage- 1D6 / 1y 1D4 / 2y
Attacks/round- 1
Hit Pointss- 1
Cost- $1
Malfunction- 99
May cause stun effect for 1D4 rounds to targets who were not expecting the blast.
Creatures within 3 yards must fail a normal Listen roll or suffer Listen rolls at 1/2 for 2D6 rounds.
Monterey Jack is used with permission of Ben Monroe and Fantasy Flight Games.]]>