What do the three intensities of this weapon do?
It's made clear that:
• = 1 intensity
•• = 2
••• = 3
But intensity is no further mentioned.
The World of Darkness (WW55000) covers Stun (p167):
Mage: the Ascension Revised (WW4600) describes stun guns under Bashing Damage (p246):
Based on these two rules I would say that stun guns do:
The intent of a stun gun is to incapacitate a target, not severely wound them, but sending that many volts into a person is likely to cause some harm due to muscular convulsions.
The Rule in question: from Page 192, Blood and Smoke, or from Page 240 from God Machine Chronicles (and not in Demon).
This looks like it was poorly ported across from the nWoD Armoury (or from Hunter perhaps). Annoyingly it was not clarified in blood and smoke (like a few other mistakes were).
It, like the Armoury stun gun, does not interact with the Stun rules -- or the Stunned Tilt as it now is. I feel this was a missed opportunity, though the reason it doesn't just apply the stunned tilt is because that only lasts one turn. It also does not impose some form of neuro-muscular incapacitation tilt, again missed opportunity to make it use the new rules.
The stun gun is not a weapons (it is in the wrong section). It uses weapon-like rules, but it basically doesn't do damage to a person, it instead accumulates to its own side counter, a amount of successes needed to render them unable to act.
After it has hit, then to start shocking them it must be maintained.
If ranged, then to remove pins target must succeed on
If he hand-held, then each turn the attacker must succeed on a
Changing the Intensity does nothing. You are correct it is never mentioned again.
My suggested Ruling
I would suggest that the Intensity controls how many successes are added to Y each turn of maintaining -- Point 2 under maintaining.
Ie a Intensity 3 Stun Gun accumulates 3 successes onto Y per turn of maintaining (same as by RAW).
This makes sense, since once someone is rendered unable to act by the stun gun, they are out of the fight. At
So you don't really want a tool that can do that to anyone in 3 rounds (1 hit, 2 maintained) that to be a Availability 1, item. Though that is roughly what is was in nWoD: Armoury (but as described even ranged took action to maintain). So scaling the time it takes with the cost makes sense.
If needs more:
I would consider also ruling that while it is maintained takes takes a penalty to all actions equal to its Intensity. Cos being shocked is not fun.