Difference between revisions of "Expanding Your Armory: Bombs"
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[https://reclaimthewild.net/index.php/2019/11/15/expanding-your-armory-bombs/ Expanding Your Armory: Bombs] | [https://reclaimthewild.net/index.php/2019/11/15/expanding-your-armory-bombs/ Expanding Your Armory: Bombs] | ||
− | + | == List of Bomb Types == | |
+ | {| class="wikitable" | ||
+ | !Type || Material || Damage || Description || Market Price | ||
+ | |- | ||
+ | |Frag Bomb || Cloth & Metal || 8 Sharp || No special effects. || 20 | ||
+ | |- | ||
+ | |Nail Bomb || Cloth & Metal || 8 Piercing || No special effects. || 20 | ||
+ | |- | ||
+ | |Aqua Bomb || Opal x2 || 8 Water || Expels water. All flames in affected squares are put out, and Lava terrain temporarily becomes normal. Roll To-Hit target’s Vitality; on success, target is |Soaked. || 40 | ||
+ | |- | ||
+ | |Dark Bomb || Onyx x2 || 8 Dark || All squares affected are covered with a Thick Smoke. The smoke dissipates immediately upon exposure to wind, or at the end of your next turn. || 40 | ||
+ | |- | ||
+ | |Earth Bomb || Emerald x2 || 8 Earth || Roll To-Hit target’s Vitality; on success, target is Earthbound. || 40 | ||
+ | |- | ||
+ | |Ice Bomb || Sapphire x2 || 8 Ice || All squares affected become Slightly Slick terrain; if they are already Slightly Slick, they become Severely Slick. Freezes water squares and turns them Slightly Slick. All flames in affected squares are put out, and Lava temporarily becomes normal. || 40 | ||
+ | |- | ||
+ | |Light Bomb || Diamond x2 || 8 Light || Roll To-Hit target’s Vitality; on success, target is Dazzled. || 40 | ||
+ | |- | ||
+ | |Smoke Bomb || Metal & Onyx || None || Burst 2. All squares affected are covered with a Thick Smoke. The smoke dissipates immediately upon exposure to wind, or at the end of battle or 1 minute. || 40 | ||
+ | |- | ||
+ | |Thunder Bomb || Topaz x2 || 8 Blunt || Roll To-Hit target’s Vitality; on success, target is Deafened. || 40 | ||
+ | |} | ||
+ | |||
+ | These bombs do not require any specialized knowledge to create. Just combine the listed Materials and look at the rules for Crafting Bombs in the core rulebook. | ||
+ | |||
+ | The rank of Materials used for crafting Frag and Nail Bombs is capped at (your Smithing / 2). | ||
+ | |||
+ | The rank of Materials used for crafting the other bombs in this chart is capped at (your Enchanting / 2). | ||
+ | |||
+ | == New Rules == | ||
+ | === New Status Effect: Deafened === | ||
+ | While Deafened, you cannot hear. You automatically fail any Trait Rolls that rely upon hearing, and cannot hear anything that anyone is saying. In addition, abilities that require hearing (such as an [[Acheman Race]]’s ''echolocation'') no longer work. | ||
+ | |||
+ | === New Status Effect: Earthbound === | ||
+ | You lose the ability to Fly, and cannot hover, leap, levitate, or glide higher than 2 squares from the ground. If you are already in mid-air, then you fall to the ground slowly. This lasts until the end of your next turn. | ||
+ | |||
+ | === New Terrain: Thick Smoke === | ||
+ | Thick smoke obscures visibility, making it harder for your attacks to land. Smoke affects any attack that originates within, passes through, or targets something enveloped in the smoke. Foes within Melee range are Hard to Hit; foes further away are Extremely Hard to Hit and cannot be seen. Wind can disperse thick smoke. If the smoke’s source is persistent – such as an ongoing flame – then thin smoke will reappear in time, and will become thick smoke not long after. | ||
+ | |||
+ | === New Terrain: Thin Smoke === | ||
+ | Thin smoke obscures visibility, making it harder for your attacks to land. Smoke affects any attack that originates within, passes through, or targets something enveloped in the smoke. Foes further than Melee range are Hard to Hit. Wind can disperse thin smoke, though, if the source is persistent, thin smoke may return at a later time. |
Latest revision as of 03:25, 8 July 2020
Contents
List of Bomb Types
Type | Material | Damage | Description | Market Price |
---|---|---|---|---|
Frag Bomb | Cloth & Metal | 8 Sharp | No special effects. | 20 |
Nail Bomb | Cloth & Metal | 8 Piercing | No special effects. | 20 |
Aqua Bomb | Opal x2 | 8 Water | Soaked. | 40 |
Dark Bomb | Onyx x2 | 8 Dark | All squares affected are covered with a Thick Smoke. The smoke dissipates immediately upon exposure to wind, or at the end of your next turn. | 40 |
Earth Bomb | Emerald x2 | 8 Earth | Roll To-Hit target’s Vitality; on success, target is Earthbound. | 40 |
Ice Bomb | Sapphire x2 | 8 Ice | All squares affected become Slightly Slick terrain; if they are already Slightly Slick, they become Severely Slick. Freezes water squares and turns them Slightly Slick. All flames in affected squares are put out, and Lava temporarily becomes normal. | 40 |
Light Bomb | Diamond x2 | 8 Light | Roll To-Hit target’s Vitality; on success, target is Dazzled. | 40 |
Smoke Bomb | Metal & Onyx | None | Burst 2. All squares affected are covered with a Thick Smoke. The smoke dissipates immediately upon exposure to wind, or at the end of battle or 1 minute. | 40 |
Thunder Bomb | Topaz x2 | 8 Blunt | Roll To-Hit target’s Vitality; on success, target is Deafened. | 40 |
These bombs do not require any specialized knowledge to create. Just combine the listed Materials and look at the rules for Crafting Bombs in the core rulebook.
The rank of Materials used for crafting Frag and Nail Bombs is capped at (your Smithing / 2).
The rank of Materials used for crafting the other bombs in this chart is capped at (your Enchanting / 2).
New Rules
New Status Effect: Deafened
While Deafened, you cannot hear. You automatically fail any Trait Rolls that rely upon hearing, and cannot hear anything that anyone is saying. In addition, abilities that require hearing (such as an Acheman Race’s echolocation) no longer work.
New Status Effect: Earthbound
You lose the ability to Fly, and cannot hover, leap, levitate, or glide higher than 2 squares from the ground. If you are already in mid-air, then you fall to the ground slowly. This lasts until the end of your next turn.
New Terrain: Thick Smoke
Thick smoke obscures visibility, making it harder for your attacks to land. Smoke affects any attack that originates within, passes through, or targets something enveloped in the smoke. Foes within Melee range are Hard to Hit; foes further away are Extremely Hard to Hit and cannot be seen. Wind can disperse thick smoke. If the smoke’s source is persistent – such as an ongoing flame – then thin smoke will reappear in time, and will become thick smoke not long after.
New Terrain: Thin Smoke
Thin smoke obscures visibility, making it harder for your attacks to land. Smoke affects any attack that originates within, passes through, or targets something enveloped in the smoke. Foes further than Melee range are Hard to Hit. Wind can disperse thin smoke, though, if the source is persistent, thin smoke may return at a later time.