Explosives

List of Explosives

Grenade, Antitank

Common Mundane Explosive, 320n / 1 Use, Weight 0

A small explosive developed explicitly to take down heavily-armored targets, including people and machines.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, it deals 4d4 Strike +1 Fire to all creatures within a 2-Pace Diameter Sphere centered on it. Affected creatures may attempt a Trial 2 Dexterity or Vigor Resist Check, negating the Strike Damage on a success. Objects, Assembly-type creatures, and creatures wearing Heavy or Bulky armor automatically fail the check.

Pain Response: If this grenade triggers a Pain Response, the target’s Defend is reduced by 2 until it completes a Respite.

Grenade, Basic

Common Mundane Explosive, 250n / 1 Use, Weight 0

A simple, small explosive. It does exactly what’s advertised. Truth in advertising is just as surprising as being hit with the grenade’s explosion will be.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, it deals 4d4 Fire +1 Sonic to all creatures within a 2-Pace Diameter Sphere centered on it. Affected creatures may attempt a Trial 2 Dexterity or Vigor Resist Check, negating the Fire Damage on a success.

Pain Response: If this grenade triggers a Pain Response, the target becomes Deposed and begins Burning.

Grenade, Bouncing

Common Mundane Explosive, 275n / 1 Use, Weight 0

A bizarre, spring-loaded grenade with randomly-extruding pistons that allow it to move around unpredictably.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade would explode, roll 2d6. The grenade must bounce that many Paces, changing direction each time it moves 1 Pace but never re-entering a space it had previously entered. Upon reaching the final space, it explodes, dealing 4d4 Strike +1 Electric to all creatures within a 2-Pace Diameter Sphere centered on it. Affected creatures may attempt a Trial 2 Dexterity or Vigor Resist Check, negating the Strike Damage on a success. The Check is +1 Flawed for every 3 Paces the grenade bounced.

Pain Response: If this grenade triggers a Pain Response, the target is pushed 1d4 Paces away from the grenade and lands Deposed.

Grenade, Concussive

Common Mundane Explosive, 200n / 1 Use, Weight 0

Despite its small size, this explosive packs a devastating punch so powerful it can cause someone to see stars and become incapacitated. While it can be deadly, it’s usually used to achieve less permanent goals.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, it deals 4d4+1 Sonic to all creatures within a 4-Pace Diameter Sphere centered on it. Affected creatures may attempt a Dexterity or Vigor Resist Check, reducing the damage taken by 1 for each success.

Pain Response: If this grenade triggers a Pain Response, the target creature becomes Debilitated and Shocked. These States end after a creature succeeds on a Trial 2 Vigor Resist Check, which may be attempted at the end of each of an affected creature’s turns.

Grenade, Deviled Egg

Common Mundane Explosive, 280n / 1 Use, Weight 0

The stench from this grenade is horrendous and it only worsens once it is armed. The detonation releases a cloud of nauseating gas.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, it deals 1 Toxic to all creatures within a 2-Pace Diameter Sphere centered on it. At the start of your next turn, all creatures within a 5-Pace Diameter Sphere centered on the grenade’s impact point must make a Trial 2 Vigor Resist Check or take 2 Toxic and become Poisoned for 1 Minute. Creatures who do not need to breathe succeed automatically.

Pain Response: If this grenade triggers a Pain Response, the target becomes Mute for 10 Minutes.

Grenade, Electro Coil

Common Mundane Explosive, 250n / 1 Use, Weight 0

An explosive that unleashes a shocking blast of electrical energy in a small area.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, it deals 5d6+1 Electric to all creatures within a 2-Pace Diameter Sphere centered on it. Affected creatures may attempt a Dexterity or Vigor Resist Check, reducing the damage taken by 1 for each success.

Pain Response: If this grenade triggers a Pain Response, the target creature becomes Shocked for 1 Minute or until they succeed on a Trial 2 Vigor Resist Check, which can be made at the end of each of an affected creature’s turns.

Grenade, Frag

Common Mundane Explosive, 250n / 1 Use, Weight 0

Haphazardly made, this explosive’s burst is unpredictable, but can still pose a serious threat.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, it deals 2d4 Impale, 2d4 Lacerate, and 1 Fire to all creatures within a 2d4-Pace Diameter Sphere centered on it. Affected creatures may attempt a Trial 2 Dexterity or Vigor Resist Check, negating the Standard Damage on a success.

Pain Response: If this grenade triggers a Pain Response, the target creature takes 1 direct Lacerate at the start of your next turn.

Grenade, Gravity

Common Mundane Explosive, 315n / 1 Use, Weight 1

Heavier than most other grenades, this particular explosive has an unstable core that thrums with concentrated energy. Designed by Atalu, Co., the gravity grenade is an unpredictable weapon with a potency seemingly dependent on luck of the draw.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, roll 1d6. On an even number, creatures within a 3-Pace Diameter Sphere centered on the grenade are pushed 1 Pace away from the grenade. On an odd number, creatures within a 6-Pace Diameter Sphere centered on it are pulled 1 Pace toward the grenade. All affected creatures must make a Trial 2 Vigor Resist Check. Creatures who fail are pushed or pulled an additional 1d4 Pace(s) and take 2 Sonic.

Pain Response: If this grenade triggers a Pain Response, the target creature takes an additional 2 Strike.

Grenade, Hallucinogen

Common Mundane Explosive, 420n / 1 Use, Weight 0

Considered a violation of various conventions by many militaries, this grenade is no longer permitted on the battlefield and is primarily developed by backyard engineers these days.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, a hallucinogenic gas is released. All creatures within a 3-Pace Diameter Sphere centered on it who need to breathe take 4d6 Will +2 Toxic Damage. Affected creatures may make a Vigor or Wile Resist Check, reducing the Will Damage taken by 1 for each success. A creature who marks 3 or more HP from this damage becomes Terrified of the sphere affected by the grenade for 1 Minute.

Pain Response: If this grenade triggers a Pain Response, their Maximum Hit Points are reduced by an amount equal to the Will Damage taken. This reduction lasts until the creature completes a Respite.

Grenade, Ichor

Common Mundane Explosive, 420n / 1 Use, Weight 0

Crafted from the carefully-gathered goop of a gelatinous, dungeon-dwelling monstrosity, this grenade harbors some of the slimiest, stickiest material in the known world; it’s perfect for keeping enemies right where you want them.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, it unleashes a tar-like fluid in a 1d4+1-Pace Diameter Circle, which becomes Rugged Terrain until removed. Creatures in the affected area take 1 Strike and must make a Trial 3 Vigor Resist Check. On a failure, a creature becomes Grappled and Slowed. Creatures who succeed are only Slowed. States inflicted by this grenade can only be removed with an Interact Action taken while outside of the Rugged Terrain area created by the grenade.

Grenade, Illuminance

Common Mundane Explosive, 130n / 1 Use, Weight 0

Designed for use by cave divers, miners, and spelunkers, this miniature bomb gives off a burst of brilliant, lingering light. It can cause blindness if used too close to a creature who is staring directly at the explosion.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, it releases a brilliant light, creating a 10-Pace Diameter Sphere of bright light centered on the grenade that lasts 1 Minute. Creatures within 2 Paces of the grenade when it explodes take 1 Fire and must make a Trial 2 Vigor Resist Check or become Blinded for 1 Minute.

Grenade, Judgment

Uncommon Mundane Explosive, 1,580n / 1 Use, Weight 1

A hefty, powerful grenade. It’s tough to throw, but the devastating effect resulting from its detonation are worth the exertion.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, it deals 2d4 Strike, 2d6 Fire, and 4d12 Sonic to all creatures within a 3d6+3-Pace Diameter Sphere centered on it who fail a Trial 3 Dexterity or Vigor Resist Check. Creatures who succeed take 1 Fire. At the start of each of your turns for the next 1d6+3 Rounds, all creatures in the area affected by the grenade take 1 direct Rot.

Pain Response: If this grenade triggers a Pain Response, the target creature’s Maximum Hit Points are reduced by an amount equal to the number of Hit Points they marked and they become Poisoned until this reduction is removed.

Grenade, Kissin’

Common Mundane Explosive, 490n / 1 Use, Weight 0

A bizarre, cruel grenade that unleashes pheromones and other chemicals to cause a state of total delirium.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, all creatures within a 2-Pace Diameter Sphere centered on it who need to breathe must make a Trial 2 Wile Check, taking 2 Toxic on a success or 2 Toxic and 1 Will on a failure. A creature who marks 3 or more Hit Points from this damage becomes Charmed for 1 Minute or until they take damage or are forced to make another Resist Check. While Charmed in this way, a creature cannot make Attack Checks or force other creatures to make Resist Checks. Attacks against a creature while they are Charmed by this grenade are +2 Enhanced.

Pain Response: If the damage from this grenade triggers a Pain Response, the target creature is also Vulnerable while Charmed by the grenade.

Grenade, Laughter

Common Mundane Explosive, 430n / 1 Use, Weight 0

A vile grenade that sends victims into fits of relentless, uncontrollable laughter. This laughter can be deadly on its own, but if the toxins don’t kill you, your enemies will do so as you lie on the ground laughing with no recourse.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, all creatures within a 3-Pace Diameter Sphere centered on it who need to breathe must make a Trial 2 Cognition, Vigor, or Wile Check, taking 2 Will on a success. On a failure, a creature takes 3 Will and becomes Deposed and Shocked for 1 Minute, laughing uncontrollably. This state can be ended with a successful Trial 2 Vigor or Wile Check, which can be made each time an affected creature marks a Hit Point or is forced to make a Resist Check.

Pain Response: If the damage from this grenade triggers a Pain Response, the target creature is also Vulnerable while Shocked by the grenade.

Grenade, Magnetic

Common Mundane Explosive, 370n / 1 Use, Weight 0

Developed by rebel groups in response to the rapid technological advancements that caused drastic pollution and other local issues, the magnetic grenade latches onto the nearest metal object before exploding.

Effect: After being armed or thrown, a magnetic field pulls this grenade toward the nearest source of metal within 5 Paces (thrower chooses if there is a tie). Once the grenade moves, or if it fails to move, it explodes. All creatures within a 1-Pace Diameter Sphere centered on it must make a Trial 2 Dexterity or Vigor Resist Check, which a creature attached to the grenade automatically fails, taking 5d6+1 Sonic and 1 Fire on a failure, or 1 Fire on a success.

Pain Response: If this grenade triggers a Pain Response in an Assembly-type creature or a creature wearing metal armor, that creature is pushed a number of Paces away from the grenade equal to the number of Hit Points they marked.

Grenade, Multishock

Common Mundane Explosive, 125n / 1 Use, Weight 0

Rather than a single large explosion like most grenades, this grenade explodes multiple times, granting numerous opportunities to harm creatures near it. Getting close to the grenade is a mistake, as avoiding its rapid-fire output of sparks is an impossible challenge.

Effect: On impact or at the start of your turn following the turn this grenade was armed, it unleashes 1d12 tendrils of electricity. Each tendril targets a creature within 5 Paces, starting with the nearest, and deals 1 Electric to it (no creature may take this damage twice in a single round). At the start of your next turn, it repeats this with 1d6 tendrils and a range of 3 Paces, and at the start of your following turn, it repeats this once more with 1d4 tendrils and a range of 2 Paces.

Pain Response: If this grenade triggers a Pain Response in a creature, that creature becomes Shocked until the start of your next turn.

Grenade, Nitrogen

Common Mundane Explosive, 250n / 1 Use, Weight 0

A grenade that unleashes a cloud of concentrated chemicals designed to inflict painful, instantaneous cold on victims.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, it deals 6d6 Frost +1 Sonic to all creatures within a 2-Pace Diameter Sphere centered on it. Affected creatures may make a Dexterity or Vigor Resist Check, reducing the Frost Damage taken by 1 for each success.

Pain Response: If this grenade triggers a Pain Response, the target creature becomes Grappled and Slowed for 10 Minutes or until the next time they mark 1 or more Hit Points.

Grenade, Osteo

Common Mundane Explosive, 475n / 1 Use, Weight 0

A modern homage to a magical explosive developed by the Marrowguard long before the Reckoning brought about the Industrial Era, this explosive uses the hollow bones of dragons as shrapnel, allowing the fragments to be flung at a tremendous distance.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, it deals 6d6+1 Impale to all creatures within a 6-Pace Diameter Sphere centered on it. Affected creatures may attempt a Dexterity Resist Check, reducing the damage taken by 1 for each success.

Pain Response: If this grenade triggers a Pain Response, the target creature takes 2 direct Lacerate at the start of your next turn.

Grenade, Plasma

Common Mundane Explosive, 300n / 1 Use, Weight 0

A small explosive that, upon detonation, unleashes a burst of flesh-frying chemicals.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, it deals 3d6 Rot +1 Acid. Affected creatures may attempt a Dexterity or Vigor Resist Check, reducing the Rot Damage taken by 1 for each success.

Pain Response: If this grenade triggers a Pain Response, the damage increases by 1 Acid and target’s Maximum Hit Points are reduced by an amount equal to the total damage taken.

Grenade, Pulsewave

Common Mundane Explosive, 200n / 1 Use, Weight 0

A powerful weapon that unleashes a wave of energy capable of frying electronic systems.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, all creatures within 1 Pace of the grenade take 1 Fire. Then, all creatures within a 5-Pace Diameter Sphere may make a Trial 2 Vigor Resist Check, which an Assembly-Type creature automatically fails. Creatures who fail the check take 3d4+2 Electric and 1 Sonic.

Pain Response: If this grenade triggers a Pain Response in an Assembly-Type creature, the creature gains the System Shock Custom Trait, which anyone may activate. The trait is removed after the creature clears all HP.

Grenade, Quasi

Common Mundane Explosive, 75n / 1 Use, Weight 0

A grenade designed to be a dud, the Quasi Grenade can be cheaply produced, has no real impact, yet looks extremely rule. It has a fuse and even seems to explode, but doesn’t actually hurt anyone.

Effect: On impact or at the start of your turn after this grenade is armed, all creatures within a 5-Pace Diameter Sphere centered on the grenade must succeed on a Trial 3 Cognition Check. On a failure, a creature must use a Reactive Action to move away from the grenade toward a position that would grant them Covered (Partial) or Covered (Full). A creature who fails the check and cannot reach cover takes 1 Will.

Grenade, Remote

Common Mundane Explosive, 435n / 1 Use, Weight 0

This grenade comes with a small remote control allowing the user to maneuver the grenade momentarily before its detonation.

Effect: On impact or at the start of your turn after this grenade is armed, small metal legs emerge from it, giving it a Walk and Climb Pace of 6. Once per turn for 1 AP, you may direct the grenade to move, provided you can see the grenade within 100 Paces. You may also direct the grenade to explode for 1 AP or as a Reactive Action with a trigger you determine if the grenade is within 100 Paces, regardless of whether you can see it. When the grenade detonates, all creatures within a 2-Pace Diameter Sphere centered on it take 5d6+1 Fire and 2d6+1 Sonic.

Pain Response: If this grenade triggers a Pain Response, the target creature begins Burning.

Grenade, Shrapnel

Common Mundane Explosive, 250n / 1 Use, Weight 0

Loaded with sharp metal and powerful explosive chemicals designed to shred and catapult the canister of the grenade itself, this grenade will slice and dice any unfortunate enough to be in its path.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, it deals 3d6 Impale, 3d6 Lacerate, and 1 Fire to all creatures within a 2-Pace Diameter Sphere centered it. Affected creatures may make a Dexterity Resist Check, reducing the Standard Damage taken by 1 for each success.

Pain Response: If this grenade triggers a Pain Response, the target creature takes an additional 2 direct damage at the start of your next turn.

Grenade, Smoke

Common Mundane Explosive, 110n / 1 Use, Weight 0

While it does create a small explosion, this grenade’s design is more focused on stealth, obscurement, and roguish escape techniques than bombastic harm.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, it deals 1 Fire to all adjacent creatures, then creates a 5-Pace Diameter cloud of smoke that cannot be seen through. The smoke cloud shrinks by 1 Pace every 1 Minute until it vanishes entirely, or it can be dissipated by a strong wind.

Grenade, Tear

Common Mundane Explosive, 195n / 1 Use, Weight 0

Red eyes, the scent of pepper, and heavy streams of tears… you could be at a Suorran restaurant or you could have been hit by a Tear Grenade. These grenades unleash a stream of dangerous pepper spray that momentarily blinds victims.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, all creatures within 1 Pace of the grenade take 1 Acid. After that, all creatures within a 4-Pace Diameter Sphere centered on the grenade must make a Trial 2 Vigor Resist Check. On a failure, a creature becomes Blinded for 1 Minute. An Interact action may repeat the Vigor Resist Check, ending the Blinded State on a success.

Grenade, Unstable

Common Mundane Explosive, 145n / 1 Use, Weight 0

The result of someone who doesn’t really know what they’re doing trying to create a throwable explosive, this grenade is unstable, unpredictable, and unusable by anyone with a cautious bone in their body. For lovers of chaos, though…

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, it deals 2d4 Sonic, 3d4 Fire, and 4d4 Lacerate to all creatures within a 1d12-Pace Diameter Sphere centered on it. Creatures may attempt a Dexterity or Vigor Resist Check to reduce the damage taken by 1 for each success.

Pain Response: If this grenade triggers a Pain Response, the target creature begins Burning.

Grenade, Valedictory

Common Mundane Explosive, 590n / 1 Use, Weight 0

Nicknamed the “Aerdan Farewell” by incendiary enthusiasts, the Valedictory Grenade is an effective getaway tool. Its explosion is like a brilliant firework that blinds and shocks onlookers.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, all creatures within a 3-Pace Diameter Sphere centered on it must make a Trial 2 Cognition or Vigor Resist Check. Those who succeed take 1 Fire. Those who fail take 3d6 Electric +1 Fire +1 Will and become Shocked until the start of your next turn or until they take damage.

Pain Response: If this grenade triggers a Pain Response in a creature who failed the Resist Check, the target becomes Surprised when the Shocked State inflicted on them wears off.

Grenade, Wormhole

Uncommon Mundane Explosive, 1,625n / 1 Use, Weight 0

When this grenade detonates, it generates an instantaneous portal to another domain of existence and sucks creatures into itself, depositing them into the other domain for a time before returning them.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, all creatures Size 2d6 or lower within a 1d4+1-Pace Diameter Sphere centered on it must make a Trial 3 Vigor Resist Check or be pulled into a wormhole that suddenly appears. After 1d4+1 Rounds, the creatures return to the nearest unoccupied space to the one they left when they failed the Vigor Resist Check. Roll 1d6 to identify the domain where those creatures end up and what happens to them upon their arrival in that domain.

1. Gloria. Affected creatures gain 1 Excess HP.

2. Hel. Affected creatures take 1 Fire and begin Burning.

3. Tempest. Affected creatures take 1 Electric and return Shocked for 1 Minute.

4. Mania. Affected creatures take 1 Will and gain 1 Madness Tier.

5. Weird. Affected creatures must choose 1 item they are wearing or holding. It is lost in this domain.

6. Spectral. Affected creatures return Terrified of where the grenade exploded for 1 Minute.

Pain Response: If this grenade triggers a Pain Response, the target creature begins Burning.

Grenade, Xylophage

Common Mundane Explosive, 475n / 1 Use, Weight 0

A plant-rotting grenade, the noxious gases from this explosive eat away at plant matter with ferocity and speed unheard of by even the worst plant-devouring pests.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, all creatures who need to breathe within a 3-Pace Diameter Sphere centered on it must make a Trial 2 Vigor Resist Check. Those who succeed take 1 Fire. Those who fail take 2d4 Acid, 2d4 Toxic, 2d6 Rot, and 1 Fire. If a damaged creature is a Plant-type creature, damage dealt by the grenade to them is doubled.

Pain Response: If this grenade triggers a Pain Response in a creature who failed the Resist Check, the target begins Burning. If it is a Plant-type creature, they also take an additional 2 Acid Damage.

Grenade, Yperite

Common Mundane Explosive, 300n / 1 Use, Weight 0

Exposure to the powerful gases emitted by this grenade can cause one’s throat to deteriorate. Too much exposure can result in total lung collapse and a long, painful death.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, all creatures who need to breathe within a 2-Pace Diameter Sphere must make a Trial 2 Vigor Resist Check. On a failure, a creature takes 2 Acid and becomes Suffocating and Mute. The Suffocating State ends when the creature succeeds on a Trial 2 Vigor Resist Check, which may be attempted at the end of each of the creature’s turns. The Mute state persists until the creature clears 1 Hit Point.

Pain Response: If this grenade triggers a Pain Response in a creature who failed the Resist Check, that creature cannot end the Suffocating State until all of their Hit Points have been cleared.

Grenade, Zymurgy

Common Mundane Explosive, 330n / 1 Use, Weight 0

Dubbed “The Drunkard’s Bomb” by some, this grenade is loaded with chemicals designed to induce a drunken stupor.

Effect: This grenade explodes on impact, or at the start of your turn following the turn it was armed. When the grenade explodes, all creatures who need to breathe within a 2-Pace Diameter Sphere must make a Trial 2 Vigor Resist Check, taking 1 Toxic on a success. On a failure, a creature takes 2d4+2 Toxic and becomes Poisoned for 1 Minute.

Pain Response: If this grenade triggers a Pain Response in a creature who failed the Resist Check, that creature must succeed on a Trial 1 Vigor Resist Check at the start of each of their turns while Poisoned by the grenade or become Debilitated until the start of their next turn.


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