Elemental Weaponry

Elemental Weaponry

By tinkering with minor elemental augments, you can equip any weapon with a simple augment, changing how it deals damage and how much damage it deals!


Acid Augment: Melts defense & cripples their saves.


Fiery Augment: Burns & has a chance of Igniting.


Lightning Augment: Shocks & has a chance of Stunning.


Icy Augment: Cools the target & has a chance of Freezing.


Air Augment: Lightly pushes.


Stone Augment: Attacks hit harder, but are slower and more taxing.


Water Augment: Heals for 1/2 the weapon's damage.


CHAOS Augment: Applies a random potion effect with a Strength of 2 and a Duration of 1.




Note: You may only have one (1) augment on any given weapon/item.


You apply the augments to the weapon, not the ammo; throwables can not be augmented with the exception of Grenades.


When you create one of these, you create only one of them, not one of each.


You can only carry 3x loose Augments on your character at a time.


You may enable/disable any attached augments with a flick of a switch for a free action!


You may spend an action to carefully remove an augment; this preserves it and adds it back to your inventory. Else, you may rip it off as a bonus action and destroy it in the process to just remove it from the weapon.





 


AugmentEffect
AcidTarget gets -2 to all checks & Defense.
FieryTarget takes +2 damage & has a 1d4 chance to be Ignited by every attack.
LightningTarget takes +1 damage & has a 1d4 chance to be Stunned by every attack.
IcyTarget takes +1 damage & has a 1d4 chance to be Frozen by every attack.
AirTarget takes -1 damage & are knocked back 1 tile.
StoneTarget takes +3 damage, but the wielder loses their Bonus Action(s).
WaterHeals target for 1/2 the weapon's damage instead.
CHAOSTarget has a random potion effect applied to them with a Duration of 1 & a Strength of 2.

Cost: 2 Materials

Speed: Action

Output: Elemental Augment (See Table)


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