Post by Gravedust on Feb 11, 2023 8:39:37 GMT -8
Lockpick (Stacks to 10) (MEC Requirement)
Enables picking of locks, and grants a bonus to the lockpicking roll. Consumed when used.
Lethal Trap Kit Mk. # (Stacks to 4)(MEC requirement)
Can be used to lay a trap in an open adjacent square. If a non-flying enemy moves into a trap-containing square, they suffer an attack for [1d10]+[bonus]. Trap is destroyed once triggered. Once set, a trap can be recovered by it's owner using an action. Intelligent creatures may recognize traps and try to avoid or destroy them. Traps can be attacked, and have HP equal to [MEC requirement*10] and no armor. Items used to Demolish can be used to attack traps, and the demolition bonus will apply to damage. Friendly units can move into a square containing a trap without triggering it automatically, however there is a 10% chance the trap will trigger on them when they do so.
Can be used to lay a trap in an open adjacent square. If a non-flying enemy moves into a trap-containing square, they suffer an attack for [1d10]+[bonus]. Trap is destroyed once triggered. Once set, a trap can be recovered by it's owner using an action. Intelligent creatures may recognize traps and try to avoid or destroy them. Traps can be attacked, and have HP equal to [MEC requirement*10] and no armor. Items used to Demolish can be used to attack traps, and the demolition bonus will apply to damage. Friendly units can move into a square containing a trap without triggering it automatically, however there is a 10% chance the trap will trigger on them when they do so.
Caltrops (stacks to 9)
For each use, drop up to 3 Caltrops in squares that are in in LOS and up 4 squares away. (each caltrop dropped reduces the stack count by 1) A square containing Caltrops costs 2 Movement to enter, and deal 1 damage to units that enter them, ignoring armor. Flying creatures are immune to Caltrops, and champions are not effected by the movement penalty. Moving out of a square containing caltrops does not incur a movement penalty or damage. Caltrops can be picked up again once dropped, from the square they are in or from an adjacent square. Intelligent creatures may recognize Caltrops and try to clear them.
For each use, drop up to 3 Caltrops in squares that are in in LOS and up 4 squares away. (each caltrop dropped reduces the stack count by 1) A square containing Caltrops costs 2 Movement to enter, and deal 1 damage to units that enter them, ignoring armor. Flying creatures are immune to Caltrops, and champions are not effected by the movement penalty. Moving out of a square containing caltrops does not incur a movement penalty or damage. Caltrops can be picked up again once dropped, from the square they are in or from an adjacent square. Intelligent creatures may recognize Caltrops and try to clear them.
Powder Bomb Mk. # (Stacks to 3)(MEC requirement)
May be thrown up to 4 squares away. All units and demolishable objects in the target square and adjacent square in LOS will be attacked for [1D10+Bonus].
May be thrown up to 4 squares away. All units and demolishable objects in the target square and adjacent square in LOS will be attacked for [1D10+Bonus].
Smoke Bomb Mk. # (Stacks to 3)(MEC requirement)
Throw up to 4 squares away, creates a AOE:1 cloud of smoke. All ranged attacks that either target units inside the smoke, or cross through the smoke before reaching their targets suffer a [-5] penalty to their attack rolls. The smoke cloud persists for 1+[MEC] rounds(Max 5), decided by the user when deployed.
Throw up to 4 squares away, creates a AOE:1 cloud of smoke. All ranged attacks that either target units inside the smoke, or cross through the smoke before reaching their targets suffer a [-5] penalty to their attack rolls. The smoke cloud persists for 1+[MEC] rounds(Max 5), decided by the user when deployed.
Screecher Mk. # (Stacks to 2)(MEC requirement)
May be thrown up to 4 squares away from the user. For 3 rounds, [Beast] And [Insect] type enemies within [MEC*2](max:8) squares of the Screecher that have an XP value less than [Tier*5 + MEC] will be forced to move out of it's area of effect (or as far away from the center as they can get) by a piercing noise. Some powerful creatures may be immune to this effect, or gain immunity to it.
May be thrown up to 4 squares away from the user. For 3 rounds, [Beast] And [Insect] type enemies within [MEC*2](max:8) squares of the Screecher that have an XP value less than [Tier*5 + MEC] will be forced to move out of it's area of effect (or as far away from the center as they can get) by a piercing noise. Some powerful creatures may be immune to this effect, or gain immunity to it.
Monster Lure (Stacks to 2)(MEC requirement)
May be thrown up to 4 squares away from the user. After [1-3] rounds, (chosen by user) any unaggroed [Beast][Insect][Demihumanoid][Aquatic] and [Humanoid] mobs within [MEC*4](Max:12) squares will move to the lure's location to investigate it, remaining as close as possible to it until it's duration expires, or until they detect an enemy. The Monster lure will >>NOT<< prevent enemies from aggoring as they would normally. It only makes them move somewhere. This effect Lasts for [MEC](Max 3) rounds.
May be thrown up to 4 squares away from the user. After [1-3] rounds, (chosen by user) any unaggroed [Beast][Insect][Demihumanoid][Aquatic] and [Humanoid] mobs within [MEC*4](Max:12) squares will move to the lure's location to investigate it, remaining as close as possible to it until it's duration expires, or until they detect an enemy. The Monster lure will >>NOT<< prevent enemies from aggoring as they would normally. It only makes them move somewhere. This effect Lasts for [MEC](Max 3) rounds.
Decoy Mk.#
($Tier*15}) [Stacks to 3] (Requires MEC:{tier})
May be thrown up to 4 squares away. Once thrown, will expand into a human-shaped decoy that will be treated as an enemy by most non-humanoid creatures. The Decoy has no armor and [tier*35] HP, and can be destroyed.
($Tier*15}) [Stacks to 3] (Requires MEC:{tier})
May be thrown up to 4 squares away. Once thrown, will expand into a human-shaped decoy that will be treated as an enemy by most non-humanoid creatures. The Decoy has no armor and [tier*35] HP, and can be destroyed.