Post by Gravedust on Sept 3, 2024 21:46:36 GMT -8
+Lockpick
+ Disarming Kit
+ Pickaxe
Can be used to smash through weakened walls, and break through rubble. Higher quality version may grant a bonus to those rolls.
[Repair Kit][Steam Drill][Poison Sprayer][Hand Culverin][Detection Kit][Shot Hook][Wrist Launcher]
+ Detection Kit
(Requires INT)
When a Search action is made, any trap or trap Trigger within 3 squares will be revealed.
Can be incorporated into a Tinker's Armlet.
+ Steam Drill
(Requires INT)
Can be used to smash through weakened walls, and break through rubble. Can Jam.
Can be incorporated into a Tinker's Armlet.
+ Repair Kit
Can be used to repair broken items or gear on a roll of [D10+INT] vs (item cost/5) or 5, whichever is higher.
Breaks on a roll of 1. Can be incorporated into a Tinker's Armlet.
+ Lethal Trap Kit
[Stacks to 4] (Requires INT)
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 cannot be recovered. Intelligent creatures may recognize traps and try to avoid or destroy them. Traps can be attacked, and have HP equal to [INT 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, however there is a 10% chance the trap will activate on them when they do so.
[Stacks to 8]
Up to 4 Caltrops can be dropped into open squares in LOS and up to 3 squares away as a single action. Only one caltrop may be placed per square. A square containing Caltrops costs 2 Movement to enter rather than one, and a unit entering a square with caltrops in it takes 1 damage. Each time a caltrop deals damage there is a 20% chance it will be destroyed. Flying creatures are immune to Caltrops. There is no movement penalty to leave a square containing Caltrops. Caltrops can be picked up again using an action, which will pick up all adjacent Caltrops. Intelligent creatures may recognize Caltrops and avoid them, or clear them using an action.
+Powder Bomb
[stacks to 2](Requires INT)
May be thrown up to 4 squares away. All units in the target square and adjacent square in LOS will be attacked for [D10+Bonus].
Additionally, rubble and other excavateable objects in the area of effect will have their durability reduced by the amount of the attack roll.
+Blast Cap
[Stacks to 4]
May be used on an adjacent piece of rubble, cracked walls or other excavateable objects.
The Durability of the object is reduced by 10+[INT*5]
A character is Vulnerable while rigging the blast cap.
Time Bomb
(Requires INT)
When used, this item can be placed in the character's square or in an adjacent square. The user chooses a countdown time (between 2-5 rounds) which ticks down at the end of the players' round. When the countdown reaches 0 the Time Bomb detonates, damaging all creatures within 3 squares for [1D10+bonus]. Additionally, rubble and other excavateable objects in the area of effect will have their durability reduced by the amount of the attack roll. Once placed, the Time Bomb cannot be disarmed.
+ Screecher
[stacks to 2] (Requires INT)
May be thrown up to 4 squares away from the user. For [INT](Max:3) rounds, [Beast] type enemies within [INT*2](max:8) squares of the Screecher that have an XP value less than it's [Bonus]+[user's INT] 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 champions may be immune to this effect, or gain immunity to it.
+ Monster Lure
[Stacks to 2] (Requires INT)
May be thrown up to 4 squares away from the user. After [1-3] rounds, (chosen by user) any unaggroed [Beast][Insect] and [Humanoid] mobs within [INT*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 [INT](Max 3) rounds.
+Decoy
[Stacks to 3] (Requires INT)
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 [bonus] HP, and can be destroyed. Once thrown, it will last for a maximum of 3+{tier} rounds or until destroyed by damage.
[Stacks to 10] (Requires INT)
Enables picking of locked doors or chests, and may grant a bonus to those rolls. Consumed on success or failure.+ Disarming Kit
[Stacks to 3] (Requires INT)
Use to permanently disarm traps or trap triggers, and may grant a bonus to those rolls. Consumed on success or failure.+ Pickaxe
Can be used to smash through weakened walls, and break through rubble. Higher quality version may grant a bonus to those rolls.
+ Tinker's Armlet
(Requires INT)
The Tinker's Armlet is a device that combines the function of several Tool items into a single device. Tools can be incorporated into or removed from the armlet by using an Action. Tools that are incorporated into the Armlet can >>ONLY<< be used while the Armlet is equipped. Each Armlet will have a limited number of slots where certain kinds of tools can be fitted, higher-tier versions have more. Tools that break while incorporated inside a Tinker's Armlet can be repaired while still incorporated. Tools and Items that can be incorporated will be listed as such in their descriptions, but here is a short list:[Repair Kit][Steam Drill][Poison Sprayer][Hand Culverin][Detection Kit][Shot Hook][Wrist Launcher]
+ Detection Kit
(Requires INT)
When a Search action is made, any trap or trap Trigger within 3 squares will be revealed.
Can be incorporated into a Tinker's Armlet.
+ Steam Drill
(Requires INT)
Can be used to smash through weakened walls, and break through rubble. Can Jam.
Can be incorporated into a Tinker's Armlet.
+ Repair Kit
Can be used to repair broken items or gear on a roll of [D10+INT] vs (item cost/5) or 5, whichever is higher.
Breaks on a roll of 1. Can be incorporated into a Tinker's Armlet.
+ Lethal Trap Kit
[Stacks to 4] (Requires INT)
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 cannot be recovered. Intelligent creatures may recognize traps and try to avoid or destroy them. Traps can be attacked, and have HP equal to [INT 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, however there is a 10% chance the trap will activate on them when they do so.
+ Caltrops
[Stacks to 8]
Up to 4 Caltrops can be dropped into open squares in LOS and up to 3 squares away as a single action. Only one caltrop may be placed per square. A square containing Caltrops costs 2 Movement to enter rather than one, and a unit entering a square with caltrops in it takes 1 damage. Each time a caltrop deals damage there is a 20% chance it will be destroyed. Flying creatures are immune to Caltrops. There is no movement penalty to leave a square containing Caltrops. Caltrops can be picked up again using an action, which will pick up all adjacent Caltrops. Intelligent creatures may recognize Caltrops and avoid them, or clear them using an action.
+Powder Bomb
[stacks to 2](Requires INT)
May be thrown up to 4 squares away. All units in the target square and adjacent square in LOS will be attacked for [D10+Bonus].
Additionally, rubble and other excavateable objects in the area of effect will have their durability reduced by the amount of the attack roll.
+Blast Cap
[Stacks to 4]
May be used on an adjacent piece of rubble, cracked walls or other excavateable objects.
The Durability of the object is reduced by 10+[INT*5]
A character is Vulnerable while rigging the blast cap.
Time Bomb
(Requires INT)
When used, this item can be placed in the character's square or in an adjacent square. The user chooses a countdown time (between 2-5 rounds) which ticks down at the end of the players' round. When the countdown reaches 0 the Time Bomb detonates, damaging all creatures within 3 squares for [1D10+bonus]. Additionally, rubble and other excavateable objects in the area of effect will have their durability reduced by the amount of the attack roll. Once placed, the Time Bomb cannot be disarmed.
Smoke Bomb
(Requires INT)
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 {2-5} rounds.+ Screecher
[stacks to 2] (Requires INT)
May be thrown up to 4 squares away from the user. For [INT](Max:3) rounds, [Beast] type enemies within [INT*2](max:8) squares of the Screecher that have an XP value less than it's [Bonus]+[user's INT] 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 champions may be immune to this effect, or gain immunity to it.
+ Monster Lure
[Stacks to 2] (Requires INT)
May be thrown up to 4 squares away from the user. After [1-3] rounds, (chosen by user) any unaggroed [Beast][Insect] and [Humanoid] mobs within [INT*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 [INT](Max 3) rounds.
+Decoy
[Stacks to 3] (Requires INT)
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 [bonus] HP, and can be destroyed. Once thrown, it will last for a maximum of 3+{tier} rounds or until destroyed by damage.