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Oct 30th, 2011
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  1. SMOKE GRENADE
  2. When triggered, this alchemical grenade ignites and spews a dense, acrid smoke. The cloud expands one yard per tick for seven ticks; indoors, a smoke grenade can fill a number of small rooms and interconnecting hallways. The smoke cloud remains in place for one long tick (less in windy conditions, indefinitely indoors without ventilation). Within this area, visibility is equal to a foggy night (see Exalted, p. 135). The thick smoke also presents a choking hazard: Treat it as a toxin (Damage 2B/action, Toxic-ity 2M, Tolerance Stamina + Resistance/action, Penalty -2). The grenade incidentally may ignite easily combustible materials that it touches, such as paper, dry grass and leaves, or cloth.
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  4. Cost is •• for five grenades
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  6. SLEEP GRENADE
  7. Alchemical sleep grenades are made with various pollens and soporifics distilled from plants found in the East. They are popular with troops engaged in subjugation and riot control, but costly. Indoors or in completely still air, a sleep grenade’s soporific burst has a three-yard radius. The slightest breeze reduces the area of efficacy to one-yard radius, and a stiff wind limits the grenade’s effect to a person it hits directly. Damage is to fall asleep; check every action for two Miscellaneous Actions per success rolled on the attack; Toxicity 2; Tolerance —/—; Penalty -2 (only applicable if a victim resists the poison on an action, and then halved to -1), Resources cost 2. A person who succumbs sleeps for (30 - [Stamina + Resistance]) minutes, or Miscellaneous Actions for Exalts and other supernatural creatures.
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  9. Cost is •• for a pack of five grenades; increase to ••• outside the East.
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  11. FIREDUST GRENADES
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  13. A person who suffers the direct impact of the grenade takes full damage, like any other attack; but the burst of fire [of a standard grenade] extends two yards from impact. In this region, the grenade inflicts half the listed damage [9L] (round down) as an environmental effect [trama 3] that lasts a single tick.
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  15. Clever artisans can make miniature grenades, containing no more firedust than a single shot of a flame piece. These deal less damage than a flame piece, however, because the fire expands in all directions instead of being concentrated into a narrow jet. A miniature grenade does 4L damage, and has a one-yard burst [again doing half damage, trauma 2]. It is small enough to throw using a sling or staff sling.
  16. Cost is •• for 10 miniature grenades
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  18. INCENDIARY ARROW
  19. The arrow itself deals bashing damage as a fowling arrow. The burning resin deals lethal damage every Miscellaneous action thereafter (Damage 2L/action, Trauma 2). The resin burns for two Miscellaneous actions per success rolled in the attack (maximum 10 actions). Ending the damage early also calls for two successful resistance rolls, to represent smothering or scraping off the flaming pitch. A pack of 12 arrows costs Resources •• in the South, Resources 3 elsewhere.
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