Explosives

With the advancement of steam weapons and other equipment, also came the invention of explosives. However, using explosives can be very dangerous if you do not understand how they function. See the Training chapter for masteries to help gain the proper knowledge.

Dangers of Explosives

Whether setting up an explosive as part of a trap or throwing a grenade, if a one is rolled during the check, the explosive detonates in your hand. The damage is considered a critical strike and the limb in use is removed. The damage to the limb is so great it cannot be reattached and is lost for good. Steam mail limbs take double the normal critical strike damage as durability damage.

Explosives do not chain their damage as they cause area of effect damage. However, if a die rolls maximum (just like chained dice) the target closest to the explosion has a limb removed (excluding the Needler). The position of the characters should be considered when determining which limb is removed. If the positioning cannot determine which limb should be removed, use the table below.

Grenades

Cold Cloud

An alternate version of the steam grenade that doesn’t deal damage but covers a larger area that blocks all vision except sound vision. The steam is released at a slower rate making it take twenty seconds to expand to its maximum size of 20ft. Upon activation it expands 10ft. Followed by another 10ft. At the start of the creature’s turn who activated it. The steam cloud remains for forty seconds. A strong wind can dissipate the steam ending the vision blocking effect.

Crystal Grenades

These grenades have been specially designed with the use of energy infused crystals. The crystals are set inside a small metal bowl with a fuse extending out of its bottom. When the fuse is lit, the wielder has five seconds to throw the grenade before it explodes.

Each type of crystal grenade is infused with small amounts of specific energy. Depending on the type of energy used, depends on the type of area of effect the grenade creates. Upon detonation, the energy within the crystal creates a 10ft area of effect and the crystal is destroyed.

Chaos Crystal

This crystal sends shrapnel outward, impaling anyone within its blast radius. Those who are impaled become berserk attacking anyone they can reach, friend or foe. The duration of the effects is ten seconds.

Fire Crystal

Creates a blast of fire that scorches the area dealing damage to anything within its blast radius.

Shock Crystal

Creates a blast of lightning that paralyzes anyone caught in its blast for ten seconds.

Needler

A circular grenade that is half a foot wide with tiny holes covering its entire surface. At the top of the grenade is a small pin that, when pulled, the springs inside are tightened. When the grenade hits a hard surface, springs are released and steam is burst out, releasing 300 needles in every direction. This grenade can be used multiple times as long as the grenade’s casing can be recovered, and the small steam canister and the needles are replaced.

The needles can be dipped in poison but must be put back into the grenade. Doing so requires four hours of handling poison. For every hour, an applying poison check must be made in order to not poison yourself.

Needler Damage

The damage applied by the needler differs from the standard area of effect. The needles are shot out in all directions, which means there is no exact area of effect. Instead, the damage is based on how close the targets are to the needler when it releases its needles.

Each needle deals one damage and the total damage is based on how many needles the targets are struck by. A reaction check is required to avoid the needles. If you pass, your stamina and reaction are subtracted from the total number of needles. If you have cover, you don't need to do this.

 

If you can find cover or be behind another target, that is equal to or taller than your character, you can avoid all the needles.

Poison effects are applied per needle, but the dose is only equal to half its normal potency.

Shrapnel Grenade

This grenade has a thin metal lining that holds the steam in the center. Surrounding the thin steam canister is another compartment that holds small sharp, jagged pieces of metal. The exterior of the grenade is ridged but also thin in order to offer a grip for throwing.

A small button covered by a hinged lid sits on the top of the grenade. When the button is firmly pressed, the inner canister is punctured, forcing the steam to expel outward. The wielder has five seconds to throw the grenade before it explodes, sending the shrapnel outward.

Steam Grenade

This grenade shoots steam out in a circular motion. The container is a small steam canister that has a special nozzle and pin. When the pin is pulled, a special disc inside springs down, compressing the steam even more. This causes the nozzle to burst open, sending steam out. The angle of the nozzle propels the grenade in a circular motion, creating a cloud of steam. The steam creates an area that blocks all vision except sound vision. Anyone with in the steam takes the indicated damage unless they succeed on a reaction check.

Mines

Mines are explosives that can be placed in order to catch an unsuspecting target off guard. Most mines are triggered by using the same mechanics trap triggers use.

Landmine

A disc shaped explosive that has two compartments. The lower most compartment is filled with steam and the upper compartment is filled with shrapnel. When the button on top of the mine is pressed down, it punctures the lower compartment. When the button is then released, the steam is released, sending the contents of the upper compartment up and into whatever pushed the button. Landmines cause the limb that was used to trigger the mine to be removed. The damage is so great that the limb is destroyed and cannot be reattached.

Trip Mine

This mine requires a trigger that is separate from the mine. Typically, this mine uses a trip wire trigger that, when pulled, removes the pin from the mine, causing it to explode. The mine is designed like that of a shrapnel grenade. The device has two compartments - one with steam and another with shrapnel surrounding the first. When the pin is pulled, the steam is released, and the mine explodes, sending shrapnel outward. A successful reaction check allows you to avoid the damage.

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