Ammunition
Table of contents
List of Arrow Types
Item | Description | Market Price |
---|---|---|
Arrow | No special effect (deals Piercing damage) | 5 |
Broadhead Arrow | Deals Sharp damage | 10 |
Hammerhead Arrow | Deals Blunt damage | 10 |
Bomb Arrow | Deals Blunt damage; on hit, push target 1 square | 25 |
Elemental Arrow | When made, select an Element. Any attack made with this Arrow is of that Element. | 25 |
Showstopper Arrow | While flying, makes a loud whistling noise and sparkles brightly. Damage as normal. | 25 |
Snag Arrow | When fired into a solid surface, is sturdy enough to act as a handhold. When fired into the ground, acts as a Slightly Slick square. Damage as normal. | 25 |
Guardian Arrow | Counts as an Ancient weapon; see below | 400 |
Silver Arrow | Effective against great evils; see below | 400 |
Guardian Arrows
Guardian Arrows are special arrows, infused with the power and technology of the Ancients. When used as part of a Basic Attack (but not as part of a Technique, Spell, or Maneuver), a Guardian Arrow will instantly defeat any normal enemy, destroying them utterly. Against Heavy enemies, they count as a Critical Hit. Miniboss or Boss enemies will only take normal damage from Guardian Arrows.
When a Normal or Heavy enemy is defeated by a Guardian Arrow, they are sucked into a swirling sphere of blue energy. This also destroys their Weapons, their Armor, any items they might have had, and prevents you from scavenging their remains. In general, you will not be rewarded for defeating a foe with a Guardian Arrow; in return, you avoid the risk and further loss of time and materiel that fighting them would have caused.
Silver Arrows
Silver Arrows are especially effective against the forces of evil, and those corrupted by them. Against all others – including those merely deluded, misguided, or doing evil acts for good reasons – they are no more effective than a normal arrow.
Foes who are considered a great evil, or are serving or controlled by a great evil (see Ancient & Irredeemable Evil), have a Vulnerability to Silver Arrows. Silver Arrows may also trigger a Boss or Miniboss’s Weak Point, though that varies from foe to foe.
Be sure to speak to your GM (or use the Learn Lore Maneuver!) to know whether a Silver Arrow’s evil-slaying power might be applied against your foes!
Crafting Arrows
Arrows can be crafted without tools or access to a Forge. When you craft Arrows, select a single piece of Ancient, Metal, or Wood Material to consume. You create the number of Arrows in the chart below, based on the Rank of the Material you used, or (your base Smithing / 2, rounded down), whichever is lower.
Rank | Arrows Made |
---|---|
0 | 2 |
1 | 4 |
2 | 8 |
3 | 16 |
4 | 40 |
5 | 80 |
To make Broadhead or Hammerhead Arrows, simply cut the numbers above in half.
To craft Showstopper or Snag Arrows, you must consume 1 unit of Luminous Stone or Amber, respectively. The effect is then put on a number of plain Arrows based on the used Gem’s Rank, per the above table. The Rank of the Gem used is capped at (your base Mechanics / 2, rounded down).
To make Elemental Arrows, you must consume 1 Gemstone. That Gem’s associated Element is then applied to a number of plain Arrows based on the Rank of the Gem used, per the above table. Basic Attacks and Techniques made with these arrows take on the associated Element, even if the Weapon the arrow is fired from has the Elemental Weapon Enchantment. The Rank of the Gem used is capped at (your base Enchanting / 2, rounded down).
To make a Bomb Arrow, simply combine 1 Arrow and 1 Bomb to create 1 Bomb Arrow.
The explosive charge on a Bomb Arrow is necessarily smaller than in a full-sized Bomb, and does no additional damage – but it can knock foes backwards with concussive force.
To make a single Guardian Arrow, you must use a unit of Rank 5 Ancient Material and one normal arrow. Creating a Guardian Arrow requires a base Mechanics score of 10.
To make a single Silver Arrow, you must use a unit of Rank 5 Gemstone and one normal arrow. Creating a Silver Arrow requires a base Enchanting of 10.
Bombs
Bombs are useful explosives. Most are about the size of a person’s head, with a small wick protruding from the top.
Bombs may be placed at one’s feet, thrown like any one-handed weapon, or you may pull them out, light the fuse, and hold on to them until you decide to place or throw them later (or allow them to explode in your hand).
A Bomb’s fuse can be lit without additional tools, as a free action. Bombs explode at the end of the user’s next turn, unless otherwise stated. A Bomb may be held in one’s hand while lit and ticking down.
Bombs can be detonated early by striking them with any Fire or Electric attack, or another Bomb’s explosion. If struck with a Water element attack, a Bomb is harmlessly rendered inert, and is able to be relit. Any other attack safely destroys the bomb without detonating it. Bombs have 10 Evasion, and no Concentration or Vitality.
When thrown (such as down a monster’s throat), Bombs have a Weapon Accuracy of 3. Bombs are one-handed, unless otherwise noted; thus, throwing one is a “Throw 1H” Basic Attack. If thrown on the turn it would explode, a Bomb will detonate upon impact. Bombs can’t be used as part of Techniques.
When rolling To-Hit for additional effects, Bombs do not use their wielder’s Accuracy, but have their own Accuracy Trait of 5. This means their total To-Hit bonus is +8. Bombs do not need to roll To-Hit to inflict damage, only for their additional effects (if any).
Damage from Bombs ignores Defense.
All types of Bombs deal 8 Blunt-type damage in a Burst 1 (including their own square) when they detonate, unless otherwise noted.
Bombs hurt both friends and foes. When they detonate, they affect everyone in range. If many Bombs’ explosions are chained together, a creature is only hurt by the Bomb that would most damage them.
If a Bomb is used to Harvest a Resource, reduce the Materials gained by 1.
List of Bomb Types
Item | Description | Market Price |
---|---|---|
Bomb | No special effects. | 20 |
Bombchu | Travels up to 10 squares in a straight line when placed, even up walls and onto ceilings. Detonates immediately if it runs into a creature or something it cannot climb up. | 40 |
Brushfire Bomb | Deals Fire damage. All squares affected become Brushfire terrain. Roll To-Hit target’s Vitality; on success, target is On Fire. | 40 |
Fireproof Bomb | Can be safely used in Heatwave weather. Does not detonate from exposure to fire. | 40 |
Firework | Upon detonation, flies 16 squares in a straight line before exploding in a burst of Fair Light. When placed, can be aimed in any direction (even straight up). Two-handed. If held during detonation, user is set On Fire. Comes in myriad colors. | 40 |
Flashbang | Deals no damage. Makes a blinding flash of Bright Light. Roll To-Hit target’s Vitality; on success, target is Blinded until the end of their next turn. | 40 |
Magneto-Bomb | Deals Shock damage. Roll To-Hit target’s Vitality; on success, if they are using a Metal weapon or Metal armor, they are pushed out of the radius of the bomb. | 40 |
Remote Bomb | Does not detonate on its own; only detonates when the user activates it (Range 20, Minor Action). Goes inert after 24 hours. | 40 |
Sand Bomb | Deals no damage. Expels a thick layer of sand. All flames in affected squares are put out, and Oiled or Slick terrain becomes normal. Roll To-Hit target’s Vitality; on success, target is Sand-Covered. | 40 |
Step-Mine | Cannot be thrown. Once placed, will detonate when stepped on by a creature or heavy object. | 40 |
Tamper-Proof Bomb | Will not detonate when struck with an attack. | 40 |
Water Bomb | Can be used underwater; is immune to water attacks. | 40 |
Super Bomb | Burst 2, 20 damage | 250 |
Powder Keg | Takes 3 turns to detonate; Burst 2, 50 damage. Two-handed. Does not explode when struck. | 500 |
Crafting Bombs
Bombs can be crafted without tools or access to a forge. When you craft Bombs, select a single piece of Cloth material, and a single Monster Part. You create a number of Bombs based on the Ranks of the Materials you used and the below chart. The Rank of each Material used is capped at (your base Smithing / 2, rounded down).
RANK | 0 | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|---|
0 | 1 | 1 | 2 | 4 | 10 | 20 |
1 | 1 | 2 | 3 | 5 | 11 | 21 |
2 | 2 | 3 | 4 | 6 | 12 | 22 |
3 | 4 | 5 | 6 | 8 | 14 | 24 |
4 | 10 | 11 | 12 | 14 | 20 | 30 |
5 | 20 | 21 | 22 | 24 | 30 | 40 |
To craft Bombchu, Fireworks, Remote Bombs, or Step-Mines, you must consume two units of Metal. You transform a number of Bombs into the selected type of Bomb based on the Ranks of the Metal Materials used, as per the table above. The Rank of the Metal you use is capped at (your base Mechanics / 2, rounded down).
To craft a Super Bomb, consume 10 Bombs. This requires a base Smithing rank of 6 or higher.
To craft a Powder Keg, consume 25 Bombs. This requires a base Smithing rank of 10 or higher.
To craft the Bomb types in the below chart, you must use two units of the Gem listed in the table below. You transform a number of Bombs into the specified type of Bomb based on the Ranks of the Gem Materials used, as per the table above. The Rank of each Gem used is capped at (your base Enchanting / 2, rounded down).
Bomb Type | Gem Used |
---|---|
Brushfire Bomb | Ruby |
Fireproof Bomb | Sapphire |
Flashbang | Luminous Stone |
Magneto-Bomb | Topaz |
Tamper-Proof Bomb | Amber |
Sand Bomb | Emerald |
Water Bomb | Opal |