Ammo Kit (d9)

Yu Yu Hakusho RPG: Remaining Memories

Returns a random Ammo Kit from the ones available in Yu Yu Hakusho RPG's Remaining Memories campaign.
Mostly for use in other generators.

d9 Result

1

Explosive
Targets all creatures within a sphere with a 5ft. Radius, pinning the same single attack roll against each of them.
Cannot be Deflected.

2

Fire
Any flammable objects or surfaces coming in contact with it light up in flames. Fire spreads onto other nearby flammable surfaces at the GM’s discretion, otherwise it spreads at a rate of 5ft. (in any direction it is allowed to, according to surface type/material) during each round.

Flames smaller than 5ft. deal 1d6 fire damage per every turn that contact is being made with them. As a flame gets larger, it does more damage, dealing 2d6 damage to individuals standing in a 5ft square/hex that has been completely engulfed in flames, and stacking an additional 1d6 for every 5ft. of flame adjacent to the square/hex the subject is currently on. A subject whose clothing has lit up in flames receives 1d6 fire damage per turn until the flame has been put out. Any living creatures who have recently suffered 10 or more points of fire damage are considered Pained for 3 rounds. Standing next to flames as large as 5ft. or more for more than a minute prompts a Resistance check on the subject, it’s DC varying on the flame’s size and overall temperature in the location (link to Natural Threats), a failure resulting in the subject beginning to be affected by the Overheating condition.

3

Poison
1d4 poison damager for 1d4 turns. Does not benefit from Energy Imbued bonuses in any way.

As poison spreads through the target’s body, its effects become stronger. Aside from causing damage on every turn it remains active, poison begins to hinder not only the target’s movement and actions, but their senses as well.

The user of this type of ammo writes down the number of their Attack Roll, setting up the DC to beat by the Target’s Resistance in order combat the effects. The Target’s first Resistance roll determines if the poison is successfully inflicted or not. If it is not resisted, on every turn thereafter, the target rolls for Resistance at the start of their turn to see if the additional effects other than damage take place on that round. A success on those latter rolls does not cure the target from the poison, it simply prevents all non-damaging effects from taking place on that round; the poison still remains in the target’s system for the rest of its duration after it has been confirmed to successfully be inflicted.

The non-damaging effects that the poison causes are as follows:
-On every turn that the effects are not resisted, the target is considered Dizzy.
-On two consecutive turns that the effects are not resisted, the target is now also considered Pained, going away alongside Dizzy upon the next successful Resistance check or until the Poison’s duration has ended.
-On three consecutive turns that the effects are not resisted, the target is considered Paralyzed/Helpless in addition to being Pained and Dizzy, all effects going away upon the next successful Resistance check or until the Poison’s duration has ended.

4

Stun
Affected subjects must roll a Resistance check, those failing it becoming Overwhelmed during one round.

Surfaces and objects become electrified for one round (barring ones made of non-conductive materials), prompting the same Resistance check and consequences on subjects that come in contact with them.

5

Cutter
Arrows and bolts only.

Apply the mechanics of Slashing damage instead of Piercing.

Can be used to cut rope, vines, and other similar things.

6

Tranquilizer
Deals no damage. Does not benefit from Energy Imbued bonuses in any way.

The user writes down their Attack Roll's result, which is pinned against the target's Resistance saving throw, paralyzing the target if successful.

Paralysis: The subject may roll for Resistance pinned against the strength of the effects at the end of every turn to break free from its effects upon success.

7

Fracture
Arrows and bolts only.

Apply the mechanics of Bludgeoning damage instead of Piercing.

The user's Attack Roll is also Pinned against the target's Resistance saving throw, knocking them down if succesful.

8

Cluster Arrow
Arrows only.

Does not benefit from Energy Imbued bonuses in any way.

Sent above its intended targets, it rains miscellaneous spiky metals upon detonation. Targets all creatures within a sphere with a 5ft. Radius, pinning the same single attack roll against each of them.

Because of its method of delivery, it can be effectively used to bypass all sorts of obstacles.

Targets that have not seen the user launch a Cluster Arrow during this encounter, or those that have but did not notice it was launched, are caught by surprise and are thus denied a Defensive Action.

9

Rope
Arrows and bolts only.

This type of ammo is tied to rope of a decent length, useful for crossing or climbing up to tricky locations, or even setting up trip attempts.