Grenades (d11)

Yu Yu Hakusho RPG: Remaining Memories

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

d11 Result

1

Molotov
5ft. radius

Any flammable objects or surfaces coming in contact with its manifested effects 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.

2

Flashbang
30ft. Radius.

Applies the 'Blinded' condition for 3 rounds on all subjects in range that do not manage to evade its effects.

Blinded: Offensively, blinded characters have difficulty targeting others.

Melee and Ranged Attacks or Techniques can only be performed on targets with some chance of success if the character is able to Sense the Spirit/Demon Energy of their target. Even then, their attacks have a 50% chance of missing. If they are unable to Sense them, they have only a 10% chance of being successful. Selective Techniques can also only be performed on specific targets if the character is able to Sense them, but do no suffer from a % failure chance.

Defensively, a character cannot properly react to an Attack or Technique they do not see coming, and as such, they may only do any of the three primary Defensive Actions if they have any sort of tell, such as an auditory one, or the sensing of Energy (if it is an Energy Imbued Attack or a Technique), and even then they suffer from a -5 on their Defensive Actions against them. That being said, a character may choose to remain in Guard as their standard action to ignore this penalty, however, the incoming attack still has the chance to strike them from behind, ignoring their roll altogether.

3

Smoke Bomb
5ft. radius
Duration: 3 rounds

Blocks perception within and beyond the area it occupies.

Those standing within a smoke screen cannot see threats coming at them unless they have perception-enhancing abilities or Techniques. Likewise, swift threats emerging from within or behind the smoke screen can also surprise others on the outside/opposite side. As per normal rules, targets that cannot perceive incoming threats are treated as having their Guard, Deflection, and Evasion halved (rounded down), and may not perform Counterfire or Counterfield as defensive options. If a character does not become aware of any incoming threats in the first place (through sense, sonar cues, etc.) they may not perform any Defensive Actions in response to them.

4

Sonic Bomb
5ft. radius

Those within range that do not manage to evade its effects 1d4 damage, are Deafened for 1d4 rounds, and are also Staggered for 1 round.

As a prepared action, it can be used to interrupt Attacks and Techniques the moment the target is channeling energy for their usage, stopping them before they’re executed, but nevertheless consuming their energy cost.

5

Shockwave
5ft. radius

Those within range that do not manage to evade its effects are downed and staggered for 1 round.
As a prepared action, Shockwave can be used to interrupt Movement, Attacks and Techniques the moment the target is channeling energy for their usage, stopping them before they’re executed, but nevertheless consuming their energy cost (this effect cancels the rest of a Full Attack or any other similar barrage of attacks, and does not require the target be Staggered successfully).

6

Poison Gas
5ft. radius
Duration: 3 rounds

Those within range that do not manage to evade its effects must roll a Resistance check against a DC of 20, becoming poisoned for 1d4 rounds should they fail to resist, increased by 1d4 additional rounds for every extra round they remain within the gas.

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 Technique’s duration after it has been confirmed to successfully be inflicted.

The non-damaging effects that the poison causes are as follows:

  1. On every turn that the effects are not resisted, the target is considered Dizzy.
  2. 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.
  3. 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.

7

Fear Jolt
5ft. Radius

Those within range that do not manage to evade its effects become Overwhelmed (condition).

8

Vertigo
5ft. Radius

Those within range that do not manage to evade its effects become Dizzy (condition) for 3 rounds.

9

Laughing Gas
Gas Duration: 3 rounds
5ft. Radius

Those within range that do not manage to evade its effects must roll a Resistance check against a DC of 20, laughing uncontrollably should they fail to resist.

Those within range that do not manage to evade its effects being to be affected by uncontrollable laughter for 2d4 rounds, plus an additional 1d4 rounds for every extra round they remain within the gas.
On every turn during which the Technique’s lingering effects are active on a subject, they must roll for Resistance pinned against a DC of 20 at the start of each their turns to see if they are able to resist the effects from taking place during that round.

The effects of Laughter are as follows:

  1. On every turn that the effects are not resisted (which includes the turn it is induced), the subject cannot help but begin to laugh uncontrollably. Although they can still perform most of their usual actions, they do so with a penalty of -5.
  2. On two consecutive turns under the effects, the subject is too busy laughing to be able to take any actions until their next turn other than Movement and Defensive Options.
  3. On a third (and further) consecutive turn(s), the target can’t help but drop any held items, become Downed (see Conditions), and consume the entirety of their turn doing nothing but laughing.

10

Corrosive Splash Bomb
5ft. Radius

Any subjects carrying metal equipment suffer from having said equipment begin to corrode upon failing to evade its effects.

Any corroded objects can be easily shattered with sufficient force, and may often even break down on their own.

11

Caltrop Bomb
10ft. Radius

Leaves caltrops on the ground that interrupt a turn's movement when walked into, and consume an entire turn's movement to walk out of.