Tools (d32)

Yu Yu Hakusho RPG: Remaining Memories

Returns a random tool from the ones available in the Yu Yu Hakusho RPG: Remaining Memory campaign.

d32 Result

1

Torch (Merchant Price: 1.2 Silver)
1 use per session

2

Grappling Hook (Merchant Price: 5 Copper)

3

Rope (Merchant Price: 3 Copper)

4

Lockpicking Tools (Merchant Price: 1 Silver)
Allows the character to unlock mechanisms through Deduce checks.

5

Poison Kit (Merchant Price: 3 Copper)
Consumed upon use.
Applies 5 poison charges to a weapon or ammo of choice.
Poison Charge: On a successful hit, the target's Resistance is pinned against the attack's roll's result (not factoring in Potency if Energy-imbued). If they fail to resist, the target is considered Poisoned for 3 rounds.

6

Bear Trap (Merchant Price: 8 Copper)
The subject that triggers it is dealt 1d4 damage and is Downed. The target must free themselves with the use of a Standard Action before they may attempt to get up with an additional Standard Action.
Those armored in the leg area, or composed of physically tough matter, are immune to its effects.

7

Manacles (Merchant Price: 4 Copper)

8

Spyglass (Merchant Price: 6 Copper)

9

Compass (Merchant Price: 5 Copper)

10

Antidote Vial (Merchant Price: 5 Copper)
Consumable.
Cures the subject of poison.

11

Climber's Kit (Merchant Price: 1 Silver)
+10 bonus on climbing attempts performed while utilizing it.

12

Quality Music Instrument (Merchant Price: 3 Silver)
Allows you to Play Instrument as a Rest Action.

13

Shovel (Merchant Price: 3 Copper)

14

Pickaxe (Merchant Price: 4 Copper)

15

Wood Axe (Merchant Price: 3 Copper)

16

Lantern (Merchant Price: 4 Copper)
1 use per Session, but can be increased with Oil.

17

Firestarter Kit (Merchant Price: 3 Copper)

18

First Aid Kit (Merchant Price: 1 Silver)
Full Round Action
1 Use Per Memory
Restores 1d4 HP

19

Oil (Merchant Price: 3 Copper)
Consumable
Slippery. Can be used for the Lantern.

20

Signal Whistle (Merchant Price: 4 Copper)

21

Rope Ladder (Merchant Price: 5 Copper)

22

Drum Canteen (Merchant Price: 2 Copper)
5 uses per refill

23

Hourglass (Merchant Price: 5 Copper)

24

Trip-Wire (Merchant Price: 3 Copper)
Consumable
A Cunning roll performed while setting it up determines how well its hidden, and thus its effectiveness.

25

Dynamite (Merchant Price: 4 Copper)
Consumable
Strong enough to blast through certain types of material.

26

Glider (Merchant Price: 1.2 Silver)

27

Snowshoes (Merchant Price: 8 Copper)
Prevents impaired movement due to thick snow.

28

Chalk Kit (Merchant Price: 2 Copper)

29

Signal Mirror (Merchant Price: 3 Copper)

30

Quality Fur (Merchant Price: 1 Silver)
+5 for cold temperature related Saving Throws
2 Ice Damage Reduction

31

Zipline Kit (Merchant Price: 1 Silver)

32

Diving Tank (Merchant Price: 1.2 Silver)
Allows you to breathe underwater.
Prone to break or explode under certain conditions, most commonly receiving critical hits.