Mastercraft Items and Weapon Augments

**Mastercraft And Weapon/Armor Augmentations**

Weapons, armor, and some other types of equipment can be constructed as mastercraft objects. The exceptional quality of these objects provides the user a bonus on attack rolls, damage, Defense, or some other characteristic that improves when the object is used.

Mastercraft objects are usually very rare and expensive. You can find Mastercraft objects in the Weapon and armor augmentation section.

Weapon Augments are equipment that can be added to weapons to increase their capabilities, such as serrated blades to knives, incendiary bullets for rifles, or even repeated explosions for grenades.

**Mastercraft**

Mastercraft items add a +1 bonus to an item. Any item can be made into a mastercraft item so long as someone capable of crafting an item of such a caliber is available. Depending on the item made Mastercraft, it can grant different abilities.

Weapons and ammunition made mastercraft confer their bonus to attack and damage rolls.

Armor made mastercraft grants the master craft bonus to damage reduction.

Shields made mastercraft grant the master craft bonus to armor class. A Shield can alternatively be modified as a weapon, applying it’s bonuses to shield bashing, but it cannot be modified as both a weapon and armor and you must select one option.

Tools made mastercraft grant the bonus to checks made with those tools such as to skills.

This +1 bonus can be increased up to +5 maximum, granting a +5 bonus to attack and damage rolls.

 **+5** | +12

**Armor Augmentations**

Armor augments are powerful additions which can be applied to armor and shields to increase their defensive capabilities.

Each item has a number of Augmentation slots, or slots that determine what can be added to the item. These are listed on the armor or shield table. Each augment has a number of augment slots that it takes up when being applied. The total price bonus doesn’t matter, it is just to determine the cost, only the number of augment slots matter toward determining how many augments can be equipped. Some Augments take up more than one slot.

When purchasing an item with augments, the armor or shield must be at least a master craft item before you can add an augment to it. The price increases by the listed amount when purchasing it. If adding it later, you must make the purchase DC again with the added bonuses.

**ALL ARMOR/SHIELD AUGMENTS**

**Improved Armor:**

The Improved armor augment can be applied to any armor or a shield. It grants a +1 bonus to damage reduction/armor. This can be purchased as a +1, +2, or +3 augment which grants a +1, +2, or +3 to the damage reduction.

**Improved Protection:**

The Improved armor augment can be applied to any armor or a shield. It grants a +1 bonus to Armor class. This can be purchased as a +1, +2, or +3 augment which grants a +1, +2, or +3 to the armor class.

**ALL ARMOR AUGMENTS**

**Gauntlets:**

Your armor becomes combined with a pair of gauntlets that are equipped and unequipped with the armor. They deal the damage of brass knuckles if they hit an enemy in melee combat. They can also be augmented as a melee weapon separately from the armor.

**Healthy Armor:**

Your armor’s thick padding increases your hitpoints while it’s equipped. You gain an additional 5 hitpoints for every +1 in your mastercraft bonus while the armor is equipped. The hitpoints are only recovered through a craft check to repair the armor after they are depleted.

**Fortification:**

Your armor protects you from critical hits. This grants a 20% chance to ignore additional damage from a critical hit. This augment can be a +1, +2, or +3 augment, increasing the percentage to ignore the critical hit by 20% each time to a maximum of 60%.

**Threshold Armor:**

Your armor protects you from massive damage. You add your mastercraft bonus to checks against massive damage.

**All purpose Armor:**

Your armor protects you in hot or cold environments. You become immune to the effects of extreme heat or extreme cold based on the environment.

**Lightweight:**

Your armor is lighter than usual armor of it’s type. The armor type is treated as 1 class lighter (Heavy becomes medium, medium becomes light, and Light armor is treated as casual or easily concealed clothing). The armor’s check penalty is lessened by an amount equal to ½ of the master craft bonus, and any penalty to movement are decreased by 5 feet.

**Combat Visor:**

Your armor comes with a helmet and a form of visor. This visor can possess the effects of any 1 of the items in the surveillance gear system in the equipment section. Alternatively you can select a cell phone, Satellite phone, Walkie Talkie,Portable Video Camera, Surveillance Camera, Digital Camera, or Trail Cam. This augment can be selected multiple times, taking a different surveillance item each time.

**Greater Protection:**

Your armor protects you from harm from other sources as well. You gain an amount of energy resistance damage from fire, ice, electricity, Sonic, or acid damage as well as your normal protections. This amount is equal to 5+ Your Mastercraft bonus. This can be selected multiple times, gaining a new energy resistance each time.

**Built in Weapon:**

You must possess the Gauntlet augment to select this augment. You can choose to have a concealed weapon, either a tiny melee weapon, or a tiny handgun firearm equipped to your gauntlet as well. This weapon or firearm can be augmented independently and must be purchased independently.

**Hidden Item Storage:**

You gain a number of item storage units on your person. These units can hide tiny or smaller sized objects. You can hide 1 tiny object on your armor that can be retrieved as a free action for every +1 in it’s master craft bonus. Small objects count as 2 tiny objects in this case.

**Hustle:**

Your armor is lightweight and easy to move in, allowing you greater speed in combat. Your movement speed within this armor increases by +10 feet.

**Stealth:**

Stealth armor allows the user to better hide. Stealth armor grants a bonus to stealth checks equal to the armor’s mastercraft bonus. These bonuses stack with a Ghillie Suit.

**ALL SHIELD AUGMENTS**

**Taser Shield:**

Your shield becomes effective as a Taser Gun or a Taser, whichever you prefer. Striking the enemy with a shield bash triggers the stun gun effect on the creature as well as the normal shield bash, or in the case of the ranged one, it can also be made independently. In addition if the shield is used to bull rush or if a creature strikes you when making an attack roll, the effect also triggers. Regardless of how it is activated, the taser effect can only be used once per round. However the electricity damage can be dealt on every attack or every time you are struck in combat. The Taser can be upgraded as it’s own weapon and works as the Taser or Taser Gun listed in the weapons section.

**Shielded Firearm:**

Your shield only grants ½ of the bonus as a shield (Rounded down), however it can also be utilized as a firearm of some sort. This can be any two handed firearm but is often times a rifle, shotgun, or automatic weapon of some sort. When selecting this augment you must purchase the weapon separately or provide it yourself. These items become one in the same and can be augmented separately and the shield bonus is only applied when your weapon is drawn. This cannot be used on Arm and shinguards.

**Pepper Spray Shield:**

Your shield possesses a built in pepper spray that can be utilized as the normal item, however it can be equipped and fired with no penalties while the shield is equipped, and the range is 10 feet. It otherwise works just as a normal pepper spray item. It can be reloaded by simply expending another pepper spray as ammunition.

**Great Bash:**

When utilizing a bull rush combat maneuver with your shield, You add your mastercraft bonus to CMB attempts to bull rush. When you successfully bull rush an enemy, you deal your shield bash damage and your result treats you as if you moved with your opponent and as if you had rolled 5 higher to determine how far the enemy is pushed back.

**Swift Protection:**

Using your shield you can attempt to protect yourself from incoming blasts. At the beginning of your turn you may allocate all of your mastercraft bonus to reflex saving throws instead of armor class. This is only applied to saving throws in which you are aware of the incoming attack.

**Brace:**

Using your shield, you brace yourself against combat maneuvers. You gain a bonus equal to the mastercraft bonus of the shield to all CMD maneuvers, and are treated as 1 size category larger.

**Weapon Augmentations**

Weapon augments are powerful additions which can be applied to weapons and ammunition to increase their damage output, or capability.

Each item has a number of augmentations that can be added to it listed in the weapon’s table. Each augment has a number of augment slots that it takes up when being applied.

When purchasing an item with augments, the weapon must be at least a master craft item before you can add an augment to it. The price increases by the listed amount when purchasing it. If adding it later, you must make the purchase DC again with the added bonuses.

All forms of ammunition can have up to a 3 augment slots.

Armor Piercing augments can be applied to any weapon or ammunition. An Armor piercing weapon bypasses damage reduction or natural armor bonuses on creatures. It bypasses up to +1 armor and damage reduction for every point in the item’s mastercraft bonus.

**Sturdy:**

Sturdy augments can be applied to any weapon or ammunition. A Sturdy weapon is well built and is extremely durable. It’s hardness increases by +2 for every point in it’s mastercraft bonus, and it gains +10 hitpoints for every point in it’s mastercraft bonus as well.

**Studded, Bladed, or Spiked:**

Studded or Spiked Augments can be applied to any weapon with melee functionality such as a club, sword, or utilizing the butt of a firearm to pistol whip someone. These weapons can be made through application of barbed wire, nails, spikes, or blades of some sort on one’s weapon. This changes the weapon’s damage to bludgeoning (Studded), slashing (Bladed), or piercing (Spiked) depending on your selection. In addition it deals +1 damage per damage dice against unarmored opponents.

**Heavy:**

Heavy Augments can be applied to any weapon with melee functionality such as a club, sword, or utilizing the butt of a firearm to pistol whip someone. The weapon’s damage increases by 1 size category (2d6-2d8, 2d8-3d6…). If the weapon has multiple forms of attack, all of them are increased. The weapon is also treated as if it were 1 size category larger now for the purpose of determining if it imparts a penalty to wield it. One handed weapons with this become 2 handed weapons. The weapon’s weight increases by 50%.

**Dual Balanced:**

Dual Balanced augments can be applied to any weapon, but not ammunition. Dual-balanced weapons are balanced to be wielded in tandem. When wielding two weapons with the dual-balanced modification, reduce any two-weapon fighting penalties by 1 for both weapons. The weapons do not need to be the same type, but both must have the dual-balanced modification. This can be applied to a two headed weapon that can be used with two weapon fighting such as a quarter staff.

**Jagged Hooks:**

Brutal hooks and barbs are worked along the weapon’s blade or length. Only piercing or slashing weapons can have jagged hooks. Projectile weapons can’t have jagged hooks, but their ammunition can. A weapon with jagged hooks deals additional damage equal to the weapon’s critical hit multiplier on a confirmed critical hit; this additional damage is added to the final total, and is not multiplied by the critical hit multiplier, and bypasses all damage reduction including DR/Armor unless the armor is granted by armor with a higher augment modifier. The creature is at a -2 penalty to attack rolls for 1 round per point in the weapon’s enhancement modifier, or until it earns healing.

**Keen:**

Keen augments can be applied to any weapon or ammunition. A Keen weapon is one that has been designed to pierce vital spots of the human body, and as such can more easily land a deadly blow. This increases the critical range of the weapon as if the wielder possessed the improved critical feat. This does not stack with the improved critical feat.

**Versatile Design:**

A weapon with the versatile design modification is easier to wield for those skilled with other weapon groups. When versatile design is added to a weapon, choose a weapon group such as Axes, Swords, handguns, Longarms, ect…

The modified weapon is considered to be a weapon of that weapon group for effects such as class features or feats that only apply to a certain kind of weapon or weapon category. A melee weapon cannot be considered part of a weapon group for ranged weapons, and vice versa.

**Greater Versatile Design:**

This works as Versatile Design, however the weapon can be switched to all of the traits and capabilities of the other kind of weapon as a swift action. Greater Versatile weapons can be considered a part for any weapon group. For example you could combine a chainsaw and a shotgun into a singular weapon, using this.

**Increased Difficulty:**

Weapons with the increased difficulty augment mean that their effects are more difficult to avoid. Any effect that requires a saving throw from that weapon increases it’s saving throw DC by +2.

**MELEE WEAPON AUGMENTS**

**Brutally Weighted Weapon:**

A brutally weighted weapon is balanced to put more weight on the striking surface, knocking targets off balance with every blow. Only bludgeoning melee weapons can be brutally weighted. A creature hit with a brutally weighted weapon takes a –2 penalty to its CMD against bull rush, reposition, and trip combat maneuvers until the end of its next turn or until after it is subject to such a maneuver (whichever comes first). This bonus increases by a further -2 for every point in the weapon’s master craft bonus beyond the 1st (Max -6).

**Razor Sharp:**

The weapon’s edge is honed to incredible sharpness. The weapon’s edge dulls after a number of daily uses, but the bonus can be reset by spending 15 minutes whetting the blade after a night’s rest. Only piercing or slashing weapons can have the razor-sharp modification. A razor-sharp weapon gains a +1d4 bonus on weapon damage rolls for a number of attacks each day equal to 3 + your base attack bonus. This additional damage does not benefit from abilities such as Vital strike.

**Serrated Edge:**

The weapon’s blade inflicts wounds that bleed profusely. Only piercing or slashing melee weapons can have a serrated edge. When you deal damage with a weapon with a serrated edge, the weapon also inflicts 1 point of bleed damage per point of the weapon’s critical multiplier. This bleed stacks with itself to a maximum of  five times the weapon’s critical multiplier. This stacks with bleed from other sources.

**Tactically Adapted:**

A tactically adapted weapon is designed for specialized tactics rather than just swinging and stabbing. Only melee weapons can be tactically adapted. When this quality is added to a weapon, choose a weapon quality from the following list: blocking, brace, disarm, distracting, nonlethal, performance, or trip.

The modified weapon gains that weapon quality. This can be selected multiple times, taking a new quality for each selection.

**Aerodynamic:**

The weapon gains a throwing range of 10 feet and can be treated as a thrown weapon now.

**Electrocuting:**

The melee weapon is attached to some form of apparatus which can allow it to surge with electricity. The weapon works normally, however it requires a typical battery to run the electrocuting nature of the weapon. When it is active it deals +1d6 electricity damage on a successful attack. This can be used up to 10 times before the battery needs to be replaced. This additional damage is not increased on a critical hit.

**Swift:**

When making a full attack with a swift weapon, you can make an additional attack at your highest base attack bonus .

**THROWN WEAPON AUGMENTS**

**Improved Range:**

The Thrown weapon this augment is applied to increases the range it can be thrown by 10 feet. This can be applied to a weapon multiple times with it’s effects stacking each time.

**Ripcord:**

The weapon is attached to a bungee cord like apparatus that allows you to pull the weapon back to you after an attack as a move action. Doing so requires a dexterity check DC: 10. If an enemy caught the cord it requires an opposed strength check against the foe before you can make the dexterity check. If you fail your dexterity check you must make a reflex save DC: 10+1/2 BAB+ Dexterity modifier or strike yourself with the weapon. If you possess the quick draw feat the weapon can be pulled back to you as a free action.

**HANDGUN AUGMENTS**

**Butt Stock:**

When making an attack roll with the Hand gun, you increase the bonus to attack rolls by +1. Making called shots with a Butt Stock weapon lessen the penalty by -1.

**Taser Attachment:**

You can equip a small weapon such as a Stun Gun, Taser, or pepper spray to your handgun. This increases the range of the Taser, Stun Gun, or Pepper Spray to that of the firearm. The Alternate method of firing can be utilized instead of the normal rounds fired from the handgun, following the usual rules for that method of attack and all of the augments for the firearm apply to the stun gun, taser, or pepper spray.

**LONGARMS AUGMENTS**

**Grenade launcher:**

The Longarm weapon equipped with the Grenade Launcher augment can be loaded with a single grenade splash weapon. Firing it is the same as with a grenade launcher, however the rapid reload feat and increased magazine augments do not apply to the Grenade Launcher applied via this. This can also be applied to a Crossbow.

**Hellfire Trigger:**

The weapon gains the automatic weapon quality. This cannot be applied to single shot weapons.

**HEAVY WEAPONS AUGMENTS**

**Cone Extender:**

The Cone Extender is an augment for the Flamethrower. When using the flame thrower the range of it’s line and cone attacks increase by 5 feet each.

**FIREARMS AUGMENTS**

**Fore Grip:**

The Fore Grip augment grants firearms and Crossbows a +2 bonus to attack rolls on called shots, and to the saving throw DC to resist their effects.

**Shortened Barrel:**

The Shortened Barrel augment bypasses an amount of enemy damage reduction equal to the mastercraft bonus of the weapon. This stacks with the armor piercing Augment. This cannot be applied to a Crossbow.

**Bump Stock:**

This can only be applied to an automatic weapon. When using a weapon’s automatic quality to gain an additional attack, you can choose to gain yet another additional attack by taking a further -6 penalty to all attack rolls on top of the -4.

**Extended Magazine:**

Increase the amount of ammunition you can have within a specific kind of firearm or crossbow by 50%. For example if wielding an M4A4, which can hold a mag of up to 30 bullets, the Extended magazine makes it so that it can hold up to 45 bullets. This can be taken multiple times, increasing by 50% of the starting number each time.  This cannot apply to single shot weapons.

**Increased Chamber :**

This works like Extended Magazine, however it allows for revolvers to gain additional chambers to hold bullets. This increases the revolvers number of chambers by +3, allowing them 3 more shots before a reload is necessary. This can be selected multiple times, it’s effects stack.

**Increased Range:**

The firing power of the weapon is increased and it is able to fire shots at a further distance. Increase the weapon’s range by +10 feet.

**Increased Caliber:**

The Caliber of your firearm increases, therefore increasing the damage dealt. Your damage all increases by +1 die size. (2d6>2d8>2d10>2d12).  This can be taken for a Crossbow to grant it stronger or more damaging bolts.

**Hair Trigger:**

When making a full attack with a Hair Trigger firearm, you can make an additional attack at your highest base attack bonus .

**PROJECTILE AUGMENTS**

Projectile Augments can be added to ammunition from firearms or crossbows. Projectiles are modified in magazines, meaning that the effects are applied to every bullet or bolt within a magazine or bundle.

**Incendiary:**

Incendiary rounds deal +1d8 fire damage when they strike an opponent or object. Creatures struck must succeed in a reflex saving throw DC: 10+1/2 BAB+ Dexterity modifier+ Mastercraft modifier or be caught on fire for 1 round per point in the bullet’s mastercraft bonus. Every round the creature remains on fire they take 1d4 fire damage. They can stop, drop, and roll as a full round action to put out the flames, or douse themselves in water. Objects and locations struck also have a chance of catching fire. As well so long as the location is within the parameters required for a fire to start.

**Rubber:**

These rounds deal non lethal damage instead of lethal damage. Creatures who suffer enough Non-lethal damage can still be killed.

**Hollow Point:**

Whenever you deal damage with a Hollow Point bullet, in addition to the damage, the creature also takes 1 point of bleed damage. This bleed stacks with itself (to a maximum equal to the weapon’s critical multiplier). This stacks with bleed from other sources. Damage dealt from a Hollow Point bullet increase the DC to heal that creature by an amount equal to the mastercraft bonus of the bullets.

**Full Metal Jacket:**

Creatures struck by Full Metal Jackets usually have a bullet pierce straight through them and the projectile could strike a creature or object behind them. If an attack on a creature with a Full Metal Jacket beats their armor class by 5 or more, the attack roll is also applied to any object or creature that would also be within the line of fire. It must be within ½ of the distance of the weapon’s range. (For example if a creature was struck by a weapon with a range of 40 feet and it beat their armor class by 5 or more, a creature behind that one within 20 feet could also be struck by the bullet). After striking an additional target, the bullet can continue on, cutting the range in ½ again. The maximum number of targets a single full metal jacket can strike is 3.

**Explosive Rounds:**

Explosive rounds are exactly that. Rounds that cause a small explosion on impact. Explosive rounds deal normal damage, however the area where they struck are engulfed in a small explosion out to 10 feet. This explosion deals ½ of the damage of the initial bullet. Creatures within the area, including the target, must make a reflex saving throw DC: 10 +1/2 BAB+ Dexterity modifier+ Mastercraft modifier for ½ damage. The creature struck with the bullet takes a -4 penalty on this saving throw. A creature struck with a critical hit by an Explosive round gains no saving throw against it’s effect.

**Tracer Bullets:**

Tracer Bullets leave behind a streaming and smoking trail of fire behind them. They deal damage as normal bullets, however a creature struck with a Tracer bullet takes a -6 penalty to stealth checks for a number of rounds equal to the bullet’s mastercraft bonus. Creatures who spot a creature who was struck by a tracer bullet gain a +4 bonus to their first attack roll on that target. Tracer bullets can catch fire in areas of dry brush and foliage.

**Tracker Bullets:**

Tracker Bullets fire a small chip that gives out a radio signal that can be picked up by some smart phones and cellular interceptors to allow the target to be tracked more easily. Tracker bullet augments cannot be combined with any other form of projectile augment, but can be used with an augmented firearm. Tracker bullets deal ½ damage.

**Liquid Release:**

Liquid release ammunition can be filled with a liquid vial that effects the enemy when they are struck. Because of this, the weapon does not do it’s normal damage, however, it does apply the liquid effect to all creatures effected. This can be utilized with items such as vials of acid, napalm, liquid Nitrogen, liquid poisons, or other forms of chemical attack.

**Aerosol Pellets:**

Aerosol pellets work similarly to liquid release, in that they do not deal their normal damage, however they can be utilized to release any form of aerosol  or air based effect such as an inhaled poison. It can also be utilized to fire pepper spray at a greater range than usual.

**Stun Rounds:**

Stun ammunition augments will electrocute an enemy when striking them. Enemies struck in this way take 1d4 additional electricity damage and must succeed in a DC: 10 +1/2 BAB+ Dexterity modifier+ Mastercraft modifier fortitude saving throw or have their movement lowered by 5 feet for 1d4+Mastercraft bonus rounds. This movement decrease is cumulative and can lower a creature’s movement to 0.

**Bane Bullets:**

Bane rounds were built in various ways to be more harmful toward specific creatures. Usually meant for hunting, these rounds are some of the most specific and technologically advanced rounds in the world. When purchasing bane rounds you select a specific kind of creature (Such as human, fish, deer, rhino, or T-Rex). The bullets deal ½ damage to all creatures except for the creature you selected. Against the selected creature they possess a +2 bonus to attack and damage rolls and deal +2d6 damage. Bane Bullets against humans are illegal.

**Dragon’s Breath:**

Dragons breath cartridges can only be fired from a shotgun. A Dragon’s breath cartridge deals the same damage as a usual shotgun, however it also deals +4d8 fire damage, and the damage targets all creatures within a 20 foot cone. Creatures who fail their saving throw of DC: 10 +1/2 BAB+ Dexterity modifier+ Mastercraft modifier for ½ damage take full damage and those who succeed take ½. This sort of round can be damaging to a shotgun, and every time one is fired, it deals ½ of the damage to the shotgun as well, bypassing it’s usual hardness.

**EXPLOSIVES AUGMENTS**

Explosives Augments can be applied to any sort of explosive weapon, or item that deals damage with a splash effect or something similar.

**Greater Yield:**

The explosion is increased in size by 5 feet. This increases by another 5 feet for every point in the mastercraft bonus beyond the first.

**Shrapnel:**

The explosive is full of various pellets or munitions that effect creatures in the blast. This applies an additional +1d6 piercing damage to the explosion. The pellets fired from this can be augmented as well utilizing Projectile augments and may possess up to a +4 in it’s augment level, and they all possess the same augments.

**Fire Bomb:**

The explosive causes fires in the area. All damage dice of the explosion are increased by +1 damage per damage dice. If applied to an explosion that deals fire damage already it deals +2 damage per damage dice instead. Flammable materials within the area of the explosion must make a reflex saving throw separately from the normal saving throw, or catch fire for a number of rounds equal to the explosive’s augment modifier. Unattended objects catch fire immediately. Every round the creature remains on fire they take 1d4 fire damage. They can stop, drop, and roll as a full round action to put out the flames, or douse themselves in water. Objects and locations struck also have a chance of catching fire. As well so long as the location is within the parameters required for a fire to start.

**Cluster Bomb:**

When the explosive triggers, several smaller explosive devices are released which explode around the explosive. After the first explosive triggers, one explosive for every +1 in the item’s mastercraft modifier beyond the first (Max 4) is triggered within 5 feet of the edges of the initial explosion. These blasts must be placed in different locations and possess a burst of ½ of the radius of the initial burst or 5 feet, whichever is larger. Creatures within these areas must make a saving throw or take damage equal to ½ of the damage of the original explosion. A successful saving throw deals ½ damage. The smaller bombs within this one cannot be augmented. All of the bombs however possess the effects of any augments applied to the cluster bomb.

**Controlled:**

Controlled explosives are shaped or placed within a special apparatus so that it explodes facing a specific direction or in a controlled pattern. When triggering a controlled explosive, It’s radius can be changed to a cone or line of the same size as the original blast when being set up. For instance if setting off a Controlled fragmentation grenade, it could explode in a 30 foot cone instead of a 30 foot radius burst, or in a 30 foot line.

**Gelling Explosive:**

Gelling explosives are similar to napalm, in that it thickens a liquefied element that persistently inflicts it’s effects on the creatures in the area. Creatures that fail their saving throw against gelling explosives will take the minimum damage of the explosive device every round for a number of rounds equal to the weapon’s mastercraft bonus, or until they spend a full round action with some form of water or cleaner to remove the substance from their bodies.

**Dirty:**

The explosive contains potential toxic or harmful wastes or radioactive elements that inflict themselves upon the creatures within the blast radius. Creatures within the blast radius are effected by some form of poison, disease, or radiation sickness depending on what the creator of the explosive places within the bomb. The explosive device can be afflicted with any form of disease or poison, or filled with toxic or radioactive waste that the creator would have access too, and it forces the creatures within the blast to make a save against it or contract the agent in question.