User Tools

Site Tools


craft_chemical_skill

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

craft_chemical_skill [2013/08/27 21:13]
127.0.0.1 external edit
craft_chemical_skill [2021/12/04 00:39]
Line 1: Line 1:
-Content-Type:​ text/​x-zim-wiki 
-Wiki-Format:​ zim 0.4 
-Creation-Date:​ 2013-07-27T00:​03:​09-04:​00 
- 
-====== Craft (Chemical) (Skill) ====== 
-Created Saturday 27 July 2013 
- 
-=== Craft (chemical) (lnt) === 
-//Trained Only// 
-This skill allows you to mix chemicals to create acids, bases, explosives, and poisonous substances. 
-**Acids and Bases:** Acids are corrosives substances. Bases neutralize acids but do not deal damage. A base of a certain type counteracts an acid of the same type or a less po-tent type. 
-The statistics given on the chart represent an end result of 4 “uses” of the compound. 
-**Explosives:​** Building an explosive from scratch is dangerous. If the Craft (chemical) check fails, the raw materials are wasted. If the check fails by 5 or more, the explosive compound detonates as it is being made, dealing half of its intended damage to the builder and anyone else in the burst radius. 
-If the check succeeds, the final product is a solid material, about the size of a brick. An explosive compound does not include a fuse or detonator. Connecting a fuse or detonator requires a Demolitions check. 
-**Poisonous Substances:​** Solid poisons (such as arsenic) are usually ingested. Liquid poisons (such as scorpion venom) are most effective when injected directly into the bloodstream. Gaseous poisons (such as cyan-ogen) must be inhaled to be effective. The table on the next page illustrates the charac-teristics of various poisons. 
-**Save DC:** The Difficulty Class of the For-titude save to negate the effects of the poi-son. 
-**Initial Damage:** The damage a character takes immediately upon failing his Forti-tude save. 
-**Secondary Damage:** The damage a character takes after 1 minute of exposure to the poison. if he fails a second saving throw. Ability score damage is temporary. Uncon-sciousness lasts for 1d3 hours, and paralysis lasts 2d6 minutes, unless otherwise noted. 
-**Purchase DC:** The DC for the Wealth check necessary to obtain the raw materials to craft the poison, or to purchase one bottle of solid or liquid poison or one high-pressure cylinder of gaseous poison. A bottle holds four doses, while a cylinder holds enough gas to fill a 10-foot-radius area. 
-Restriction:​ The restriction rating for the poison, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the poison on the black market. 
-**Craft DC:** The DC of the Craft check to create a quantity of the poison. 
-**Time:** The amount of time required for the Craft check. If the Craft check succeeds, the final product is a synthesized solid or liquid poison stored in a bottle (containing 4 doses) or a gas stored in a pressurized cylinder. When released, the gas is sufficient to fill a 10-foot-radius area and takes 1 round to fill the area. 
-**Special:​** A character without a [[Equipment|chemical kit]] takes a -4 penalty on Craft (Chemical) checks. 
-A character with the [[Builder (Feat)|Builder]] feat gets a +2 bonus on all Craft (Chemical) checks. 
- 
-=== Acids === 
-**Purchase Craft DC** 
-**Type of Acid DC Acid Base Time** 
-Medium (1d6/1d10)* 8 15 10 1 min 
-Potent (2d6/2d10)* 12 20 15 30 min 
-Concentrated (3d6/3d10)* 16 30 20 1 hr 
-* Thrown weapon damage/​Immersion damage per round 
-Type of Scratch-Built Purchase 
-Explosive DC Craft DC Time 
-Improvised (1d6/​5feet)* 6 10 1 round 
-Simple (2d6/5 feet)* 12 15 10 min 
-Moderate (4d6/10 feet)* 16 20 1 hr 
-Complex (6d6/15 feet)* 20 25 3 hr 
-Powerful (8d6/20 feet)* 25 30 12 hr 
-Devastating (10d6/25 feet) 30 35 24 hr 
-* Typical damage/​burst radius for each type of explo-sive. 
-(such as arsenic) are usually ingested. Liquid poisons (such as scorpion venom) are most effective when injected directly into the bloodstream. Gaseous poisons (such as cyan-ogen) must be inhaled to be effective. The table on the next page illustrates the charac-teristics of various poisons. 
-**Save DC:** The Difficulty Class of the For-titude save to negate the effects of the poi-son. 
-**Initial Damage:** The damage a charac- 
- 
-=== Explosives === 
-**Type of Scratch-Built Purchase** 
-**Explosive DC Craft DC Time** 
-Improvised (1d6/​5feet)* 6 10 1 round 
-Simple (2d6/5 feet)* 12 15 10 min 
-Moderate (4d6/10 feet)* 16 20 1 hr 
-Complex (6d6/15 feet)* 20 25 3 hr 
-Powerful (8d6/20 feet)* 25 30 12 hr 
-Devastating (10d6/25 feet) 30 35 24 hr 
-* Typical damage/​burst radius for each type of explo-sive. 
- 
-=== Poisons === 
-**Save Initial Secondary Purchase Craft** 
-**Poison Type DC Damage Damage DC Restrictions DC Time** 
-Arsenic Ingested 15 1d4 Str 2d4 Con 9 Res (+2) 24 4 hr 
-Atropine Injury 13 1d6 Dex 1d6 Str 3 Res (+2) 14 1 hr 
-Belladonna (plant) Injury 18 2d6 Str 2d6 Str 14 Lic (+1) n/a n/a 
-Blue Vitriol Injury 12 1d2 Con 1d2 Con 3 Res (+2) 9 1 hr 
-Blue-ringed Octopus Injury 15 1d4 Con 1d4 Con 14 Res (+2) n/a n/a 
-Venom 
-Chloral Hydrate Ingested 18 1d6 Dex Unconscious 1d3 hr 12 Res (+2) 28 8 hr 
-Chloroform* Inhaled 17 Unconscious 1d3 hr - 9 Res (+2) 24 4 hr 
-Curare (plant) Injury 18 2d4 Dex 2d4 Wis 15 Res (+2) n/a n/a 
-Cyanide Injury 16 1d6 Con 2d6 Con 15 Mil (+3) 31 15 hr 
-Cyanogen Inhaled 19 1d4 Dex 2d4 Con 12 Mil (+3) 28 8 hr 
-DDT Inhaled 17 1d2 Str 1d4 Str 9 Lic (+1) 20 4 hr 
-Knockout Gas Inhaled 18 1d3 Dex Unconscious 1d3 hr 6 Res (+2) 26 8 hr 
-Lead Arsenate Gas Inhaled 12 1d2 Str 1d4 Con 6 Res (+2) 17 2 hr 
-Lead Arsenate Solid Ingested 12 1d2 Con 1d4 Con 6 Res (+2) 18 2 hr 
-Mort1 Injury 16 1d10 hp 4d10 hp 29 Illegal (+4) 35 48 hr 
-Mustard Gas Inhaled 17 1d4 Con 2d4 Con 12 Mil (+3) 26 8 hr 
-Paris Green Gas Inhaled 14 1d2 Con 1d4 Con 9 Res (+2) 20 4 hr 
-Paris Green Solid Ingested 14 1d4 Con 1d4 Con 9 Res (+2) 24 4 hr 
-Puffer Fish Poison Injury 13 1d6 Con 2d6 min. Paralysis 13 Lic (+1) n/a n/a 
-Rattlesnake Venom Injury 12 1d6 Con 1d6 Con 12 Lic (+1) n/a n/a 
-Sarin Nerve Gas Inhaled 18 1d4 Con 2d4 Con 15 Illegal (+4) 30 15 hr 
-Scorpion/​Tarantula 
-Venom Injury 11 1d2 Str 1d2 Str 12 Lic (+1) n/a n/a 
-Strychnine Injury 19 1d3 Dex 2d4 Con 9 Res (+2) 23 4 hr 
-Tear Gas Inhaled 15 1d6 rnd. Blindness - 9 Res (+2) 21 4 hr 
-Two-Step Injury 15 Paralysis2 - 22 Res (+2) 18 18 hr 
-VX Nerve Gas Inhaled 22 1d6 Con 2d6 Con 21 Illegal (+4) 42 48 hr 
-*Chloroform gives off a vapor that causes unconsciousness. Applying it to an unwilling target requires a successful 
-grapple check and pin, or a helpless target. 
-n/a: Certain poison can’t be made with the Craft skill. Instead, they must be obtained by extracting them from a 
-creature or plant, which can be risky… 
-1 Even on a successful save against its initial damage, Mort causes 1d10 points of damage and causes the victim 
-to be nauseous for 1d4 rounds. Mort can only be produced at PL 7 and above. 
-2 Paralysis lasts up to 24 hours. After 12 hours, victim gets a new Fort save (DC 15) every hour to recover. This 
-drug has a residual effect that leaves the victim with only the vaguest impressions of what occurred while he was 
-paralyzed. Two-Step can only be produced at PL 6 and above. 
-@skills @intbased @synergy @trainedonly ​ 
  
craft_chemical_skill.txt · Last modified: 2021/12/04 00:39 (external edit)