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- | 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 | ||