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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 potent type. | 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 potent type. | ||
A Character with [[Knowledge# | A Character with Knowledge in the [[Knowledge#Science|Sciences]] can preform a skill check with a DC of 10 to determine if he/she is dealing with either an acid or a base. A DC of 15 or higher can determine its potency. A Character can use a [[General_Equipment#Professional_Equipment|Chemist Kit]] to gain an advantage when identifying the Acid or Base. If the Character doesn't have the Sciences skill but does have at least 2 Ranks in Craft Chemical and also a Chemist Kit then the Character can preform the same check using the Craft skill. | ||
Either check only takes 1 min. If possible a Take 10 or Take 20 is an automatic success. | Either check only takes 1 min. If possible a Take 10 or Take 20 is an automatic success. | ||
{| class="wikitable" style="10px;" | {| class="wikitable" style="float:right 10px;" | ||
|+ Chemical Potency Table | |||
! style="text-algin:left;"|Potency | ! style="text-algin:left;"|Potency | ||
! Cost/Proc Diff | ! Cost/Proc Diff | ||
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The damage is determined | The damage is determined by how it is subjected to the target. In most cases it is used in Grenades to deal Chemical damage. To learn more about mixing Chemicals with Grenades go to the [[Weapons#Making_your_Own_Explosive|Making Your Own Explosives]] section of the [[Weapons]] page. | ||
For a full list of Poisons and Acids go [[General_Equipment#Poisons_and_Acids|here]]. | |||
==Explosives== | ==Explosives== |
Revision as of 04:32, 28 June 2017
This skill allows a character 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 potent type.
A Character with Knowledge in the Sciences can preform a skill check with a DC of 10 to determine if he/she is dealing with either an acid or a base. A DC of 15 or higher can determine its potency. A Character can use a Chemist Kit to gain an advantage when identifying the Acid or Base. If the Character doesn't have the Sciences skill but does have at least 2 Ranks in Craft Chemical and also a Chemist Kit then the Character can preform the same check using the Craft skill.
Either check only takes 1 min. If possible a Take 10 or Take 20 is an automatic success.
Potency | Cost/Proc Diff | Acid/Base Craft DC | Time |
---|---|---|---|
Mild 1d6 | $50/0 | 10 | 1 min. |
Potent 2d6 | $250/1 | 15 | 30 min. |
Concentrated 3d6 | $1,000 | 20 | 1 hr. |
The damage is determined by how it is subjected to the target. In most cases it is used in Grenades to deal Chemical damage. To learn more about mixing Chemicals with Grenades go to the Making Your Own Explosives section of the Weapons page.
For a full list of Poisons and Acids go here.
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.
Explosive items can be found here along with Weapons
Poisonous Substances
Solid poisons are usually ingested. Liquid poisons are most effective when injected directly into the bloodstream. Gaseous poisons must be inhaled to be effective. The table below summarizes the characteristics of various poisons.
These items can be crafted with help from either a Chemist Kit or Pharmacist Kit although not both.
A Character with either Physical Sciences or Life Sciences can make a check to attempt to identify the substance. The DC is 15 + Procure Diff. It takes 5 Minutes to identify however only a Take 20 will auto succeed. Also a Chemist Kit or Pharmacist Kit found in General Equipment can provide a +2 bonus.
A full list of Poisonous substances can be found in the General Equipment page here.
Special
A character without a Chemist kit takes a –4 penalty on Craft (chemical) checks.