- Chemical: Difference between revisions
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==Explosives== | ==Explosives== | ||
Explosive items and the rules for making them can be found [[Weapons#Explosives_.28Grenades.2FTraps.29|here]]. | |||
Building an explosive from scratch is dangerous. The DC check is 15. If the Craft (Chemical) check fails, the raw materials are wasted. If the check fails by 10 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. | |||
==Poisonous Substances== | ==Poisonous Substances== |
Revision as of 04:38, 28 June 2017
This skill allows a character to mix chemicals to create acids, bases, explosives, and poisonous substances.
Acids and Bases
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 | $1,000/2 | 20 | 1 hr. |
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.
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.
The table to the right shows the default Crafting DC, Time and Cost for making any Acid. There are other Acids, for a full list of Poisons and Acids go here. A Character can dilute Acids or Bases from higher levels of Potency to lower however they cannot join them together to improve the Potency.
Explosives
Explosive items and the rules for making them can be found here.
Building an explosive from scratch is dangerous. The DC check is 15. If the Craft (Chemical) check fails, the raw materials are wasted. If the check fails by 10 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.
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.