- Chemical: Difference between revisions

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==Poisonous Substances==
==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.
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 [[Knowledge#Physical_Sciences|Physical Sciences]] or [[Knowledge#Life_Sciences|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 [[General_Equipment#Poisonous_Substances|here]].
A full list of Poisonous substances can be found in the General Equipment page [[General_Equipment#Poisonous_Substances|here]].

Revision as of 06:35, 2 March 2016

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 Physical Sciences Skill 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 provide a Moderate +2 bonus. If the Character doesn't have the Physical 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 if this is in bottle form and thrown as a grenade that has a Circle Area Type and a Radius of (1)5ft.

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 chemical kit takes a –4 penalty on Craft (chemical) checks. A character with the Builder feat gets a +2 bonus on all Craft (chemical) checks.