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This skill allows a character to mix chemicals to create acids, bases, explosives, and poisonous substances.
This skill allows a character to mix chemicals to create acids, bases, explosives, and poisonous substances.
==Acids and Bases==  
==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.
{| class="wikitable" style="float:right; 10px;"  
 
|+ Chemical Potency Table
{| class="wikitable" style="10px;"  
! style="text-algin:left;"|Potency
! style="text-algin:left;"|Type of Acid
! Cost/Proc Diff
! Purchase DC
! Acid/Base Craft DC
! Acid Craft DC
! Base Craft DC
! Time
! Time


|-
|-
|Mild* (1d6/1d10) 1||8||15||10||1 min.
|Mild 1d6 || $50/0 || 10 || 1 min.
|-
|-
|Potent (2d6/2d10)||12||20||15||30 min.
|Potent 2d6 || $250/1 || 15 || 30 min.
|-
|-
|Concentrated (3d6/3d10)||16||30||20||1 hr.
|Concentrated 3d6 || $1,000/2 || 20 || 1 hr.
|}
 
==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.
{| class="wikitable" style="10px;"
! style="text-algin:left;"|Type of Scratch-Built Explosive
! Purchase DC
! Craft DC
! Reflex DC (save for half damage)
! Time
 
|-
|Improvised (1d6/5 feet) 1||6||10||10||1 round
|-
|Simple (2d6/5 feet)||12||15||12||10 min.
|-
|Moderate (4d6/10 feet)||16||20||12||1 hr.
|-
|Complex (6d6/15 feet)||20||25||15||3 hr.
|-
|Powerful (8d6/20 feet)||25||30||15||12 hr.
|-
|Devastating (10d6/25 feet)||30||35||18||24 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.


==Poisonous Substances==
;Identify: 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.
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.


Save DC: The Difficulty Class of the Fortitude save to negate the effects of the poison.
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.


Initial Damage: The damage a character takes immediately upon failing his or her Fortitude save.
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 [[General_Equipment#Poisons_and_Acids|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.


Secondary Damage: The damage a character takes after 1 minute of exposure to the poison if the character fails a second saving throw. Ability score damage is temporary, unless marked with an asterisk, in which case the damage is permanent ability drain. Unconsciousness lasts for 1d3 hours, and paralysis lasts 2d6 minutes.
==Explosives==


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.
Explosive items and the rules for making them can be found [[Weapons#Explosives_.28Grenades.2FTraps.29|here]].  


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.
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.


Craft DC: The DC of the Craft check to create a quantity of the poison.
Can either use a Demolitions Kit or a Chemist Kit from [[General_Equipment#Profession_Kits|Profession Kits]] section of the General Equipment page. Either kit is necessary to Craft the Explosive. An advanced version of the Kit provides an Advantage bonus.


Time: The amount of time required for the Craft check.
==Poisonous Substances==
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.


{| class="wikitable" style="10px;"
;Identify: A Character with the knowledge of the [[Knowledge#Science|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 can provide advantage when attempting to Identify.
|+ Table: Poisons
! style="text-algin:left;"|Poison
! Type
! Save DC
! Initial Damage
! Secondary Damage
! Purchase DC
! Restriction
! Craft DC
! Time


|-
These deadly items require either a Chemist Kit or Pharmacist Kit from [[General_Equipment#Profession_Kits|Profession Kits]] to craft. The advanced version of these kits provide an Advantage bonus.
|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||1d6 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 venom||Injury||15||1d4 Con||1d4 Con||14||Lic (+1) ||n/a||n/a
|-
|Chloral hydrate||Ingested||18||1d6 Dex||Unconsciousness 1d3 hours||12||Res (+2)||28||8 hr.
|-
|Chloroform1||Inhaled||17||Unconsciousness 1d3 hours||—||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||Unconsciousness 1d3 hours||12||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.
|-
|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 poison (fish)||Injury||13||1d6 Str||Paralysis 2d6 minutes||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||Nauseated 1d6 rounds||—||9||Res (+2)||21||4 hr.
|-
|VX nerve gas||Inhaled||22||1d6 Con||2d6 Con||21||Illegal (+4)||42||48 hr.
|}


==Special==
A full list of Poisonous substances can be found in the General Equipment page [[General_Equipment#Poisons_and_Acids|here]].
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.

Latest revision as of 04:44, 28 June 2017

This skill allows a character to mix chemicals to create acids, bases, explosives, and poisonous substances.

Acids and Bases

Chemical Potency Table
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.

Identify
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.

Can either use a Demolitions Kit or a Chemist Kit from Profession Kits section of the General Equipment page. Either kit is necessary to Craft the Explosive. An advanced version of the Kit provides an Advantage bonus.

Poisonous Substances

Identify
A Character with the knowledge of the 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 can provide advantage when attempting to Identify.

These deadly items require either a Chemist Kit or Pharmacist Kit from Profession Kits to craft. The advanced version of these kits provide an Advantage bonus.

A full list of Poisonous substances can be found in the General Equipment page here.