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Chemistry Devices

Respirator No Competency Requirement
Price: 100
Weight: 3
Carry Slots: 0
    This device immunizes you to poison gases and the smoke effects of fire hazards. You cannot drink elixirs while wearing this device; you may begin or stop using it as an inventory action, following the same rules as putting away or drawing an item. Without size increases or advanced status, it is sufficient for a character of up to 12 AWGT.
Effects per Size Increase: Increases the maximum character AWGT by 12. Alternatively, 1 size increase may be devoted to enabling the user to drink elixirs while using the respirator. Increases carry slots by 1. Use Total Device Weight chart.
Effects of Advanced Device: Increases the maximum character AWGT by a percentage equal to 25 times your degree of Chemistry competency. You may apply this effect to a respirator worn by a mount you are riding.
Miniaturization: 1 pound, 0 carry slots. Requires Chemistry: 3.

Oxygen Tank No Competency Requirement
Price: 30
Weight: 20
Carry Slots: 2
    This device can connect to the above Respirator device to enable you to breathe underwater. It provides 60 minutes of air for a 6 WGT character, with a proportionally longer or lesser duration for a different WGT (for example, 30 minutes for 12 WGT, or 120 minutes for 3 WGT). The device can be refilled in a city at infra cost.
Effects per Size Increase: Doubles the air capacity of the tank. Increases carry slots by 1. Use Total Device Weight chart.
Cannot receive advanced status.
Foamer No Competency Requirement
Price: 30
Weight: 5
Carry Slots: 2
    Common in Alacrian ruins despite flammable material long since rotting away, foamers are fire-control devices. Using the device requires two hands, a slowing major action, and a d6 roll on DEX; if successful, it creates the equivalent of a frost damage AoE, but only for the purposes of ending characters' ignited status or extinguishing a fire hazard. The effective frost area damage is 20. No actual damage or other effects of frost are inflicted. Foaming characters against their will is considered highly impolite, but has no negative rule effects. You may use caution to avoid hitting enemies, and may target a specific character to guarantee their hit chance, despite no greater effects for "direct damage."
    The device can be used 3 times before it runs out of foam. Foamers cannot be refilled, and are meant to be expendable.
Effects per Size Increase: Increases the effective frost area damage by 5, and the device can be used 1 more time. Increases carry slots by 1. Use Total Device Weight chart.
Effects of Advanced Device: Increases the effective frost area damage by a percentage equal to 25 times your degree of Chemistry competency.
Smoke Grenade Requires Chemistry: 1
Price: 50
Weight: 1
Carry Slots: 1/2
    This grenade immediately fills an area with thick smoke; this area encompasses about the size of an engagement. It will persist for 2 rounds, or 1 round in high wind conditions. No characters may see into, out of, or past the cloud with normal or shadow vision. Characters inside the cloud can see each other and do not count as blinded, but must add 1 Hindrance to all DEX rolls, as well as all movement rolls that include the cloud's area. Characters with echolocation or another form of non-visual "sight" do not add this Hindrance. All characters also add 2 Easing to any CON roll to resist blinding due to bright light.
Effects per Size Increase: The smoke cloud persists for another 1 round, except in high wind conditions. Alternatively, 1 size increase can be devoted to making the smoke effective against thermal vision. Increases carry slots by 1/2. Use Total Device Weight chart.
Effects of Advanced Device: The round duration is increased by a percentage equal to 25 times your excess degrees of Chemistry competency.
Miniaturization: 1/2 pound, 0 carry slots. Requires Chemistry: 3.

Flash Grenade Requires Chemistry: 1
Price: 60
Weight: 1
Carry Slots: 1/2
    This grenade inflicts blast damage: 20 impact and 10 area. However, its primary purpose is to blind enemies. In addition to the normal deafening effect of blast damage, any character targeted by the damage (regardless of drive or energy shielding) must roll on CON or be blinded by bright light until the end of your next turn; the roll is d8 normally, or d12 for a character struck by the grenade's impact effect. Characters using cover receive 2 Easing in this roll unless hit directly by the grenade.
Effects per Size Increase: Adds 1 Hindrance to the CON roll for any character impacted by the grenade. For every 3 size increases, 1 Hindrance is also added for characters in the area effect. Increases carry slots by 1/2. Use Total Device Weight chart.
Effects of Advanced Device: The Hindrance in all the device's CON rolls is increased by a percentage equal to 25 times your excess degrees of Chemistry competency.
Miniaturization: 1/2 pound, 0 carry slots. Requires Chemistry: 3.Thermite Grenade Requires Chemistry: 1
Price: 70
Weight: 1
Carry Slots: 1/2
    This grenade inflicts 20 heat impact damage and no area damage. It can also be carefully placed on a stationary object you can touch as a major action. If used in this way, the grenade will remain burning on the object for 5 more turns, and the damage will cumulatively increase by 10 every turn (i.e, 30 the second turn, 40 the third turn, and so forth). Only high-precision energy shielding has any effect against this grenade.
    This grenade cannot be made as launcher ammo.
Effects per Size Increase: Increases initial damage by 8. The amount by which damage increases every turn is always equal to 50% of the grenade's initial damage. Increases carry slots by 1/2. Use Total Device Weight chart.
Effects of Advanced Device: The initial damage is increased by a percentage equal to 25 times your excess degrees of Chemistry competency.
Miniaturization: 1/2 pound, 0 carry slots. Requires Chemistry: 3.
Grease Grenade Requires Chemistry: 1
Price: 60
Weight: 1
Carry Slots: 1/2
    Proceed through AoE rules to determine who is affected by this grenade. All affected characters must immediately succeed on a roll on DEX or be knocked down, slipping on the grease. The roll will be d6, d12, or d20, as determined by the GM, based on the terrain of the zone (rougher or more absorbent terrain will be easier). Characters using cover receive 2 Easing in this roll unless hit directly by the grenade. The grease is not flammable and has no effect on fire hazards.
Effects per Size Increase: For every 2 size increases, 1 Hindrance is added to the DEX rolls to avoid being knocked down. Increases carry slots by 1/2. Use Total Device Weight chart.
Effects of Advanced Device: For every 4 excess degrees of Chemistry competency, 1 Hindrance is added to the DEX rolls.
Miniaturization: 1/2 pound, 0 carry slots. Requires Chemistry: 3.
Chemical Energy Weapon Requires Chemistry: 1
Price: 400
Weight: 3
Carry Slots: 1
Power Source: None
    This is a ranged energy weapon that inflicts 20 damage, with offense rolls of d6/2d20/X. This damage can be heat or frost, decided upon the device's creation. If at least one size increase is made, the rolls are d8/2d12/X instead. Its RFD is 4. It follows all normal rules for "conventional" ranged weapons, such as penalties for one-handed wielding. It uses the Energy proficiency. Although markedly more inefficient than charge-powered energy weapons, this weapon has a distinct advantage: because it fires a physical liquid that must hit the target, it can only be shielded by high-precision energy shielding.
    The device is fueled by chemical compounds which can only be obtained and loaded in city shops, at a cost of 3 coins per pound. Its canister can hold 2 pounds of fuel, and it consumes 2 pounds per shot (or 1 pound per 10 damage, in the same manner as damage-per-charge rules). Additional canisters can be carried, tracking them in the same manner as firearm magazines. Changing a canister is a major action, and is affected by Quick Reload (Marksmanship), as magazines are. Retrieving the new canister is included in the reloading action, and does not require an inventory action. Storing the old canister does require an inventory action, though it can be simply dropped instead. Fuel can be transferred between canisters during a 4-hour rest.
    If the maximum pounds of fuel per shot is raised above 1 by size increases or advanced status, the weapon gains an RFD of 4, and pounds of fuel act as charge for the purpose of all "charge per shot" energy weapon rules. Its damage per pound of fuel is 10.
    AoE damage caused with this device counts as 150% of its actual value for the purposes of creating and extinguishing fire hazards.

Effects per Size Increase: Increases the canister capacity by 1 pound, and the maximum pounds of fuel used per shot by 1. Increases carry slots by 2. Use Total Device Weight chart. Use Ranged Weapon Device STR Requirements chart.
Effects of Advanced Device: The maximum pounds per shot is increased by a percentage equal to 25 times your degree of Chemistry competency.
Chemical Energy Tank Requires Chemistry: 1
Price: 50
Weight: 3
Carry Slots: 3
Power Source: None
    This device can hold up to 12 pounds of fuel for the Chemical Energy Weapon device (it does not remove the weight of any stored fuel). The fuel must match the weapon's damage type (heat or frost), and the tank is compatible with only one of these types, chosen when it is created. By connecting the hose of the device to an unloaded chemical weapon, the weapon can be fed with the stored fuel rather than its normal (usually smaller) canister. Connecting the feed to a weapon is whatever action changing that weapon's canister normally would be, and is a valid action for Quick Reload (Marksmanship). Detaching the feed is a free action. Weapons grabbed away from you are disconnected from the feed.
    Weapons cannot connect to more than one Chemical Energy Tank at once. The device can only be reloaded at the city shops where fuel is purchased.
Effects per Size Increase: Fuel capacity is increased by 12 pounds. Increases carry slots by 1. Use Total Device Weight chart.
Cannot receive advanced status.
Foam Grenade Requires Chemistry: 2
Price: 80
Weight: 1
Carry Slots: 1/2
    Common in Alacrian ruins despite flammable material long since rotting away, foamers are fire-control devices. Using the device requires two hands, a slowing major action, and a d6 roll on DEX; if successful, it creates the equivalent of a frost damage AoE, but only for the purposes of ending characters' ignited status or extinguishing a fire hazard. The effective frost area damage is 60. No actual damage or other effects of frost are inflicted. Foaming characters against their will is considered highly impolite, but has no negative rule effects. You may use caution to avoid hitting enemies, and may target a specific character to guarantee their hit chance, despite no greater effects for "direct damage."
Effects per Size Increase: Increases the effective frost area damage by 20. Increases carry slots by 1/2. Use Total Device Weight chart.
Effects of Advanced Device: The effective frost area damage is increased by a percentage equal to 25 times your excess degrees of Chemistry competency.
Miniaturization: 1/2 pound, 0 carry slots. Requires Chemistry: 3.
Goo Grenade Requires Chemistry: 2
Price: 100
Weight: 1
Carry Slots: 1/2
    Proceed through AoE rules to determine who is affected by this grenade. All affected characters receive 15 adhesive points, or 30 points for a character struck directly by the grenade. Characters who are hit by the area effect who are using cover may subtract double their cover's armor bonus from the adhesive points they receive.
Effects per Size Increase: The adhesive points inflicted are increased by 5, or by 10 for a character struck directly. Increases carry slots by 1/2. Use Total Device Weight chart.
Effects of Advanced Device: All adhesive points inflicted are increased by a percentage equal to 25 times your excess degrees of Chemistry competency.
Miniaturization: 1/2 pound, 0 carry slots. Requires Chemistry: 4.
Incendiary Grenade Requires Chemistry: 2
Price: 100
Weight: 1
Carry Slots: 1/2
    Proceed through AoE rules to determine who is affected by this grenade. Next, roll 2d10; any affected character whose WGT is not greater than the result of this roll is ignited. Characters may roll d20 on DEX to count double their WGT when resolving this rule; characters using cover receive 3 Easing in this roll. Characters struck directly by the grenade must count only half their WGT (or their normal WGT if they succeed on the d20 roll), and cover has no effect. Except for the effect of high-precision energy shielding to immunize a character to ignition, energy shielding has no effect against this grenade.
    Additionally, this grenade creates an engagement-sized 2nd-degree fire hazard (if allowed by the environment's maximum degree).
Effects per Size Increase: Increase the 2d10 result by 4 before comparing to characters' WGT. For every 2 additions, add 1 Hindrance to all rolls to extinguish a character ignited by the grenade (hitting a character multiple times with such a device does not cause this effect to stack). Increases carry slots by 1/2. Use Total Device Weight chart.
Effects of Advanced Device: The 2d10 result is increased by a percentage equal to 25 times your excess degrees of Chemistry competency.
Miniaturization: 1/2 pound, 0 carry slots. Requires Chemistry: 4.
Chemical Energy Grenade Requires Chemistry: 2
Price: 100
Weight: 1
Carry Slots: 1/2
    This grenade inflicts 24 impact damage and 12 area damage. The type of damage - heat or frost - must be selected when the device is created. Unlike energy damage from normal grenades (the area effect of which can be shielded by medium-precision shielding), all damage from this grenade can only be shielded by high-precision shielding. AoE damage caused with this device counts as 150% of its actual value for the purposes of creating and extinguishing fire hazards.
Effects per Size Increase: Increases impact damage by 8 and area damage by 4. Increases carry slots by 1/2. Use Total Device Weight chart.
Effects of Advanced Device: Increases both impact and area damage by a percentage equal to 25 times your excess degrees of Chemistry competency.
Miniaturization: 1/2 pound, 0 carry slots. Requires Chemistry: 4.
Gas Grenade Requires Chemistry: 2
Price: 150
Weight: 1
Carry Slots: 1/2
    This grenade bursts into a cloud that does not take effect immediately, but at the end of the round. At that time, proceed through AoE rules to determine who is affected by this grenade; caution cannot be used in the AoE. The grenade does no damage directly. Instead, all "hit" characters receive 18 Type A poison points. Simply holding one's breath does not protect a character from the gas, but characters using a Respirator device are immune. If characters can leave engagement range of the cloud before the end of the round (for example, via teleportation) they escape the effects. Direct hits have no extra effect, beyond the character being guaranteed to be affected unless they escape.
    If multiple gas clouds are created in the same area, poison points do not stack; consider only the highest amount amongst all the clouds, and roll hit chances only once. For example, if two grenades go off in the same group with poison A18 and A24, the actual poison is A24, with hit chances rolled once. Gas Bombs share the same non-stacking rule, but their zone poison will still apply if grenade hit chances miss.
Effects per Size Increase: The poison points are increased by 6, and the cloud created by the grenade persists for 1 more round. Proceed again through the hit chances at the end of the round(s). Characters can escape the cloud with any successful movement of at least short range (leaving an engagement if necessary). Increases carry slots by 1/2. Use Total Device Weight chart.
Effects of Advanced Device: The poison points are increased by a percentage equal to 25 times your excess degrees of Chemistry competency.
Miniaturization: 1/2 pound, 0 carry slots. Requires Chemistry: 4.
Insulative Armor Armor Modification
Requires Chemistry: 2
Price: 400
Weight: 5
Carry Slots: 0
Power Source: None
    This device is added to a suit of armor upon creation, and cannot be removed. It greatly increases the armor's resistance to electrical hazards and attacks. If installed in metallic armor, the armor functions as non-metallic for the purpose of electric damage effects, and an armor bonus of 5 is additionally applied against electric damage. If installed in non-metallic armor, it provides an armor bonus of 20 against electric damage. The armor's competency requirements apply to wearing it, not just using its features.
Effects per Size Increase: Only 1 size increase can be applied, and then only for a suit of heavy armor. The armor bonus against electric damage is increased by 15. Use Total Device Weight chart.
Effects of Advanced Device: The armor bonus against electric damage is increased by a percentage equal to 25 times your excess degrees of Chemistry competency.
Solvent Grenade Requires Chemistry: 3
Price: 120
Weight: 1
Carry Slots: 1/2
    Proceed through AoE rules to determine who is affected by this grenade. All affected characters remove 12 adhesive points, or 24 points for a character struck directly by the grenade. You may use AoE caution rules to try to hit allies instead of enemies. Characters who are hit by the area effect who are using cover must subtract double their cover's armor bonus from the adhesive points they remove.
Effects per Size Increase: The adhesive points removed is increased by 4, or by 8 for a character struck directly. Increases carry slots by 1/2. Use Total Device Weight chart.
Effects of Advanced Device: All adhesive points removed are increased by a percentage equal to 25 times your excess degrees of Chemistry competency.
Miniaturization: 1/2 pound, 0 carry slots. Requires Chemistry: 5.
Thermoreactive Armor Armor Modification
Requires Chemistry: 3
Price: 800
Weight: 5
Carry Slots: 0
Power Source: None
    This device is added to a suit of armor upon creation, and cannot be removed. It provides you with high-precision energy shielding (see Combat); however, this shielding is only effective against heat and frost damage. The device can contain a maximum of 50 shielding points, and has current points equal to this maximum when it is created. Whenever its shielding points are used but not exhausted, the chemicals will gradually return to equilibrium, replenishing 5 shielding points at the beginning of each of your turns. Unfortunately, if the device's shielding points are depleted to 0, its chemicals are ruined and it will no longer regain shielding points. To restore this functionality, it must be repaired at a city forge, at a cost of 50 coins.
    When not worn, the armor will shield itself if targeted via Damaging Objects rules. Its competency requirements apply to wearing it, not just using its features. Whether worn or unworn, the device and its shielding cannot be deactivated; its shielding consists of automatic chemical processes.
Effects per Size Increase: Only 1 size increase can be applied, and then only for a suit of heavy armor. The shielding point maximum is increased by 30. Use Total Device Weight chart.
Effects of Advanced Device: The shielding point maximum is increased by a percentage equal to 25 times your excess degrees of Chemistry competency.
Slick Armor Armor Modification
Requires Chemistry: 3
Price: 400
Weight: 5
Carry Slots: 0
Power Source: None
    This device is added to a suit of armor upon creation, and cannot be removed. Special ultra-low friction coatings and solvent micro-nozzles help keep the wearer free of encroaching substances and creatures. It provides a +TN of 3 in defense rolls against melee attacks made to begin a grapple or gain grappling advantage against you. Additionally, whenever you would take adhesive points, the incoming points are reduced by 20. The armor's competency requirements apply to wearing it, not just using its features.
Effects per Size Increase: Only 1 size increase can be applied, and then only for a suit of heavy armor. The reduction effect against incoming adhesive points is increased by 10. Use Total Device Weight chart.
Effects of Advanced Device: The adhesive reduction effect is increased by a percentage equal to 25 times your excess degrees of Chemistry competency.
Gas Bomb Requires Chemistry: 6
Price: 800
Weight: 40
Carry Slots: 4
    This device affects characters identically to Gas Grenade, except that lesser point ZAoE rules are used to determine who is affected. Characters who would be affected by the ZAoE's low damage are afflicted with poison A25, and those who would take high damage are afflicted with A50.
    The bomb can be set to go off after a delay, provided the character doing so meets the bomb's competency requirements. The delay cannot be longer than 1 minute (12 turns). It may also be keyed to a conventional satchel detonator using Repurposed Ordnance (Technology); only characters who meet the bomb's competence requirement may activate the detonator.
    If multiple clouds from gas bombs or gas grenades apply in the same location, poison points are non-stacking; see Gas Grenade.
Effects per Size Increase: The poison points are increased by 20 (high) and 10 (low), and the cloud created by the bomb persists for 1 more round, repeating the ZAoE poison points for any characters who are still there on your next turn. Alternatively, 4 size increases may be devoted to upgrading the device to use the rules for a greater point ZAoE instead of a lesser. Increases carry slots by 4. Use Total Device Weight chart.
Effects of Advanced Device: The poison points are increased by a percentage equal to 25 times your excess degrees of Chemistry competency.

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