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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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