Back to Devices

Corallurgy Devices

Living Respirator Requires Corallurgy: 1
Price: 300
Weight: 1
Carry Slots: 0
Power Source: None
    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 WGT.
Effects per Size Increase: Increases the maximum character WGT 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 WGT by a percentage equal to 25 times your excess degrees of Corallurgy competency.
Venomous Melee Weapon Melee Weapon Modification
Requires Corallurgy: 1

Price: 300
Weight: 3 (see notes)
Carry Slots: 1 (see notes)
Power Source: None
    This device is added to a coral melee weapon, and cannot be removed. It is a living weapon that, when activated as a free action, adds 15 poison points to itself. Type A, B, or C poison must be chosen when the device is created. The weapon cannot be poisoned with normal poisoning rules. After the poison effect is activated, it cannot be activated again for the next 24 hours. Unused poison expires after 24 hours.
    If the coral weapon's normal weight and carry slots do not exceed those listed for this device, this device's weight and carry slots are ignored. If the coral weapon is not large enough, both sets of weight and carry slots are used; in this case, the coral weapon is attached to another component that you must wear, and takes Offense/Defense penalties just as if it were connected to a power supply.
    The device cannot be harvested for poison; if the poison is removed from the weapon without actually poisoning an organic target, it quickly decays.
Effects per Size Increase: The poison points are increased by 2, and the weapon may activate and poison itself an additional time before being depleted. It cannot stack multiple uses to add extra points. All uses will be replenished after 24 hours without an activation. Increases carry slots by 1. Use Total Device Weight chart.
Effects of Advanced Device: Increases the poison points by a percentage equal to 25 times your excess degrees of Corallurgy competency.
Living Armor Armor Modification
Requires Corallurgy: 1

Price: 1200 (not including armor suit)
Weight: 5
Carry Slots: 0
Power Source: None
    This device is added to a suit of coral armor upon creation, and cannot be removed. No more than one device can be applied per suit of armor. Upon creation, choose one of the following effects to modify the armor:
    -Apply an armor bonus of 2
    -Reduce the armor's noise by 1 level
    -Cause the armor to follow the rules for Standux adamant armor regarding putting on/off and folding/unfolding
Effects per Size Increase: Only 1 size increase can be applied, and then only for a suit of heavy armor. Choose another effect from the above list. The armor bonus option may be chosen an unlimited number of times. Use Total Device Weight chart.
Effects of Advanced Device: For every 4 excess degrees of Corallurgy competency, you may choose one of the above effects for size increases. All such choices can be altered as a free action.
Quillspitting Ranged Weapon Requires Corallurgy: 2
Price: 500
Weight: 3
Carry Slots: 1
Power Source: None
    This is a ranged weapon that inflicts 6 (drive 12) damage; the projectiles also deliver 10 poison points each. Type A, B, or C poison must be decided when this weapon is created. The offense rolls are d6/d20/X. If at least one size increase is made, th rolls are d8/d12/X instead. Its RFD is 5. It follows all normal rules for "conventional" ranged weapons, such as penalties for one-handed wielding. It uses the Firearms proficiency, but acts as a bow when resolving kinetic shielding rules. Unlike firearms and most ranged weapons, this device is fully effective underwater.
    The weapon holds 10 projectiles, and will naturally replenish itself at a rate of 1 projectile every 4 hours. The projectiles cannot be modified with Devices rules.
Effects per Size Increase: May either increase damage by 1 and drive by 2, or increase projectile capacity by 2. Alternatively, 2 size increases may be devoted to increasing the projectiles' poison to 15 points each. Increases carry slots by 2. Use Total Device Weight chart. Use Ranged Weapon Device STR Requirements chart.
Effects of Advanced Device: For every 4 excess degrees of Corallurgy competency, you may choose one of the above effects for 1 size increase. All such choices can be altered as a free action.
Biotracer Requires Corallurgy: 2
Price: 300
Weight: 5
Carry Slots: 1
Power Source: None
   This device provides a +TN of 4 in the INT rolls for Tracking (Nature), as well as rolls for a search to oppose a long hide, provided at least one organic character is among the characters you are tracking or searching for. It also removes Tracking's 5 insight cost to provide additional answers, and informs you of the species of the characters you are tracking.
    You cannot use more than one Biotracer at once.
Effects per Size Increase: Increases the +TN by 2. Increases carry slots by 1. Use Total Device Weight chart.
Effects of Advanced Device: Increases the +TN by a percentage equal to 25 times your excess degrees of Corallurgy competency.
Coral Lung Requires Corallurgy: 3
Price: 300
Weight: 5
Carry Slots: 1
Power Source: None
    This device can connect to the above Living Respirator device to enable you to breathe indefinitely underwater. Without size increases or advanced status, it is sufficient for a character of 5 WGT.
Effects per Size Increase: Increases the maximum WGT by 5. Increases carry slots by 1. Use Total Device Weight chart.
Effects of Advanced Device: Increases the maximum WGT by a percentage equal to 25 times your excess degrees of Corallurgy competency.
Elixir Injector Requires Corallurgy: 4 and Infusionism: 1
Price: 500
Weight: 5
Carry Slots: 1
Power Source: None
   You can load this device with up to two different elixirs. This device allows you to "drink" any one loaded elixir as a purely mental free action, instead of a slowing major action. You may take an elixir this way even while wearing a respirator or performing a verbal action. You cannot drink an elixir normally and inject one in the same turn, nor can you inject two in the same turn (even from different devices).
    This device cannot be used to inject anyone but the wearer. It cannot be used with elixir thaumaturgy Abilities, but you may decline the elixir's effects to activate the relevant Infusionism devices.
Effects per Size Increase: Increases the number of elixirs that can be loaded by 1. Increases carry slots by 1. Use Total Device Weight chart.
Effects of Advanced Device: Increases the number of elixirs that can be loaded by a percentage equal to 25 times your excess degrees of Corallurgy competency.
Injury Mitigator Requires Corallurgy: 4 and Infusionism: 1
Price: 1500
Weight: 5
Carry Slots: 2. 2 carry slots are ignored like armor while the device is being worn.
Power Source: None
    This device consists of an organic lining worn under one's armor and clothing. It responds immediately to user injury, plugging wounds, splinting fractures, and anesthetizing pain. The effects are as follows:
    -You no longer add Hindrance from Superficial Injuries
    -You are immune to the bleeding status
    -As a free action on your turn, you may reduce the effects of one Injury by 1 degree. For example, you may reduce the effects of a 3rd-degree Core Injury to that of a 2nd-degree, or remove the effects of a 1st-degree Injury entirely. This effect can only be active on one degree and type of injury at once, although you can "move" the effect from one injury type to another as a free action. The effect is removed if you take another degree of injury of the same type (though it can be re-applied on your turn if you are still able).
    You cannot wear more than one Injury Mitigator at once.
    This device has no effect on non-organic characters, nor can it affect injuries that would be repaired rather than healed (for example, injuries to bionics).
Size increases cannot be applied.
Effects of Advanced Device: You gain a +TN in all endurance rolls. The amount of the +TN is equal to your excess degrees of Corallurgy or Infusionism competency (whichever excess is greater).
Toxin Leech Requires Corallurgy: 4 and Infusionism: 3
Price: 700
Weight: 10
Carry Slots: 1. 1 carry slot is ignored like armor while the device is being worn.
Power Source: None
   As a purely mental free action on your turn, you can use this device to remove 60 Type A, 30 Type B, and 10 Type C poison points. This device can only be used once, and must then "recharge" during your next 4-hour rest.
   You cannot wear more than one Toxin Leech at once. Unworn devices do not recharge.
Size increases cannot be applied.
Effects of Advanced Device: For every 2 excess degrees of Corallurgy or Infusionism competency (whichever excess is greater), the device can be used 1 additional time before resting.
Miniaturization: 5 pounds, 0 carry slots. Requires Corallurgy: 6 and Infusionism: 3.
Enhancement Symbiote Requires Infusionism: 4 and Corallurgy: 2
Price: 1500
Weight: 10
Carry Slots: 1. 1 carry slot is ignored like armor while the device is being worn.
Power Source: None
   This device allows you to drink any Minor elixir and decline its normal effects. When you do this, the symbiote activates, providing you with certain alternative effects for 15 seconds (3 rounds). When this device is created, it must be assigned one of three sets of effects:

Furor:
    -Adrenal Strength (Athletics) does not increase the fatigue cost of Strength Surge.
    -Sprinting Focus (Athletics) reduces rushing fatigue to 1 instead of 4
    -You have a -TN of 2 in all INT and DEX rolls.
    -You cannot speak coherently or perform verbal actions.
Focus:
    -You cannot use the reactive +TN from Dexterity Surge (Athletics).
    -If you have Dexterity Surge, you receive a +TN (not a reactive +TN) in all DEX rolls. The amount of the +TN is 1 greater than the reactive +TN you would normally receive from Dexterity Surge.
    -You have a -TN of 2 in all STR and CON rolls.
Fortitude:
    -The increase to exhaustion factor you are receiving from Aerobics Focus (Athletics) is doubled.
    -The increase to fatigue factor you are receiving from Burst Stamina Focus (Athletics) is doubled.
    -The +TN you are receiving from Pain Management (Athletics) is doubled.
    -You have a -TN of 2 in all STR and SPD rolls.

    All effects end when the activation ends, and you may end it early as a free action if you wish. You cannot activate the device if it is already activated.
    One round after the activation ends, you are poisoned with the equivalent of Minor Type 1 poison. This occurs whether or not the activation ended early and even if you immediately activate the device again. The poison can be removed with Purging elixirs, a Toxin Leech, or anything else that removes or immunizes against minor poison.
    You may also drink a Major elixir and decline its normal effects to activate this device. If you do so, the duration of the activation is doubled, but you are poisoned with the equivalent of a Major Type 1 poison instead of a Minor Type 1.
    You cannot wear more than one Enhancement Symbiote at once. If you remove the device, you must wait 4 hours before wearing a different one (if you attempt to do so, it will have no effect).

Effects per Size Increase: Increases the length of a Minor activation by 5 seconds (1 round). A Major activation is always double the length of a Minor. Alternatively, 2 size increases may be devoted to adding another set of effects (Furor, Focus, or Fortitude) to the device. In this case, you must choose a single set of effects when activating the device, and must end one activation before beginning another. Increases carry slots by 1. Use Total Device Weight chart.
Effects of Advanced Device: Increases the round length of any activation by a percentage equal to 25 times your excess degrees of Infusionism competency.
Spore Grenade Requires Corallurgy: 3
Price: 200
Weight: 1
Carry Slots: 1/2
    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 poison B15/C9. If a character is struck directly by the grenade, they receive double points. Respirators have no effect against this grenade, as the spores can poison on the slightest contact with the skin.
Effects per Size Increase: The poison points are increased by B5/C3. 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 Corallurgy competency.
Miniaturization: 1/2 pound, 0 carry slots. Requires Corallurgy: 5.Styptic Grenade Requires Corallurgy: 4
Price: 200
Weight: 1
Carry Slots: 1/2
    Proceed through AoE rules to determine who is affected by this grenade. All "hit" characters who have the bleeding status may immediately roll d20 on CON to end that status. This is equivalent to the CON roll made once per minute to end bleeding normally, but does not interfere with nor alter the timing of the normal rolls. A character struck directly by this grenade has their bleeding status immediately removed without a roll, and continues to be immune to the bleeding status for 1 round afterward.
Effects per Size Increase: A character struck directly by the grenade is immune to the bleeding status for an additional 1 round. Increases carry slots by 1/2. Use Total Device Weight chart.
Effects of Advanced Device: Increases the round duration of bleeding immunity by a percentage equal to 25 times your excess degrees of Corallurgy competency.
Miniaturization: 1/2 pound, 0 carry slots. Requires Corallurgy: 6.
Spore Encoder Requires Corallurgy: 5
Price: 500
Weight: 3
Carry Slots: 0
Power Source: None
    This device allows you to "program" spore grenades or spore bombs to ignore characters whose genetic codes have been inputted into the device. To input a character into the encoder, simply have them touch the device; you may input yourself. Next, you can use the device to program a spore grenade or spore bomb. Those devices will no longer poison the characters in the encoder, even if they are struck by the AoE/ZAoE.
    The encoder can contain the relevant genetic information from 4 characters (including yourself, if desired). It can be used to program an unlimited number of spore bombs or spore grenades, but each bomb/grenade can only contain instructions from a single use of an encoder (that is, no more than 4 excluded characters). The encoder can also be used to remove all instructions from a bomb/grenade and return it to normal.
Effects per Size Increase: The maximum number of characters which can be input into the encoder and uploaded into a bomb/grenade is increased by 2. Increases carry slots by 1. Use Total Device Weight chart.
Effects of Advanced Device: Increases the maximum number of characters by a percentage equal to 25 times your excess degrees of Corallurgy competency.
Spore Bomb Requires Corallurgy: 7
Price: 1500
Weight: 40
Carry Slots: 4
    This device affects characters identically to Spore 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 B20/C12, and those who would take high damage are afflicted with poison B40/C24.
    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.
Effects per Size Increase: The poison points are increased by B15/C9 (high) and B8/C5 (low). 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: Adds a percentage chance identical to the one from size increases (and stacking with it) equal to 5 times your excess degrees of Corallurgy competency.
Grasping Tentacles Requires Corallurgy: 7 and Infusionism: 7
Price: 1800
Weight: 15
Carry Slots: 3
Power Source: None
    This device can disgorge a mass of organic tentacles, which can assist you in several ways. It can be used a total of 3 times, either separately or simultaneously, with each use having one of the following effects:
    -Obtain 1 Easing in any DEX or STR roll.
    -Cause an enemy to add 1 Hindrance in any melee defense roll against your melee attack, if that attack is of a type specified to use the Grappling competency.
    -Draw, put away, or pick up any item as a free action (in addition to any inventory actions performed normally). This action may be used multiple times per turn.
    All expended uses are replenished after the device can rest for 4 hours.
Effects per Size Increase: Increases the number of uses by 2. Increases carry slots by 1. Use Total Device Weight chart.
Effects of Advanced Device: Increases the number of uses by a percentage equal to 25 times your excess degrees of Infusionism competency.

Back to Devices