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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.
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