Difference between revisions of "Technology: Chemical Device List"

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|style="padding-left: 5em;"|'''2 IS - Mustard Additive:''' As a swift action, for 5 rounds, any creature that is affected by this device also suffers ''potency 1'' acid damage for each Fortitude save rolled (whether the save is successful or not).
 
|style="padding-left: 5em;"|'''2 IS - Mustard Additive:''' As a swift action, for 5 rounds, any creature that is affected by this device also suffers ''potency 1'' acid damage for each Fortitude save rolled (whether the save is successful or not).
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! style="background:#858585;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">STIMPACK</font></div>
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|'''Classes:''' [[Class:_Engineer|Eng]]
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|'''Field:''' Chemical (Healing)
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|'''Construction Cost:''' 5 tp
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|'''Activation Time:''' Standard action
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|'''Range:''' Reach
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|'''Target:''' One living creature
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|'''Duration:''' Instantaneous
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|'''Defense:''' Fortitude (harmless)
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|'''Technology Resistance:''' Yes
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|''A cocktail of restorative fluids inside a convenient-to-use syringe.''
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|The target of this device can spend a ''healing surge'' to be healed for ''potency 3'' damage; if no ''healing surge'' is spent, the target is healed for half that amount. This effect only works on living creatures with a functional biology.
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|style="background:#A4A4A4; padding-left: 2em;"|'''CLUTCH'''
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|style="padding-left: 5em;"|'''Instantaneous:''' If the target spends a ''healing surge'', the target is fully healed; otherwise, the target heals an amount of damage equal to double his ''healing surge value''.
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|style="background:#A4A4A4; padding-left: 2em;"|'''INGENUITY'''
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|style="padding-left: 5em;"|'''1 IS - Spoonful of Sugar:''' As a swift action, for 5 rounds, the target of this device also gains ''haste'' for 5 rounds.
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|style="padding-left: 5em;"|'''1 IS - Cures What Ails Ya:''' As a swift action, for 5 rounds, this device also attempts to remove one status ailment of the activator's choice from the target. Make a ''technology attack'' with this device against the saving throw DC of the ailment; if you succeed, you remove the effect.
 
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Revision as of 21:39, 7 March 2016

The device index includes a full index of all devices in all fields, as well as an explanation of some of the terms used in these descriptions.

 

Technological Devices
Device Index | Atomical · Biomedical · Chemical · Differential · Electrical · Mechanical

 

Chemical Device Descriptions

The following are the chemical devices in alphabetical order.

 

NERVE AGENT
Classes: Eng
Field: Chemical
Construction Cost: 5 tp
Activation Time: Standard action
Range: Medium (100 feet)
Area: 20-foot radius emanation
Duration: 5 rounds
Defense: Fortitude (see text)
Technology Resistance: Yes
A canister containing an organophosphorus compound, incredibly lethal to creatures that breathe, marked with a cartoonish skull-and-crossbones.
When you first activate this device, make a technological attack; this sets the Fortitude saving throw DC for all creatures that begin their turn in or enter the affected area. This effect only affects living creatures that breathe.
This effect has multiple stages, depending on how many saving throws are failed.
First Failed Save: The creature becomes slowed for 5 rounds.
Second Failed Save: The creature becomes immobilized for 5 rounds.
Third Failed Save: The creature becomes unconscious for 5 rounds.
Fourth Failed Save: The creature becomes dead.
A moderate wind (11+ mph) disperses the gas in 4 rounds; a strong wind (21+ mph) disperses the gas in 1 round. Effects with the [Air] descriptor can be used to intentionally disperse this effect, making the relevant attack check against the saving throw DC you initially set. If the attack hits and does not affect an area, it disperses 1 square of of gas, plus an additional square for each 5 points by which it beat your DC (each square chosen must be contiguous with at least one other chosen square); if the effect targets an area, it disperses that equivalent area of the gas.
 
CLUTCH
5 Rounds: Creatures affected by this device must make two Fortitude saves.
 
INGENUITY
1 IS - Knockout Gas: As a swift action, for 5 rounds, any creature that reaches the fourth failed save instead becomes unconscious for 1 hour, rather than dead.
2 IS - Mustard Additive: As a swift action, for 5 rounds, any creature that is affected by this device also suffers potency 1 acid damage for each Fortitude save rolled (whether the save is successful or not).

 

STIMPACK
Classes: Eng
Field: Chemical (Healing)
Construction Cost: 5 tp
Activation Time: Standard action
Range: Reach
Target: One living creature
Duration: Instantaneous
Defense: Fortitude (harmless)
Technology Resistance: Yes
A cocktail of restorative fluids inside a convenient-to-use syringe.
The target of this device can spend a healing surge to be healed for potency 3 damage; if no healing surge is spent, the target is healed for half that amount. This effect only works on living creatures with a functional biology.
 
CLUTCH
Instantaneous: If the target spends a healing surge, the target is fully healed; otherwise, the target heals an amount of damage equal to double his healing surge value.
 
INGENUITY
1 IS - Spoonful of Sugar: As a swift action, for 5 rounds, the target of this device also gains haste for 5 rounds.
1 IS - Cures What Ails Ya: As a swift action, for 5 rounds, this device also attempts to remove one status ailment of the activator's choice from the target. Make a technology attack with this device against the saving throw DC of the ailment; if you succeed, you remove the effect.