Technology: Chemical Device List
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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
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Device Index | Atomical · Biomedical · Chemical · Differential · Electrical · Mechanical |
Chemical Device Descriptions
The following are the chemical devices in alphabetical order.
NERVE AGENT
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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. |
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). |