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
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.
 
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).