Chemistry Lab

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Chemistry lab [Major] by Iczer

'look what I can grow'

The character's body is a complex chemical lab, able to brew and manufacture complex chemical reagents.

1) Chemical resistance: The character has a +4 bonus to resist chemicals, toxins and poisons, and takes half effect (damage and duration) if he does succumb. This extends to acids and toxic agents as well (half damage).

2) Bio-chemical assault: The character can brew one of the following chemical agents as an action, and expel it as an additional action. He can continue to expel the same agent over and over again until he needs to change it. The agent is 'squirted' from an oriface (mouth, nose, belly button) or the character can spontaneously grow one (counts as an action) Agents can be squirted up to 30 feet with a +2 to strike.

  • Corrosive: Inflicts 4D6 to organic or inorganic targets (chosen when brewed) inflicts 2D6 one melee round later
  • Toxic: Target must save vs lethal poison or suffer 2D6 damage direct to HP
  • Irritant: Target suffers from a rash, suffering -4 to initiative and -2 to all combat rolls for 2D4 melee rounds.
  • Poison: Target must save vs non lethal poison or become sickened (lose one action per round, -2 to all combat rolls an -10% to skills) for 2D4 rounds.
  • Hallucinatory: Target suffers from vivid hallucinations. Save vs non lethal poison. Failure means the target must save vs HF 15 each melee round for 2D4 melee rounds (alternatively this can be awe factor, for 'pleasureable' hallucinations)
  • Volitile: The spit explodes on contact inflicting 4D6 to everyone within 8 feet of the target.
  • Incediary: Spits a gout of flame inflicting 4D6 damage. Alternatively this can be a cooling agent inflicting the same damage.
  • Nerve agent: Target saves vs lethal poison every round for 2D4 rounds. each failure reduces his ME and PE by one. Attribute loss recovers at a rate of one point per day (one per hour under medical supervision)
  • Endorphins: Target becomes hyper and feels a rush of pleasure. save vs non lethal poison or enjoy a +10 to speed, +1 attack per melee -10% to skills for 2D4 rounds. 30% chance of suffering addiction every time this is used (roll on withdrawal chart when this expires if this is the case)
  • Anti coagulant: Targets who get this in their eyes or mouth (Saving throw vs non lethal poison) start bleeding from the eyes, ears and mouht, losing one HP per minute for 2D4 minutes. in addition, during this period, any damage taken by sharp or piercing weapons inflict an extra 1D6 damage, and any 'normal' bleeding is doubled.
  • Lubricant: This slippery substance is hard to stand upon, and covers a 10 foot area across. Anyone in the area must make a sense of balance check or fall (lose that attack and initiative). If covered in lubricant the character is hard to grapple (-4 to any grab attempts) but must make a sense of balance check every round or slip and fall (as above) lubricant dries in 2D4 melee rounds. alternatively the character can create a glue or paste like substance. Targets "gobbed' in this fashion are unnaffected for one melee round. in the next it begins to harden to a firm rubber. It gains an SDC of 4D6 and an AR of 8 but can only really be damaged by heat, extreme tearing, or cutting/piercing weapons. a gummed up opponent loses one attack per melee from the constriction. the rubber peels away in 2D4 minutes.

3) Manufacture chemicals: If the character can contact and consume 6 ounces of a compound he may produce that compound at a rate of 5 ounces per point of PE per day. deliberate consumption (as opposed to accidental) is safe for the character, but internal analysis takes 6 hours. after this time the character can continuously reproduce that compound. the compound is produced as a liquid, and dries to a paste or powder. consuming a new substance voids the old one.

4) Other bonuses: +1 attack per melee +10 speed (controlled adrenaline) Immune to pain (if he so desires) can operate up to -32 Hp (though at half combat bonuses and attacks) Immune to addiction (physical not psychological) +4 PE +30 SDC