Hardware: Chemical Genius

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Hardware: Chemical Genius by Zenvis

The Chemical Genius is a whiz at designing, building, maintaining, repairing and modifying all kinds of explosive devices as well as making experimental metals, alloys, powders, potions, elixirs and liquids. The Chemical Genius can come up with a chemical composition faster then an entire team of specialists and spends his spare time trying to come up with better techniques to create all manner of improvements in existing chemical substances and delivery devices. Among all the hardware characters, this one is the type that likes to take safety margins to the very edge, although messing with bombs is not something they take lightly, it just appears like they are fooling around or taking bare minimum precautions.
The Chemical Genius prides himself on being able to make everything with a chemical composition, from acid resistant armor spray coat, to dihydroxide bombs with the power to level buildings.
Another aspect of the Chemical Genius is their absolute willingness to subject themselves to their own research projects, ingesting a wide array of experimental formulas in order to enhance their own body, with often tremendous results.

Chemical Related Skills and Bonuses:

Select 3 skills from the military section (+20%)
The following are in addition to Scholastic and Secondary skills.
Biology (+30%)
Botany (+30%)
Chemistry (+35%)
Chemistry Analytical (+35%)
Mechanical Engineer (+20)
Electrical Engineer (+20%)
Weapon Engineer (+20%)
Advanced Mathematics (+26%)
Research (+16%)
Paramedic (+10%)

Special Chemical Skills:

1. Demolition's and Disposal: 84%+2% per level of experience. The character knows explosives like you and I know how to read. The character has an advanced knowledge of explosives, explosive devices, and disguising explosives. Everything from a fire cracker to a nuclear weapon, from paint balls to suitcase bombs are among their knowledge of explosives. Most characters will have a history in private industries, government industries, or criminal industries. The general explosives that the character creates can range from an eggshell 'bomb' to roughly the strength of a grenade. The character is also familiar with protecting themselves from explosives and starts off with a suit of anti blast armor equivalent to Class 4 Hard Armor.
2. Chemical Composition Creation: 84% +2%. The character can mimic all military equipment that involves chemical fabrication (such as creating Nerve Gas canisters). Their experience with chemistry is such that they are capable of designing their own experimental upgrades for existing equipment (such as providing a laser reflective coating to a hard armor suit) There is not much that the Chemical Genius can not recreate with a well stocked lab and some uninterrupted time spent tinkering around in it. They can make liquid acid, itching powder, super glue, neuro toxins, defoliant, tear gas and plastic explosives with relative ease. Their general knowledge base is not as well rounded as the Analytical Genius nor as specific as the Weapons Expert, but their area of expertise has a huge range of applications.
3. Chemical Contraband Contacts (Optional): 64% +2%. The character has a wide variety of contacts within the private and professional sector, which is how he manages to acquire raw components, equipment, explosives and other legally restricted items without going through miles of red tape or leaving a 'paper trail' of traceable documentation leading right to his private workshop's door. The Chemical Genius has friends and associates within the Bio Chemistry, Military, Industrial and Criminal community that regularly trade in goods and services outside of the official channels. A roll on this skill represents the character pulling some strings, calling in some favors and trading extra stocks or transporting some goods for various people in order to get the items he needs. When using this skill to assist in the construction process, the amount of percent above or below the skill roll required is how much is added or subtracted from the resulting construction roll. If the Chemical Contraband Contacts roll goes well, the character has found a contact with a ready made component available for trade, but if the roll goes badly, the character may find there is a shortage in something vital to the construction process that makes the whole task that much harder to perform.

Creation Penalties:

-5% simple explosive
-5% concentrate a chemical (such as acid or alcohol)
-10% add specific damage resistance to a material
-10% add thermal properties to a material
-10% commercial grade design
-10% more advanced explosive
-15% military grade design (complex design with electrical encoding)
-15% character's own design
-15% heat seeking
-15% projectile
-15% kinetic energy resistant material
-15% hide an explosive and trigger in a common item
-20% Chemical compounds involving Bio Chemistry
-20% micronize explosive with the same functional effects.
-20% high powered explosive
-20% missile, rocket or projectile
-25% disguise explosive (item works fine but there's a bomb in it)
-30% mimic a minor power with chemicals (subject to G.M. approval)
-50% for alien designed bombs

Time restrictions: The amount needed to work on an explosive or more complex chemical composition requires time and varies with complexity of the task. The player and the Game Master will have to work together how much time is needed to do the work properly. Also the hours will have to be spread out between meals, sleeping and rest. A fair formula for determining time is one hour for every penalty point. Two hours for each penalty point if it is the character's own design (not a knock off of an existing product) and add 10 hours for miniaturization. Quadruple the time for replicating alien substances. This is the time for specific work. Additional time must be spent on travel, research and acquiring additional resources.

Determining Equipment'

01-15 $200,000
16-26 $500,000
27-38 $600,000
39-50 $800,000
51-60 $1.2 million
61-70 $1.4 million
71-80 $1.6 million
81-90 $1.8 million
91-00 $2 million

Characters will have to spend at least a quarter of their money on their gear. It is assumed that the character already has a laboratory of sorts in an apartment, basement, warehouse or hidden base somewhere where they conduct their experiments, this facility can be worth anywhere up to 1.5 million dollars and has the capacity to create all sorts of chemical compounds, plus the character is more than likely to have contacts in various related fields, such as bio-chemistry and industrial manufacturing laboratories.

Optionally can be used with Personal Booster Compounds and Personal Improvement Formula by AJ Pickett