| Acid |
Most acids are relatively mild; they are used as solvents and generate heat when mixed with water. Typically, it is dangerous to add water to acids, as it causes a reaction in which the acid might froth and splash the area. Mild acids may have some caustic effects on skin; they are particularly dangerous to eyes, and poisonous if taken internally. Stronger concentrated acids are more dangerous and can cause severe burns. They are highly corrosive, capable of dissolving metals and alloys. Acids must be kept in containers that will not corrode. |
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If handled properly, acids can be used for creative endeavors such as melting through locks and doors, etching walls or windows, and even as a weapon. Acid burns generate nasty scars and can be used to blind individuals. |
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For game purposes, each strong acid has a rating that indicates its strength and corrosive power. When applied as a corrosive to a barrier, compare the acid's rating to the Barrier Rating, as described under Barriers. The effect occurs at the end of that Combat Turn. A corrosive will continue to eat through a barrier for a number of Turns equal to its rating. This continued corrosion stops when the acid is washed off or a base is applied. Noxious fumes and smoke can be generated as an acid corrodes something; apply a +4 modifier to anyone in the area who could be affected. |
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If used as a weapon, a dose of acid inflicts (Rating)M Physical damage. Acid will severely damage worn gear, including armor. Reduce by 1 both the Ballistic and Impact values of any acid-stricken armor. |
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| Carcerands |
Carcerands are molecular bodies whose structures resemble empty spheres. When created, small amounts of a compound may be trapped within them. The carcerand can then be injected, where it circulates through the organism's system, carrying the chemical. Carcerands are degraded by acids and enzymes within the target organism, and the trapped compound is slowly released into the organism's body. Depending on its composition, a carcerand can degrade as quickly as one hour or as slowly as one year after introduction. |
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Carcerands are used by those who need regular medication. Rather than taking a periodic shot or pill, they have carcerands injected every few months. Carcerands are also useful as persuasion devices-the target is injected with a toxin-carrying carcerand and forced to do something to receive the antidote in time. |
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Each carcerand has a delay period. This is the amount of time between when the carcerand is injected and when the compound it contains is released. Carcerands are not affected by blood filters. Prices for carcerands are based on their delay periods. They do not include the cost for the compounds the carcerands contain. |
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| Dikote |
Dikote is a process that deposits a thin diamond film on any solid surface. The diamond film imparts more structural strength and resilience. Dikoted surfaces are smooth and relatively frictionless, conduct heat well and can be modified to conduct electricity. |
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Not everything can be glazed with Dikote. The item treated must be able to withstand the heat generated by the plasma used in the glazing process. Cloth and plastic cannot be coated, though ceramics and most metals can. |
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Dikoting a surface adds 2 to the Barrier Rating and 1 to any ballistic and impact armor. If used to coat a vehicle or drone, Dikote adds 1 to the vehicle's Body and Armor Ratings; it takes up no CF. |
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When Dikote is used to coat a melee, throwing or projectile weapon, add 1 to the Power of any attack made with the treated weapon. If applied to an edged instrument such as a sword, the weapon's Damage Level is also increased by one. For example, a sword that is normally (STR + 2)M would have a Damage Code of (STR + 3)S if Dikoted. Barriers use their normal ratings against Dikoted melee weapons (as opposed to the standard double ratings against melee attacks). Dikoting costs 1,000 nuyen per 100 square centimeters (minimum 1,000 nuyen cost). |
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| DMSO |
Dimethyl sulfoxide (DMSO) is a utility chemical with a number of applications, though its most common use is as a carrier "that forces the skin to absorb delivered chemicals. DMSO is soluble in acetone, alcohol, ether and water; it is liquid at room temperature and is nonreactive with most other compounds. Upon contact with skin, DMSO, and whatever other compound is dissolved in solution with it, is instantly absorbed into the body. |
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Any chemical mixed with DMSO is deployable via the contact vector. Porous armor (such as armor clothing and Kevlar weaves) offers little protection against DMSO, as it soaks right through. Only individuals in fully sealed rigid armor or in protective suits specifically designed to protect against chemical/biological agents are immune to the penetrating effect of DMSO. |
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| Freeze Foam |
This coats the target area with a sticky, thick, white foam that begins to harden almost immediately to a solid, dense consistency. Once hardened, the concretized foam restricts movement, though it does remain porous to reduce the risk of suffocation. The solid foam quickly breaks down over a period of hours and can be easily dissolved with a simple solvent. Freeze foam is used in trauma situations to immobilize broken limbs in protective casts. Riot police use it to incapacitate rioters and to construct foam barricades. Police versions of the foam typically include chemical stain markers that show up under ultraviolet light, so rioters can be identified later. |
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Medical-purpose freeze foam is dispensed through a handheld spray tank. Improvising characters can use the foam to create temporary restraining devices. Riot freeze foam is dispensed through a high-pressure water cannon. Conduct the water cannon attacks as normal. At the end of each Combat Turn, any character struck by the foam must make a Quickness Test against a Target Number of 4 plus the successes made on the attack. Characters who fail become immobilized. Solidified foam has a Barrier Rating of 12. This is reduced by 1D6 points an hour as the foam breaks down. Applying the solvent dissolves the foam immediately. The semi-permanent UV dye in riot freeze foam wears off after 1D6 days; scrubbing will not help. |
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Water cannon freeze foam tanks contain 100 liters (1 liter per "shot"). |
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| FAE Bomb |
A fuel-air explosive (FAE) is a devastating weapon. A standard FAE bomb contains a mixture of highly volatile gases under pressure, with an ignition device. When triggered, the gas fuel is released, dispersing over a wide area in a fraction of a second. This cloud is then ignited, creating a powerful area-effect explosion. |
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FAEs are large bombs, requiring large amounts of fuel to cause extensive damage. Unlike other explosives, FAEs have a blast radius in which the Damage Code is a constant. The blast radius is equal to Rating x (kilograms/50) in meters and the Damage Code is (Rating x 2)D throughout. Beyond this radius, the Power is reduced by -1 per meter. The Blast in a Confined Space rule does not apply to FAEs, but they use twice their Rating against barriers. |
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The Power of FAEs is reduced by impact armor. The detonator used to trigger a FAE bomb requires a bigger bang, and so costs twice as much as standard. |
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| Insecticide |
Popular among agricorps and sprawl residents, insecticides took on a new dimension when the Universal Brotherhood was exposed as a front for insect spirits and the subsequent bug explosion and quarantine in Chicago was reported. Though Chicago allegedly has been "cleaned out," almost every household has a decent stash of insecticide - just in case. Bug hunters have also developed a number of nasty insecticide-based weapons to aid in their extermination projects, including splash grenades and sprayguns. |
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Though insecticides are irritating to insect spirits and other creatures with Vulnerability (Insecticides), they are more of a nuisance than a danger. Large amounts, such as released from an insecticide spray tank or splash grenade, can have minor caustic effects (4L Physical damage). A creature so attacked is likely to either become enraged and go berserk (like a Bear shaman) or flee in pain and terror-both options are left to the gamemaster's discretion. |
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A weapon coated with insecticide that is used against a creature with Vulnerability (Insecticides) increases its Damage Level by one (from Moderate to Serious, for example). This effect also applies to insecticide-laden ELD-AR pellets. High concentrations of insecticide can be toxic to metahumans, and characters might be overcome by strong insecticide fumes. The exact effect is left up to the gamemaster. |
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| Oxygenated Flourocarbons (P4MO) |
The oxygenated fluorocarbon compound known as perfluoro-4-methyl-octahydroquinalidine (P4MO) is widely used as a blood substitute. Its use in emergency situations helps to prevent the mismatching of blood types. Fluorocarbons like P4MO also exceed the capabilities of the blood's natural hemoglobin as a vehicle for gaseous exchange. In other words, P4MO dissolves a higher percentage of oxygen from the lungs into the blood. When introduced into healthy subjects, P4MO allows them to achieve higher levels of physical performance. |
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P4MO is purged through perspiration without being metabolized. P4MO has a half-life of about one week, so treatments are not usually effective beyond that period. Replacing the P4MO lost due to half-life deterioration is not recommended until fluorocarbon levels in the blood drop below 25 percent, which occurs about three weeks after initial application. If replaced too early, P4MO dramatically increases the chance of death by "bubble embolism." |
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P4MO is added to the bloodstream in 5-liter treatments. This treatment adds two dice to all Athletics Tests and effectively doubles the amount of time a person can hold his breath (ie., 90 seconds instead of 45). This effect lasts one week; after the initial week, all benefits are lost until P4MO levels are replaced. If P4MO treatments are taken in rapid succession (before the fluorocarbon level decreases-three weeks or less), the character can suffer an embolism and die. Roll 2D6 - on a 2, the character dies. Repeated doses increase the chance of embolism by 1. The next roll, the character would die on 2 or 3, and so on. |
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| Plastisteel-7 Catalyst |
Many dependable plasteel alloys are on the market, but the alloy known as Plastisteel-7 merits special notice. Developed by a small industrial corp called Plasnetics, Plastisteel-7 was released at competitive prices, and large stockpiles were quickly bought. Shortly after Plasnetics mysteriously went out of business, data hit the shadows that Plastisteel-7 could be destabilized with a special catalyst spray. When the catalyst is applied to Plastisteel-7, the affected area grows warm, bubbles for several minutes and turns into a gooey substance with the consistency of chewing gum. Several hours later it returns to normal. Naturally, most users of Plastisteel-7 recalled their products. A number of facilities still feature Plastisteel-7 in walls and other structural components, simply because they couldn't afford to replace it. |
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Plastisteel-7 looks much like other plasteel alloys, so a successful Chemistry or Engineering (8) Test would be necessary to visually identity it. Any Plastisteel-7 that is sprayed with the catalyst bubbles for 5 minutes; anyone who touches the area during this time suffers 6L damage from heat burns. After this period, the Plastisteel-7 has the consistency of gelatin and can be pushed through. The altered Plastisteel-7 will not stick to anything and will retain its form unless relentlessly mangled out of shape. |
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After 1D6 hours, it returns to its normal state. The catalyst comes in a spray can containing enough solvent to affect a troll-sized section of wall. Though the formula is hard to come by, a character can easily synthesize it with a chemistry shop, a Chemistry (6) Test and a base time of 8 hours. |
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| Ruthenium Fibers |
Ruthenium polymers undergo a color change with the application of a small voltaic charge. The charge alters the polymer's chemical composition, allowing it to shift between a wide spectrum of hues. Since these polymers are also very durable and can be applied in layers of less than about .1 micron thick, they can be put on virtually any surface without any appreciable loss of flexibility or function. This makes ruthenium polymers useful for chameleon cloaking technology. |
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A chameleon effect can be achieved by combining ruthenium polymers and imaging scanners. The scanners view the surrounding environment and send the data through an imaging processor. The processed data is then fed to the ruthenium polymer surface so that the surface mimics the color and image of whatever is around it. At least four imaging scanners, strategically placed to receive full surround information, are required for the effect. More scanners give cleaner and more "correct" images. The imaging processors are quick enough to cloak a walking person, but they are unable to shift fast enough to cloak running people or moving vehicles. |
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To achieve a cloaking effect, the entire object must be covered with ruthenium. A metahuman can manage this by wearing a ruthenium-covered cloak or body suit. When activated, the target numbers needed to perceive such a cloaked object are increased by 4. For each extra scanner beyond four, add 1 to the final target number for detection. |
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The maximum modifier attainable is +12. Ruthenium systems are powered by gel packs with 10 hours' duration; new packs cost 50 nuyen. Ruthenium that covers a vehicle can be powered by the vehicle's power supply. |
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Radar, thermographic and ultrasonic systems are not affected by the ruthenium's cloaking effect. This means that dwarfs and trolls, ultrasound-using characters and vehicle sensors reduce the target number modifiers of the ruthenium by half, rounding down. Ruthenium is only effective on stationary or slow-moving targets (6 meters or less a Combat Turn). If a character or vehicle is moving faster, reduce the Perception modifier by 1 for each extra 2 meters/Turn. Exceptionally fast characters or vehicles will likely be more obvious (-2 Perception modifier), as the ruthenium rapidly switches colors in an attempt to keep up with the landscape. |
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| Slap Patch |
Slap patches are adhesive drug-dispensers that release measured doses to allow continual, safe administration of necessary chemicals. Patches must be applied directly against the patient’s skin. Dermal armor hinders their effects (reduce the Patch Rating by the Armor Rating), and blood filtration implants make all but the trauma patch ineffective. |
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Slap patches come in four varieties: antidotes, stimulants, tranqs and trauma patches |
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| Slip Spray |
Developed as a crowd-control device, Slip spray is a slick, frictionless gel dispensed by a spray tank, water cannon or splash grenade. Slip spray is a top-quality lubricant that makes any movement extremely difficult. Holding an object coated in slip spray is also challenging. Slip spray breaks down over a short period and easily washes off. |
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Any area covered with slip spray is considered difficult ground. A character attempting to move across such a surface must succeed in a Quickness (8) Test or fall prone; vehicles must make a Crash Test. Attempting to hold on to a coated item if either the character or item moves requires a Quickness (8) Test as well. This test applies to firing guns that have recoil; apply recoil modifiers to the test. Slip spray breaks down in 1 D3 hours. |
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| Splat Glue |
Also known as "tangier," "loogey" and "goober," splat glue is a gooey and sticky adhesive gel designed for nonlethal restraint. Usually launched from specialized splat guns, splat glue can be applied on the ground and other surfaces to catch anyone or anything that touches it. Splat glue is biodegradable and can be dissolved with a special solvent. |
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Anything that comes into contact with splat glue sticks to it. Removing an object or person from the glue requires a Strength (6) Test. Objects might require several successes to remove. |
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| Spray Foam Explosive |
This stable explosive is a sticky foam distributed from a simple canister-much like shaving cream. It is similar to plastic explosives in that it is detonated by electric current. |
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Spray foam explosives are available in cans that hold approximately 4 kilos. The explosives come in three ratings (3, 6 and 12), each equivalent to the commercial and plastic explosives. |
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| Thermite |
Thermite is an incendiary material sometimes used in welding operations. When ignited, thermite burns at extremely high temperatures and is capable of eating through iron, steel and plasteel. Sometimes packaged as a "burning bar," it consists of a rod of thermite and compressed oxygen mounted on a "handle" and in a frame. Though difficult to find, burning bars are favored by safecrackers, as they can be used to easily melt holes through thick metal. |
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Ignited thermite can melt through 5 centimeters of a Rating 12 barrier each Combat Turn. If the Barrier Rating is higher or lower, decrease or increase this amount by the appropriate percentage (for example, it would cut through 2.5 cm of a Rating 24 barrier each Combat Turn). Thermite burning bars melt a hole 5 centimeters in diameter; thermite formed in other shapes will burn holes sized to those shapes. |
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Thermite normally burns for 30 seconds (10 Combat Turns). Flammable materials, including clothing and gear, will ignite and catch fire. Any character touching burning thermite suffers 10D damage and will likely catch fire. Fire causes 6M damage at the end of each Combat Turn; increase the Power by +2 per Combat Turn. Burning thermite is both incredibly loud and bright; anyway facing it will suffer a +6 modifier from glare, -1 per 5 meters of distance, and reduced by -1 per turn. Flare compensation will reduce this modifier by half. |