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''See the ''d20 Modern Core Rulebook'' for more information on the use of

[[MSRD:Craft_(Skill)|this skill]].''
== Craft (Int) ==

'''Trained Only'''

This skill encompasses the same categories as before: Craft (chemical), Craft
(electronic), Craft (mechanical), Craft (pharmaceutical), Craft (structural), Craft
(visual arts), and Craft (writing). To use Craft, you must first decide what the
character is trying to create and consult the category descriptions, below. The
tables are simply guidelines.

Visual Arts and Writing work as in the d20 Modern Core Rulebook, d20 Apocalypse, or
d20 Future, ''except'' that they cannot be used untrained. Craft has some new uses,
listed below. Significant is the ability to craft ammunition, though by no means is
this the only change. A new type of part is being introduced: Chemical. Chemical
parts are used to create explosives, medicine and poisons, acids and bases, and
special ammunition.

{| class="d20" style="text-align:left"
|-
! Type of Part !! ALIGN="CENTER" | Size !! ALIGN="CENTER" | Weight !!
ALIGN="CENTER" | Price
|-
|Electrical || ALIGN="CENTER" | Small || ALIGN="CENTER" | 1 lbs || ALIGN="CENTER" |
1/10
|- class="even"
|Mechanical || ALIGN="CENTER" | Small || ALIGN="CENTER" | 1 lbs || ALIGN="CENTER" |
1/10
|-
|Chemical || ALIGN="CENTER" | Small || ALIGN="CENTER" | 1 lbs || ALIGN="CENTER" |
1/10
|}

'''Try Again?:''' Yes, but if the character fails the check, they do not make the
object, and the raw materials are wasted.

'''Special:''' A character without a chemical kit takes a 4 penalty on Craft


(Chemical) checks to make acids/bases and explosives. A character without an
electrical tool kit takes a 4 penalty on Craft (Electronic) checks. A character
without an ammunition kit takes a 4 penalty on Craft checks made to craft
ammunition. A character without a mechanical tool kit takes a 4 penalty on Craft
(Mechanical) checks. A character without a pharmacist kit takes a 4 penalty on
Craft (Pharmaceutical) checks.

'''Time:''' The times needed to craft things are listed on the below tables.

=== Craft (Chemical) (Int) ===


Craft (Chemical) is used when a character wishes to create acids and bases,
explosives, and some special ammunition. Poison crafting has been moved to Craft
(Pharmaceutical).

==== Acids and Bases ====


Acids deal acid damage (obviously). Acids are corrosives substances. Bases
neutralize acids but do not deal damage. A base of a certain type counteracts an
acid of the same type or a less potent type.

{| class="d20" style="text-align:left"
|-
! Type of Acid !! ALIGN="CENTER" | Parts DC !! ALIGN="CENTER" | Parts Expended !!
ALIGN="CENTER" | Acid DC !! ALIGN="CENTER" | Base DC !! ALIGN="CENTER" | Time
|-
|Mild (1d6/1d10)<SUP>'''1'''</SUP>|| ALIGN="CENTER" | 15 || ALIGN="CENTER" | 1 ||
ALIGN="CENTER" | 20|| ALIGN="CENTER" | 15|| ALIGN="CENTER" |1 min.
|- class="even"
|Potent (2d6/2d10)|| ALIGN="CENTER" | 20 || ALIGN="CENTER" | 3 || ALIGN="CENTER" |
25|| ALIGN="CENTER" | 20|| ALIGN="CENTER" |30 min.
|-
|Concentrated (3d6/3d10)|| ALIGN="CENTER" | 25 || ALIGN="CENTER" | 5 ||
ALIGN="CENTER" | 35|| ALIGN="CENTER" | 25|| ALIGN="CENTER" |1 hour
|- class="even"
| COLSPAN="6" |
# The dice rolls in parentheses are typical contact damage/immersion damage caused
per round of immersion.
|}

==== Scratch-Built Explosives ====


Building an explosive from scratch is dangerous. If the Craft (chemical) check
fails, the raw materials are wasted. If the check fails by 5 or more, the explosive
compound detonates as it is being made, dealing half of its intended damage to the
builder and anyone else in the burst radius. If the check succeeds, the final
product is a solid material, about the size of a brick. An explosive compound does
not include a fuse or detonator. Connecting a fuse or detonator requires a
Demolitions check. Alternatively, a character can craft a mine rather than a bomb.
The trigger range is decided by the crafter, but cannot by larger than the burst
radius. Improvised explosives can not be made into mines.

Players (and GMs) are encouraged to be creative about how they're making the bomb.
One character, for example, might make a bomb out of a lunchbox and cherry bomb.
Another might use a lead pipe, some black powder, and some bullet casings. Scratch
built explosives usually deal concussion damage, but they could also do piercing
damage if the bomb makes use of shrapnel (as in the bullet casings), for example.
Characters can purchase explosives as well: The price is roughly equal to the
number of parts required.

{| class="d20" style="text-align:left"
|-
! Type of Scratch-Built Explosive !! ALIGN="CENTER" | Parts DC !! ALIGN="CENTER" |
Parts Expended !! ALIGN="CENTER" | Craft DC !! ALIGN="CENTER" | Reflex DC !!
ALIGN="CENTER" | Time
|-
|Improvised (1d6/5 feet)<SUP>1</SUP>|| ALIGN="CENTER" | 8 || ALIGN="CENTER" | 1 ||
ALIGN="CENTER" | 15|| ALIGN="CENTER" | 10|| ALIGN="CENTER" | 1 round
|- class="even"
|Simple (2d6/5 feet)|| ALIGN="CENTER" | 15 || ALIGN="CENTER" | 3 || ALIGN="CENTER"
| 20|| ALIGN="CENTER" | 12||10 min.
|-
|Moderate (4d6/10 feet)|| ALIGN="CENTER" | 25 || ALIGN="CENTER" | 5 ||
ALIGN="CENTER" | 25|| ALIGN="CENTER" | 12|| ALIGN="CENTER" | 1 hour
|- class="even"
|Complex (6d6/15 feet)|| ALIGN="CENTER" | 35 || ALIGN="CENTER" | 10 ||
ALIGN="CENTER" | 30|| ALIGN="CENTER" | 15|| ALIGN="CENTER" | 3 hours
|-
|Powerful (8d6/20 feet)|| ALIGN="CENTER" | 40 || ALIGN="CENTER" | 15 ||
ALIGN="CENTER" | 35|| ALIGN="CENTER" | 15|| ALIGN="CENTER" | 12 hours
|- class="even"
|Devastating (10d6/25 feet)|| ALIGN="CENTER" | 50 || ALIGN="CENTER" | 20 ||
ALIGN="CENTER" | 40|| ALIGN="CENTER" | 18|| ALIGN="CENTER" | 24 hours
|-
| COLSPAN="6" |
# The figures in parentheses are typical damage/burst radius for each type of
explosive.
|}

==== Explosive Ammunition ====

{| class="d20" style="text-align:left"
|-
! Explosive Ammo !! ALIGN="CENTER" | Damage !! ALIGN="CENTER" | Damage Type !!
ALIGN="CENTER" | Burst Radius !! ALIGN="CENTER" | Reflex DC !! ALIGN="CENTER" |
Parts DC !! ALIGN="CENTER" | Parts Expended !! ALIGN="CENTER" | Craft DC !!
ALIGN="CENTER" | Size !! ALIGN="CENTER" | Weight !! ALIGN="CENTER" | Time
|-
|25mm grenade || ALIGN="CENTER" | 1d6 || ALIGN="CENTER" | Concussion ||
ALIGN="CENTER" | 5 ft. || ALIGN="CENTER" | 12 || ALIGN="CENTER" | 15 ||
ALIGN="CENTER" | 2 || ALIGN="CENTER" | 15 || ALIGN="CENTER" | Tiny ||
ALIGN="CENTER" | 0.25 lbs. || ALIGN="CENTER" | 10 min.
|- class="even"
|25mm grenade, high explosive || ALIGN="CENTER" | 2d6 || ALIGN="CENTER" |
Concussion || ALIGN="CENTER" | 10 ft. || ALIGN="CENTER" | 14 || ALIGN="CENTER" | 20
|| ALIGN="CENTER" | 3 || ALIGN="CENTER" | 20 || ALIGN="CENTER" | Tiny ||
ALIGN="CENTER" | 0.5 lbs. || ALIGN="CENTER" | 15 min.
|-
|25mm grenade, incendiary || ALIGN="CENTER" | 1d4+1d6 || ALIGN="CENTER" |
Concussion/Fire || ALIGN="CENTER" | 5 ft.|| ALIGN="CENTER" | 15 || ALIGN="CENTER" |
20 || ALIGN="CENTER" | 3 || ALIGN="CENTER" | 20 || ALIGN="CENTER" | Tiny ||
ALIGN="CENTER" | 0.25 lbs. || ALIGN="CENTER" | 15 min.
|- class="even"
|25mm grenade, plasma || ALIGN="CENTER" | 1d6+1d6 || ALIGN="CENTER" |
Concussion/Energy || ALIGN="CENTER" | 5 ft.|| ALIGN="CENTER" | 12 || ALIGN="CENTER"
| 20 || ALIGN="CENTER" | 4 || ALIGN="CENTER" | 20 || ALIGN="CENTER" | Tiny ||
ALIGN="CENTER" | 0.5 lbs. || ALIGN="CENTER" | 20 min.
|-
|25mm grenade, pulse || ALIGN="CENTER" | 1d4+1d4/1d10 || ALIGN="CENTER" |
Concussion/Electricity || ALIGN="CENTER" | 5 ft.|| ALIGN="CENTER" | 12 ||
ALIGN="CENTER" | 20 || ALIGN="CENTER" | 3 || ALIGN="CENTER" | 20 || ALIGN="CENTER"
| Tiny || ALIGN="CENTER" | 0.25 lbs. || ALIGN="CENTER" | 15 min.
|- class="even"
|25mm grenade, timed || ALIGN="CENTER" | 1d6|| ALIGN="CENTER" | Concussion ||
ALIGN="CENTER" | 5 ft. || ALIGN="CENTER" | 10 || ALIGN="CENTER" | 15||
ALIGN="CENTER" | 3 || ALIGN="CENTER" | 17 || ALIGN="CENTER" | Tiny ||
ALIGN="CENTER" | 0.25 lbs. || ALIGN="CENTER" | 10 min.
|-
| COLSPAN="11" |
|-
|40mm grenade || ALIGN="CENTER" | 3d6 || ALIGN="CENTER" | Slashing ||
ALIGN="CENTER" | 10 ft. || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 20 ||
ALIGN="CENTER" | 4 || ALIGN="CENTER" | 20 || ALIGN="CENTER" | Tiny ||
ALIGN="CENTER" | 0.5 lbs. || ALIGN="CENTER" | 30 min.
|- class="even"
|40mm grenade, high explosive || ALIGN="CENTER" | 4d6 || ALIGN="CENTER" | Slashing
|| ALIGN="CENTER" | 20 ft. || ALIGN="CENTER" | 17 || ALIGN="CENTER" | 25 ||
ALIGN="CENTER" | 5 || ALIGN="CENTER" | 25 || ALIGN="CENTER" | Tiny ||
ALIGN="CENTER" | 1.0 lbs. || ALIGN="CENTER" | 35 min.
|-
|40mm grenade, incendiary || ALIGN="CENTER" | 3d4+1d6 || ALIGN="CENTER" |
Slashing/Fire|| ALIGN="CENTER" | 5 ft.|| ALIGN="CENTER" | 18 || ALIGN="CENTER" | 25
|| ALIGN="CENTER" | 5 || ALIGN="CENTER" | 25 || ALIGN="CENTER" | Tiny ||
ALIGN="CENTER" | 0.5 lbs. || ALIGN="CENTER" | 35 min.
|- class="even"
|40mm grenade, plasma || ALIGN="CENTER" | 3d6+1d6 || ALIGN="CENTER" |
Slashing/Energy || ALIGN="CENTER" | 5 ft.|| ALIGN="CENTER" | 15 || ALIGN="CENTER" |
25 || ALIGN="CENTER" | 6 || ALIGN="CENTER" | 25 || ALIGN="CENTER" | Tiny ||
ALIGN="CENTER" | 0.5 lbs. || ALIGN="CENTER" | 40 min.
|-
|40mm grenade, pulse || ALIGN="CENTER" | 3d4+1d4/1d10 || ALIGN="CENTER" |
Slashing/Electricity || ALIGN="CENTER" | 5 ft.|| ALIGN="CENTER" | 15 ||
ALIGN="CENTER" | 25 || ALIGN="CENTER" | 5 || ALIGN="CENTER" | 25 || ALIGN="CENTER"
| Tiny || ALIGN="CENTER" | 0.5 lbs. || ALIGN="CENTER" | 35 min.
|- class="even"
|40mm grenade, timed || ALIGN="CENTER" | 3d6|| ALIGN="CENTER" | Slashing ||
ALIGN="CENTER" | 10 ft. || ALIGN="CENTER" | 13 || ALIGN="CENTER" | 20||
ALIGN="CENTER" | 4 || ALIGN="CENTER" | 22 || ALIGN="CENTER" | Tiny ||
ALIGN="CENTER" | 0.5 lbs. || ALIGN="CENTER" | 30 min.
|-
| COLSPAN="11" |
|-
|Flamer fuel || ALIGN="CENTER" | 3d6 || ALIGN="CENTER" | Fire || ALIGN="CENTER" |
|| ALIGN="CENTER" | 15 || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 3 ||
ALIGN="CENTER" | 20 || ALIGN="CENTER" | Medium || ALIGN="CENTER" | 1 lbs. ||
ALIGN="CENTER" | 10 min.
|- class="even"
|Flamer fuel, optimized<sup>1</sup> || ALIGN="CENTER" | 4d6 || ALIGN="CENTER" |
Fire || ALIGN="CENTER" | || ALIGN="CENTER" | 15/17 || ALIGN="CENTER" | 20 ||
ALIGN="CENTER" | 4 || ALIGN="CENTER" | 22 || ALIGN="CENTER" | Medium ||
ALIGN="CENTER" | 0.5 lbs. || ALIGN="CENTER" | 20 min.
|-
| COLSPAN="11" |
|-
|Missile || ALIGN="CENTER" | 10d6 || ALIGN="CENTER" | Concussion/Slashing ||
ALIGN="CENTER" | 25 ft. || ALIGN="CENTER" | 18 || ALIGN="CENTER" | 50 ||
ALIGN="CENTER" | 20 || ALIGN="CENTER" | 40 || ALIGN="CENTER" | Small ||
ALIGN="CENTER" | 1.5 lbs. || ALIGN="CENTER" | 24 hours
|- class="even"
|Missile, armor piercing || ALIGN="CENTER" | 9d6 || ALIGN="CENTER" |
Concussion/Slashing || ALIGN="CENTER" | 25 ft. || ALIGN="CENTER" | 18 ||
ALIGN="CENTER" | 52 || ALIGN="CENTER" | 20 || ALIGN="CENTER" | 45 || ALIGN="CENTER"
| Small || ALIGN="CENTER" | 1.5 lbs. || ALIGN="CENTER" | 28 hours
|-
|Missile, high explosive || ALIGN="CENTER" | 13d6 || ALIGN="CENTER" |
Concussion/Slashing || ALIGN="CENTER" | 50 ft. || ALIGN="CENTER" | 20 ||
ALIGN="CENTER" | 55 || ALIGN="CENTER" | 23 || ALIGN="CENTER" | 45 || ALIGN="CENTER"
| Small || ALIGN="CENTER" | 3 lbs. || ALIGN="CENTER" | 28 hours
|- class="even"
|Missile, high velocity || ALIGN="CENTER" | 10d6 || ALIGN="CENTER" |
Concussion/Slashing || ALIGN="CENTER" | 25 ft. || ALIGN="CENTER" | 21 ||
ALIGN="CENTER" | 52 || ALIGN="CENTER" | 21 || ALIGN="CENTER" | 42 || ALIGN="CENTER"
| Small || ALIGN="CENTER" | 1.5 lbs. || ALIGN="CENTER" | 28 hours
|-
|Missile, hive || ALIGN="CENTER" | 9d6 || ALIGN="CENTER" | Concussion/Slashing ||
ALIGN="CENTER" | 35 ft. || ALIGN="CENTER" | 23 || ALIGN="CENTER" | 55 ||
ALIGN="CENTER" | 21 || ALIGN="CENTER" | 45 || ALIGN="CENTER" | Small ||
ALIGN="CENTER" | 3 lbs. || ALIGN="CENTER" | 30 hours
|- class="even"
|Missile, incendiary || ALIGN="CENTER" | 10d4+5d6 || ALIGN="CENTER" |
Concussion/Slashing/Fire || ALIGN="CENTER" | 10 ft. || ALIGN="CENTER" | 21 ||
ALIGN="CENTER" | 55 || ALIGN="CENTER" | 23 || ALIGN="CENTER" | 45 || ALIGN="CENTER"
| Small || ALIGN="CENTER" | 1.5 lbs. || ALIGN="CENTER" | 28 hours
|-
|Missile, plasma || ALIGN="CENTER" | 10d6+5d6 || ALIGN="CENTER" | Concussion/Energy
|| ALIGN="CENTER" | 10 ft. || ALIGN="CENTER" | 18 || ALIGN="CENTER" | 55 ||
ALIGN="CENTER" | 25 || ALIGN="CENTER" | 45 || ALIGN="CENTER" | Small ||
ALIGN="CENTER" | 3 lbs. || ALIGN="CENTER" | 30 hours
|- class="even"
|Missile, pulse || ALIGN="CENTER" | 10d4+5d4/5d10 || ALIGN="CENTER" |
Concussion/Slashing/Electrical || ALIGN="CENTER" | 10 ft. || ALIGN="CENTER" | 18 ||
ALIGN="CENTER" | 55 || ALIGN="CENTER" | 23 || ALIGN="CENTER" | 45 || ALIGN="CENTER"
| Small || ALIGN="CENTER" | 1.5 lbs. || ALIGN="CENTER" | 28 hours
|-
| COLSPAN="11" |
|-
|Mini nuke || ALIGN="CENTER" | 15d6 || ALIGN="CENTER" | Concussion/Fire/Radiation
|| ALIGN="CENTER" | 40 ft. || ALIGN="CENTER" | 30 || ALIGN="CENTER" | 60 ||
ALIGN="CENTER" | 25 || ALIGN="CENTER" | 50 || ALIGN="CENTER" | Medium ||
ALIGN="CENTER" | 3 lbs. || ALIGN="CENTER" | 36 hours
|- class="even"
|Mini nuke, low yield || ALIGN="CENTER" | 12d6 || ALIGN="CENTER" |
Concussion/Fire/Radiation || ALIGN="CENTER" | 30 ft. || ALIGN="CENTER" | 25 ||
ALIGN="CENTER" | 50 || ALIGN="CENTER" | 22 || ALIGN="CENTER" | 45 || ALIGN="CENTER"
| Medium || ALIGN="CENTER" | 1.5 lbs. || ALIGN="CENTER" | 32 hours
|-
|Mini nuke, tiny tots || ALIGN="CENTER" | 18d6 || ALIGN="CENTER" |
Concussion/Fire/Radiation || ALIGN="CENTER" | 50 ft. || ALIGN="CENTER" | 35 ||
ALIGN="CENTER" | 60 || ALIGN="CENTER" | 28 || ALIGN="CENTER" | 55 || ALIGN="CENTER"
| Medium || ALIGN="CENTER" | 6 lbs. || ALIGN="CENTER" | 40 hours
|- class="even"
|Mini nuke, big kid || ALIGN="CENTER" | 20d6 || ALIGN="CENTER" |
Concussion/Fire/Radiation || ALIGN="CENTER" | 80 ft. || ALIGN="CENTER" | 35 ||
ALIGN="CENTER" | 60 || ALIGN="CENTER" | 30 || ALIGN="CENTER" | 55 || ALIGN="CENTER"
| Medium || ALIGN="CENTER" | 6 lbs. || ALIGN="CENTER" | 48 hours
|-
|Mini nuke, timed || ALIGN="CENTER" | 15d6 || ALIGN="CENTER" |
Concussion/Fire/Radiation || ALIGN="CENTER" | 40 ft. || ALIGN="CENTER" | 28 ||
ALIGN="CENTER" | 60 || ALIGN="CENTER" | 25 || ALIGN="CENTER" | 52 || ALIGN="CENTER"
| Medium || ALIGN="CENTER" | 3 lbs. || ALIGN="CENTER" | 36 hours
|-
| COLSPAN="11" |
|-
|Rocket || ALIGN="CENTER" | 6d6 || ALIGN="CENTER" | Concussion || ALIGN="CENTER" |
15 ft. || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 35 || ALIGN="CENTER" | 10 ||
ALIGN="CENTER" | 30 || ALIGN="CENTER" | Small || ALIGN="CENTER" | 0.25 lbs. ||
ALIGN="CENTER" | 3 hours
|- class="even"
|Rocket, armor piercing || ALIGN="CENTER" | 5d6 || ALIGN="CENTER" | Concussion ||
ALIGN="CENTER" | 15 ft. || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 37 ||
ALIGN="CENTER" | 11 || ALIGN="CENTER" | 35 || ALIGN="CENTER" | Small ||
ALIGN="CENTER" | 0.25 lbs. || ALIGN="CENTER" | 4 hours
|-
|Rocket, high explosive || ALIGN="CENTER" | 8d6 || ALIGN="CENTER" | Concussion ||
ALIGN="CENTER" | 30 ft. || ALIGN="CENTER" | 17 || ALIGN="CENTER" | 40 ||
ALIGN="CENTER" | 13 || ALIGN="CENTER" | 35 || ALIGN="CENTER" | Small ||
ALIGN="CENTER" | 0.5 lbs. || ALIGN="CENTER" | 4 hours
|- class="even"
|Rocket, high velocity || ALIGN="CENTER" | 8d6 || ALIGN="CENTER" | Concussion ||
ALIGN="CENTER" | 15 ft. || ALIGN="CENTER" | 18 || ALIGN="CENTER" | 37 ||
ALIGN="CENTER" | 11 || ALIGN="CENTER" | 32 || ALIGN="CENTER" | Small ||
ALIGN="CENTER" | 0.25 lbs. || ALIGN="CENTER" | 4 hours
|-
|Rocket, incendiary || ALIGN="CENTER" | 6d4+3d6 || ALIGN="CENTER" | Concussion/Fire
|| ALIGN="CENTER" | 5 ft. || ALIGN="CENTER" | 18 || ALIGN="CENTER" | 40 ||
ALIGN="CENTER" | 13 || ALIGN="CENTER" | 35 || ALIGN="CENTER" | Small ||
ALIGN="CENTER" | 0.25 lbs. || ALIGN="CENTER" | 4 hours
|- class="even"
|Rocket, plasma || ALIGN="CENTER" | 6d4++3d6 || ALIGN="CENTER" | Concussion/Energy
|| ALIGN="CENTER" | 5 ft. || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 40 ||
ALIGN="CENTER" | 15 || ALIGN="CENTER" | 35 || ALIGN="CENTER" | Small ||
ALIGN="CENTER" | 0.5 lbs. || ALIGN="CENTER" | 4 hours
|-
|Rocket, pulse || ALIGN="CENTER" | 6d4+3d4/3d10 || ALIGN="CENTER" |
Concussion/Electrical || ALIGN="CENTER" | 5 ft. || ALIGN="CENTER" | 15 ||
ALIGN="CENTER" | 40 || ALIGN="CENTER" | 13 || ALIGN="CENTER" | 35 || ALIGN="CENTER"
| Small || ALIGN="CENTER" | 0.25 lbs. || ALIGN="CENTER" | 4 hours
|- class="even"
| COLSPAN="11" |
# Requires the [[Vigilant Recycler (Fallout Supplement)|Vigilant Recycler]] feat to
craft.
|}

==== Conventional Ammunition ====


In addition to the normal uses of this skill, Craft (chemical) can be used to make
regular and some special ammunition for firearms. Craft (Mechanical) is also used
to craft regular ammunition and some special ammunition, along with arrows and
bolts and such. Craft (Electronics) is used to craft energy weapon ammunition.

Crafting ammunition requires raw materials in the form of shell casings and
Chemical parts. Shell casings are typically free, or you can buy packs of them for
the same price as a pack of ammo, but containing twice the number of casings.

{| class="d20" style="text-align:left"
|-
! Type of Ammo !! ALIGN="CENTER" | Parts DC !! ALIGN="CENTER" | Parts Expended !!
ALIGN="CENTER" | Craft DC !! ALIGN="CENTER" | Number Produced<sup>1</sup> !!
ALIGN="CENTER" | Time
|-
|Normal || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 3 || ALIGN="CENTER" | 15 ||
ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 30 minutes
|- class="even"
|High explosive|| ALIGN="CENTER" | 19 || ALIGN="CENTER" | 6 || ALIGN="CENTER" |
20|| ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 45 minutes
|-
|Pulse|| ALIGN="CENTER" | 19 || ALIGN="CENTER" | 6 || ALIGN="CENTER" | 20||
ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 45 minutes
|- class="even"
|Incendiary|| ALIGN="CENTER" | 19 || ALIGN="CENTER" | 6 || ALIGN="CENTER" | 20||
ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 45 minutes
|-
|Incendiary, other<sup>2</sup>|| ALIGN="CENTER" | 15 || ALIGN="CENTER" | 4 ||
ALIGN="CENTER" | 15|| ALIGN="CENTER" | 20|| ALIGN="CENTER" | 45 minutes
|- class="even"
|Rubber Round|| ALIGN="CENTER" | 16 || ALIGN="CENTER" | 3 || ALIGN="CENTER" | 15||
ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 30 minutes
|-
|Tracer|| ALIGN="CENTER" | 17 || ALIGN="CENTER" | 3 || ALIGN="CENTER" | 16||
ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 30 minutes
|- class="even"
| COLSPAN="6" |
# The number of casings used is capped at 10 for shotguns, 20 for rifles, and 50
for handguns.
# This is for arrows, blowdarts, crossbow bolts, and darts only.
|}

==== Other Ammunition ====


This use covers CO2 cartridges, flares, and paintballs.

{| class="d20" style="text-align:left"
|-
! Type of Ammo !! ALIGN="CENTER" | Parts DC !! ALIGN="CENTER" | Parts Expended !!
ALIGN="CENTER" | Craft DC !! ALIGN="CENTER" | Number Produced !! ALIGN="CENTER" |
Time
|-
|CO2 Cartridge || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 2 || ALIGN="CENTER" | 15
|| ALIGN="CENTER" | 20 || ALIGN="CENTER" | 30 minutes
|- class="even"
|Flare || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 3 || ALIGN="CENTER" | 15||
ALIGN="CENTER" | 10 || ALIGN="CENTER" | 30 minutes
|-
|Paintballs || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 1 || ALIGN="CENTER" | 15 ||
ALIGN="CENTER" | 20 || ALIGN="CENTER" | 30 minutes
|}

=== Craft (Electronic) (Int) ===


This skill allows a character to craft electronic equipment from scratch, such as
energy weapon ammunition, robots, and computer terminals, along with more simple
technology like walkie-talkies and alarm systems.

==== Scratch-Built Electronics ====


When crafting an electronic device from scratch, the character describes the kind
of device they want to craft; then the GM decides whether the device is simple,
moderate, complex, advanced, or futuristic, using the below table as a guideline.

{| class="d20" style="text-align:left"
|-
! Type of Electronic !! ALIGN="CENTER" | Parts DC !! ALIGN="CENTER" | Parts
Expended !! ALIGN="CENTER" | Craft DC<sup>1</sup> !! ALIGN="CENTER" | Time
|-
|Simple (alarm system/detonator) || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 3 ||
ALIGN="CENTER" | 15 || ALIGN="CENTER" |1 hour
|- class="even"
|Moderate (walkie-talkie/electronic lock) || ALIGN="CENTER" | 25 || ALIGN="CENTER"
| 5 || ALIGN="CENTER" | 20 || ALIGN="CENTER" |12 hours
|-
|Complex (terminal/radar dish) || ALIGN="CENTER" | 35 || ALIGN="CENTER" | 10 ||
ALIGN="CENTER" | 25 || ALIGN="CENTER" |24 hours
|- class="even"
|Advanced (Protectron/PIP-Boy) || ALIGN="CENTER" | 50 || ALIGN="CENTER" | 20 ||
ALIGN="CENTER" | 35 || ALIGN="CENTER" |60 hours
|-
|Futuristic (android brain/hologram projector) || ALIGN="CENTER" | 65 ||
ALIGN="CENTER" | 30|| ALIGN="CENTER" | 40 || ALIGN="CENTER" |120 hours
|- class="even"
| COLSPAN="5" |
# The DC increases by 5 if the GM deems the object also significantly
mechanical.<sup>2</sup>
# If you possess at least 5 ranks in Craft (Mechanical), you gain a +2 synergy
bonus on those crafts.
|}

==== Energy Ammunition ====


Craft (Electronic) can also be used to craft power cells and variant power cells
for energy weapons.

{| class="d20" style="text-align:left"
|-
! Type of Ammo !! ALIGN="CENTER" | Parts DC !! ALIGN="CENTER" | Parts Expended !!
ALIGN="CENTER" | Craft DC !! ALIGN="CENTER" | Number Produced<sup>1</sup> !!
ALIGN="CENTER" | Time
|-
|Regular || ALIGN="CENTER" | 20 || ALIGN="CENTER" | 3 || ALIGN="CENTER" | 20 ||
ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 30 minutes
|- class="even"
|Bulk || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 2 || ALIGN="CENTER" | 18||
ALIGN="CENTER" | Casings used<sup>2</sup>|| ALIGN="CENTER" | 30 minutes
|-
|Max Charge || ALIGN="CENTER" | 25 || ALIGN="CENTER" | 6 || ALIGN="CENTER" | 25||
ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 60 minutes
|- class="even"
|Optimized<sup>3</sup> || ALIGN="CENTER" | 23 || ALIGN="CENTER" | 5 ||
ALIGN="CENTER" | 23|| ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 50 minutes
|-
|Over charge|| ALIGN="CENTER" | 22 || ALIGN="CENTER" | 4 || ALIGN="CENTER" | 22||
ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 40 minutes
|- class="even"
| COLSPAN="6" |
# The number of casings used is capped at 20 for ECPs and MFCs, and 50 for ECs.
# The cap is changed to 30/75.
# Requires the [[Vigilant Recycler (Fallout Supplement)|Vigilant Recycler]] feat to
craft.
|}

=== Craft (Mechanical) (Int) ===


This skill allows a character to build mechanical devices from scratch, including
car engines, weapons, armor, and conventional ammunition.

==== Scratch-Built Mechanics ====


When crafting a mechanical device from scratch, the character describes the kind of
device they want to construct; then the GM decides if the device is simple,
moderate, complex, advanced, or futuristic, using the table below as a guideline.

{| class="d20" style="text-align:left"
|-
! Type of Mechanic !! ALIGN="CENTER" | Parts DC !! ALIGN="CENTER" | Parts
Expended !! ALIGN="CENTER" | Craft DC<sup>1</sup> !! ALIGN="CENTER" | Time
|-
|Simple (bear trap/poor lock) || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 3 ||
ALIGN="CENTER" | 15 || ALIGN="CENTER" |1 hour
|- class="even"
|Moderate (moderate lock/light armor) || ALIGN="CENTER" | 25 || ALIGN="CENTER" | 5
|| ALIGN="CENTER" | 20 || ALIGN="CENTER" |12 hours
|-
|Complex (heavy armor/handgun) || ALIGN="CENTER" | 35 || ALIGN="CENTER" | 10 ||
ALIGN="CENTER" | 25 || ALIGN="CENTER" |24 hours
|- class="even"
|Advanced (fusion cell engine/laser weapon) || ALIGN="CENTER" | 50 ||
ALIGN="CENTER" | 20 || ALIGN="CENTER" | 35 || ALIGN="CENTER" |60 hours
|-
|Futuristic (plasma weapon/power armor) || ALIGN="CENTER" | 65 || ALIGN="CENTER" |
30|| ALIGN="CENTER" | 40 || ALIGN="CENTER" |120 hours
|- class="even"
| COLSPAN="5" |
# The DC increases by 5 if the GM deems the object also significantly
electrical.<sup>2</sup>
# If you possess at least 5 ranks in Craft (Electronic), you gain a +2 synergy
bonus on those crafts.
|}

==== Conventional Ammunition ====


Craft (Mechanical) can be used as an alternative to Craft (Chemical) when crafting
regular ammunition, but can also craft its own set of special ammunition. However,
Mechanical parts are used for this, rather than Chemical parts.

{| class="d20" style="text-align:left"
|-
! Type of Ammo !! ALIGN="CENTER" | Parts DC !! ALIGN="CENTER" | Parts Expended !!
ALIGN="CENTER" | Craft DC !! ALIGN="CENTER" | Number Produced<sup>1</sup> !!
ALIGN="CENTER" | Time
|-
|Normal || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 3 || ALIGN="CENTER" | 15 ||
ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 30 minutes
|- class="even"
|Armor Piercing || ALIGN="CENTER" | 17 || ALIGN="CENTER" | 4 || ALIGN="CENTER" |
17|| ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 35 minutes
|-
|Flechette || ALIGN="CENTER" | 17 || ALIGN="CENTER" | 4 || ALIGN="CENTER" | 17||
ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 45 minutes
|- class="even"
|Hand Load, MAT<sup>4</sup>|| ALIGN="CENTER" | 17 || ALIGN="CENTER" | 4 ||
ALIGN="CENTER" | 17|| ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 35 minutes
|-
|Hand Load, JFP<sup>4</sup>|| ALIGN="CENTER" | 17 || ALIGN="CENTER" | 4 ||
ALIGN="CENTER" | 17|| ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 35 minutes
|- class="even"
|Hand Load, JHP<sup>4</sup>|| ALIGN="CENTER" | 17 || ALIGN="CENTER" | 4 ||
ALIGN="CENTER" | 17|| ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 35 minutes
|-
|Hand Load, JSP<sup>4</sup>|| ALIGN="CENTER" | 18 || ALIGN="CENTER" | 5 ||
ALIGN="CENTER" | 19|| ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 45 minutes
|- class="even"
|Hand Load, SUP<sup>4</sup>|| ALIGN="CENTER" | 18 || ALIGN="CENTER" | 5 ||
ALIGN="CENTER" | 19|| ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 45 minutes
|-
|Hand Load, SWC<sup>4</sup>|| ALIGN="CENTER" | 18 || ALIGN="CENTER" | 5 ||
ALIGN="CENTER" | 19|| ALIGN="CENTER" | Casings used|| ALIGN="CENTER" | 45 minutes
|- class="even"
|Hollow Point || ALIGN="CENTER" | 16 || ALIGN="CENTER" | 4 || ALIGN="CENTER" | 16||
ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 35 minutes
|-
|Junk<sup>3</sup> || ALIGN="CENTER" | 10 || ALIGN="CENTER" | 2 || ALIGN="CENTER" |
15|| ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 15 minutes
|- class="even"
|<nowiki>+P</nowiki> || ALIGN="CENTER" | 17 || ALIGN="CENTER" | 4 || ALIGN="CENTER"
| 17|| ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 40 minutes
|-
|Plinkling<sup>2</sup> || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 2 ||
ALIGN="CENTER" | 15|| ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 20 minutes
|- class="even"
|Special<sup>2</sup> || ALIGN="CENTER" | 15 || ALIGN="CENTER" | 2 || ALIGN="CENTER"
| 15|| ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 30 minutes
|-
|Silver || ALIGN="CENTER" | 18 || ALIGN="CENTER" | 5 || ALIGN="CENTER" | 19||
ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 45 minutes
|- class="even"
|Subsonic || ALIGN="CENTER" | 16 || ALIGN="CENTER" | 4 || ALIGN="CENTER" | 16||
ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 30 minutes
|-
|Surplus<sup>2</sup> || ALIGN="CENTER" | 16 || ALIGN="CENTER" | 3 || ALIGN="CENTER"
| 17|| ALIGN="CENTER" | Casings used || ALIGN="CENTER" | 35 minutes
|- class="even"
| COLSPAN="6" |
# The number of casings used is capped at 10 for shotguns, 20 for rifles, and 50
for handguns.
# The cap is changed to 0/30/75.
# The cap is changed to 20/40/100.
# Requires the [[Hand Loader (Fallout Supplement)|Hand Loader]] feat to craft.
|}

==== Other Ammunition ====


This use covers arrows, blowdarts, crossbow bolts, and darts, along with the silver
variant.

{| class="d20" style="text-align:left"
|-
! Type of Ammo !! ALIGN="CENTER" | Parts DC !! ALIGN="CENTER" | Parts Expended !!
ALIGN="CENTER" | Craft DC !! ALIGN="CENTER" | Number Produced !! ALIGN="CENTER" |
Time
|-
|Normal || ALIGN="CENTER" | 10 || ALIGN="CENTER" | 2 || ALIGN="CENTER" | 10 ||
ALIGN="CENTER" | 20 || ALIGN="CENTER" | 30 minutes
|- class="even"
|Silver|| ALIGN="CENTER" | 15 || ALIGN="CENTER" | 3 || ALIGN="CENTER" | 15||
ALIGN="CENTER" | 20 || ALIGN="CENTER" | 45 minutes
|}

=== Craft (Pharmaceutical) (Int) ===


This skill allows a character to compound medicinal drugs to aid in recovery from
treatable illnesses. It also allows a character to concoct various poisons. This
skill, like Craft (Chemical), uses Chemical parts in crafting.

==== Chems ====


Chems are powerful drugs used to enhance a character's abilities. The Craft DC,
Parts DC, and Parts Expended are listed on the individual Chem pages.

==== Medicinal Drugs ====


A medicinal drug gives a +4 circumstance bonus on Fortitude saves made to resist
the effects of a disease.
The Craft (Pharmaceutical) check is based on the severity of the disease to be
countered as measured by the DC of the Fortitude save needed to resist it.

{| class="d20" style="text-align:left"
|-
! Disease DC !! ALIGN="CENTER" | Parts DC !! ALIGN="CENTER" | Parts Expended !!
ALIGN="CENTER" | Craft DC !! ALIGN="CENTER" | Time
|-
|14 or lower || ALIGN="CENTER" | 20 || ALIGN="CENTER" | 3 || ALIGN="CENTER" | 20 ||
ALIGN="CENTER" |1 hour
|- class="even"
|1518 || ALIGN="CENTER" | 25 || ALIGN="CENTER" | 5 || ALIGN="CENTER" | 25 ||
ALIGN="CENTER" |3 hours
|-
|1922 || ALIGN="CENTER" | 30 || ALIGN="CENTER" | 10 || ALIGN="CENTER" | 30 ||
ALIGN="CENTER" |6 hours
|- class="even"
|23 or higher || ALIGN="CENTER" | 35 || ALIGN="CENTER" | 20 || ALIGN="CENTER" | 35
|| ALIGN="CENTER" |12 hours
|-
|}

==== Poisonous Substances ====


Solid poisons are usually ingested. Liquid poisons are most effective when injected
directly into the bloodstream. Gaseous poisons must be inhaled to be effective. The
table below summarizes the characteristics of various poisons.

If the Craft check succeeds, the final product is a synthesized solid or liquid
poison stored in a bottle (containing 4 doses) or a gas stored in a pressurized
cylinder. When released, the gas is sufficient to fill a 10-foot-radius area and
takes 1 round to fill the area.

{| class="d20" style="text-align:left"
|-
|+'''Table: Poisons'''
|-
! Poison !! ALIGN="CENTER" | Type !! ALIGN="CENTER" | Save DC !! Initial
Damage !! Secondary Damage !! ALIGN="CENTER" | Parts DC !! Parts Expended !!
ALIGN="CENTER" | Craft DC !! ALIGN="CENTER" | Time
|-
|Arsenic|| ALIGN="CENTER" | Ingested|| ALIGN="CENTER" | 15||1d4 Str||2d4 Con||
ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 24|| ALIGN="CENTER" | 4 hours
|- class="even"
|Atropine|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 13||1d6 Dex||1d6 Str||
ALIGN="CENTER" | 15|| 5|| ALIGN="CENTER" | 14||1 hour
|-
|Belladonna (plant)|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 18||1d6 Str||2d6
Str|| ALIGN="CENTER" | 35|| 10|| ALIGN="CENTER" | 30|| ALIGN="CENTER" | 8 hours
|- class="even"
|Bleak venom|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 19||1d6 Con||2d4 Con||
ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 25|| ALIGN="CENTER" | 14 hours
|-
|Blue vitriol|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 12||1d2 Con||1d2 Con||
ALIGN="CENTER" | 12|| 3|| ALIGN="CENTER" | 9|| ALIGN="CENTER" | 1 hour
|- class="even"
|Blue-ringed octopus venom|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 15||1d4
Con||1d4 Con|| ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 25|| ALIGN="CENTER" | 8
hours
|-
|Chloral hydrate|| ALIGN="CENTER" | Ingested|| ALIGN="CENTER" | 18||1d6 Dex||
Unconsciousness 1d3 hours|| ALIGN="CENTER" | 35|| 10|| ALIGN="CENTER" | 28||
ALIGN="CENTER" | 8 hours
|- class="even"
|Chloroform'''<SUP>1</SUP>'''|| ALIGN="CENTER" | Inhaled|| ALIGN="CENTER" | 17||
Unconsciousness 1d3 hours|||| ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 24||
ALIGN="CENTER" | 4 hours
|-
|Cloud kiss, weak|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 12||1d4 Con||1d4
Con|| ALIGN="CENTER" | 20|| 5|| ALIGN="CENTER" | 20|| ALIGN="CENTER" | 4 hours
|- class="even"
|Cloud kiss, potent|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 15||1d4 Con||2d4
Con|| ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 25|| ALIGN="CENTER" | 8 hours
|-
|Cloud kiss, lethal|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 19||2d4 Con||2d4
Con|| ALIGN="CENTER" | 35|| 10|| ALIGN="CENTER" | 30|| ALIGN="CENTER" | 15 hours
|- class="even"
|Curare (plant)|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 18||2d4 Dex||2d4 Wis||
ALIGN="CENTER" | 40|| 10|| ALIGN="CENTER" | 30|| ALIGN="CENTER" | 15 hours
|-
|Cyanide|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 16||1d6 Con||2d6 Con||
ALIGN="CENTER" | 40|| 10|| ALIGN="CENTER" | 31|| ALIGN="CENTER" | 15 hours
|- class="even"
|Cyanogen|| ALIGN="CENTER" | Inhaled|| ALIGN="CENTER" | 19||1d4 Dex||2d4 Con||
ALIGN="CENTER" | 35|| 10|| ALIGN="CENTER" | 28|| ALIGN="CENTER" | 8 hours
|-
|Dark datura (plant)|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 14||1d4 Con||1d4
Int|| ALIGN="CENTER" | 25||5 || ALIGN="CENTER" | 20|| ALIGN="CENTER" | 4 hours
|- class="even"
|DDT|| ALIGN="CENTER" | Inhaled|| ALIGN="CENTER" | 17||1d2 Str||1d4 Str||
ALIGN="CENTER" |25|| 5|| ALIGN="CENTER" | 20|| ALIGN="CENTER" | 4 hours
|-
|Knockout gas|| ALIGN="CENTER" | Inhaled|| ALIGN="CENTER" | 18||1d3 Dex||
Unconsciousness 1d3 hours|| ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 26||
ALIGN="CENTER" | 8 hours
|- class="even"
|Lead arsenate (gas)|| ALIGN="CENTER" | Inhaled|| ALIGN="CENTER" | 12||1d2 Str||1d4
Con|| ALIGN="CENTER" | 20|| 5|| ALIGN="CENTER" | 17|| ALIGN="CENTER" | 2 hours
|-
|Lead arsenate (solid) || ALIGN="CENTER" | Ingested|| ALIGN="CENTER" | 12||1d2
Con||1d4 Con|| ALIGN="CENTER" | 20|| 5|| ALIGN="CENTER" | 18|| ALIGN="CENTER" | 2
hours
|- class="even"
|Mother darkness|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 18||Paralysis 2d6
minutes, 1d4 Con||1d6 Wis|| ALIGN="CENTER" | 40|| 10|| ALIGN="CENTER" | 30||
ALIGN="CENTER" | 15 hours
|-
|Mustard gas|| ALIGN="CENTER" | Inhaled|| ALIGN="CENTER" | 17||1d4 Con||2d4 Con||
ALIGN="CENTER" | 35|| 10|| ALIGN="CENTER" | 26|| ALIGN="CENTER" | 8 hours
|- class="even"
|Paris green (gas)|| ALIGN="CENTER" | Inhaled|| ALIGN="CENTER" | 14||1d2 Con||1d4
Con|| ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 20|| ALIGN="CENTER" | 4 hours
|-
|Paris green (solid)|| ALIGN="CENTER" | Ingested|| ALIGN="CENTER" | 14||1d4 Con||
1d4 Con|| ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 24|| ALIGN="CENTER" | 4 hours
|- class="even"
|Puffer poison (fish)|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 13||1d6 Str||
Paralysis 2d6 minutes|| ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 23||
ALIGN="CENTER" | 4 hours
|-
|Rattlesnake venom|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 12||1d6 Con||1d6
Con|| ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 23|| ALIGN="CENTER" | 4 hours
|- class="even"
|Sarin nerve gas|| ALIGN="CENTER" | Inhaled|| ALIGN="CENTER" | 18||1d4 Con||2d4
Con|| ALIGN="CENTER" | 40|| 10|| ALIGN="CENTER" | 30|| ALIGN="CENTER" | 15 hours
|-
|Scorpion/tarantula venom|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 11||1d2
Str||1d2 Str|| ALIGN="CENTER" | 12||3 || ALIGN="CENTER" | 9|| ALIGN="CENTER" | 1
hour
|- class="even"
|Silver sting|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 14||1d6 Str||1d4 Con||
ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 21|| ALIGN="CENTER" | 15 hours
|-
|Strychnine|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 19||1d3 Dex||2d4 Con||
ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 23|| ALIGN="CENTER" | 4 hours
|- class="even"
|Tear gas|| ALIGN="CENTER" | Inhaled|| ALIGN="CENTER" | 15||Nauseated 1d6 rounds||
|| ALIGN="CENTER" | 25|| 5|| ALIGN="CENTER" | 21|| ALIGN="CENTER" | 4 hours
|-
|Tremble|| ALIGN="CENTER" | Injury|| ALIGN="CENTER" | 18||1d10 Str, 1d10 Dex||1d6
Con|| ALIGN="CENTER" | 50|| 10|| ALIGN="CENTER" | 38|| ALIGN="CENTER" | 20 hours
|- class="even"
|VX nerve gas|| ALIGN="CENTER" | Inhaled|| ALIGN="CENTER" | 22||1d6 Con||2d6 Con||
ALIGN="CENTER" | 40|| 10|| ALIGN="CENTER" | 32|| ALIGN="CENTER" | 24 hours
|-
| COLSPAN="9" |
# Chloroform gives off vapor that causes unconsciousness. Applying chloroform to an
unwilling subject requires a successful grapple check and pin.
|}

----
{{d20 Modern Skills Breadcrumb}}<br>
[[Category:D20M]]
[[Category:User]]
[[Category:Skill]]
{{Fallout Supplement Footer|&rarr; [[Skills (Fallout Supplement)|Skills]]}}

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