This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Material Impositions ====== You have learned that certain mundane materials, plants, or even creatures, properly utilized, can have unusual effects on magical energies. Material Impositions are unique Talents only available to this Path, that emulate and interact with magic effects, but are themselves Extraordinary Abilities. Unless stated otherwise, activating an imposition is a Half Action that provokes attacks of opportunity, and costs 4 [[game_systems:tactic_pool|TP]]. If the Imposition grants a save, the DC is equal to 10 + ½ your ranks in [[priority:skills:craft|Craft]] (Alchemy) + your Intelligence bonus, unless stated otherwise. Impositions with activated abilities can interfere with each other’s energies and effects; if you use the activated ability of a Material Imposition while another activated ability is still in effect, the previous effect immediately ends. Impositions which do not require activation do not interfere with other imposition’s effects. Activating a Material Imposition consumes raw materials, but usually the cost of these materials is insignificant, at GM discretion. Unless otherwise noted, Material Impositions are extraordinary effects, and due to this produce their "magical" effects even within areas of antimagic. ---- <WRAP round box> ===== Ammonium Nitrate ===== * **Requirements:** [[priority:skills:craft|Craft]] (Alchemy) 5, [[priority:skills:knowledge|Knowledge]] (Nature) 5, 5 EXP Advanced research into various chemical reactions has taught you how to create a substance that can drastically lower temperatures, or even freeze an opponent solid. You may activate this imposition in two ways: **First**, you may use it to lower the ambient temperature in an area, protecting yourself, and every creature within 30 ft. from the effects of extreme heat, such as heat exhaustion, and nonlethal damage, for 10 minutes. This cooling effect can even protect the you and your allies from the heat of lava, cooling molten stone within the radius of the effect and allowing you and your allies to safely traverse it. Creatures within the radius of this effect also gain fire resistance equal to your ranks in [[priority:skills:craft|Craft]] (Alchemy), or increase any fire resistance they currently possess by the same amount. This effect may be moved freely with you, but if you cease to possess the solution, the effect ends. **Secondly**, you may toss the concoction at a target: make a single ranged touch attack against an opponent within 30 ft.; on a successful attack the opponent takes 1d8 cold damage for every five ranks in [[priority:skills:craft|Craft]] (Alchemy) you possess (rounded down, minimum 1d8), and must make a Fortitude save or be frozen solid in a block of ice for 1 round, plus 1 round for every 4 ranks in [[priority:skills:knowledge|Knowledge]] (Nature) you possess. This ability can affect objects and undead. While trapped in the ice, the creature is paralyzed, but does not need to eat or breathe for the duration of the effect, and any physical attack or damaging spell deals damage to the ice first, and cannot harm the trapped creature until the ice is destroyed, which ends all other effects of this ability. The ice has 20 hit points and hardness 0. ==== Glacial Percussion [explosive]: ==== Mixing various freezing compounds into your flashbangs, this allows them to deal an additional 1d6 cold damage per four ranks you possess in [[priority:skills:knowledge|Knowledge]] (Arcana), and creatures that fail their Fortitude save are staggered for 1d4 rounds in addition to the flashbang’s normal effects. If you hit a target that is already staggered with this effect, the target is instead paralyzed for 1 round. </WRAP> <WRAP round box> ===== Aspect Infusion ===== * **Requirements:** [[priority:skills:craft|Craft]] (Alchemy) 5, [[priority:skills:knowledge|Knowledge]] (Planes) 5, 5 EXP You learn how to combine a small sample of a chosen element with other materials to grow a living elemental that you can keep in a small container, such as a bottle or potion vial. When this imposition is chosen, You select one of the following elements: air, earth, fire, or water. You may grow a small elemental of this type during an 8 hour rest; at [[chargen:common_terms#core_stats|CST]] 8, 13, 17, and 22, you may increase the size and power of the elemental you can grow in this way by 1 step (medium, large, huge, greater). You may activate this imposition to release the elemental from the vial, allowing it to aid you both on and off the battlefield. The elemental understands you, and follows your commands to the best of its ability - directing the elemental is a Half Action. If the elemental moves more than 100 ft. away from you, it disperses 1d4 rounds later, regardless of whether or not it returns to your side during that time. You cannot have more than one elemental active with this ability at a time. As long as the elemental is not destroyed, banished, or dispersed, it can be reclaimed into its vial as a Swift Action, as long as it is within 100 ft. of you. Elementals conjured in this way are treated as summoned creatures for spells and effects. ==== Elemental Enhancement [explosive]: ==== As long as you are adjacent to an active elemental from this imposition’s primary effect, you may use it to augment your flashbangs with elemental power, allowing them to deal damage of the type matching your elemental. Targets must make a Reflex save instead of the normal Fortitude save. In addition to the normal effects of the Flashbang, you deal an amount of additional damage of the chosen element type (air deals electricity damage, water deals cold damage, earth deals acid damage, and fire deals fire damage) equal to 1d6 per two [[chargen:common_terms#core_stats|CST]] you possess. Creatures who succeed on their Reflex save take ½ damage, and are not subject to the flashbang’s normal effects. <WRAP center round info 60%> You may choose this imposition more than once, selecting a different element each time. </WRAP> </WRAP> <WRAP round box> ===== Belladonna Barrier ===== * **Requirements:** Medical Training, [[priority:skills:craft|Craft]] (Alchemy) 5, 5 EXP You activate this imposition by mixing a piece of belladonna root with several other herbs and minerals and then ingesting it or feeding it to an adjacent ally. This mixture protects the target from being subjected to the belladonna’s poison, and confers several of its properties to them. First, the target is immune to lycanthropy; if the target has already been afflicted with lycanthropy, they cannot be affected by or benefit from any of its effects for the duration of this ability. Secondly, the target gains a circumstance bonus to their armor class against all natural attacks equal to your Intelligence bonus. These effects last for a number of rounds equal to your Intelligence bonus. In addition, your work with belladonna has made you particularly adept at treating and preventing poisoning; whenever you Treat Deadly Wounds on a creature, the subject becomes temporarily immune to poison for a number of rounds equal to your Intelligence bonus. Any poison in its system or any poison to which it is exposed during the effect’s duration does not affect the subject until the effect’s duration has expired, though the duration of the effect continues to expire as normal; this does not reverse instantaneous effects of poison that have already occurred, such as hit point damage, temporary ability damage, or effects that don’t go away on their own. ==== Belladonna Bursts [explosive]: ==== You may enhance your Flashbangs with crushed belladonna, causing targets who fail their save to take 1d6 points of Strength damage, plus an additional 1d6 points of Strength damage when you reach [[chargen:common_terms#core_stats|CST]] 12 and 20, in addition to the normal effects (to a total of 2d6 Strength damage at CST 20). This is a poison effect, and creatures with resistance to poison apply that resistance to their save against the Flashbang’s effects. </WRAP> <WRAP round box> ===== Brimstone ===== * **Requirements:** [[priority:skills:craft|Craft]] (Alchemy) 5, [[priority:skills:knowledge|Knowledge]] (Arcana) 5, 5 EXP Brimstone, also known as sulfur, has effects that can ward off illness and disease when used in small and controlled amounts. You may activate this imposition by snapping a small piece of brimstone in two and placing it in a vest pocket or pouch resting between the nose and heart of a target creature within reach, granting a +1 competence bonus to Fortitude saves, with an additional +1 for every 5 ranks in [[priority:skills:craft|Craft]] (Alchemy) which you possess. This bonus lasts for a number of minutes equal to 1 + your Intelligence modifier. While a creature is benefiting from this imposition, any time a creature attempts a bite or swallow whole against them, that creature must succeed at a Fortitude saving throw or be nauseated for 1 round. ==== Sulfuric Detonations [explosive]: ==== You may enhance your Flashbangs with large doses of brimstone, causing them to smoke and burn. In addition to the flashbang’s normal effects, the target also takes 1d6 points of fire damage per 2 ranks in [[priority:skills:knowledge|Knowledge]] (Arcana) you possess; creatures who succeed on their Fortitude save against the Flashbang take ½ damage from this effect. In addition, noxious smoke fills a radius around the target equal to 5 ft. + 5 ft. per four ranks in [[priority:skills:craft|Craft]] (Alchemy) you possess, causing any creature that is in the smoke to make a Fortitude save against the Flashbang’s original DC or be sickened for as long as they remain in the effect and for 1d4 rounds thereafter. The smoke dissipates naturally after 1 minute, and is dispersed in 1 round by strong or stronger winds. </WRAP> <WRAP round box> ===== Circle of Salt ===== * **Requirements:** [[priority:skills:craft|Craft]] (Alchemy) 5, [[priority:skills:knowledge|Knowledge]] (Arcana) 5, 5 EXP You carefully lay out an unbroken circle of salt, creating a protective circle around yourself and up to 1 adjacent ally per 4 ranks in [[priority:skills:knowledge|Knowledge]] (Arcana) (minimum 1) that lasts for a number of minutes equal to your Intelligence bonus (minimum 1). If a protected ally moves outside of the square they occupied when the circle was created, the protective energy is disrupted and the effect immediately ends. While within this circle, you and protected allies gain a circumstance bonus to saving throws against spells, spell-like abilities, and supernatural effects equal to your Intelligence bonus (minimum 1). In addition, while within the circle, you and affected allies are also protected from bodily contact by summoned creatures and incorporeal undead. This causes the natural weapons and touch attacks of such creatures to fail, and the creatures to recoil if such attacks require touching the warded creature. The protection ends if the warded creature takes any hostile action against a blocked creature, and that creature may pass through the barrier (though other creatures are still warded as normal). ==== Dispelling Detonations [explosive]: ==== You add a mixture of silver, salt, lead, and other materials which naturally disrupt magical energies to your flashbangs. Creatures that fail their save against the flashbang’s initial effect are also subject to a targeted [[priority:magic:spells:tier3:dispel_magic|]] spell, using 1/2 your [[chargen:common_terms#core_stats|CST]] as the caster level. This cannot be used to target a specific spell effect - it does not discriminate. If you also possess the silver material imposition and 10 or more [[chargen:common_terms#core_stats|CST]], this instead acts as a targeted [[priority:magic:spells:tier6:dispel_magic_greater|]] effect. </WRAP> <WRAP round box> ===== Copper ===== * **Requirements:** [[priority:skills:craft|Craft]] (Alchemy) 5, [[priority:skills:knowledge|Knowledge]] (Nature) 5, 5 EXP You learn how to use copper to disperse and manipulate electricity to your advantage. You may activate this imposition as a Full Action to apply copper coils strategically upon yourself or an ally (if affecting an ally, you must be adjacent to them), granting the target electricity resistance 5 for a number of minutes equal to your Intelligence modifier (minimum 1). This electricity resistance increases by 5 for every 5 ranks in Knowledge (Nature) you possess, and stacks with other sources of electricity resistance. ==== Voltaic Bursts [explosive]: ==== You may apply coils of copper and other conductive metals to your flashbangs, allowing them to deal an additional 1d6 electricity damage per two ranks you possess in [[priority:skills:knowledge|Knowledge]] (Nature); creatures who succeed at their Fortitude save against the flashbang take ½ damage from this effect. Additionally, all creatures adjacent to the target must also succeed at a Reflex saving throw, or suffer an amount of electricity damage equal to your ranks in Knowledge (Nature) as electricity leaps from the original target. </WRAP> <WRAP round box> ===== Dowsing Rod (Su/Ex) ===== * **Requirements:** [[priority:skills:knowledge|Knowledge]] (Nature) 5, [[priority:skills:survival|Survival]] 5, 5 EXP Your studies have taught you how to identify objects that serve as natural dowsing rods capable of leading you towards a person, place, or thing. You must have seen the target you seek, or an accurate representation of it (such as a detailed portrait) in order for this ability to work. If searching for a non-specific type of thing (such as the nearest body of water, the nearest city, etc.) you need not have seen it or a representation before, but the rod becomes much less accurate, and may lead to something other than what you seek (for example, seeking the nearest body of water could lead to a puddle, or the ocean, and one seeking the nearest city could be led to a bustling metropolis or the ruins of an ancient civilization). Once activated, the dowsing rod will always point towards the desired target, though it gives no indication as to the target’s distance, and always points directly towards it, regardless of obstacles. If the target is protected by a [[priority:magic:spells:tier3:nondetection|]] spell or similar effect, use half of your combined ranks in Knowledge (Nature) and Survival as your Caster Level when determining if your dowsing rod can pierce the effect (for example, possessing 10 ranks in each equates to an effective CL of 10). This is a supernatural effect, except for when using it to locate the nearest body or source of water, in which case it can be used as an extraordinary ability. </WRAP> <WRAP round box> ===== Gold ===== * **Requirements:** [[priority:skills:knowledge|Knowledge]] (Religion) 5, [[priority:skills:knowledge|Knowledge]] (Arcana) 5, 5 EXP Gold is the metal most closely associated with the sun, willpower, and vitality. By following a carefully designed formula and creating a small structure in an adjacent square using at least 2 TU worth of gold per square, you and all allies in a 30 ft. radius of the structure are protected from the powers of negative energy and undeath, gaining a +2 morale bonus to saving throws against death effects, disease, and paralysis effects for a number of minutes equal to ½ your ranks in Knowledge (Religion). This bonus increases by +2 for every 5 ranks you possess in both Knowledge (Religion) and (Arcana), to a maximum of +8 at 20 ranks in each. In addition, any undead creature attempting to enter the protected radius of the structure must succeed on a Will save or find itself prevented from entering. The structure can be destroyed if it takes a number of points of damage equal to 5 times your combined ranks in Knowledge (Arcana) and (Religion). As long as the structure is not destroyed, you can retrieve it, and reuse it later. Retrieval is a full round action. The structure’s smallest size occupies a 5ft square, and weighs 50 pounds, though they may be made bigger, at the GMs discretion. ==== Purifying Detonations [explosive]: ==== You learn how to mix small amounts of gold flakes and holy water into your flashbangs, allowing you to damage undead with positive energy in addition to the flashbang’s normal effects, though the target must make a Will save instead of the Fortitude save normally granted. Undead creatures targeted by this ability take 1d6 points of positive energy damage per two ranks in Knowledge (Religion) that you possess. This ability has no effect on living creatures, unless they are also damaged by positive energy, such as most dhampirs. Undead who succeed on their Will save take ½ damage from this effect. </WRAP> <WRAP round box> ===== Howling Herbology ===== * **Requirements:** [[priority:skills:craft|Craft]] (Alchemy) 5, [[priority:skills:knowledge|Knowledge]] (Nature) 5, 5 EXP The mandrake root is feared in myth and legend for its ability to rend the life from mortals with its banshee-like wail. You have learned that while much of this is simply myth, the root does contain certain properties that gave rise to the legends. By ingesting a small portion of ground mandrake root mixed with various catalyzing agents, you are able to unleash a piercing scream that deals an amount of sonic damage equal to 1d4 per rank in Knowledge (Nature) to all creatures within a 30 ft. radius (Fortitude save for half damage). This ability affects objects and undead. You are immune to the damage from this effect. ==== Sonic Shriekers [explosive]: ==== You may enhance your flashbangs with mandrake root, granting them thunderous power. In addition to the flashbang’s normal effects, the target also takes 1d6 points of sonic damage per two ranks in Knowledge (Nature) you possess, and the DC for Fortitude saves against flashbangs modified with this imposition increases by 1 for every 5 [[chargen:common_terms#core_stats|CST]] which you possess. Creatures who succeed on their Fortitude save against the flashbang take ½ damage from this effect. The damage and effects from this ability apply to both objects and undead. </WRAP> <WRAP round box> ===== Lead ===== * **Requirements:** [[priority:skills:knowledge|Knowledge]] (Arcana) 5, 5 EXP Lead is a metal particularly problematic for practitioners of divination magic, foiling the magical emanations they rely upon. When you first gain this imposition, you learn how to craft a thin helmet liner out of lead, which costs 1 hour and a total of 2 TU times your ranks in Knowledge (Arcana) to create. As long as you or an ally is wearing this helmet liner, any Divination school effect that targets or would reveal information about the subject requires the caster to make a caster level check against a DC of 11 + [your ranks in Knowledge (Arcana)] or have the effect fail. These liners do not occupy an item slot, but wearing more than one has no additional effect. Because they are not true magic items, but rather science and geometry applied in a way that interferes with divination magic, these liners are somewhat fragile, and they cease to function after they have forced casters to attempt a caster level check a number of times equal to your Intelligence modifier (minimum 1), as determined at the time the liner was crafted. Once this limit has been reached, the liner ceases to function until you spend at least 1 hour re-attuning it, costing 50% of the original crafting cost of the liner. ==== Erratic Detonations [explosive]: ==== You add a mixture of lead to your flashbangs. The flashbang creates a cloud of fine dust with a radius of 15 ft. that persists a number of rounds equal to your Intelligence modifier. Any creature within the cloud must make a Fortitude save or suffer from lead poisoning. This cloud does not obscure vision. A moderate wind (11+ mph) disperses the cloud in 4 rounds; a strong wind (21+ mph) disperses the cloud in 1 round. Lead poisoning functions as Lich Dust, but the save is keyed off of your Flashbang. The DC for Fortitude saves against flashbangs modified with this imposition increases by 1 for every 5 [[chargen:common_terms#core_stats|CST]] which you possess. </WRAP> <WRAP round box> ===== Lodestone ===== * **Requirements:** [[priority:skills:knowledge|Knowledge]] (Engineering) 5, [[priority:skills:survival|Survival]] 5, 5 EXP A Lodestone’s unusual properties often seem like magic to the uninitiated, but to you, it is a predictable and reliable tool. You may activate this imposition in one of two ways: **Firstly,** you may draw one primarily metal item or creature within 60 ft. directly towards yourself. This item or creature cannot weigh more than 50 lbs., and if it is a living creature or an item held by a living creature, you must succeed on a combat maneuver check against the opponent’s CMD, using your ranks in Knowledge (Engineering) in place of your base attack bonus and your Intelligence modifier in place of your Strength modifier for the check. Upon a successful use of this ability, the targeted creature or item is moved up to 30 ft. directly towards you; if this ability is used on a creature, this movement provokes attacks of opportunity. **Secondly,** you may use this ability to repel all metal creatures or objects within a 30 ft. radius; this ability cannot affect a single item or creature whose weight is more than 100 lbs. Any unattended metal objects within the radius of this effect are immediately moved directly away from you to the first legal square outside of the effect’s radius; when you activate this ability, you make a single combat maneuver check using your ranks in Knowledge (Engineering) in place of your base attack bonus, and your Intelligence modifier in place of your Strength modifier, and compares the result against the CMD of all metal creatures or creatures wielding metal equipment within the area’s effect, moving any creature whose CMD your check exceeds directly away to the first legal square outside of the effect’s radius. Creatures wielding metal weapons may choose to drop them rather than be subject to this ability’s effects, but creatures wearing metal armor are treated as metal creatures for determining this ability’s effects. You may affect an additional 50 pounds for every 5 ranks in Knowledge (Engineering) you possess, to a maximum of 250 lbs. at 20 ranks. ==== Magnetic Bursts [explosive]: ==== You may enhance your flashbangs with lodestone flakes that cling to the target, making it easier for metallic weapons, or weapons whose primary damage-dealing apparatus is composed of metal, such as spear or arrowheads, to hit the target. For the next 1d4 rounds, any attack made with a metal weapon against a target who has failed their save against a flashbang modified with this explosive gains a +1 circumstance bonus to the attack roll, with an +1 for every 5 ranks in Knowledge (Engineering) you possess. </WRAP> <WRAP round box> ===== Magnesium ===== * **Requirements:** [[priority:skills:craft|Craft]] (Alchemy) 5, 5 EXP You have learned to distill magnesium into a highly reactive material that, when ignited, burns at extreme temperatures and sheds a brilliant white light. Activating this imposition gives you a brilliant magnesium torch that can be wielded as a light weapon which you are considered proficient with, dealing 1d6 fire damage with an 18-20/x2 critical range and multiplier. This torch sheds bright light to a range of up to 60 ft., and increases the light level by one step within twice that range. This effect automatically dispels any darkness effect within its area whose caster level is less than half your ranks in [[priority:skills:craft|Craft]] (Alchemy). Whenever you confirm a critical hit against a target with this weapon, they catch fire, taking 1d6 points of fire damage each round, until they take a full round action to put it out. A creature ignited by this ability is entitled to a Reflex saving throw at the start of their turn each round to attempt and extinguish the flame without expending their Full Action. If the fire is not extinguished, it burns out naturally after 1 minute. You must have a hand free when you activate this imposition, otherwise the torch falls to the ground in an adjacent square, causing any unattended flammable items or substances in that square to catch fire. ==== Sun Flare [explosive]: ==== You mix a blend of magnesium and phosphorescent materials into your flashbangs, allowing them to cause targets who fail their save against them to be blinded, and the flashbang to shed bright light out to 30 ft. for 1d6 rounds. This effect automatically dispels any darkness effect within its area whose caster level less than half your ranks in [[priority:skills:craft|Craft]] (Alchemy). In addition, the duration of your Flashbang's blinding effect is doubled. </WRAP> <WRAP round box> ===== Quicksilver ===== * **Requirements:** [[priority:skills:craft|Craft]] (Alchemy) 5, 5 EXP Also known as mercury, this strange liquid is commonly drawn from cinnabar. Quite toxic, this shifting liquid can act as quite a slippery surface. This functions as a splash weapon which you can use as a ranged touch attack with a range increment of 10 feet, creating a puddle of quicksilver with a radius of 30 feet; causing all creatures that attempt to enter or move through the area to make a Reflex saving throw or immediately fall prone. This puddle lasts for 1d4 rounds. ==== Mercurial Bursts [explosive]: ==== You may enhance your flashbangs with mercury, causing targets who fail their saving throw to take 1d4 points of Wisdom damage, plus an additional 1d4 points of Wisdom damage when you reach [[chargen:common_terms#core_stats|CST]] 12 and 20, in addition to the normal effects. This is a poison effect, and creatures with resistance to poison apply that resistance to their save against the flashbang’s effects. </WRAP> <WRAP round box> ===== Silver ===== * **Requirements:** [[priority:skills:craft|Craft]] (Alchemy) 5, [[priority:skills:knowledge|Knowledge]] (Esoteric) 5, 5 EXP Silver is the metal most closely related to the moon, and is said to ward off bad luck and witchcraft. When you first gain this imposition, you learn how to craft a small amulet which takes 1 hour and a total of 2 TU times your ranks in Knowledge (Esoteric) to create. As long as you or an ally are wearing this amulet, they gain spell resistance equal to 10 + half your ranks in Knowledge (Esoteric). These charms do not occupy an item slot, but wearing more than one has no additional effect. Because they are not true magic items, but rather science and geometry applied in a way that interferes with magical energies, these amulets are exceedingly fragile, and they cease to function after they have forced casters to attempt a caster level check to overcome the granted spell resistance a number of times equal to your Intelligence modifier (minimum 1), as determined at the time the amulet was crafted. Once this limit has been reached, the amulet ceases to function until you spend at least 1 hour and 50% of the original craft cost re-attuning it. ==== Dispelling Detonations [explosive]: ==== You add a mixture of silver, salt, lead, and other materials which naturally disrupt magical energies to your flashbangs. Creatures and objects that fail their save against the flashbang’s initial effect are also subject to a targeted [[priority:magic:spells:tier3:dispel_magic|]] spell, using the half your ranks in [[priority:skills:knowledge|Knowledge]] (Esoteric) as the Caster Level. This cannot be used to target a specific spell effect. If you also possess the Circle of Salt material imposition and 10 or more [[chargen:common_terms#core_stats|CST]], this instead acts as a targeted [[priority:magic:spells:tier6:dispel_magic_greater|]] effect. </WRAP> <WRAP round box> ===== Thermite ===== * **Requirements:** [[priority:skills:craft|Craft]] (Alchemy) 10, 5 EXP Through delicate research into iron and aluminum interactions, you learn of a particularly volatile reaction, allowing great explosive potential. You can create and apply an incredibly potent mixture to a 5-foot square within your reach. Creating and applying this mixture takes 1 round, which provokes attacks of opportunity. The mixture can be set alight as part of applying the mixture (or if it is dealt at least 1 point of fire damage, or if it is subject to a suitable spell effect), dealing 1d8 points of fire damage per two ranks in [[priority:skills:craft|Craft]] (Alchemy), ignoring hardness and a number of Fire Resistance equal to your [[chargen:common_terms#core_stats|CST]], if any. ==== Pyrotechnic Detonation [explosive]: ==== By adding thermite into your flashbangs, you can cause great devastation to those caught within it, allowing them to cause targets who fail their save against her flashbangs to be blinded for 2d4+1 rounds, in addition to taking 1d8 points of fire damage per 2 ranks in Craft (Alchemy) you possess. Creatures who succeed at their Fortitude save against the flashbang take half damage from this effect. <WRAP center round info 60%> At the GMs discretion, this Material Imposition may be unavailable in a given setting. </WRAP> </WRAP> <WRAP round box> ===== Tungsten ===== * **Requirements:** [[priority:skills:craft|Craft]] (Armor) 5, [[priority:skills:knowledge|Knowledge]] (Engineering) 5, 5 EXP You have learned how to work with tungsten metal, an incredibly dense and heavy material that is incredibly intensive to work with. When you first gain this imposition, you learn how to craft tungsten plates, which takes 1 hour and 2 TU to create per plate. You may only have a number of plates created at a time equal to 1 + your Intelligence modifier. A creature may put a tungsten plate under any armor or clothing for additional protection, at the cost of their maneuverability, granting them both DR 1/adamantine and a -1 armor check penalty for every tungsten plate a creature has equipped. ==== Burdening Blast [explosive]: ==== You may add tungsten shards to your flashbangs, causing targets who fail their save to also be struck by dense shrapnel, making them take a -2 penalty to attack rolls, AC, and CMD; multiple uses of this ability stack, increasing the penalty by an additional -2 per shard lodged within the target. The target may remove a single shard as a Half Action, or may remove them all as a Full Action. You may only add 1 shard per 5 ranks in Knowledge (Engineering) to a flashbang. </WRAP>