TEXT: 6d. Science and Alchemy
  Revolution D100 ver 1.0 – 15-Oct-2016. The following text is designated as Open Game Content.
  Weird Science is a sub-system that does not grant powers, but rather the ability to create and operate gadgets which, while 
  described as scientific devices, are in fact more akin to powers in their effect than to real world devices. It is typically found 
  in pulp, planetary romance or steampunk settings. By limiting their use to the creation of potions and poultices, as well as 
  bombs or enhanced projectiles, you can use these rules for Alchemy, too.
  Prerequisite
  Before learning Devices as Traits, a character needs the appropriate Science Trait. This is always a Knowledge Trait, and it 
  allows the scientist to create power sources and basic ammunition without the need for specific Device Traits.
  Blueprints
  Weird Science requires the creation of blueprints for its artefacts, or “recipes” for Alchemy. Blueprints can also be found as 
  treasure. Although a Device Trait allows the scientist to create any variant of the appropriate device or drug, the creations 
  are usually limited to gadgets for which the scientist has a blueprint ready. 
  Device creation
  To create an object from scratch, make a Conflict against the Item Value. To repair, reactivate, recharge, or figure out how to
  use an item, the Conflict is against the Value of the device, plus damage if quantified, but the Challenge Rating is will be 
  lower (see below). The Skills used are Craft to repair or create, and Knowledge to create something new or learn how to use
  something the scientist has never seen before.
  The opposition Challenge Rating is always 50%, except when creating a blueprint or creating an item without a blueprint, in
  which case it is 80%. When restoring or repairing a device, of simply figuring out how to use it, the Challenge Rating is 
  20%.
  Starting equipment
  As a rule of thumb, a scientist starts the game with a number of memorised blueprints equal to his or her Knowledge slots, 
  and their basic Value cannot exceed 10% of the scientist’s Craft or Knowledge Skill, whichever is higher. He or she usually 
  has one sample item per Blueprint known.
  Device flaws
  Many devices or Blueprints will have flaws because of Consequences suffered in their creation. You may use the Flaw 
  Tables, or borrow ideas from the tables provided for enchantments or weapons.
  Device flaw table
  D10 roll
  Consequence
  Notes
  1-3
  Overcharge-prone. Whenever activated, the user rolls Operate versus a 
  resistance of 50%, plus 30% for each extra minus sign. If the roll is failed, the 
  device stops functioning after that use and must be reactivated with a Repair 
  Conflict.
  4-6
  When active, emits a buzzing noise that bestows a Penalty to any Concentration 
  roll within 3d6 metres.
  8-9
  When active, emits smoke that bestow a Penalty to Stealth rolls made by anyone
  in the party.
  10
  Unstable. Whenever activated, the user rolls Operate versus a resistance of 50%,
  plus 30% for each extra minus sign. If the roll is failed, the user suffers electric 
  or other energy damage of Might equal to the total number of minus signs. The 
  item will still work if the Operate roll is a success.
  Usually appropriate 
  to equipment used in 
  Combat.
  
  Drug flaw table
  D10 roll
  Consequence
  Notes
  1-5
  Also acts as a poison of Might equal to 5 points plus 5 per minus sign, effect 
  Immediate Paralysis.
  6-7
  Bestows a Penalty of 1d6 to a Characteristic, chosen at creation time, when used
  to determine the starting size of a Resolution Point pool, once per adventure.
  8-9
  Dizzyness. The drug will cause a Penalty to a Skill roll, similar to a Negative 
  Consequence. The Narrator decides when to assign the Penalty.
  10
  Paranoia. The drug user becomes incapable of overcoming one of his or her 
  Motivations (Narrator’s choice). The Motivation becomes immediately active 
  and remains such for the duration of the potion effect. The character cannot 
  perform direct actions against the Motivations, and must resist the Motivation 
  with Willpower whenever the Narrator suggests he or she should do something 
  bold or inconvenient because of the motivation, or actually do it.
  The player MUST be
  informed that the 
  potion will limit the 
  character’s free will.
  Device attributes
  Many devices have the Combine attribute, which means that they can be combined with one or more powers labelled as 
  Science in the basic power list. Each Combined effect adds 1 to the Basic Value of the item, but all effects share the same 
  Range and Target attributes as the main device. Might is a special case, and the device description will specify if all 
  Combined effects have the same Might as the main device (the default case) or Might must be added separately to each 
  effect, in which case the Might of all effects is counted towards the device Value.
  If an item is listed as Combine 0+, it means that it usually has a typical, intrinsic effect that does not need the addition of 
  other powers, but this effect can be substituted with something else from the power list or other devices. If an item is listed 
  as Combine 1+, then it must be combined with other effects or devices or it becomes useless.
  Device list
  Clockwork Device
  Item, Might 1+
  This trait allows the creation of clockwork devices that can push, hold, operate or do something that goes beyond the 
  scientist’s capabilities. The STR or DEX of the device is equal to its Might, and can be added to the user's Characteristic 
  when assessing the Starting Resolution Points in a Conflict of the appropriate type. Some sample devices are: 
  
  Coil Ram: a small device usable to bash doors open with the Operate Skill.
  
  Clockwork Glove: a device that increases the wearer’s DEX when operating on small devices.
  
  Spring Ladder: a device that helps climbing any surface up to Might metres.
  
  Auto-injector: a device that can be tied to a character’s arm, ready to inject Might doses of a potion or drug without
  spending Strike Ranks for a Use Item Action.
  Clockwork Spider 
  (prerequisite: Clockwork Device)
  Combine 1+, Item, Might 1+
  A self-operated device that can contain any combination of other devices, crafted separately, and be programmed to execute 
  simple tasks. Its Size Class, equal to its Might, is normally not sufficient to allow meleé attacks, but it can use other devices 
  or specially modified weapons. It can hold a number of devices and weapons equal to its Combine attribute. The general 
  
  type of devices the creature can mount must be specified at design or build time, but the actual device can be exchanged for 
  another provided it belongs to the same broad category (limb, sensor, energy weapon, projectile weapon, etc.). 
  The creature gains 3d6 STR (proportional to the Size Class) and 1d6 DEX, plus 1d6 DEX per Might not spent on Size 
  Class. It contains a replaceable energy source equal to its Basic Value sufficient to power all of its devices for one Combat, 
  or one hour of other activities. All of its basic Skills are equivalent to the Operate Skill of the person programming it.
  Energy Projector 
  Item, Might 1+, Projection, Range 1+
  This device projects a peculiar kind of energy in a radius equal to its Range on the Combat scale. The energy may also be 
  useful to harass something particularly sensitive to it, providing a Bonus in generic Conflicts or Basic Combat.
  The energy can also be focused in a concentrated beam through a system of shutters. This allows also to use the projector as 
  a rudimentary weapon which produces a one-time energy discharge of Might equal to the item’s Might. Light, in this case, 
  does not produce a laser, but rather a bright discharge that blinds the opponent if the damage is higher than its Constitution, 
  or gives a temporary Penalty to its next roll if lower. Heat, Cold, Radiation and the like do damage normally to organic 
  matter. The Projector trait is applied to the scientist’s Ranged Combat or Operate. Someone with a very high Ranged 
  Combat value can also use it. 
  After the discharge is released, or one hour of normal use, the projector needs to be recharged. A projector connected to a 
  permanent energy source can fire one discharge per Combat round.
  Enhanced Blade
  Combine 0+, Item, Might 1+
  The scientist creates a special blade with a saw or chainsaw effect, and may also combine one [Element] Blade effect 
  provided the total Might is at least 3. The blade can also be given an improved damage effect at the cost of one point of 
  basic Value per level of effect. Adding Slash (effect) to a non-slashing weapon adds 2 to Value. The effects can be applied to
  any type of weapon, but a different Blueprint is required for each.
  A non-weapon item like a glove or a robot limb can be turned into a weapon in this way. In this case its basic damage is 
  1d(Might*2) and needs the addition of any Damage effects, but it can ignore any negative Might due to low STR or Size 
  Class.
  Enhanced Projectile
  Combine 0+, Item, Might 1+
  The scientist creates a special projectile with improved mundane characteristics as described in the equipment section, 
  and/or adds the [Element] Arrow effect. The Palsy effect can be added by combining the ammunition with the Paralyzer 
  device. The effects can be applied to any type of ammunition, but a different Blueprint is required for each.
  Ammunition is a one-use device, so its total Value is equal to the base Value multiplied by three, not by four. It can be 
  manufactured in batches by adding one to Value (after the multiplication, not before) per projectile after the first.
  Enhancing Drug
  Combine 1, Item, Might 1+, Target 1 individual
  This potion must be combined with one Enhance [Characteristic] power. It has the same effects and limitations as the basic 
  power. Usage of other basic powers such as Grant [Trait] or Absorb [Energy] require Narrator's permission, and usually the 
  possession of a specific Stunt or of an equivalent power.
  
  Goggles
  Item, Might 1+
  These devices can either be used to give the character Acute Vision when looking at something small or in adverse 
  conditions (darkness, smoke, etc.), or to detect something peculiar and specific when worn (Infrared/Heat, Radium 
  radiations, a toxin, etc.) They provide a Support Bonus to Perception in investigation Conflicts, or even in other Conflicts 
  not directly related to their object when appropriate, and add their Might to the starting Resolution Point total when facing 
  the exact problem they were designed for.
  Grenade
  Combine 1, Item, Might 1+
  This device is an explosive grenade of equal Might, or a flashing or energy-releasing grenade. The effects are similar to 
  those of the one-time discharge of an energy projector. It also allows the creation of Smoke grenades which can fill an area 
  with smoke, lasting for Might Combat rounds. If combined with Potions or Poisons it allows the creation of various poison 
  gas grenades, or tear gas if combined with Paralyzer.
  Healing Potion
  Item, Might 1+, Target 1 individual
  The potion works like a Heal power of equivalent Might. The scientist can also create antidotes for venoms or diseases with 
  this Trait, assuming he or she has a clear knowledge of the target ailment. Their Might is the same as that of the potion.
  Paralyser
  Combine 1, Item, Might 1+, Target 1 individual
  This device paralyses the target like the standard power. Paralysis lasts for the current Round plus one Round per Might in 
  excess of the target Size class, and cannot occur at all if the target is of Size Class greater than Might. It must be combined 
  with another device that acts as the vessel to deliver its effect. The total Might of the Combined device must be split among 
  Paralyser and other effects, if any.
  
  If combined with Energy Projector it acquires the Projection and Range * attributes. It works as a one-time 
  discharge when not connected to its own energy source, or as a weapon that can be fired once per round if 
  connected to an energy source. 
  
  If combined with Enhanced Blade, it must hit its target in Combat to release a one-use paralysing discharge of the 
  appropriate Might.
  
  If combined with Grenade or Enhanced Projectile it allows the creation of paralysing ammunition or grenades.  
  Poison
  Item, Might 1+, Target 1 individual
  The potion is a poison with Might equal to 1d6 per Might of the potion, rolled at application time. The standard effect of a 
  poison is Death. The scientist can add effects like Confusion or Palsy from the list of those available to Science. These 
  contribute to the potion Value according to their basic Might, and replace the standard effect of Death. Instant effects add 
  double their Might to the potion Value, and allow the poison to be deadly, in addition to inflicting the effect.
  The scientist can also create an antidote to any Poison he or she knows, with a Might equal to 1d6 per Might of the potion. 
  This is stronger than antidotes created with the Healing Potion Trait.
  
  Protective Coil
  Combine 0+, Item, Might 1+
  This device protects a single person or a human-sized object from an energy type. It provides Absorb [Energy] of that type, 
  absorbing up to its Might from all attacks from that energy type, losing Might as it soaks off damage. As the device is 
  effectively one-use, its total Value is its Might multiplied by three. A coil designed to absorb kinetic energy will “soak up” 
  the damage bonus of physical attacks, but not the damage dice of the weapons proper. Using the Combine attribute allows 
  the coil to block more than one kind of energy, but the total Might stopped is always the same.
  Example
  Professor Rathas knows the Clockwork Device, Clockwork Spider, Enhanced Blade and Energy Projector devices. He 
  wishes to create a powerful defence automaton.
  First of all, he designs the spider chassis. He goes for a Might of 3, which he splits between Size Class 1 and +2 dice to 
  DEX  for a total of 3d6 DEX, and a Combine of 2, so the total Value of the chassis is 5, which becomes 20 for a permanent 
  item. Rathas has an INT of 17 and a total Skill of 79, including Traits, so he manages to create the Blueprint losing only 12 
  Resolution Points. The Narrator splits the resulting Consequences between a permanent “Reputation as a Creator of 
  Monsters -” that will forever haunt him when he interacts with people in his home town and a 1d6 STR flaw for the 
  automaton. The permanent social Penalty is harsh, but it is a fair price for being able to build a legion of automatons.
  Then the Professor designs the first two of the many interchangeable devices. He decides that the creature will mount a 
  weaponized limb and an energy discharger.
  The weaponized limb is a variant of the Enhanced Blade. The Professor goes for a classic rotating saw limb of Might 3 (1d6
  damage) with the addition of 1 point of Slash effect (it will trigger on an Advantage roll), which gives us a basic Value of 4. 
  The Professor faces a total Value of 16 and prevails with only 8 points lost, for a total of one flaw. The Narrator consults the
  additional features table in Chapter Five and decrees that the weapon has a +1 SR cost when attacking, for a total of 4 SR. 
  Annoying, but still functional.
  The energy projector is just a simple electricity discharger. The Professor goes for a one-use first prototype with Close 
  Range, Might 2 and Target 1, for a total Value of 4 (12 when modified for a one-use item). He manages to win the Conflict 
  without losses, and the one-shot discharger Blueprint is ready for mass production.
  The final result for version 1.0 of the small automaton is:
  STR 2d6 DEX 3d6 Size Class XS
  Base SR (5d6) /2 (average 9), with a -4 Penalty in Close Combat with human sized opponents.
  Weapon 1: saw, SR 9+3, SR used to attack/parry 4/2, damage 1d6, Slash (advantage)
  Weapon 2: electricity projector, SR DEX+20, SR used to attack 5, damage 2d6 (one shot per Combat)
  
SOURCE: textdata/thevault/Revolution d100 SRD/RD100-SRD-06e - Weird Science.pdf