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Special Materials

Some weapons can be crafted using materials that have innate special properties. Only cartridges of ammunition and melee weapons that deal bludgeoning, piercing, or slashing damage can be made out of special materials. If you make a weapon out of more than one special material, you get the benefit of only the most prevalent material.

Each of the special materials described below has a defined game effect. Some creatures have damage reduction making them resistant to all but a special type of damage (such as that dealt by evil-aligned weapons) or damage from weapons of a particular material (such as cold iron). Characters may choose to carry several different types of weapons, depending on the types of creatures they most commonly encounter.

Name Family Price
Ammunition (1 piece) Abysium +70 credits
Raw Material (1 bulk) Abysium 1,125 credits
Weapon Abysium +4,500 credits
Ammunition (1 piece) Adamantine Alloy +50 credits per cartridge
Armor Adamantine Alloy +2,500 credits
Raw Material (1 bulk) Adamantine Alloy 625 credits
Weapon Adamantine Alloy +2,500 credits
Ammunition (1 piece) Cold Iron +9 credits per cartridge
Raw Material (1 bulk) Cold Iron 115 credits
Weapon Cold Iron +450 credits
Armor, Item or Weapon Djezet +2,000 credits
Raw Material (1 bulk) Djezet 500 credits
Ammunition (1 piece) Horacalcum +70 credits
Armor or Weapon Horacalcum +3,500 credits
Raw Material (1 bulk) Horacalcum 875 credits
Ammunition (1 piece) Inubrix +50 credits
Armor or Weapon Inubrix +2,500 credits
Raw Material (1 bulk) Inubrix 625 credits
Khefak Khefak Armor +500 credits
Thasteron Khefak Khefak Armor +2,000 credits
Ammunition (1 piece) Noqual +40 credits
Armor Noqual +2,000 credits
Raw Material (1 bulk) Noqual 500 credits
Weapon (Melee) Noqual +2,000 credits
Armor or Weapon Siccatite +2,500 credits
Raw Material (1 bulk) Siccatite 626 credits
Ammunition (1 piece) Silver +6 credits per cartridge
Raw Material (1 bulk) Silver 75 credits
Weapon Silver +300 credits

Descriptions

Aetherite

Source AB(SF)

Aetherite is a supernatural mineral forged from the destruction of ancient ley lines. Naturally occurring or “raw,” aetherite appears as growths of brightly phosphorescent blue crystals that shed light as a torch. Aetherite in its natural form has the following qualities.

Morphic qualities: When exposed to at least 1 point of electricity damage or 30 points of fire damage from a single attack, aetherite sublimates into a cloud of highly-charged plasma. Each point of electricity damage (or every 30 points of fire damage) is enough to transform 1 cubic foot of aetherite into 5 cubic feet of aetheric plasma. This plasma cloud sheds light like a torch and persists for 1 round per cubic foot of space. Any creature caught in the cloud or that enters the cloud must succeed at a DC 15 Reflex save or take 6d6 points of damage per round that is half fire and half electricity damage. Creatures adjacent to the plasma cloud are exposed to moderate aetherite radiation, while those inside the cloud are exposed to high aetherite radiation (see below). This cloud affects incorporeal creatures as if it were a force effect. At the end of the plasma cloud’s duration, it rains down into a cobalt-colored liquid slurry traced with veins of vibrant azure that fills a volume equal to half the total size of the solid aetherite that sublimated.

Liquid aetherite slurry sheds light like a candle and is no longer radioactive but is highly toxic. After exposure to 1 point of cold damage (or 1 hour at normal temperature), the slurry hardens back into loose aetherite crystals that weigh half as much as they did before sublimation. These crystals are no longer radioactive and are worth twice the market value of raw aetherite. Aetherite slurry remains in liquid form if kept at a temperature of 70 degrees or higher.

Radioactive: Unrefined aetherite emits a dangerous form of radiation that can potentially strip the soul from a living creature. Small amounts of unrefined aetherite emit low radiation that only affects creatures holding or carrying it. However, in larger quantities aetherite radiation has a wider area. For every 5-foot space occupied by raw aetherite, there is a cumulative 10-foot radius of low radiation. Aetheric radiation is blocked by a thin sheet of lead, and raw aetherite is commonly transported in special sealed, lead-lined containers for safety purposes.

Like standard radiation, aetherite radiation is an emanation poison, affecting creatures exposed within its area, with the intensity of radiation increasing the closer a creature gets to its source. Aetherite radiation lists the maximum level in an area nearest the source, with its strength reduced by one level for each increment of distance away from the source. For example, a high-radiation source with a radius of 10 feet affects creatures as medium radiation from 10 to 20 feet away, and low radiation at 20 to 30 feet, and is not harmful beyond that radius.

Remove radioactivity ends aetherite radiation effects and cures aetherite sickness but remove affliction does not.

Creatures killed by aetherite radiation or aetherite sickness have a 50% chance to rise as a corporeal undead with the aetherwarped template. Creatures that become dissociated or comatose from aetherite sickness cannot save against possession effects, such as a ghost’s malevolence ability.

Liquid Aetherite

Type poison, contact, ingested, injury; Save Fortitude DC 17; Track Constitution and Charisma; Frequency 1/round for 6 rounds; Cure 2 saves.

Aetherite Radiation

Type poison, emanation (see above); Save Fortitude (below); Track Constitution; Frequency 1/round

Effect At each state of impaired and beyond, the victim must succeed at a DC 18 Fortitude saving throw or contract the aetherite sickness disease (see below).

Cure none

Aetherite Sickness

Type disease; Save Fortitude (same DC as the level of radiation that caused the radiation sickness); Track mental; Frequency 1/day

Effect Aetherite sickness isn’t contagious.

Cure 3 consecutive saves; Cure 2 saves.

Radiation Level
Radiation Fortitude DC
Low 13
Medium 17
High 22
Severe 30

Raw aetherite in its solid form has a hardness of 5 and 10 hp per inch of thickness, takes double damage from bludgeoning attacks, and takes no damage from force effects.

Aetherite, depleted: Depleted aetherite is specially refined aetherite that has been alchemically tailored to be as hard as steel, and lacks the ability to act as a capacitor for aetheric energy. Weapons forged from depleted aetherite count as magic weapons for the purpose of bypassing damage reduction. Also, adding any magical enhancements to a depleted aetherite weapon costs 10% less than normal. This decrease is applied the first time the item is enhanced, not once per ability added. Weapons, armor and tools forged from refined aetherite are considered masterwork and weapons count as magic for overcoming damage reduction.

Depleted aetherite has a hardness of 10 and 20 hp per inch of thickness.

Aetherite, refined: Refined aetherite comes from raw aetherite that has been exposed to aetherite’s morphic states thousands of times in an industrial aetherite refinery. The process requires the aetherite to be compressed and compounded with new aetheric crystals created from the same procedure and exposed to a continuous electrical current. Refined aetherite is of an extremely high quality and is used in all aethertech devices, including aetheric capacitors. Refined aetherite no longer sublimates and is locked in its crystalline state. Instead, when exposed to heat or electricity the crystal releases stored aetheric energy and can even be recharged to contain new energy when combined with the proper equipment. Refined aetherite is neither radioactive nor toxic and sheds light like a candle when charged with units of aetheric energy.

Refined aetherite has 30 hit points per inch of thickness and has hardness 10.

Special Materials

Some weapons can be crafted using materials that have innate special properties. Only cartridges of ammunition and melee weapons that deal bludgeoning, piercing, or slashing damage can be made out of special materials. If you make a weapon out of more than one special material, you get the benefit of only the most prevalent material.

Each of the special materials described below has a defined game effect. Some creatures have damage reduction making them resistant to all but a special type of damage (such as that dealt by evil-aligned weapons) or damage from weapons of a particular material (such as cold iron). Characters may choose to carry several different types of weapons, depending on the types of creatures they most commonly encounter.

Table 7–12: Special Materials
Type Item Price Modifier
Ammunition (adamantine alloy) +50 credits per cartridge
Weapon (adamantine alloy) +2,500 credits
Ammunition (cold iron) +9 credits per cartridge
Weapon (cold iron) +450 credits
Ammunition (silver) +6 credits per cartridge
Weapon (silver) +300 credits

Adamantine Alloy

Adamantine is a starmetal, one of several valuable metals mined from asteroids and planets throughout the universe. Pure adamantine is exceedingly rare and expensive, so weapons using adamantine are always made of an adamantine alloy. Weapons or ammunition fashioned from adamantine alloy overcome the damage reduction of creatures with DR/adamantine, such as many magical constructs, and have a natural ability to ignore hardness when sundering weapons or attacking objects, ignoring hardness less than 30 (see Breaking Objects). Weapons and ammunition without metal parts can’t be made from adamantine alloy.

Cold Iron

Cold iron is mined from deep underground and forged at a lower temperature to preserve its delicate properties. Weapons or ammunition fashioned from cold iron overcome the damage reduction of creatures with DR/cold iron, such as demons and fey. Weapons or ammunition without metal parts can’t be made from cold iron.

Silver

A complex process involving alchemy, magic, and metallurgy can bond silver to weapons or ammunition so that they overcome the damage reduction of creatures with DR/silver, such as lycanthropes. The silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, or starmetals.