Player > Weapon > Solarian Crystals > Apocalypse crystal, standard
Critical: Corrode 2d6
Regions ravaged by a living apocalypse’s radioactivity
sometimes develop a form of natural solarian weapon crystal
known as an apocalypse crystal. While no one is foolish
enough to oppose a living apocalypse to search its environs for
these crystals, when a living apocalypse moves away from a
devastated area it dwelt in for a long period, there is often a
“crystal rush.” Representatives of solarian academies and other
prospectors in environmental suits risk exposure to lingering
radiation in hopes of finding any apocalypse crystals before
anyone else—and before the malevolent nuclear ooze returns.
An apocalypse crystal causes the damage dealt by your solarian weapon to function as a force effect. On a critical hit, your target’s molecules begin to lose cohesion, inflicting terrible damage.
|Apocalypse crystal, shard||1||150||+1||Corrode 1d4||—||—||AA2 p.81|
|Apocalypse crystal, least||5||3050||+1d4||Corrode 1d6||—||—||AA2 p.81|
|Apocalypse crystal, minor||8||9500||+1d6||Corrode 1d6||—||—||AA2 p.81|
|Apocalypse crystal, lesser||11||24900||+2d6||Corrode 1d6||—||—||AA2 p.81|
|Apocalypse crystal, greater||17||265000||+4d6||Corrode 3d6||—||—||AA2 p.81|
|Apocalypse crystal, true||20||776000||+6d6||Corrode 5d6||—||—||AA2 p.81|
The target takes corrode damage equal to the amount listed. This functions as the burning condition but deals acid damage rather than fire damage.
You are on fire. As long as you have this condition, at the start of
your turn each round before you take any actions (or attempt the
Reflex saving throw described below), you take the listed amount
of damage as fire damage (or 1d6 fire damage, if no amount is
listed in the effect that causes burning). Fire damage from
multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt a Reflex saving throw to remove this condition. The DC of this saving throw is equal to 10 + the amount of fire damage you took this round from the burning condition. If you succeed at this saving throw, you lose the burning condition. You can attempt a new saving throw each round you have this condition, and you receive a +2 bonus for each previous saving throw you’ve attempted in consecutive rounds.
You can also automatically end this condition by jumping into enough water to douse yourself. If you don’t have enough water on hand, you can spend a full action to roll on the ground or otherwise smother the fire to attempt a new saving throw with a +4 bonus (plus any bonuses from previously failed consecutive attempts) to end the condition.