Costs for Creating Chemicals and Other Fun Things

6 posts / 0 new
Last post
nezumi
nezumi's picture.
Last online
6 months 3 days ago
Costs for Creating Chemicals and Other Fun Things

I was going to wait until the crafting measure passes, but I'm already in limbo here, so I'm guessing if the measure doesn't pass, it's all going to be the same answer ...

I'm looking to craft the following (in Sirian):
A few doses of thermite (I expect this to be cheap; aluminum and iron oxide) so I can use it during sessions.
Hydrazine (also cheap; a bonding of ammonia and bleach) http://en.wikipedia.org/wiki/Hydrazine#Synthesis_and_manufacture
Dinitrogen tetroxide (http://en.wikipedia.org/wiki/Dinitrogen_tetroxide) which may be more expensive, but provides sulfuric acid, which is a plus.

I'd also like to construct a fairly simple mechanism of pumps and combustion chambers, plus reaction wheels, connected via a small mini-computer (likely a recycled cell phone) and a radio antenna with a reception range of about 600 km, and basic transmitting capabilities. Oh, and parachutes. I will be getting most of the materials for this from parts of Carver's room, which didn't need so many walls to begin with. It's expense probably depends a lot on how much equipment is available around the station.

The plan is to break assembly into two skill groups; chemistry and hardware. (I know that per the proposed rule, only one skill would really be necessary, but I have two skills, so it would be fun to use them both.)

The character's buying power is rather limited, so I'd prefer to make everything that might require making.

Thank you!

Madius
Madius's picture.
MediatorNewbie HelperSetting Department MemberSystem Department MemberStoryhostSite Lead
Last online
6 months 3 days ago
The System take - Setting input also needed

From the System side of things, until we start talking about actual numbers of what this stuff can do, it's effectively costless - you can assume you have access to it unless Setting says otherwise (if there are watchlists for given combinations of chemicals, for instance, or shortages, or limitations on the Station's fabbers, anything like that).

Ingredients do nothing, and thus cost nothing. If you expect a given ingredient to have tacit effects, it doesn't - it's all factored into what you craft, or what you buy, and you only have to buy what you don't want to take the time to craft :) When you actually craft the thing you want, you're exchanging your real-life time and effort (and the chance to fail) to generate X thing, instead of buying it outright (which takes zero time but DOES cost silver/credits).

That's the System take. Setting has a say on how accessible these specific components are and whether the purchase of (or disappearance or rerouting of) some combination of these parts or materials requires a roll, or might be noticed by station authorities and lead to conflict IC of some variety to be resolved separate from the crafting itself. I'll let them weigh in on that aspect :)

At some point, we'll start being able to track commonly-requested materials and their availability on the wiki, but we're not there yet.

Zxehenia
Zxehenia's picture.
MediatorSetting Department MemberSystem Department MemberStoryhostSite Lead
Last online
2 hours 9 min ago
how much of a hard ass do I get to be....

Cuz you know... Chem degree :p

For the station and closed spaces ammonia and bleach being in close proximity is going to be hells monitored cuz that is some nasty stuff

HOWEVER there is always more then one way to chemistry and alternatives can always be found

After all meth n a coffee pot ;)

One that list without consulting nifty super secret chemist club stuff, cuz sekret science is awesome, what is really going to be the kicker is quantity. There are several different methods to obtain hydrazine and N2O4 (in fact I got this one with a penny....it was an interesting mistake....)

Some chemicals would be monitored, but we just have not gotten that far, as most Chen based skills so far have been related to a more specific speciality and the character was in a job where they would have access, so that list has yet to be touched

nezumi
nezumi's picture.
Last online
6 months 3 days ago
Thermite currently would be

Thermite currently would be one "dose"; i.e., enough for a single door. I imagine that's maybe 12-20 ounces worth.

The other ones I'm looking for a larger project. It's difficult for me to pull up the exact numbers, but at the moment, I'm guessing on the order of 50 to 150 liters. However, in the future I'd like to expand to more, closer to the 500-2,000 liter range.

Zxehenia
Zxehenia's picture.
MediatorSetting Department MemberSystem Department MemberStoryhostSite Lead
Last online
2 hours 9 min ago
The Thermite definitely easy

The Thermite definitely easy to get away with until someone whom knows her age, or catchers her burning a door she isn't suppose to :p

the 50 to 150 liter range is doable - so long as there was creativity behind gathering the components, ie a bit here and there until she has enough to make what she wants. That is easy to escape detection, but would take a bit of time.

The 500-2000 is about where no matter how sneaky she was someone was likely to begin noticing, unless she took a really long time to build it up. But even by then they may detect some of the byproduct which would trigger the detectors to think there was a leak.

Zxehenia
Zxehenia's picture.
MediatorSetting Department MemberSystem Department MemberStoryhostSite Lead
Last online
2 hours 9 min ago
Although....

Also there is nothing in the rules that says she also can't start trying to make a new kind of fuel ;)