5.1. RUST Technology
Rules • DnD 5e
RUST Technology
Refined Dust
Dust is a type of narutally ocurring ore that can only be found on the continent of Ateliroux. Dust appears in the form of crystals that varies in color depending on the variant. Dust are activated when taking damage and can cause various effect like exploding, creating illusory images and creating a stone wall. Dust also reacts negatively to magic causing a reaction called the Contra Reaction.
As Home steps into the modern age, dust was refined to a more inert and stable state safe for public consumption. This new form of dust is called Refined Dust or RUST. RUST do not produce a contra reaction when reacting with magic. In addition, while RUST can activate when taking damage as normal, there are methods to make RUST inert making it safe to use in household appliances.
Contra Reaction
When any magical aura (like those emited by magic items and spell auras) or spells comes into contact with dust, it will cause an explosion followed by a contra zone. A contra zone is a sphere that goes through cover and is filled with blue smoke that obscures vision.
The explosion and the following contra zone affects an area equal to 10 times the original amount of dust. All creatures within the radius of the initial explosion must make a DC 15 Constitution saving throw or take 5d10 necrotic damage or half as much on a success. Any creature that enters a contra zone or ends their turn in a contra zone must make the same saving throw.
Whenever a spell or a magic item is activated within a Contra Reaction, roll a d100 twice. The first d100 determines if the spell is casted. If your roll is lower than your spellcsting DC, the spell is casted. Otherwise, the spell and by extension the spellslot, is wasted The second d100 determines wild magic effect that happens regardless if the spell is casted successfully or not.
RUST Cartridges
RUST is the center of all technological development in Home. Nations that prioritises RUST development will revolve around RUST Cartridges. RUST cartridges are general purpose power source that powers many RUST appliances. RUST Cartridges comes in various sizes but the common one would be tiny size which comes in 3 variations.
The standard prices of these cartridges are as follows
| Size | Price (SGP) | Charges | Weight (lb) | Description |
| Tiny | 1 | 10 | 1 | The most commonly used cartridge size. Fits in the palm of your hand, this cartridge is commonly used to power RUST applicances like DV Goggles and Armas. |
| Tiny Quickload | 3 | 5 | 1 | |
| Tiny High Capacity | 5 | 20 | 2 | |
| Small | 10 | 100 | 10 | Used in light vehicles like autobikes or flightboards as well low powered machines like vending machines. This cartridge is about 3ft |
| Medium | 100 | 800 | 80 | Containers about the size of a barrel. These large containers are usually used in large machines like autocars and automail. |
| Large | 800 | 6,500 | 650 | Commonly used in heavy duty vehicles like autoarmor and RUST Engines. These heavy cartridges are unwieldy and difficult to transport. Some even use it as a makeshift explosive. |
| Huge | 6,400 | 52,000 | 5,300 | Used to power buildings for long periods of times. These massive tanks are usually transported by vehicles and cannot be moved without one. |
Cartridge Charges
Each cartridge contain a certain amount of charge that is consumed whenever the object it is attached to is used. If there are not enough charge remaining, you cannot use the object's function unless stated otherwise.
Loading Cartridges
Many RUST appliance takes advantage of one or more rust cartridge to function. When an item requires a RUST cartridge, you can spend an action to load one tiny cartridge into the device. For the quickload cartridge, you may load a new cartridge by forgoing one of the attacks.
Changing Sizes
Each larger cartridge can be broken down to 8 smaller cartridges of the same quality and one size smaller. While 8 cartridge of the same size and quality can be combined to a larger cartridge of one size larger. This work will take 100 work hour to complete and 100SGP worth of material
Damaging Cartridge
Tiny cartridges have 13 AC and 10 hit point. When it drops to 0 hit point from a damaging attack, the cartridge will explode and all creatures within 5ft of the cartridge must make a DC 13 Dexterity saving throw or take 1d10 bludgeoning damage or half as much on a success. The explosion is more dangerous as shown in the table below:
| Size | AC | HP | Radius | DC | Damage |
| Tiny | 13 | 10 | 5ft | 13 | 1d10 |
| Small | 13 | 20 | 10ft | 14 | 2d10 |
| Medium | 14 | 30 | 20ft | 15 | 3d10 |
| Large | 14 | 40 | 40ft | 16 | 4d10 |
| Huge | 15 | 50 | 80ft | 17 | 5d10 |