Friday, 31 August 2018

Alchemy: Dungeon Concoctions II

Alchemy: Dungeon Concoctions II

More alchemical concoctions from GURPS Dungeon Fantasy 1 - Adventurers.

Magebane
This potion can be thrown (range is STx3.5). Hitting a hard surface, it breaks, creating a cloud of fumes in a 2-yard radius. Targets that breathe the fumes must make a Will roll or lose ability to cast spells or use magical abilities for 3 minutes.
Form: Grenade.
Cost: $2,490 (singular); $895 (5-batched).
Recipe: $249; 35 days; defaults to Alchemy-9.

Statistics: Neutralize (Magic; Area Effect, 2 yards, +50%; Grenade, +25%; Magical, -10%; Nuisance Effect, Cannot be used as interruption, -10%; Ranged, +40%; Respiratory Agent, +50%; Weaponized, -80%) [83].

Paut
This potion restores 1d FP depleted for magic, if the imbiber makes a successful IQ roll. If imbibed more than once per day by a given subject, apply a cumulative -3 per successful replenishment on that subject. This penalty accumulates until a full day has passed since the most recent replenishment. This only works for humans and all “similar” races (elves, orcs, dwarves, halflings, etc.), but this potion can be made to affect, for example, animals. Such a potion will not be able to affect humanoids.
Duration: Instantaneous.
Form: Potion.
Cost: $330 (singular); $120 (5-batched).
Recipe: $33; 1 day; defaults to Alchemy-2.
Statistics: Healing (Accessibility, Only FP depleted for magic, -20%; Blood Agent, -40%; Capped, 2 FP, -25%; Heals Fatigue Only, +0%; Magical, -10%; Reduced Fatigue Cost 2, +40%; Takes Extra Time 1, -10%) [11]. Notes: Since the potion is considered to be the “caster”, we do not apply Affects Self, +50% here. Also, because this ability is not based on Affliction, we only take parts of the Potion meta-enhancement.

Thieves’ Oil
Rubbed on the body, this oil gives Slippery 5 (p. B85).
Duration: 5 hours.
Form: Ointment.
Cost: $450 (singular); $165 (5-batched).
Cost (Herbal): $360 (singular); $130 (5-batched).
Recipe: $45; 2 days; defaults to Alchemy-2.
Statistics: Affliction 1 (HT; Accessibility, Only on creatures with bare skin, -5%; Advantage, Thieves’ Oil, +90%; Extended Duration, 100x, +20%; Magical, -10%; Ointment, -45%) [15]. Notes: «Thieves’ Oil» is Slippery 5 (Magical, -10%) [9]. Extended Duration costs only 20%, because the Ointment meta-enhancement already includes Extended Duration, 30x, +60%.

True Water
Purifies up to 100 gallons of water in a manmade container.
Duration: Instantaneous.
Form: Potion.
Cost: $1,950 (singular); $700 (5-batched).
Recipe: $195; 22 days; defaults to Alchemy-7.
Statistics: Create 10 (Accessibility, Only to transform into drinkable water, -20%; Cosmic, No roll required, +100%; Reduced Fatigue Cost 1, +20%; Takes Extra Time 1, -10%; Transmute Water to Water, +50%; Transmutation Only, -100%; Magical, -10%) [65].

Weakness Potion
This potion can be thrown (range is STx3.5). Hitting a hard surface, it breaks, creating a cloud of fumes in a 2-yard radius. Targets that breathe the fumes must make an HT roll or get a -3 penalty to ST for 3 minutes.
Form: Grenade.
Cost: $690 (singular); $250 (5-batched).
Recipe: $69; 3 days; defaults to Alchemy-3.

Statistics: Affliction 1 (HT; Area Effect, 2 yards, +50%; Attribute Penalty, ST-3, +15%; Grenade, +25%; Magical, -10%; Respiratory Agent, +50%) [23].

Wisdom Potion
This blue potion adds 1 to the subject’s IQ. This affects skills, Per, and Will, but does not affect spellcasting.
Duration: 1 hour.
Form: Potion.
Cost: $630 (singular); $225 (5-batched).
Cost (Herbal): $504 (singular); $180 (5-batched).
Recipe: $63; 3 days; defaults to Alchemy-3.
Statistics: Affliction 1 (HT; Advantage, Wisdom Potion, +140%; Magical, -10%; Potion, -25%) [21]. Notes: «Wisdom Potion» is IQ+1 (Accessibility, Not for spellcasting, -20%; Magical, -10%) [14].

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