Alchemy: Dungeon Concoctions III
Here we have chemicals and natural preparations from GURPS Dungeon Fantasy 8 - Treasure Tables.
Black Dust
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. Invisible creatures in the cloud must make a DX roll or become covered
in enough dust to be outlined. Such creatures become faintly visible, making
them only -3 to hit. Black Dust washes off easily, so full invisibility can be regained
by jumping into water.
Form: Grenade.
Cost: $1,440 (singular); $520
(5-batched).
Recipe: $144; 12 days; defaults to
Alchemy-5.
Statistics: Affliction 1 (DX; Accessibility,
Only on invisible creatures, -10%; Area Effect, 2 yards, +50%; Based on DX,
+20%; Cosmic, Irresistible Attack, +300%; Disadvantage, Noisy 3, Visual
Variant, +6%; Grenade, +25%; Magical, -10%; Terminal Condition, Water, -10%) [48].
Druidic Fertilizer
This concoction vastly speeds the growth of
plants, giving a one-yard area the equivalent of a full year’s growth in a
single hour. This can be useful for anything from covering tracks (treated
plants almost instantly recover from trampling) to actively blocking a path (vines
and shrubs form a thick barrier).
Duration: 1 hour.
Form: Ointment.
Cost (Herbal): $1,105 (singular); $400
(5-batched).
Recipe: $138; 11 days; defaults to Herb
Lore-5.
Statistics: Affliction 1 (HT; Accessibility,
Only on plants, -40%; Advantage, Druidic Fertilizer, +450%; Magical, -10%;
Ointment, -45%) [46]. Notes: «Druidic Fertilizer» is Unaging (Age Control, Only
Forwards, +10%; Magical, -10%; Reduced Time 10, +200%) [45].
Foul Pepper
This concoction can be thrown (range is
STx3.5). Hitting a hard surface, it breaks, creating a cloud of dust in a
2-yard radius. Any breathing creature in the area of effect must roll against
HT twice: once to avoid a sneezing fit lasting 30 seconds, and another to avoid
retching for 10 seconds (see p. B428-429). This preparation is not magical.
Form: Grenade.
Cost (Herbal): $1,225 (singular); $440
(5-batched).
Recipe: $153 14 days; defaults to Herb
Lore-6.
Statistics: Affliction 1 (HT; Area Effect, 2
yards, +50%; Fixed Duration, +0%; Grenade, +25%; Link, +10%; Reduced Duration,
1/6, -15%; Respiratory Agent, +50%; Sneezing, +20%) [24] + Affliction 1 (HT; Area
Effect, 2 yards, +50%; Fixed Duration, +0%; Grenade, +25%; Link, +10%; Reduced
Duration, 1/10, -20%; Respiratory Agent, +50%; Retching, +50%) [27].
Goblin Nerve Tonic
This syrupy liquid allows the user to move a
bit faster, but it causes small twitches that interfere with fine motor skills.
It provides +0.5 to Basic Speed (improving Move, combat sequence, etc.), but
makes the user effectively Ham-Fisted 1 (p. B138). The imbiber loses 1 FP when the
effects wear off. This substance is not
magical.
Duration: 1 hour.
Form: Potion.
Cost (Herbal): $432 (singular); $155 (5-batched).
Recipe: $54; 2 days; defaults to Herb
Lore-2.
Statistics: Affliction 1 (HT; Advantage, Goblin
Nerve Tonic, +100%; Potion, -25%) [18]. Notes: «Goblin Nerve Tonic» is Basic
Speed +0.5 (Aftermath, Costs 1 FP, -2%; Temporary Disadvantage, Ham-Fisted 1,
-5%) [10].
Jamming Glue
Adhesives are combined with sand, sawdust, and
other thickeners to produce a sticky substance that gets into tight crevices
and stiffens in place. Anyone hit with a glue grenade must win a Quick Contest
of ST vs. 10 to get out any new piece of equipment from a belt or pouch.
Victims wearing mail or plate armor are at -2 to DX as joints stiffen and seize
up. It takes about a half-hour to chip off enough glue to negate its effects.
This substance is not magical.
Form: Grenade.
Cost: $510 (singular); $185 (5-batched).
Recipe: $51; 2 days; defaults to Alchemy-2.
Statistics: Binding 10 (Accessibility, Only
for mail or plate wearers and for drawing items, -20%; Halve the penalties,
-50%; Grenade, +25%; Unbreakable, Limited, +30%) [17].
Orcish Energy Brew
This potion restores 1d/2 FP lost to exertion
(but not spellcasting or other mystical uses), if the imbiber makes a
successful HT 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.
Consumers without Cast-Iron Stomach (p. B80)
become nauseated for margin of failure minutes if they fail an additional HT
roll. Additional doses taken within eight hours cause a loss of 1 FP. This
substance is not magical.
Duration: Instantaneous.
Form: Potion.
Cost (Herbal): $408 (singular); $145 (5-batched).
Recipe: $51; 2 days; defaults to Herb Lore-2.
Statistics: Healing (Accessibility, Only FP
lost to exertion, -20%; Aftermath, Nauseated, Resistible, +15%; Based on HT,
+20%; Blood Agent, -40%; Capped, 1 FP, -30%; Heals Fatigue Only, +0%; Reduced
Fatigue Cost 1, +20%; Takes Extra Time 1, -10%) [17]. 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.
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