Alchemy: Alchemical Capsules
Most adventurers prefer to be constantly ready
for any dangerous situation. Alchemical elixirs take some time to use or even
find in the pockets or bags, so alchemists have devised a way to concentrate
their elixirs to be able to fit into small capsules that can be used swiftly. Such
capsules were introduced in Complete
Adventurer for D&D 3.5.
Alchemical
capsules require special devices known as capsule retainers to use properly.
Without a retainer a capsule can be used as a normal potion.
There are three types of capsule
retainers.
Capsule Retainer: A common capsule retainer
consists of a thin, rubbery strap looped inside the teeth. The strap is fitted
with a small, smooth metal ring that can hold one alchemical capsule. The ring
can be positioned on either the inside or outside of the user’s gums. No hands
are required to break the capsule – the user can do it with his teeth by taking
a Ready maneuver. Fitting an alchemical capsule into an empty capsule retainer requires
five consecutive Ready maneuvers.
Alchemical Tooth: Those relying on
secrecy in the use of their alchemical capsules turn instead to the alchemical
tooth. This specially concealed item has been made to look like a tooth. The
tooth functions in all respects like a capsule retainer (see above). In addition,
it is very hard to find without a thorough search. A successful Search-2 roll
is required to find the alchemical tooth. The false tooth is most often used as
a concealed version of a capsule retainer, but a few extremely dedicated spies
and other agents carry a tooth filled with poison as insurance against being
captured alive. An alchemical tooth can hold one dose of any poison, but such
poison can only affect the wearer of the tooth.
Weapon Capsule Retainer: Some
adventurers need to apply alchemical oils or poisons to their weapons quickly.
This requires special weapon capsule retainers and pressurized weapon
alchemical capsules.
The most common method of delivering
the effect of an alchemical weapon capsule is the weapon capsule retainer. This
long leather thong, wrapped around a melee weapon or a thrown weapon (but not a
projectile weapon) just at the base of the blade or striking surface, holds a
thin, fitted ring sized for a single alchemical capsule. More expensive options
are the double and triple weapon capsule retainers, which store two or three
capsules rather than one. A character wielding a weapon with a double retainer
can use one or two capsules it holds at once. A character wielding a weapon
with a triple retainer can use one, two, or all three capsules it holds at once.
In any case, activation requires a Ready maneuver. This can be done by pushing
the capsule with a free hand or striking the weapon against a hard surface.
When not using a free hand, all capsules activate at once. Striking a hard
target when attacking an enemy activates the capsules as well, but the effect
of the capsules does not affect the
target of this strike as the oil takes some time to spread. When a weapon
loaded with alchemical capsules parries or is parried, roll 1d for each capsule
– on a roll of 1 the capsule breaks, activating the elixir within.
Only one weapon capsule retainer can
be attached to any weapon. Attaching a weapon capsule retainer to a weapon or
putting a capsule into an empty weapon capsule retainer takes 5 consecutive
Ready maneuvers.
An alchemical weapon capsule
retainer can be filled with a single dose of poison. Activating the capsule
coats the weapon with the poison, allowing the wielder to deliver toxic strikes
with the weapon. Due to the pressurized nature of the capsule, there is a
1-in-6 chance of the hand contacting the poison when activating the capsule, if
the activation is made by hand. This is mostly relevant only for contact
poisons.
Costs
Alchemical Capsule. $5, 0.05 lb.
Alchemical Capsule, Weapon. $10, 0.05 lb.
Alchemical Tooth. $300, 0.05 lb.
Capsule Retainer. $100, 0.05 lb.
Weapon Capsule Retainer. $100, 0.1 lb.
Weapon Capsule Retainer, Double. $220, 0.2 lb.
Weapon Capsule Retainer, Triple. $450, 0.3 lb.
Now, let us create meta-enhancements for the
capsuled elixirs.
Alchemical Capsule
-10%
A typical capsule’s effect lasts 3 minutes, but
this can be changed. A full alchemical capsule weighs 0.08 lb., has SM-8 and
Bulk -1. This is a Tiny item.
Statistics: Either/Or (Accessibility, Self
Only, -50% or Blood Agent, -40%; Melee
Attack, Reach C, Cannot Parry, -35%; Takes Extra Time 1, -10%), -10%; Fixed
Duration, +0%.
Weapon Capsule
-15%
A typical capsule’s effect lasts 3 minutes, but
this can be changed. It can only be applied to weapons. The effect can be
stopped by submerging the weapon in water. A full weapon capsule weighs 0.08
lb., has SM-8 and Bulk -1. This is a Tiny item.
Statistics: Accessibility, Only on weapons,
-20%; Fixed Duration, +0%; Melee Attack, Reach C, Cannot Parry, -35%; Terminal
Condition, Water, -10%; Triggered Delay, Hit or activation, +50%.
The dollar cost equals to $3,500 x
point cost divided by 5 because the item can only be used once. This assumes TL
8. To determine cost at TLs other than TL8, divide cost by $20,000 (the
suggested average starting wealth of a TL8 setting), then multiply that number
by the starting wealth for the campaign’s TL (p. B27).
All
other calculations work identically to the ones described in Metatronic
Alchemy. For simplicity, I will provide a table for costs modified for
alchemical capsules.
EXAMPLES
Let us create some more capsules for a
traditional TL 3 fantasy, basing them on the ones described in Complete Adventurer.
Antitoxin Capsule
The subject gains a +3 bonus to HT rolls made
to resist poisons for 1 minute. Unlike many other alchemical concoction, this
is not a magical substance.
Duration: 1 minute.
Form: Alchemical Capsule.
Cost: $455 (singular); $165 (5-batched).
Recipe: $46; 1 day; defaults to Alchemy-2.
Statistics: Affliction 1 (HT; Advantage,
Antitoxin Capsule, +50%; Alchemical Capsule, -10%; Reduced Duration, 1/3, -10%)
[13]. Notes: «Antitoxin Capsule» is Resistant to Poison (+3) [5].
Ghostblight
This capsule allows the weapon to affect ghosts
and other insubstantial beings, as if it had the Affects Insubstantial
enhancement (p. B102).
Duration: 6 seconds.
Form: Weapon Capsule.
Cost: $950 (singular); $340 (5-batched).
Recipe: $95; 4 days; defaults to Alchemy-3.
Statistics: Affliction 1 (HT; Advantage, Ghostblight,
+220%; Magical, -10%; Reduced Duration, 1/30, -30%; Weapon Capsule, -15%) [27].
Notes: «Ghostblight» is 22 points, per Enhances
or Transforms an Existing Attack (GURPS
Thaumatology - Sorcery, p. 11).
Ironman Capsule
The subject gains High Pain Threshold (p. 59)
for 1 minute.
Duration: 1 minute.
Form: Alchemical Capsule.
Cost: $560 (singular); $200 (5-batched).
Recipe: $56; 2 days; defaults to Alchemy-2.
Statistics: Affliction 1 (HT; Advantage, Ironman
Capsule, +90%; Alchemical Capsule, -10%; Magical, -10%; Reduced Duration, 1/3,
-10%) [16]. Notes: «Ironman Capsule» is High Pain Threshold (Magical, -10%)
[9].
Leap Capsule
The subject gains Super Jump 1 (p. 89) for 6
seconds.
Duration: 6 seconds.
Form: Alchemical Capsule.
Cost: $490 (singular); $175 (5-batched).
Recipe: $49; 1 day; defaults to Alchemy-2.
Statistics: Affliction 1 (HT; Advantage, Leap
Capsule, +90%; Alchemical Capsule, -10%; Magical, -10%; Reduced Duration, 1/30,
-30%) [14]. Notes: «Leap Capsule» is Super Jump 1 (Magical, -10%) [9].
Quickflame
A quickflame alchemical capsule coats a melee
weapon or a thrown weapon with a thin sheet of oil that instantly bursts into
flame. This causes the weapon to do an additional 1d of follow-up (p. B105)
burning damage. The wielder will find the weapon hot to the touch, but not
uncomfortable to use. The weapon also will give off light as a torch.
Duration: 6 seconds.
Form: Weapon Capsule.
Cost: $350 (singular); $125 (5-batched).
Recipe: $35; 1 day; defaults to Alchemy-1.
Statistics: Affliction 1 (HT; Advantage, Quickflame,
+50%; Magical, -10%; Reduced Duration, 1/30, -30%; Weapon Capsule, -15%) [10]. Notes:
«Quickflame» is Burning Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%;
Visible, -10%) [4] + Illumination (Magical, -10%) [1].
Quickfrost
A quickfrost alchemical capsule coats a melee
weapon or a thrown weapon with a thin sheet of oil that instantly cools to a
dangerously low temperature. This causes the weapon to do an additional 1d of
follow-up (p. B105) burning damage. This damage is from extreme cold, not fire;
it will never set anything ablaze. The wielder will find the weapon cool to the
touch, but not uncomfortable to use.
Duration: 6 seconds.
Form: Weapon Capsule.
Cost: $315 (singular); $115 (5-batched).
Recipe: $32; 1 day; defaults to Alchemy-1.
Statistics: Affliction 1 (HT; Advantage, Quickfrost,
+40%; Magical, -10%; Reduced Duration, 1/30, -30%; Weapon Capsule, -15%) [9]. Notes:
«Quickfrost» is Burning Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%; No
Incendiary Effect, -10%; Visible, -10%) [4].
Quicksilver
A quicksilver alchemical capsule coats a melee
weapon or a thrown weapon with a thick silvery liquid. This substance allows
the weapon to deal damage as if it were coated with silver.
Duration: 6 seconds.
Form: Weapon Capsule.
Cost: $950 (singular); $340 (5-batched).
Recipe: $95; 4 days; defaults to Alchemy-3.
Statistics: Affliction 1 (HT; Advantage, Quicksilver,
+220%; Magical, -10%; Reduced Duration, 1/30, -30%; Weapon Capsule, -15%) [27].
Notes: «Quicksilver» is 22 points, per Enhances
or Transforms an Existing Attack (GURPS
Thaumatology - Sorcery, p. 11). This is based on the Transmute Object
imbuement skill from Pyramid #3-102.
Quickspark
A quickspark alchemical capsule coats a melee
weapon or a thrown weapon with a thin sheet of liquid that crackles and sparks
with dangerous electrical energy. This causes the weapon to do an additional 1d
of follow-up (p. B105) burning surge damage. Electronics that take over 1/3 HP
from this electric attack, must make a HT roll to avoid shorting out. Failure
disables the target for seconds equal to the margin of failure; critical
failure disables it until repaired (p. B484).
Duration: 6 seconds.
Form: Weapon Capsule.
Cost: $350 (singular); $125 (5-batched).
Recipe: $35; 1 day; defaults to Alchemy-1.
Statistics: Affliction 1 (HT; Advantage, Quickspark,
+50%; Magical, -10%; Reduced Duration, 1/30, -30%; Weapon Capsule, -15%) [10]. Notes:
«Quickspark» is Burning Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%; Surge,
+20%; Visible, -10%) [5].
Stability Capsule
The subject gains Perfect Balance (p. 74) for 6
seconds.
Duration: 6 seconds.
Form: Alchemical Capsule.
Cost: $665 (singular); $240 (5-batched).
Recipe: $67; 2 days; defaults to Alchemy-2.
Statistics: Affliction 1 (HT; Advantage,
Stability Capsule, +140%; Alchemical Capsule, -10%; Magical, -10%; Reduced
Duration, 1/30, -30%) [19]. Notes: «Stability Capsule» is Perfect Balance (Magical,
-10%) [14].
Strongarm Capsule
This capsule adds 1d to the user’s ST for 6
seconds. This increases encumbrance, weapon damage, etc., appropriately, but
does not give extra HP.
Duration: 6 seconds.
Form: Alchemical Capsule.
Cost: $1,155 (singular); $415
(5-batched).
Recipe: $116; 6 days; defaults to
Alchemy-4.
Statistics: Affliction 1 (HT; Advantage,
Strongarm Capsule, +280%; Alchemical Capsule, -10%; Magical, -10%; Reduced
Duration, 1/30, -30%) [33]. Notes: «Strongarm Capsule» is ST+4 (Does not
increase HP, -20%; Magical, -10%) [28]. The bonus was converted to 1d as per p.
B269.
Swiftstride Capsule
The subject’s Basic Move increases by 3 for 6
seconds. When the effects wear off, the subject loses 2 FP.
Duration: 6 seconds.
Form: Alchemical Capsule.
Cost: $630 (singular); $225 (5-batched).
Recipe: $63; 2 days; defaults to Alchemy-2.
Statistics: Affliction 1 (HT; Advantage,
Swiftstride Capsule, +130%; Alchemical Capsule, -10%; Magical, -10%; Reduced
Duration, 1/30, -30%) [18]. Notes: «Swiftstride Capsule» is Basic Move+3 (Aftermath,
Costs 2 FP, -5%; Magical, -10%) [13].
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