Alchemy: Scoundrel Elixirs
Clearwater Tablets
Purifies up to one gallon of water in a manmade
container.
Duration: Instantaneous.
Form: Special.
Cost: $210 (singular); $75 (5-batched).
Recipe: $21; 1 day; defaults to Alchemy-1.
Statistics: Create 0.92 (Accessibility, Only
to transform into drinkable water, -20%; Cosmic, No roll required, +100%; Reduced
Fatigue Cost 2, +40%; Takes Extra Time 1, -10%; Transmute Water to Water, +50%;
Transmutation Only, -100%; Magical, -10%) [7].
Daystrider Capsule
This bright blue gelatinous ovoid, when
swallowed, makes the imbiber indefatigable. The imbiber does not lose FP
through normal exertion. He can still lose fatigue from starvation, thirst,
sleeplessness, etc. Likewise, any use of magic, psionics, and extra effort has
its normal costs.
Duration: 1 day.
Form: Alchemical Capsule.
Cost: $1,440 (singular); $520 (5-batched).
Recipe: $144; 9 days; defaults to Alchemy-5.
Statistics: Affliction 1 (HT; Alchemical
Capsule, -10%; Advantage, Daystrider Capsule, +270%; Extended Duration, 1,000x,
+60%; Magical, -10%) [41]. Notes: «Daystrider
Capsule» is Indefatigable (Magical, -10%) [27]. Extended Duration costs only
60%, because the Potion meta-enhancement already includes Extended Duration,
30x, +60%.
Endurance Elixir
Imbibing this chalky-tasting green liquid
grants the character Temperature Tolerance 4.
Duration: 1 day.
Form: Potion.
Cost: $510 (singular); $185 (5-batched).
Recipe: $51; 2 days; defaults to Alchemy-2.
Statistics: Affliction 1 (HT; Advantage, Endurance
Elixir, +40%; Extended Duration, 1,000x, +60%; Magical, -10%; Potion, -25%) [17].
Notes: “Endurance Elixir” is
Temperature Tolerance 4 (Magical, -10%) [4]. Extended Duration costs only 60%,
because the Potion meta-enhancement already includes Extended Duration, 30x,
+60%.
Ferrous Aqua
These hollow glass sling bullets are filled
with cold iron flakes suspended in water. When they strike a target, they immediately
shatter, dealing 1d-1 follow-up corrosion damage in addition to the normal
damage from the sling bullet, but only to creatures who have Vulnerability or
Weakness to cold iron. This damage counts as a cold iron weapon for the purpose
of Vulnerability and overcoming DR. To hold a sufficient amount of water, these
bullets must be larger than normal. The increased size makes the bullets
awkward and unwieldy to launch, imposing a -1 penalty on Sling.
Duration: Instantaneous.
Form: Special.
Cost: $120 (singular); $45 (5-batched).
Recipe: $12; 1 day; defaults to Alchemy-1.
Statistics: Corrosion Attack 1d-1
(Accessibility, Only against creatures vulnerable to cold iron, -40%;
Accessibility, Requires a sling, -10%; Follow-Up, Sling, +0%; Nuisance Effect,
Skill penalty, -5%) [4].
Forger’s Paper
This normal-looking sheet of paper is infused
with an alchemical substance that makes the sheet nearly transparent for 1 hour
when exposed to heat. The now-clear sheet can be overlaid on a document to be
copied. Using forger’s paper is equivalent to using basic Forgery equipment (p.
B345). Once the alchemical substance within it loses potency, the page becomes
indistinguishable from a normal piece of paper (and can’t be activated again by
any means).
Duration: 1 hour.
Form: Special.
Cost: $30 (singular); $10 (5-batched).
Recipe: $3; 1 day; defaults to Alchemy-1.
Statistics: Accessory (Forgery Toolkit;
Magical, -10%) [1].
Liquid Sunlight
Shining with the light of a torch, a pellet of
liquid sunlight is a half-inch-diameter sphere of glass that contains a
gold-colored liquid. It can be loaded into a sling. Upon impact, it bursts and
sprays out the liquid within in a 2-yard-radius area, creating a zone of
sunlight, where all illumination penalties are negated. This light counts as
sunlight for the purpose of Weaknesses of some creatures.
Duration: 10 seconds.
Form: Special.
Cost: $780 (singular); $280 (5-batched).
Recipe: $78; 4 days; defaults to Alchemy-3.
Statistics: Obscure Vision 10 (Accessibility,
Cannot raise the illumination above the sunlight level, -10%; Cosmic, Counts as
sunlight, +50%; Follow-Up, Sling, +0%; Requires a sling, -10%; Reversed, +0%) [26].
Nerv
This is the street name for a substance also
known as liquid courage, a gold-colored syrup in a clear glass bottle painted
with interweaving blue and red swirls. Drinking this potion grants to used 1d
levels of Fearlessness (p. B55).
Duration: 1 hour.
Form: Potion.
Cost: $450 (singular); $160 (5-batched).
Recipe: $45; 2 days; defaults to Alchemy-2.
Statistics: Affliction 1 (HT; Advantage, Nerv,
+80%; Magical, -10%; Potion, -25%) [15]. Notes:
«Nerv» is Fearlessness 4 (Magical, -10%) [8]. The bonus was converted to 1d as
per p. B269.
Powdered Silver
These hollow glass sling bullets are filled
with silver flakes suspended in water. When they strike a target, they immediately
shatter, dealing 1d-1 follow-up corrosion damage in addition to the normal
damage from the sling bullet, but only to creatures who have Vulnerability or
Weakness to silver. This damage counts as a silver weapon for the purpose of
Vulnerability and overcoming DR. To hold a sufficient amount of water, these
bullets must be larger than normal. The increased size makes the bullets
awkward and unwieldy to launch, imposing a -1 penalty on Sling.
Duration: Instantaneous.
Form: Special.
Cost: $120 (singular); $45 (5-batched).
Recipe: $12; 1 day; defaults to Alchemy-1.
Statistics: Corrosion Attack 1d-1
(Accessibility, Only against creatures vulnerable to silver, -40%;
Accessibility, Requires a sling, -10%; Follow-Up, Sling, +0%; Nuisance Effect,
Skill penalty, -5%) [4].
Rust Cube
Made of rusty iron, rust cubes are sometimes
disguised as dice. This cube can be thrown (range is STx3.5). It deals 1d-2
corrosion damage per second to any metal object it strikes. The rust can be
washed off to stop the damage.
Duration: 10 seconds.
Form: Grenade.
Cost: $720 (singular); $260 (5-batched).
Recipe: $72; 3 days; defaults to
Alchemy-3.
Statistics: Corrosion Attack 1d-2
(Accessibility, Only on metal, -20%; Cyclic, 5 cycles, 1 second, can be washed
off, +500%; Grenade, +25%; Magical, -10%) [24].
Toxic Tooth
Since the invention of alchemical capsules,
researchers have continued to develop ever smaller delivery devices. The
current peak of achievement comes in the form of the toxic tooth. Made to look
identical to its wearer’s actual teeth (including the addition of plaque,
random filth, and gaping cavities if necessary), a toxic tooth can hold a
single dose of a contact or inhaled poison.
To
activate a toxic tooth, the wearer must bite down hard enough to crack it (a
Ready maneuver), then spit or exhale the poison at an adjacent creature (an
Attack maneuver that uses the Innate Attack (Breath) skill). Activating a toxic
tooth also exposes its wearer to the poison.
Duration: Instantaneous.
Form: Special.
Cost: $35 (singular); $15 (5-batched).
Recipe: $4; 1 day; defaults to Alchemy-1.
Statistics: Accessory (Toxic Tooth) [1].
Trail Bar
This tough, 4-inch-long bar of vegetable matter
provides the equivalent of one day’s worth of food. A creature that has
consumed a bar receives all the nutritional and stomach-filling value of a full
day’s food - if none of the flavor. However, consuming a second trail bar
before 24 hours have passed makes the creature nauseated for 1 hour.
Form: Dehydrated Potion.
Cost: $150 (singular); $55 (5-batched).
Recipe: $15; 1 day; defaults to Alchemy-1.
Statistics: Create Food 0.6 (Variant;
Dehydrated Potion, -20%; Nuisance Effect, Nausea, -5%) [5].
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