Tuesday 17 November 2020

Alchemy: Scoundrel Elixirs

Alchemy: Scoundrel Elixirs

Finally, let's convert alchemical items from Complete Scoundrel.

 

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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