Alchemy: Some New Alchemical Items
Acid Bullet
These hollow glass sling bullets are filled with
acid. 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. To
hold sufficient acid, 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: $180 (singular); $65 (5-batched).
Recipe: $18; 1 day; defaults to Alchemy-1.
Statistics: Corrosion Attack 1d-1
(Accessibility, Requires a sling, -10%; Follow-Up, Sling, +0%; Nuisance Effect,
Skill penalty, -5%) [6].
Bladefire
Similar to alchemist’s fire but less volatile,
this thick, adhesive liquid ignites when exposed to air. Bladefire is typically
poured along the length of a bladed weapon, causing the weapon to burn for a
short period of time. While burning, the weapon sheds light as a torch. A
weapon treated with bladefire deals 1 point of follow-up burning damage with
each successful hit. Bladefire is thick enough that once applied, it does not
flow down the weapon, preventing it from harming the user. Each second that
bladefire burns, it also deals 1 point of burning damage to the weapon that it
coats, but most weapons have sufficient DR to ignore this damage. Wooden weapons
coated with bladefire may ignite, however.
Duration: 8d seconds.
Form: Ointment.
Cost: $60 (singular); $25 (5-batched).
Recipe: $6; 1 day; defaults to Alchemy-1.
Statistics: Affliction 1 (HT; Accessibility,
Only on weapons, -20%; Advantage, Bladefire, +30%; Nuisance Effect, Damages
wooden weapons, -5%; Ointment with no Contact Agent, -15%; Reduced Duration,
1/6, -75%) [2]. Notes: «Bladefire» is
Burning Attack 1 point (Follow-Up, This weapon, +0%) [2] + Illumination [1].
Reduced Duration costs -75%, because the Ointment meta-enhancement includes
Extended Duration, 30x, +60%.
Clearbreath
This vial of gray smoke temporarily dulls the
sense of smell when someone inhales the contents through the nose. The inhaler
gains Filter Lungs (p. B55), but loses their sense of taste and smell.
Duration: 1 hour.
Form: Special.
Cost: $630 (singular); $225 (5-batched).
Recipe: $63; 4 days; defaults to
Alchemy-3.
Statistics: Affliction 1 (HT; Advantage, Clearbreath,
+50%; Disadvantage, No Sense of Smell/Taste, +5%; Magical, -10%; Potion with
Respiratory Agent instead of Blood Agent, +65%) [21]. Note: «Clearbreath» is Filter Lungs (Magical, -10%) [5].
Darkvision Powder
This plain gray powder is unassuming; it can’t
be seen with normal vision from more than 3 yards away. When viewed with Infravision
or Dark Vision, however, it glows brightly. Creatures that have Infravision or
Dark Vision commonly use this powder to write messages that other creatures
cannot read. Each vial contains enough powder for a reasonably lengthy
sentence.
Form: Special.
Cost: $30 (singular); $10 (5-batched).
Recipe: $3; 1 day; defaults to Alchemy-1.
Statistics: Accessory (Darkvision Powder;
Magical, -10%) [1].
Defoliator
This vile liquid has a muddy brown hue and
smells of rotten plant life. This potion can be thrown (range is STx3.5).
Hitting a hard surface, it breaks, splashing everything in a 2-yard radius. Plants
within the area take 5d non-incendiary burning damage.
Form: Grenade.
Cost: $810 (singular); $290 (5-batched).
Cost (Herbal): $650 (singular); $230 (5-batched).
Recipe: $81; 4 days; defaults to Alchemy-3.
Statistics: Burning Attack 5d (Accessibility,
Only plants, -50%; Area Effect, 2 yards, +50%; Grenade, +25%; Magical, -10%; No
Incendiary Effect, -10%) [27].
Dehydrated Food
Explorers and adventurers of all sorts benefit
from alchemically dried food. Although expensive, dehydrated food weighs only 0.08
lbs. compared to the 0.5 lb. normal ration, making it ideal for long journeys
where water is plentiful and food is scarce. Characters eating dehydrated food
must consume twice as much water per day.
Form: Dehydrated Potion.
Cost: $70 (singular); $25 (5-batched).
Recipe: $7; 1 day; defaults to Alchemy-1.
Statistics: Create Food 0.2 (Variant;
Dehydrated Potion, -20%; Temporary Disadvantage, Increased Consumption 1 (Water
Only), -5%) [2].
Dwarfblind Stone
Dwarfblind stones are small stones treated with
alchemical substances, giving them a faint purple sheen. This stone can be
thrown (range is STx3.5). When it strikes a hard surface, it releases a burst
of violet light in a 4-yard radius. This
does not help in combat, but allows everyone within the line of sight to the
area to make a Vision roll with no darkness penalties to get a snapshot of
what’s in the area. While this won’t aid attacks on moving targets, it will
reveal whether people or objects are present. In addition, sighted creatures
with Infravision in the area must make an HT roll or lose their Infravision for
margin of failure minutes.
Form: Grenade.
Cost: $2,280 (singular); $820
(5-batched).
Recipe: $228; 29 days; defaults to
Alchemy-8.
Statistics: Affliction 1 (HT; Area Effect, 4
yards, +100%; Grenade, +25%; Link, +10%; Magical, -10%; Negated Advantage,
Infravision, +10%; Vision-Based, +150%) [39] + Obscure Vision 10 (Area Effect,
4 yards, +50%; Grenade, +25%; Link, +10%; Magical, -10%; Nuisance Effect, Does
not increase illumination above zero, -15%; Ranged, +50%; Reduced Duration,
1/20, -25%; Reversed, -0%) [37].
Farflame Oil
This thin, light blue oil burns with a blue
flame and illuminates a wide area. When used in a lantern, it illuminates an
area twice larger than normal. A pint of farflame oil fuels a lantern for 3
hours.
Form: Special.
Cost: $90 (singular); $35 (5-batched).
Recipe: $9; 1 day; defaults to Alchemy-1.
Statistics: Create Oil 0.32 (Cosmic, No die
roll required, +100%; Magical, -10%; Reduced Fatigue Cost 2, +40%; Transmutation
Only, -100%; Transmute Oil to Farflame Oil, +50%) [3].
Flame Bullet
These hollow glass sling bullets are filled with
alchemist’s fire. When they strike a target, they immediately shatter, dealing
1d-1 follow-up burning damage in addition to the normal damage from the sling
bullet. To hold a sufficient amount of alchemist’s fire, 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: Burning Attack 1d-1 (Accessibility, Requires a sling, -10%; Follow-Up, Sling, +0%; Nuisance Effect, Skill penalty, -5%) [4].
Fleetfoot
This thin blue liquid temporarily loosens the
imbiber’s muscles and joints, allowing them to run faster and jump farther. The
imbiber gets a +2 bonus to Basic Move.
Duration: 3d seconds.
Form: Potion.
Cost: $240 (singular); $85 (5-batched).
Recipe: $24; 1 day; defaults to Alchemy-1.
Statistics: Affliction 1 (HT; Advantage, Fleetfoot,
+90%; Magical, -10%; Potion, -25%; Reduced Duration, 1/10, -80%) [8]. Notes: «Fleetfoot» is Basic Move +2 (Magical,
-10%) [8]. Reduced Duration costs -80%, because the Potion meta-enhancement
includes Extended Duration, 30x, +60%.
Focusing Candle
This large, green taper candle burns quickly,
lasting only 100 minutes despite its size. While burning, the focusing candle
fills the air with a fresh, crisp odor. The candle is a great boon to those
engaged in strenuous mental activity, sharpening most cognitive processes. Any creature
within 2 yards of the burning candle that can smell this odor gains
Single-Minded (p. B85) until it leaves the area.
Duration: 100 minutes.
Form: Special.
Cost: $1,080 (singular); $390
(5-batched).
Recipe: $108; 7 days; defaults to Alchemy-4.
Statistics: Affliction 1 (HT; Advantage, Focusing
Candle, +50%; Area Effect, 2 yards, +50%; Aura, +80%; Extended Duration, 100x,
+80%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack,
Reach C, -30%; Reduced Duration, 1/60, Only after the target leaves the area,
-30%; Smell-Based, -20%; Takes Extra Time 1, -10%) [36]. Note: “Focusing Candle” is Single-Minded (Magical, -10%) [5].
Ghostoil
This clear oil has a slight tint of gray, and strange,
wispy forms seem to swirl through it. When applied to a weapon, ghostoil allows
it to affect incorporeal creatures normally.
Duration: 1 hour.
Form: Ointment.
Cost: $630 (singular); $225 (5-batched).
Recipe: $63; 3 days; defaults to Alchemy-3.
Statistics: Affliction 1 (HT; Accessibility,
Only on weapons, -20%; Advantage, Ghostoil, +150%; Magical, -10%; Ointment with
no Contact Agent, -15%) [21]. Note: «Ghostoil»
is Blessed (Ghost Weapon; Magical instead of Divine, -0%) [15].
Gravebane
This thick white liquid evaporates almost
instantly upon contact with air, creating a thin, nearly invisible smoke. The
smoke is nearly odorless, and has no effect on most creatures. Undead, however,
are repulsed by the smoke and can only pass through it with an effort of will.
This flask can be thrown (range is STx3.5). Hitting a hard surface, it breaks,
creating a cloud of thin smoke in a 2-yard radius. The cloud persists for 30
seconds and may drift with the wind. Every undead creature in the area (even
incorporeal ones) must roll against (Will+DR). Failure means that they leave
the area immediately and become unable to reenter it for margin of failure
seconds, or until the smoke disperses.
Duration: 30 seconds.
Form: Grenade.
Cost: $720 (singular); $260 (5-batched).
Recipe: $72; 3 days; defaults to Alchemy-3.
Statistics: Affliction 1 (Will; Accessibility,
Only undead, -50%; Affects Insubstantial, +20%; Area Effect, 2 yards, +50%; Based
on Will, +20%; Disadvantage, Dread, +30%; Drifting, +20%; Extended Duration on
Persistent, 3x, +20%; Grenade, +25%; Magical, -10%; Persistent, +40%; Reduced
Duration, 1/60, Only after the target leaves the area, -30%) [24].
Hawk’s Ointment
This thick, acidic gel temporarily sharpens the
user’s vision. Once its beneficial effects wear off, however, the gel burns and
stings the eyes for the same amount of time. The ointment provides the user
with a +4 bonus on Vision rolls, but when its effect wear off, the bonus is
replaced with a ‑4 to spot objects at any range, and ‑8 to resolve fine details for an hour.
Duration: 1 hour.
Form: Ointment.
Cost: $360 (singular); $130 (5-batched).
Cost (Herbal): $290 (singular); $105 (5-batched).
Recipe: $36; 1 day; defaults to Alchemy-2.
Statistics: Affliction 1 (HT; Advantage, Hawk’s
Ointment, +70%; Magical, -10%; Ointment, -45%) [12]. Note: «Hawk’s Ointment» is Acute Vision 4 (Aftermath, Bad Sight
(Low Resolution), -12%; Magical, -10%) [7].
Instant Rope
When poured from a flask, this viscous gray
liquid forms into a long cord usable as a temporary rope. Upon being exposed to
air, the liquid rapidly increases in both volume and viscosity, swelling to the
diameter of a typical hemp rope, then quickly drying. A flask of instant rope
forms a 10-yard-long cord; it takes 5 seconds for it to solidify and dry enough
to be used. The instant rope can be moved during this period without damaging
it, but it cannot support more than 10 pounds of weight without breaking. Once
completely dry, instant rope can support 300 lbs. After an hour, instant rope
becomes too brittle to support any weight and quickly crumbles into dust.
Duration: 1 hour.
Form: Special.
Cost: $30 (singular); $10 (5-batched).
Recipe: $3; 1 day; defaults to Alchemy-1.
Statistics: Accessory (Rope; Magical, -10%)
[1].
Longbreath
This thick, brown-tinted smoke is a great boon
to anyone who needs to go without air for more than a minute. The inhaler gains
Breath-Holding 1 (p. B41).
Duration: 1 hour.
Form: Special.
Cost: $540 (singular); $195 (5-batched).
Recipe: $54; 2 days; defaults to Alchemy-2.
Statistics: Affliction 1 (HT; Advantage, Longbreath,
+20%; Magical, -10%; Potion with Respiratory Agent instead of Blood Agent, +65%)
[18]. Note: «Longbreath» is Breath-Holding
1 (Magical, -10%) [2].
Motelight
This flask contains a clear liquid filled with
faintly glowing sparks of light. This concoction can be thrown (range is
STx3.5). When it strikes a hard surface, a flask of motelight creates a
2-yard-radius area filled with rapidly moving sparks. The sparks are
distracting, but they cause no damage. Sighted creatures within the area must
make a Will roll every turn or get a -2 penalty to all DX, IQ, and Will rolls
made to cast spells or use other supernatural abilities until they leave the
area.
Duration: 10 seconds.
Form: Grenade.
Cost: $960 (singular); $345 (5-batched).
Recipe: $96; 6 days; defaults to Alchemy-4.
Statistics: Affliction 1 (Will; Area Effect, 2
yards, +50%; Attribute Penalty, -2 to DX, -2 to IQ, Only ability usage and
spellcasting, +20%; Based on Will, +20%; Grenade, +25%; Magical, -10%; Persistent,
+40%; Reduced Duration, 1/6, -15%; Reduced Duration, 1/60, Only after the
target leaves the area, -30%; Vision-Based, +150%) [32].
Nature’s Draught
This tiny vial contains a murky, pungent
liquid. When consumed, nature’s draught cause subtle changes in the user’s
scent. Animals respond well to a character who has consumed nature’s draught,
finding them less threatening and easier to trust. This potion grants the
subject the Animal Empathy (p. B40) advantage, but only in regards to animals
that are able to smell them.
Duration: 1 hour.
Form: Potion.
Cost: $330 (singular); $120 (5-batched).
Cost (Herbal): $265 (singular); $95 (5-batched).
Recipe: $33; 1 day; defaults to Alchemy-2.
Statistics: Affliction 1 (HT; Advantage,
Nature’s Draught, +40%; Magical, -10%; Potion, -25%) [11]. Note: «Nature's Draught» is Animal Empathy (Magical,
-10%; Smell-Based, -20%) [4].
Polar Skin
This dull white cream provides ablative DR 3
against cold and Temperature Tolerance 2 (Cold).
Duration: 1 hour.
Form: Ointment.
Cost: $300 (singular); $110 (5-batched).
Recipe: $30; 1 day; defaults to Alchemy-1.
Statistics: Affliction 1 (HT; Advantage, Polar
Skin, +50%; Magical, -10%; Ointment, -45%) [10]. Note: «Polar Skin» is DR 3 (Ablative, -80%; Limited, Cold, -40%;
Magical, -10%) [3] + Temperature Tolerance 2 (Cold; Magical, -10%) [2].
Priest’s Bullet
These hollow glass sling bullets are filled with
holy 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 evil outsiders and undead. This damage counts as a holy weapon for the
purpose of Vulnerability and overcoming DR. To hold a sufficient amount of holy
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 Armory
(Esoteric)-1.
Statistics: Corrosion Attack 1d-1
(Accessibility, Only against evil outsiders and undead, -40%; Accessibility,
Requires a sling, -10%; Follow-Up, Sling, +0%; Nuisance Effect, Skill penalty,
-5%) [4].
Restful Candle
This thick blue candle burns slowly, filling
the air with a sweet, relaxing scent for 16 hours. These candles, although slow
to function, have tremendous restorative abilities. Any creature within 2 yards
of the burning candle that can smell this odor gains Very Rapid Healing (p. B79)
until it leaves the area.
Duration: 16 hours.
Form: Special.
Cost: $1,470 (singular); $530
(5-batched).
Recipe: $147; 13 days; defaults to
Alchemy-5.
Statistics: Affliction 1 (HT; Advantage, Restful
Candle, +140%; Area Effect, 2 yards, +50%; Aura, +80%; Extended Duration, 1,000x,
+120%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack,
Reach C, -30%; Reduced Duration, 1/60, Only after the target leaves the area,
-30%; Smell-Based, -20%; Takes Extra Time 1, -10%) [49]. Note: “Restful Candle” is Very Rapid Healing (Magical, -10%) [14].
Signal Torch
These simple items are normal torches treated
with a variety of alchemical substances to color the flames. Signal torches
each burn with a differently colored flame. They are available in a variety of
colors, the most common being green, blue, and yellow.
Form: Special.
Cost: $30 (singular); $10 (5-batched).
Recipe: $3; 1 day; defaults to Alchemy-1.
Statistics: Illumination (Variant; Magical,
-10%) [1].
Sparkstone
These alchemical devices actually resemble
fist-sized lumps of hard, gray clay. The sparkstone can be thrown (range is
STx3.5). When a sparkstone hits a target, it releases a short, violent arc of
electricity, dealing 1d burning surge damage. The discharge leaps to another
available target after hitting the initial target! If that attack succeeds,
immediately consult your margin of success. If the margin is high enough to hit
a separate target after accounting for range penalties plus -2, the next target is struck unless they make an appropriate
active defense.
Metallic armor counts as DR 1
against this attack, but nonmetallic armor protects normally. Targets stuck by
this attack must make an HT roll, at -1 per 2 points of penetrating damage, or
be physically stunned. On subsequent turns, they can roll HT to recover. The
secondary discharge behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details.
Duration: Instantaneous.
Form: Grenade.
Cost: $450 (singular); $160 (5-batched).
Recipe: $45; 2 days; defaults to Alchemy-2.
Statistics: Burning Attack 1d (Grenade, +25%;
Magical, -10%; Nuisance Effect, Behaves erratically around conductors, -5%; Rapid
Fire, Chaining, 2 targets, +40%; Surge, Arcing, +100%; Side Effect, Stunning, +50%)
[15]. Note: Rapid Fire, Chaining is taken from Ravens N’ Pennies blog post.
Stonebreaker Acid
This is a special form of acid created via
alchemy. When thrown (range is STx3.5), it deals 1d corrosion damage to stone
objects or creatures. Acid is not
magical, it’s an exotic alchemical preparation, so it will work even in a
no-mana zone.
Duration: Instantaneous.
Form: Grenade.
Cost: $300 (singular); $110 (5-batched).
Recipe: $30; 1 day; defaults to Alchemy-1.
Statistics: Corrosion Attack 1d (Accessibility,
Only stone, -25%; Grenade, +25%) [10].
Verminbane
This tightly sealed flask contains a pale green
smoke. The smoke has an unpleasant smell, but it has no effect on most
creatures. Vermin (insects, worms, etc.), however, are repulsed by the smoke.
This flask can be thrown (range is STx3.5). Hitting a hard surface, it breaks,
creating a cloud of thin smoke in a 2-yard radius. The cloud persists for 30
seconds and may drift with the wind. Every vermin in the area that breathes in
the smoke must make an HT roll. Failure means that it leaves the area
immediately and becomes unable to reenter it for margin of failure seconds, or
until the smoke disperses.
Duration: 30 seconds.
Form: Grenade.
Cost: $750 (singular); $270 (5-batched).
Recipe: $75; 4 days; defaults to Alchemy-2.
Statistics: Affliction 1 (HT; Accessibility,
Only vermin, -50%; Area Effect, 2 yards, +50%; Disadvantage, Dread, +30%; Drifting,
+20%; Extended Duration on Persistent, 3x, +20%; Grenade, +25%; Magical, -10%; Persistent,
+40%; Reduced Duration, 1/60, Only after the target leaves the area, -30%;
Respiratory Agent, +50%) [25].
Vicious Bleeder
This thick blue gel is a powerful anticoagulant
that must be applied to a weapon. Any creature that is hit by this weapon must
roll against HT or gain Hemophilia (p. B138) for margin of failure minutes.
Duration: 1 hour.
Form: Ointment.
Cost: $540 (singular); $195 (5-batched).
Cost (Herbal): $430 (singular); $155 (5-batched).
Recipe: $54; 2 days; defaults to Alchemy-2.
Statistics: Affliction 1 (HT; Accessibility,
Only on weapons, -20%; Advantage, Vicious Bleeder, +120%; Magical, -10%; Ointment
with no Contact Agent, -15%) [18]. Notes:
«Vicious Bleeder» is Affliction 1 (HT; Disadvantage, Hemophilia, +30%; Follow-Up,
This weapon, +0%; Magical, -10%) [12].
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