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Magical Oils
Potion DescriptionsPotions in the Land of Fate are usually found in small crystal bottles, slightly pyramid-shaped in that the base is wider than the mouth. The mouth is stoppered with crystal and sealed with wax. The bottles are heavy and quite resilient. Flasks or other containers generally contain enough fluid to provide one person with one complete dose to achieve the effects described for each potion below. Potions can be compounded by alchemists at relatively low cost. However, they must have a sample of the desired potion to obtain the right formula. Furthermore, ingredients tend to be rare or hard to come by. Identifying PotionsEven a small taste can suffice to identify a potion in some way. Introduce different sorts of potions, both helpful and harmful, to cause difficulties in identification. In addition, the same type of potion, when created in different labs, might smell, taste, and look differently. Bottles are often labelled to indicate their contents. As an option, the DM may roll on the following table to determine if the bottle is labelled, and labelled correctly (d6):
For incorrectly-labelled bottles, the DM may roll again on the chart to determine the incorrect label, and note it accordingly in his own notes for when the players use it. An Perception check may indicate to a player character that a bottle may be mislabelled, but only if the character has encountered that form of potion before ("It looks cloudier than any healing potion you've ever seenŠ"). Correct identification can be had from an alchemist, who will charge 10% of the potion's normal price for the service. Mixing PotionsThe magical mixtures and compounds that make up potions are not always compatible. It is never wise to mix two potions. Drinking a potion within two hours of drinking any other potion can cause unpredictable results, roll on the table below to determine what happens (1d10).
ElixirsElixirs can be found, unstopped and drunk in a single round if kept handy. When grabbing a elixir in a stressful situation, such as combat, a Perception roll against the number of handy elixirs must be made. A fumble indicates the wrong elixir is chosen, while a failure indicates that the round was spent searching. An elixir normally lasts an hour, but the imbiber's constitution will fight the effect, reducing the duration. Make a Toughness (or Poison Resistance) step roll, and reduce the duration by as many minutes. Some elixirs have partial effects if partially consumed. But magically, the entire potion is still one pattern, and once some of the effect has begun, the entire effect will end in an hour, thus spoiling the remains of the potion. It is possible for several characters to share such an elixir, however. Animal ControlThis potion enables the imbiber to empathise with and control the emotions of animals of one type - cats, dogs, horses, etc. The number of animals controlled depends upon size: 5d4 animals of the size of giant rats; 3d4 animals of about man-size; or 1d4 animals weighing about 1/2 ton or more. The imbiber of the potion makes a Spellcasting test against the highest Spell Defence of the animals. Control is limited to emotions or drives unless some form of communication is possible. Note that many monsters can't be controlled by the use of this potion, nor can ins, genies or half-genies. Booster PotionA booster potion increases the effectiveness of a character's Recovery Test. Each booster potion adds 8 steps to a character's Toughness step for one Recovery Test. If a character has no Recovery Tests left, the booster potion has no effect. ClimbingImbibing this potion enables the individual to climb as a if using the talent, up or down vertical surfaces. Add the character's initiative step to the normal climbing talent (or Dexterity). Cure Disease PotionCure disease potions heal damage caused by disease and add 5 steps to a character's Toughness or talent step when making a Resistance Test against a disease. DelusionThis potion affects the mind of the character so that he believes the liquid is some other potion (healing, for example, is a good choice - damage is "restored" by drinking it, and only death or rest after an adventure will reveal that the potion only caused the imbiber to believe that he was aided). If several individuals taste this potion, it is 90% probable that they will all agree it is the same potion (or whatever type the DM announces or hints at). DiminutionAfter drinking this potion, the individual (and everything he's carrying and wearing) diminishes in size - to as small as 5 % of normal size. The percentage of the potion drunk determines the amount a character shrinks: For example, if 40% of the contents is swallowed, the person shrinks to 60% of normal size. Carrying capacity (for goods they pick up while shrunk) is reduced proportionally to length. Characters increase their physical defence and all stealth abilities by +1 at 75%, 50%, 25% 10% and 5% of original size. They also multiply any physical damage they take and divide any physical damage they deliver with this number. At 75% size, the only effect is an increase in stealth and Physical Defence. DreamingThis potion grants the imbiber a vision of that which he desires. The imbiber drinks the potion before retiring, and names the person, object, or setting that he is searching for. That evening, a dream will tell him something about what he seeks: a location, a magical guardian, other individuals nearby, potential dangers, etc. Only one thing will be revealed about a person, object, or setting per dream. Upon awakening, the dream will remain in the imbiber's mind so that he may use the clues provided there to guide his path. A dreamer seeking water may have a marid appear to him, pointing to the east, where water is in the "waking" world within easy walking distance. A dreamer seeking a lost gem may find himself deep in a cavern, where a great ghul hunkers over the gem, indicating the creature guarding the gem. The DM determines the nature of the clue: a direction, a location, or an individual involved in the search in the dream. If no clues are available (by DM decision) or the item searched for is magically protected or not in existence, the individual will instead have a vivid nightmare. The DM may feel free to pepper the dream with horrific images, forebodings of doom, and dangers to the dreamer and the dreamer's party. Elixir of Divine GraceThis draught will inspire total confidence in the drinker. He will fell as though he was a God, or the most favoured of Fate. During this time he will be very wilful and self confident, but can be led if influenced subtly. His Social Defence against intimidation and rudeness is 15, but it is otherwise random, determined by a step 8 roll upon each suggestion. His Spell Defence and Wound Threshold is increased by +3 each. This potion is addictive, and it is rumoured that some Holy Slayer brotherhoods use it to ensure the loyalty of their members. Elixir of HealthThis potion cures blindness, deafness, disease, feeblemindedness, insanity, infection, infestation, poisoning, and rot. It will not heal wounds or restore damage inflicted through any of the above causes. Imbibing the whole potion will cure all of the above afflictions suffered by the imbiber. Half a flask will cure any one or two of the listed ills (GM's choice). Elixir of MadnessA single sip of this elixir causes the imbiber to go mad, raving wildly until magic is used to remove the madness. Once any creature is affected by the elixir, the remaining draught loses all magical properties, becoming merely a foul-tasting liquid. Elixir of YouthQuaffing this rare and potent elixir will reverse ageing. Taking the full potion at once reduces the imbiber's age by 1d4 + 1 years. Taking just a sip first, instead of drinking it down, will reduce the potency of the liquid, and drinking the lower-potency liquid reduces age by only 1d3 years. Felix's PoulticeFelix's poultice adds 5 steps to a character's Toughness or talent step when making Resistance Tests against poison. The poultice must be applied to the wound where the poison entered. If no wound exists - for example, if a character swallowed poison - the character must be intentionally wounded, and the poultice applied to the wound. Fire BreathThis potion allows the imbiber to spew a tongue of flame at any time within one hour of quaffing the liquid. The drinker may either spit four fire-spittles, each affecting a single target within 10 yards for step 15 damage, or as a single cone, 6 yards wide at the base and up to 25 yards long. All in this area suffer step 25 damage, and evena poor success on the attack roll causes step 10 damage. Targets are attacked using Missile Weapons against Physical Defence, but mystic armour protects. If the flame is not expelled before the hour expires, the potion fails, with a 10% chance that the flames erupt in the imbiber's system, inflicting double damage upon him, with no mystic armour. Fire ResistanceThis potion bestows upon the person drinking it magical invulnerability to all forms of normal fire (such as bonfires, burning oil, or even huge pyres of flaming wood). It also gives resistance to fires generated by molten lava, a wall of fire, a fireball, fiery dragon breath, and similar intense flame or heat. Subtract fifteen from the damage of all such attacks. Gaseous FormBy imbibing this magical liquid, the individual causes his body, as well as anything he's carrying or wearing, to become gaseous. The gaseous form is able to flow at a base speed of 30 yards per round. Strong air currents will blow the gaseous form at half air speed. The gaseous form is transparent and insubstantial. It wavers and shifts, and can't be harmed except by magic. When in such condition the individual is able to enter any space that is not airtight - even a small crack or hole that allows air to penetrate also allows entry by a creature in gaseous form. If only a part of the potion is drunk, duration is reduced proportionally. Giant ControlA full potion of this draught must be consumed for its effects to be felt. It will charm a giant, making him obey the imbiber. To charm the giant, the drinker need merely look into it's eyes (make a spellcasting test against it's spell defence, or a Perception +4 step roll if the imbiber does not know Spellcasting). Charmed giants will completely trust and obey their new master, gleefully taking risks for him, but not to the point of suicide. Giant StrengthWhen a giant strength potion is consumed, the individual gains great strength. It is also possible for the person to hurl rocks as shown on the table below. Note that the type of giant strength gained by drinking the potion varies:
GrowthThis potion causes the height and weight of the person consuming it to increase. Garments and other worn and carried gear also grow in size. Each fourth of the liquid consumed causes 1' height growth - in other words, a full potion increases height by 4'. Weight increases is proportional to the change in height. Any gear carried also grows. For each foot grown the grown character increases his Strength step and natural armour by 1, and also increases his movement rate by 5 yards walking and 10 yards running movement. Weapons become larger, and so inflict one more damage step per foot of increase. His physical defence is worsened by one per foot grown, though. HealingHealing potions automatically heal one Wound, and also add 8 steps to a character's Toughness step for one Recovery Test. A character may use a healing potion whether or not he has a Recovery Test available. If a character has no Recovery Tests left, the healing potion heals one of the character's Wounds. He then makes a Recovery Test using Step 8 (2D6) for the effect of the healing potion instead of his Recovery step. Human ControlThis potion gives the drinker the power to charm ins he meets, commanding their obedience. Ins can only be charmed during the first ten minutes after the draught is consumed, but the charm will last for the full duration. To charm a namegiver during the first ten minutes, the drinker need merely look into their eyes (make a spellcasting test against their spell defence). Charmed ins will completely trust and obey their new master, gleefully taking risks for him, but not to the point of suicide. LevitationA levitation potion allows levitation of the drinker, to a maximum weight of 600 pounds. No horizontal movement is provided, and vertical movement is quite slow (10 yards/round). The consumer can carry another person, as long as their total weight is within this limit. LongevityThe longevity potion reduces the character's age by 1d12 years, restoring youth and vigour. The entire potion must be consumed to achieve the desired result. It is also useful as a counter to magical or monster based ageing attacks. Each time one drinks a longevity potion, there is a 1% cumulative chance the effect will be the reverse of what the consumer wants - the character is restored to his natural age! Ofelia's AntidoteOfelia's Antidote suppresses the effects of poisons, meaning that a character takes no damage from the poison for an hour. The antidote also adds 4 steps to the character's Toughness or talent step when making a Resistance Test against the poison. Ofelia's antidote only suppresses the effect of one dose. Philtre of DrunkennessUpon imbibing this potion, the individual immediately becomes horribly, totally inebriated. Role-playing aspects of this situation are left to the player and the DM, but in game terms the individual has a -4 penalty on all step rolls. The effects last six hours, followed by three hours of splitting headache. Philtre of GlibnessThis potion enables the imbiber to speak fluently - even tell lies - smoothly, believably, and undetectably. Increase his Charisma Step by +5 when lying, and his Social Defence, and Spell Defence by +5 when others are attempting to detect his lies. Philtre of LoveThis potion causes the individual drinking it to become charmed with the first creature seen after consuming the draught. The imbiber will follow that person about, trying to be friendly and helpful, and may actually become enamoured if the creature is of similar race and of the opposite sex. While affected by the philtre, the imbiber has a Social Defence of 3 against his favoured subject. Philtre of PersuasivenessWhen this potion is imbibed the individual becomes more charismatic, gaining a bonus of + 5 on Charisma step. Philtre of Stammering and StutteringWhen this liquid is consumed, it will seem to be beneficial - philtre of glibness or persuasiveness, for instance. However, whenever a meaningful utterance must be spoken (the verbal component of a spell, the text of a scroll, negotiation with a monster, etc.), the potion's true effect is revealed - nothing can be said properly, and the best of the dice rolled for the action is automatically reduced to 1. This means an automatic fumble if only one dice was rolled. Polymorph SelfThis wondrous draught allows the drinker to assume the form of any animal desired, along with the physical characteristics of that form, including damage capacity and Physical Defence. He can also change form again in a single round while the potion lasts. Each time the character changes form, make a spellcasting test against the highest physical characteristic of the form assumed. If successful, he will heal a number of points of damage equal to the margin of success, but otherwise damage will remain from form to form. It is thus possible to die by changing into a tiny form while hurt. When the potion wears off, the character must make a Willpower step roll against a difficulty equal to the number of transformations made. If this check fails, he will retain animal-like habits from time to time for one day per point of failure. This can be both embarrassing (you eat like a pig) and dangerous (the bird suddenly leaps out the window). Resist-disease PotionResist-disease potions add 3 steps to a character's Toughness or talent step when making a Resistance Test against a disease. Saural AcidSaurals produce a very potent acid, and their glands can be used to refine this acid for a variety of uses. Saural Acid is preferred by craftsmen for etching, by thieves for bypassing locks and by warriors as a loathsome weapon. The acid has a damage rating of 1 per ounce, up to 15 for a full pint. This damage will burn away one point of armour if the damage rating exceeds the armour's sum of physical and mystical armour. A target splattered in acid will take half damage (round douwn) each succeeding round until the halving reduces the damage to nothing. Saural Acid is extremely efficient when burning through substances, burning a coin-sized hole through one inch of almost any material per ounce used. A full bottle contains one pint (16 ounces). SpeedA potion of speed allows a character one extra action at the end of each round, as long as he does not cast spells or weave threads. It is not possible to do things that do not require an action along with this extra action. The imbiber also gains a +4 step bonus on initiative. Each time the character takes an extra action, he takes one point of strain. Treasure FindingA potion of treasure finding empowers the drinker with a location sense, so that he can point to the direction of the nearest mass of treasure. The treasure must be within 240 yards, and its mass must equal metal of at least 10,000 copper pieces or 100 gems or any combination. Note that only valuable metals (copper, silver, electrum, gold, platinum, etc.) and gems (and jewellery, of course) are located. The potion won't locate worthless metals or magical items which don't contain precious metals or gems. The imbiber of the potion can "feel" the direction in which the treasure lies, but not its distance. Intervening substances other than special magical wards or lead-lined walls will not withstand the powers that the liquor bestows upon the individual. VentriloquismThis allows the user to make his voice sound as if it (or someone's voice or a similar sound) were issuing from someplace other than where he is - from another creature, a statue, from behind a door, down a passage, etc. The user can speak in any language he knows, or make any sound he can normally make. Treat this as a third level illusion spell for disbelief. The imbiber can use the ventriloquism ability up to six times within the duration of the potion. VitalityThis potion restores the user to full vitality despite exertion, lack of sleep, and going without food and drink for up to seven days. It will nullify up to seven days of deprivation, and will continue in effect for the remainder of its seven-day duration. The user gets all his recovery tests for the day back, and one additional recovery test per day for the duration, as well as a +2 step bonus on recovery and Toughness tests. Water BreathingThe potion allows the character drinking it to breathe normally in liquids that contain suspended oxygen. Thus, a character who has consumed a water breathing potion could enter the depths of a river, lake, or even the ocean and not drown while the magical effects of the potion persisted. The character will feel short of breath for the last ten minutes of the potion's duration, a clear warning to get to the surface immediately. The potion (and it's duration) can be shared among several people. Magical OilsMagical oils, lotions and scents are common in the Land of Fate. Perfumes are fashionable among both men and women, and attract no particular attention. They last longer than elixirs, but are more cumbersome to use. Magical oils are poured over the body and smeared appropriately. It thus takes one round to find and unstop the bottle, and another round to smear the oil. If extensive equipment is also to be covered, this takes one or more additional rounds. The oil takes effect in the round after it is completely applied. One dose is magically sufficient to anoint one person and such gear as he typically carries (two or three weapons, garments, armour, shield, and miscellaneous gear). Magical oils will stay in effect for about twenty four hours, but they can be washed of with alcohol in about a minute. Rubbing them of with wine, sand or water can take hours. The GM can reduce the duration of a magical oil if the character bathes, is in a dust storm, sweats a lot or otherwise wears on the potion. Astral Sight LotionApplied to the eyes, this lotion causes the eyes to go milky white, but the user also gains Astral Sight. He can automatically see anything with a Spell Defence lower than his Perception step, and can make Spellcasting tests to see objects with higher Spell Defence values. Normal vision is impossible while the lotion is in effect, but the character can move about normally using his astral sight. Balm of RestA character coated in this milky lotion will feel sleepy, and fall asleep if he tries to. He will then sleep, gaining an extra recovery roll at +8 steps each hour of sleep. Last-chance SalveLast-chance salve can be given to any character who has been dead for one hour or less. The clear salve glows a gentle blue as it works its magic, a process that takes one minute. The character may then make all of his or her remaining Recovery Tests. If a character has no remaining Recovery Tests, last-chance salve entitles him to one extra Recovery Test. If this reduces the damage taken enough to revive the character, the character lives. If not, the character stays dead. Night Sight LotionApplied to the eyes, this lotion causes the eyes to reflect light like a cat's, but the user also gains night vision, like that of elves and orks. Oil of Acid InvulnerabilityWhen this oil is applied to skin, cloth, or any other material, it confers virtual invulnerability against acid. The protection gives 10 armour points against acid only. Later doses applied after the first halves the effect of earlier dose(s): a second dose applied immediately gives a total protection of 15, three doses gives a protection of 18 etc. Each hour, one point of the protective value wears off. Oil of AttractivenessThe user may coat his or her face with this slick unguent, gaining +3 steps Charisma against the opposite sex. If the oil is not removed by the end of that period, the oil acts as oil of horridness (q.v.) for the next 24 hours. Oil of CloakingThis oil can be smeared over an item to hide its magical nature. The item must be no larger than the size of a man, and cannot be alive. Applying the oil to one item uses the entire contents of the bottle, regardless of the item's size. The item's Spell Defence is increased to 30. Oil of DisenchantmentThis oil enables the removal of all enchantments and charms placed upon living things, and the suppression of such effects on objects. The oil rolls step 24 to determine it's Spell Defence rating. It will neutralise any magics with a Spell Defence lower than this. The potency of the oil then declines at the rate of one point per hour. Once the oil becomes to weak to suppress an enchantment on the object or creature it is smeared on, that enchantment comes back on Oil of Elemental InvulnerabilityThis precious substance gives total invulnerability to one type of normal elemental force plane: wind storms, fires, earth slides, floods, and so forth. Each such flask will also be effective on the appropriate Elemental plane - this allows the protected individual to operate freely and without danger from elemental forces. Attacks by elemental creatures and magics are still effective, but damage from elemental attacks are reduced by fifteen. The element protected against is determined randomly.
Oil of EtherealnessThis potion is actually a light oil that is applied externally to clothes and exposed flesh, turning that person astral. It can be applied to objects as well as creatures. In the astral state, the individual can pass through solid objects in any direction - sideways, upward, downward - or to different planes. The individual cannot touch non ethereal objects. Ethereal individuals are normally invisible, but if they wish to closely observe the physical world they become dimly visible. Oil of Fiery BurningWhen this oil is exposed to air, it immediately bursts into flame, inflicting step 25 damage to any creature directly exposed to the substance. If hurled, the flask will always break. Any creature within 10' of the point of impact (up to a maximum of six creatures) will be affected, if the Thrown Weapons roll was greater than their Physical Defence. A poor success will suffice, but cause only step 10 damage. The oil can, for instance, be used to consume the bodies of as many as six regenerating creatures, such as trolls. If the flask is opened, the creature holding it immediately suffers 1d4 points of damage. Unless a Trap Initiative roll of 8+ is made, the flask cannot be re-stoppered in time to prevent the oil from exploding, with effects as described above. Oil of FumblingThis oil will seem to be of a useful type - acid resistance, slipperiness, etc. - until the wearer is under stress in an actual melee situation. At that point, he has a 50% chance each round to fumble and drop whatever he holds - weapon, shield, spell components, and so forth. Oil of Great DevotionThis oil is used to anoint the hands, temples, neck and other sensitive areas on the body, though simply smearing it all over will work. It attunes the wearer to the mysteries of the world, increasing his Karma step by five. Oil of HorridnessBy smearing this oil on the face, one's Charisma and Social Defence is immediately reduced by 3 each, as it temporarily renders the user's visage so horrid that only the ghuls and night hags would be comfortable around him. This oil is rarely labelled correctly, as it is often the result of oil of attractiveness which has spoiled. It can be removed normally. Oil of ImpactThis oil has beneficial effects on blunt weapons and missiles, both magical and nonmagical. When applied to a blunt weapon such as a club, hammer, or mace, it bestows a + 6 bonus to damage. One application will treat three melee weapons or 20 sling stones. If a person is covered with the oil, his fists will do Strength +6 damage. Oil of InvisibilityThis wondrous perfume will turn the wearer almost completely invisible. This is an illusion, with a disbelief of 10 and a sensing difficulty of 20. Any action the user does that is directed against another creature counts as a sensing test (eg. attacks or attempts at Picking Pockets). If the wearer attacks, targets may add any damage taken to the result of any later sensing and disbelief tests. The oil does have a distinctive scent that many dogs can track. Oil of InvulnerabilityThis oil makes the wearer almost invulnerable to physical weapons by turning him partially astral. Hits that are not armour-defeating cannot actually cause damage, though they can score knockdowns. Thread weapons and astrally active creatures can attack him normally, and certain talents (eg. Spirit Strike) will also negate the protection. The oil has the strong aroma of burnt almonds when used. Oil of ObedienceThis pasty unguent is smeared on the forehead of a creature that is asleep or unconscious. Upon awaking, that creature comes under the control of the individual who placed the oil there. This control is complete, and the obedient one is little more than a zombie. The obedient one does not think for himself except in the most basic fashion (breathing, not walking into walls), and cannot use spells (but can use talents, spell-like abilities or otherwise communicate). The one who placed the oil must give orders for the affected individual to move; the affected individual ignores orders that are impossible to follow. Self-destructive or completely alien acts allow the affected individual a Willpower roll against the controllers Willpower step to ignore the order. If this scores an excellent success, control is broken. This oil has no effect on an individual who is awake, or is awakened by the placing of the oil. Oil of RomanceThis oil smells of rancid fish, yet has a powerful effect when poured on the ground, usually across a doorway or other window. At that time, the pourer speaks the name of an individual of the opposite sex. Upon crossing the threshold or patch of oil, the named individual makes a Willpower test against the Social Defence of the user. On a failure, the charmed individual becoming devoted to the pourer of the oil, seeking to protect the latter and carry out his or her needs. In addition, the individual becomes a "victim of love," viewing the oil bearer in a new, more amorous light. Reduce Social Defence by half against the target of this affection. The enchantment worked by this magic lasts a year and a day, though the talent Invoke Fate can negate it. Oil of SlipperinessThis application makes it impossible for the individual to be grabbed, grasped, or hugged by any opponent, or constricted by snakes or tentacles. (Note that a roper could still inflict weakness, but that the monster's tentacles could not entwine the opponent coated with oil of slipperiness.) In addition, such obstructions as webs, magical or otherwise, will not affect an anointed individual. Bonds such as ropes, manacles, and chains can be slipped free. Magical ropes and the like are not effective against this oil. If poured on a floor or on steps, anyone moving over the floor must make an Initiative test against a difficulty of 15 or slip and fall. Oil of Soft FeetThis oil is applied to the feet of travellers, and makes the feet supple and fresh, better able to withstand the rigours of the road. It thus adds +4 steps to Survival, and Toughness for fatigue purposes, reduces travel-related strain in half, and generally makes the wearer feel fine. If the whole body is coated, only the feet benefit. The wise traveller coats his feet only, thus extending the effect over a whole week through repeated applications. Oil of the PickpocketThis oil, rubbed over the hands, allows a character to add five ranks to his Pick Pockets and Fast Hand talents, gaining these talents if he did not already have them. Oil of TimelessnessWhen this oil is applied to any matter that was once alive (leather, leaves, paper, wood, dead flesh, etc.), it allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The oil never wears off, although it can be removed. One flask contains enough oil to coat eight man-sized objects, or an equivalent area. Ointment of ConfidenceThis ointment increases the user's self confidence, thus improving his social defence by three. Scent CharmImbued with Elemental Air, these scents makes the wearer more comfortable to be around, giving +3 Charisma Steps. Stasis LotionA concoction using elemental air to cool and elemental wood to sustain life, preventing decay. When the lotion is poured over a body, that body will be covered by frost and fall into stasis. For 24 hours the body will not detoriate, it will be as if no time passed at all, and disease or damage will not grow worse. Nor can it be healed. It is possible to use a last chance salve on a target that has been under a Stasis lotion, effectively extending the normal one hour limit. At dawn, the target will gain new recovery rolls as usual, so this can be a good way of improving the victims chances. The effects of the lotion can be negated by washing away the lotion and the frost it generates in approximately five minutes. If the lotion is applied to an unwilling, mobile target, an Unarmed Combat attack roll is required. The lotion will not cause stasis, but will reduce the target's Physical Defence and Dexterity Step by one per degree of success on the attack roll. This loss is recovered at the rate of one point per minute. |
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