Alchemic Items (Action)
|Heroic Action Role-Play|
Alchemy is a variant of Gadgets, a cinematic variant of early chemistry. Alchemy, if used in a campaign, is not dependent on tech level. But alchemical items do have a tech level, this is where they can be created using technology, without resorting to alchemy. In a campaign where alchemy is common, the tech level given has little impact.
Alchemical items come in small flasks of glass or ceramics. Each concoction has its own characteristic container shape to make grasping the right one easier in the heat of the action. These flasks are Tiny and are usually worn in a bag, belt, or bandolier that is of Medium.
"You" in the description of an alchemic item is always the user, and any game value refereed to is generally the user's. "He" in a description reefers to the target. Unless specifically noted, effects last for one scene.
Fuklminant are alchemical weapons similar to grenades, but generally only affect a single target. You can throw a fulminant with Close range using either Action or Shoot. On a hit, it bursts and affects the target. On a miss if lands on the ground or a wall 1d6 meters beyond the target, usually with little effect. Sometimes a fulminant is thrown at a spot on the ground, using Cover and Concealment difficulties.
Basic Action, Coal
Does Body +4 Acid damage. Your attack breaks armor. If you inflict a Hit on an opponent whose Toughness is greater than his Body, reduce his Toughness by one for the rest of the scene, but never to a value lower than his Body.
Basic Action, Coal
A living creature hit by an alkaloid becomes slippery and tends to fumble. Moving maneuvers become riskier and any weapon used gains the Unreliable quality, and this applies separately to each; Double 1 means a maneuver fumble, double 2 means a main weapon fumble, and double 3 means a secondary weapon fumble (if any). This is on top of any fumble risks you already have.
An alkaloid can be used to put out a Burn. This inflicts no damage or slipperiness and makes the target immune to further Burn and Armor Breaker effects this scene. You can do this proactively even if you are not currently suffering Burn.
Basic Action, Hyperspace
On impact, this fulminant expands into a boulder of soft stone, filling the square it lands in. A creature hit by the fulminant loses a shot and is pushed out of the square in a direction of your choice. The boulder looks solid but only has a Body equal to your Create, which is weak for a stone boulder. If applied carefully, this can create a wall or other simple stone construction in a single adjacent square. Such construction can be discovered with a Scan check against your Create.
Cutting Salt Fulminant
Basic Action, Fusion
You throw or spill this on the ground, were it instantly crystallizes into spiky salt crystals that function as Caltrops. A thrown Cutting Salt Fulminant covers the square hit all adjacent squares. You can instead spread the contents over up to 6 adjacent squares within 2 meters. The Caltrops dissolve into dust at the end of the scene.
Basic Action, Hyperspace
A Lighteater Fulminant creates darkness in the square it lands. If it hits a creature, the darkness will follow that creature as it moves. If it hits the ground, it fills the square it lands in and all adjacent squares. The square of darkness blocks vision through it. Creatures in the near part of this darkness can still be seen. A creature in the darkness is partially blinded; any creature has sufficient concealment to Sneak against it.
An orange dust that disperses into a cloud when the bottle is broken violently. This has no effects on most creatures, but affects Plant Elementals as if it was an Alkaloid Alkaloid Fulminant. It also causes living plants within a number of meters equal to your Mind or Body to lose their leaves and no longer offer concealment; bush and smaller plants will die. The various resistance powers do not work against this fulminant.
On a hit, the target is colored in a bright color decided when the dye is made. The victim will stand out in a crowd and a task hampered by this is Stymied. The dye is hard to wash off. A Limit Break spent washing allows an opposed Create check to negate the effect. It otherwise lasts until the end of the session. The dye can also be used with more care and attention to mark items and places or to create graffiti.
Does Body +4 Fire damage. This attack can cause nasty, lasting burns to any target that takes damage. Unless the target takes a basic action to put out the burns, it will take one additional hit at the end of the round. A friend can help stop the damage, but this requires a First Aid stunt with a difficulty equal to the damage rating of the attack that caused Burn. A creature can only have one burn effect active at a time, even if damaged by several different types of attacks that each cause burn.
When the container breaks, the coarse powder inside immediately explodes with a bright flash of light. The diameter in meters is your Body centered on the target. You can target the ground to increase the chance of successful targeting. Make a separate attack roll against each target in the area, including friends and bystanders. A Flash Bomb does Body +2 Radiation damage damage, but normally causes no Hits. A target that would normally take a hit instead loses three shots from his shot counter instead. A Damage Setback has no additional effect. Treat groups of unnamed characters in the area as one target for the purpose of flash; either they are all hit or all missed.
This fulminant fills the square it lands in and all adjacent squares with a thick foam for the rest of the scene. Dousing the foam with sand or a liquid (a Basic Action) removes one square of foam. A creature with Body above 10 can clear one square per 10 Body or fraction thereof. This foam is not solid, but blocks vision and hinders movement, requiring a Free Running check against your Create. It will smother a mundane fire in two rounds. The foam cushions falls and collisions, creatures that take Concussion damage while in the foam can soak that damage using your Create.
Basic Action, Ancient
Refined from the remains of ghasts or something equally foul-smelling, this fulminant exposes the target to gasping pain. A living, breathing target must make an opposed Impress check against your Create whenever he tries to take an action; on a failure can still move but loses three shots without making any action. As soon as he passes the check, the effect ends, but he will still smell foul for hours or until properly bathed with soap.
Basic Action, Hyperspace
This alchemically enhanced dirt is a concentration of the mundane, used against creatures not connected to the material world, causing them to melt. This causes no direct harm to most creatures, but affects Epitomes as if it was an Alkaloid Fulminant. The various resistance powers do not work against this damage. Any target of any type hit by a Grounding Fulminant can't be Teleported for the rest of the scene. This effect can be negated by scrubbing as a Limit Break and an opposed Create check.
Basic Action, Mirabilia
Not strictly an alchemical fulminant in the normal sense, holy water can be used as if it was a fulminant to do Mind +2 Spiritual damage. This damage only affects supernatural creatures: Fairies, Epitomes, Gifted, and Strange. If the technology of the setting is Fusion or higher, this will not affect Robots since they are now normal. Holy water can also be used as an ointment to prevent power effects. This increases the skill used for defense against any power by +3 until the end of the round.
Refined from irritant plants or things like skunk musk, this causes itching and irritation. A Mundane, Fairy, or Gifted creature must make an opposed Impress check against your Create whenever he tries to take an action; on a failure can still move but loses three shots without making any action. As soon as he passes the check, the effect ends.
Laughing Gas Fulminant
Basic Action, Combustion
This fulminant makes the target drowsy and to giggle or laugh uncontrollably. A living, breathing target must make an opposed Charm check against your Create whenever he tries to take an action; on a failure can either move or take an action, not both. As soon as he passes the check, the effect ends. This is the same as the Static item ability. While affected, a creature cannot use Recon for defense against stunts and must use his Reflexes instead. The symptoms of laughing gas are not uncomfortable or obvious. If applied subtly, the target will not realize that this is an external effect. Unless he has a reason to act and thus to make a check to break the effect, laughing gas can last the rest of the scene.
Basic Action, Fusion
Electricity crackles along a metal filament inside this small glass bottle. Does Body +4 Electric damage. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.
Natural Law Fulminant
Basic Action, Mirabilia
This bottle contains alchemical materials that reinforces natural law, causing Strange creatures to melt. This does no direct harm to most creatures, but affects [[Strange creatures and Fairies as if it was an Alkaloid Fulminant. The various resistance powers do not work against this fulminant, but if the technology of the setting is Fusion or higher, this will not affect Robots since they are now normal. Any target of any type hit by a Grounding Fulminant can't be Teleported for the rest of the scene. This effect can be negated by scrubbing as a Limit Break and an opposed Create check.
On impact, an ooze fulminant releases an imprisoned ooze that will immediately and mindlessly attack nearby creatures. It is in a frenzy when first released, its initial shot counter is set to the first shot after it was released. It uses normal initiative on later rounds. A Fulminant Ooze is an unnamed creature. An Ooze Fulminant modified to have an area effect releases one Fulminant ooze per square, with a maximum number equal to your Mind.
Fulminant Ooze Body 3 Mind 7 Reflexes 3 Move 2
Basic Action, Coal
A light yellow powder that reacts to quench fire and acid. It will douse the square hit all adjacent squares and put out a fire or negate an acid. The action is not quick enough to counter a fire or acid attack.
Basic Action, Combustion
The red powder in this fulminant is alchemicly agitated rust. This has no effects on most creatures, but affects Fairies and Robots as if it was an Alkaloid Fulminant. It causes rust on ferrous objects, but the process is not fast enough to have an effect in a fight. The various resistance powers do not work against this fulminant.
On impact, this creates an eyeball-sized blob of seemingly unremarkable goo. If it hits a creature, it sticks (it can be detached as a Basic Action) and it does not react to the movements of a creature it adheres to. The blob has a Recon equal to your Create and uses this to appear unremarkable and to spot movement within 3 meters. If it notices movement, it screams loud enough to instantly waken sleepers within Recon meters and to be heard a hundred meters away. It never takes any actions, it skill is purely defensive.
Slippery Gel Fulminant
Basic Action, Coal
This is a grease used to reduce friction. A bottle can be thrown as a fulminant, coating either one creature or the square hit all adjacent squares. It can be more carefully applied to up to 6 adjacent squares within 2 meters or to a single adjacent creature Ground covered in slippery gel is hazardous to walk in. The Free Running difficulty is equal to your Create. Applied to a door or mechanism, it reduces the Body required to manipulate the mechanism by your Reflexes and makes it possible to open a stuck door silently. Creatures covered become slippery and gain the use of [Artist]. If the gel is carelessly applied or was the result of a fulminant attacks, covered creatures count all squares as if they were covered in slippery gel. Slippery gel rubs off at the end of the scene and use and can be washed away with an opposed Create roll. It does not evaporate and can last for years if left undisturbed.
A Smoke Fulminant fills the square it lands in and all squares within 2 meters with opaque but harmless smoke. The smoke is normally white but can be any color specified when it is made. Attacks and perceptions checks through this smoke suffers a -1 penalty per meter. The smoke provides concealment for Sneaking, altough the sneakers location is fairly obvious unless he moves. Indoors the smoke lasts until the end of the scene, outdoors it disperse on a d6 rollof 1 or 2 at the end of each round. A breeze or stronger wind will immediately disperse the smoke.
Basic Action, Combustion
This fulminant forces the target to sneeze uncontrollably. A living, breathing target must make an opposed Impress check against your Create whenever he tries to take an action; on a failure can either move or take an action, not both. This is similar to the Static item ability. As soon as he passes the check, the effect ends.
Releasing a viscous alchemical tar that becomes tough on exposure to air, a tar fulminant ties the target up. Make a Melee or Shoot attack against the target's Dodge or Body. On a success the target is partially bound and suffers one of the penalties noted below. On an Outcome matching the target's Reflexes he is more severely bound and suffers three of the conditions. Physical restraint in Action does not completely prevent a hero from action, they impose handicaps to be overcome. Unless otherwise indicated, roll 1d6 for a random restraint, adding +1 for each previous restraint.
- Gagging prevents mundane speech. Stymies all Charm and Impress checks.
- Handcuffing is when your hands are tied in front of you, but not so tightly as to make them completely unusable; you can still use one hand effectively, such as using weapons or tools of Small size or smaller.
- Hobbling indicates restrained legs, but not fixed to each other. It means you cannot move as part of a normal Basic Action, and can only move your normal move when you do a Full Move action or otherwise do an action that grants extra movement..
- Immobilized, stuck to something, alternatively on a short leash which prevents movement beyond one or two meters. If you are stuck to a creature whose Body is greater than yours, you are forced along as it moves, otherwise you are both immobilized unless you two cooperate.
- Bound Legs you fall prone and cannot stand unsupported, which prevents and hinders many actions as determined by the situation and stunt description. Your Move is reduced to 1. Swimming and flying creatures are entangled, with similar effects.
- Bound Arms prevent most physical manipulation and the use of weapons and implements. You can still use tackles and head butts for (Body +0) damage or a Tiny Ranged Weapon, but limited to Close range.
- Blinded restricts your awareness, giving you only a rough estimate of objects and creatures in a diameter equal to your Mind; you are insensitive to things beyond this range. Everyone has enough concealment to Sneak on you, and against creatures beyond your perception range, you have to use Reflexes rather than Recon for defense against Recon stunts.
- (or more) Hogtie A hogtied character cannot act physically and can only move one meter as a standard action; no movement is otherwise allowed. This also prevents all Defense actions.
These restraints can be escaped with a Contortions stunt pitting Reflexes (either of the target or of someone helping him) against your Body or Mind. Because it remains a viscous fluid it cannot be cut, but application of cold sufficient to do damage turns it brittle and breaks it.
Tar Burn Fulminant
Basic Action, Electronic
This flask of volatile chemicals contains blood and graveyard dirt. This has no effects on most creatures, but affects Undead as if it was an Alkaloid Fulminant. The various resistance powers do not work against this fulminant.
Alchemical devices used with other alchemical products, most commonly fulminants, to enhance their effect. Strictly speaking many of these are not alchemic items at all When a fulminant that affects an area is used with a meta-alchemy item that grants a fulminant an area, the normal area effect of the fulminant applies throughout the larger area provided by meta-alchemy, but the effect is not otherwise altered and not double-stacked or considered to overlap. Meta-alchemic items cannot modify each other unless specifically stated.
A tattoo that can hold one alchemic item. The substance is available for instant use by tracing the tattoo. If the stored substance is a fulminant, it appears in your hand as a ball of goo and must be thrown immediately or it explodes. Only the wearer can use an Alchemic Tattoo, another creature can cut the tattoo to negate the fuction until the cut heals but not otherwise interact with it. Only a Pat Down Frisk can spot something unusual about an Alchemic Tattoo, and even then it requires an opposed Craft check to realize what it is.
A knuckleduster or Gauntlet with an alchemical compartment that can hold one alchemic fulminant which must be provided separately. When you punch someone the contents are released. This allows the use of an alchemical fulminant as a Melee attack. Its is a basic Action to either load the knuckles with an item or use them to attack.
Trigger Action, Clockwork
This is a melee weapon modification, an alchemical compartment that can hold one alchemic fulminant (which must be provided separately) is built into the weapon. You can release the substance as a Trigger Action when the weapon hits. This can be any alchemic substance that can be used as a Basic Action and it attacks as it normally would. Its is a Basic Action to load the weapon with a fulminant.
This is an alchemical fulminant (which must be provided separately) built into a piece of ammunition. The weapon's range is one category shorter than normal. This replaces the effect of the weapon with that of the alchemic fulminant. This can be any alchemic substance that can be used as a Basic Action and it attacks as it normally would.
This combines one alchemical fulminant (which must be provided separately), an accelerant that amplifies the effect, and a trigger for the whole. The result is a bomb. It cannot be thrown and is instead planted. It can be set as a timer that explodes at the end of a certain number of rounds, or made into a Trap.
When triggered, it is an area effect that does Body +4 of the fulminant's normal type and has a diameter in meters is your Body centered on the bomb. Make a separate attack roll against each target in the area, including friends and bystanders.
This is the same as a Blast Trigger except that it is a concentrated burst designed to destroy a specific object or construction it placed against. It does damage equal to your Create to a single object to be demolished.
This combines one alchemical fulminant (which must be provided separately) and an accelerant that amplifies the effect and disperses it in a ball-shaped burst. The diameter in meters is your Body centered on the target. Make a separate attack roll against each target in the area, including friends and bystanders.
This combines one alchemical fulminant (which must be provided separately) and an accelerant that amplifies the effect and disperses it in a wide cone. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Body and both the other sides have the same length and can be as long as your Create. All measurements are in meters. Make a separate attack roll against each target in the area, including friends and bystanders.
This tube uses either a low-power explosive or a spring device to launch fulminants with Shot range. It is a Basic Action to load the Fulminant Catapult, and a separate Basic Action to fire. The Shoot skill is used. It otherwise works as a hand-thrown fulminant.
You drink this oily tincture and then an alchemical fulminant. You can then exhale a cone with a length equal to your Body and a base with equal to your Mind. You can make these dimensions smaller if desired. You attack each target in the cone as if you had thrown a fulminant at them, including friends and bystanders. The entire procedure is a single Limit Break action.
A small box that fits inside a closed fist. It is used to subtly deliver an alchemical fulminant (which must be provided) on an adjacent creature. The sniff box negates any telltale signs of the alchemical fulminant itself, but cannot hide the effect; it is best used with the more subtle fulminants. Use an opposed Charm check to deliver an alchemical fulminant using a sniff box. Its is a basic Action to either load the sniff box with a fulminant or use it to attack.
This combines one alchemical fulminant (which must be provided separately) and an accelerant that amplifies the effect and disperses it in a line burst. You blast everyone along a path from you to any point you designate within Create meters. Make a separate attack roll against each target along this line, including friends and bystanders. If you are in doubt if a certain target is in the line, it is.
Used to coat objects, mainly weapons, alchemical oils have a mineral taste and smell.
Protects a metal object from acid, corrosion, and similar hazards until the end of the scene. If applied before the end of the round where the corrosion was incurred, it will restore the object to prime condition.
This oil is made to be lethal to one specific creature. It takes a drop of the creature's blood to attune the oil to the creature, this is a Basic Action and must be made before the oil is applied to a weapon. A weapon with Bane Oil ignores any powers the target may have that reduces damage, and powers cannot heal damage inflicted by this weapon before the end of the session.
Black Bite Oil
Basic Action, Combustion
Basic Action, Fusion
Apply this to a weapon to make it do Enervation damage for the rest of the scene. This is in addition to the weapon's normal damage; use the lower of the two soak values.
Blade Bile Oil
Basic Action, Electronic
Apply this to a weapon to make it do Acid damage for the rest of the scene. This is in addition to the weapon's normal damage; use the lower of the two soak values.
Blade Shock Oil
Basic Action, Combustion
Apply this to a weapon to make it do Electricity damage for the rest of the scene. This is in addition to the weapon's normal damage; use the lower of the two soak values.
Fire Blade Oil
Apply this to a weapon to make it do Fire damage for the rest of the scene. This is in addition to the weapon's normal damage; use the lower of the two soak values.
Frost Burn Oil
Basic Action, Fusion
Apply this to a weapon to make it do Cold damage for the rest of the scene. This is in addition to the weapon's normal damage; use the lower of the two soak values.
Holy Weapon Oil
Basic Action, Mirabilia
Apply this to a weapon to make it do Spiritual damage damage for the rest of the scene. This damage only affects supernatural creatures: Fairies, Epitomes, Gifted, and Strange. If the technology of the setting is Fusion or higher, this will not affect Robots since they are now normal.. This is in addition to the weapon's normal damage; use the lower of the two soak values.
Plague Blade Oil
Basic Action, Ancient
Apply this to a weapon to make it do Infection for the rest of the scene. This is in addition to the weapon's normal damage; use the lower of the two soak values. If the attack roll of a poisoned weapon exceeds both the target's modified Dodge and his Toughness, he is poisoned, and takes a minimum of one Hit, even if the damage of the attack was otherwise insufficient to cause damage. This can even cause a Damage Setback if the Outcome is 10 or more.
Infection damage has little or no instant effect, instead killing the target days or weeks later. A target damaged by infection does not risk immediate death; no Damage Setback is inflicted as you lose your last Hit. But neither do hits from Infection heal normally - they linger and the victim's metabolism must fight them off over time. Record the total number of Hits taken by infection, even if the character was not defeated. Each morning, make a Body roll against the number of Infection hits and read the outcome on the table below.
|Body Roll Outcome||Result|
|3 or lower||Take another Hit from Infection|
|7-9||Reduce Infection Hits by one|
|10+||Remove all Infection Hits, the patient is cured|
Poison Tongue Oil
Apply this to a weapon to make it do Neurotoxin damage for the rest of the scene. This is in addition to the weapon's normal damage; use the lower of the two soak values. If the attack roll of a poisoned weapon exceeds both the target's modified Dodge and his Toughness, he is poisoned, and takes a minimum of one Hit, even if the damage of the attack was otherwise insufficient to cause damage. This can even cause a Damage Setback if the Outcome is 10 or more.
Power Seal Ointment
A seal with an alchemical process involving holy and unholy symbols, silver, lead, cold iron and other secret alchemical ingredients that interfere with the powers of one or more origins selected it is when made. The target suffers Power Loss. An ointment lasts for a scene, and is hard to remove. Power Seal Amulets may not work on all origins, particularly Technology.
Sun Blade Oil
Apply this to a weapon to make it do Radiation damage for the rest of the scene. This is in addition to the weapon's normal damage; use the lower of the two soak values.
A grayish oil, mildly poisonous, that protects a creature or object from detection powers for a scene. At the end of the scene, a living creature takes 1 Hit - Biological resistance prevents this damage. This is a variant of [Terne-plating| Terne-plating]] and has the same function.
A fine white powder that inhibits detection powers when sprinkled on a creature or object. In normal use, it wears off at the end of a scene. If an object is stored with Torpid Talc on it the application lasts until the object is disturbed. This makes it harder to spot the target using powers, the minimum difficulty of such powers is your Create, and the range of such powers are limited to three meters.
Limit Break, Blacksmith
An explosive is a big alchemical weapon that can cause widespread destruction. They consist of black powder packed into a container of wood or similar organic material. A fuses is attached, and then the fuse reaches the black powder it explodes with a loud bang and a cloud of white smoke. An explosive is ignited by any Electricity, Fire, or Radiation damage that penetrates the casing. Placing the explosive and (optionally) lighting the fuse is a Limit Break. All explosives come with a Simple Fuse, other fuses must be purchased separately.
The damage value of a Bomb is the Body required to carry the bomb plus your Create. When the explosive detonates, it uses the Shoot equal to the damage. For each meter from the detonation, both attack skill and damage is reduced by 1.
Limit Break, Clockwork
A bomb is similar to a Mine, but held in a cast-iron container that turns into lethal fragments in the explosion. It is possible to turn a Mine into a Bomb by packing in in hard but fragile materials, such as bedrock or metal.
The explosion from a bomb does Cutting damage. Attack skill and damage is reduced by one for every two meters from the explosion.
Basic Action or Limit Break
If you pick Fuses as an alchemic item, you have access to all of the following. Used to light explosives and start fires. Applying a fuse to a combustible is a Limit Break; lighting a fuse is a Basic Action as long as you have ready access to fire. All fuses burn out at shot 1 of the appropriate round, before all other actions on that shot.
Fast Fuse Blacksmith, Mundane A cord infused with chemicals to make it burn very hot and fast. Fast fuse is normally sold in rolls of 10 meters. A fast fuse burns at the rate of 10 meters. per round and doesn’t need air to burn. The best way to extinguish it is to cut off the burning part and let that burn out.
Improvised Fuse Ancient, Mundane A rag or some dry plant matter wound around a combustible. It requires a Craft check (DC 10) by the user to actually ignite a combustible. Improvised fuses are improvised, you do not need to have picked Fuse as an alchemic item.
Simple Fuse Blacksmith, Mundane A simple fuse is a Fast Fuse that is short enough to burn out on the shot it is lit. Simple fuses must be prepared beforehand, but characters that have explosives are assumed to have simple fuses, you do not need to have picked Fuse as an alchemic item.
Slow Fuse Ancient, Mundane A rope infused with chemicals to make it smolder slowly and steadily. Slow fuse is normally sold in 10 meter rolls and cut down desired length. It burns at the rate of 1/3 of a meter per hour. It doesn’t need air to burn and can burn underwater. A burning slow fuse can be worn to provide access to fire, which can light other fuses and will light a torch or similar as a Basic Action.
The slow fuse can be cut to act as a timer. The GM makes a Create check for you with a DC equal to the number of hours you wish the timer to burn (minimum DC 5). For each point you fail this check, the timer burns 1d6 additional rounds. A check result of less than half the difficulty means the timer fails to activate.
Vulcan Match Fuse Coal, Mirabilia, Mundane A Vulcan Match fitted as a fuse. It will immediately ignite a torch, combustible, or another fuse. It is possible to use a cord to light a Vulcan Match fuse from a distance using a pull cord, this requires a DC 5 Craft check.
Wheel-lock Fuse Clockwork A spring mechanism rotates a metal cylinder against flint to generate sparks. Once winded, it can be triggered as a free or immediate action, and will immediately ignite a torch or combustible. Similar to a Vulcan Match Fuse in operation, but much more expensive and reliable. It is possible to use a ripcord to light a wheel-lock fuse from a distance. Wheel-lock fuses can be re-used if they survive the explosion, they have Body 5.
Inks are mostly used in downtime, where time is not critical. In order to be used, an ink needs a pen or brush and an ink-pot. Making these ready for use is a Basic Action. Using an ink to write a short sentence is also a Basic Action. Ink can write on paper, vellum, parchment, papyrus and similar absorbent substances. It cannot write on common materials like metal, stone, or wood.
An ink that glows in the dark. In well-lit conditions this ink is invisible, but in darkness ig glows, making it as readable as ordinary script. A page can even hold two sets of text, one readable in light, another using glowworm ink readable in the dark. Can also be used to create glowing tattoos.
Basic Action, Ancient
Various kinds of invisible ink are available. The most common is citrus juice; this ink appears when the page is held to a flame. Citrus juice is commonly available and not considered an alchemical item. A proper alchemical Invisible Ink has two components; one is the ink used to write the message. The other is a catalyst sprayed on the page to make the message visible. Alternatively, the catalyst can be some other fluid you have a sample of when making the ink, including such things as a specific creature's blood or urine. Trying to find the right substance to make an unknown Invisible Ink appear is a Limit Break pitting the decipherer's Create against your create. An Outcome matching your create is needed; successful rolls without sufficient Outcome grant an Advantage for use on later attempts.
This is an ink that will create lasting text on any material. The text will rub off with frequent use, but even then it lasts up to a year.
Incense are made from woods and herbs processed into sticks or cones and burnt to create fragrant smoke. This smoke has a distinct smell (an acquired taste) but does not obscure vision. The smoke scatters quickly outdoors and is only effective within 1 meter of the burning incense. Inside, a single burner can fill a meter cube ten meters to a side. The smoke has effect on the round after it is lit. A stick of incense will burn for hours, usually an entire session. Having incense smoke of several different types in the same area is ineffective, none of the different types will work. Incense can be negated either by putting out a burning stick or lighting another type of incense, either will take effect at the beginning of the next round. Incense can be burnt in special burners called censers. These protect the incense and prolong the burn time, but are not strictly needed. Lighting a stick of incense is a Basic Action. A censer can be worn as an accessory, placed as a decoration, or most commonly hung suspended.
This incense smells particularly pleasing and nullifies other odors. Against attacks and interactions based on odors, creatures in the smoke can use your Create instead of their own skills to resist attacks and interactions based on odors.
Made from alchemicly processed dead trees, Ghost Fragrance protects undead in the smoke. Effects that normally have special effects against Undead don't have those effects against Undead in the smoke.
Creatures in this smoke can use your Create instead of their own Body to resist initial infection from disease. Once a creature has contacted a disease, Myrrh Incense provides no benefit, but can help others to avoid infection.
Incense is available that will repel specific groups of creatures decided when the item is created: incense that repels bats, birds, cats, giant insects, oozes, reptilians, and rodents are common. Exceptional variants can repel Strange creatures, one specific incense for each type of creature. A repelled creature must make an opposed Impress check against your Create whenever he tries to take an action in the smoke; on a failure can still move but loses three shots without making any action. Repelled creatures will usually try to move out of the area as soon as they can. Repellent Incense is especially effective against Swarm creatures of the type the repellent is effective against. A Swarm gets no Swarm bonuses in this smoke, and other creatures in this smoke can use your Create instead of their own skills to resist attacks and interactions from such Swarms.
A mix of herbs blessed by a cleric can repel Undead and hostile Epitomes. Such creatures must make an opposed Impress check against your Create whenever it tries to take an action; on a failure they can still move but loses three shots without making any action. Creatures will usually try to move out of the area when they fail this roll.
All of the items in this section are meant to be ingested or applied to a wound.
Basic Action, Coal
This finely powdered salt must be inhaled with a sharp breath. Once used, the salt creates breathable air inside the target's lungs, enabling him to survive in airless environments and toxic atmosphere for the rest of the scene. For the duration, the target will constantly be breathing out, never breathing in. This is an unnerving experience. The target must use the lower of his [[Mind (Action)|Mind and Reflexes for Initiative for the duration. A user with the Alchemist or Swimmer schtick or similar ability does not suffer this side effect.
Basic Action, Mirabilia
This is poured over the target and will negate any alchemical substance applied externally or with a free-standing effect as long as the effect was used this session. This includes the effects of alchemical fulminants with a lasting result except damage.
Basic Action, Mirabilia
This tonic negates the effect of any alchemical substance drunk by the user earlier in this session.
Various dyes and ointments used to enhance appearance, Alchemical Cosmetics is a kit of combs, brushes, and alchemical salves rather than a single tonic. The set includes dyes for skin, hair, and even feathers, teeth, horns, and similar attributes. It also includes pastes that can build and change the appearance of skin, alerting facial features and adding things like warts, blemishes, and wounds. This allows a single use of the Stylist schtick. If you know the schtick, Alchemical Cosmetics makes the Stylist check Routine.
Alchemical Glove Gel
This purple gel adheres to skin and provides protection against substances dangerous to touch for the rest of the scene. The gel has 3 Hits and takes hits that the wearer would normally take until it is depleted. Applying Alchemical Glove Gel additional times in the same scene causes an overdoes reaction that inflicts a Hits for each additional use.
A scent attractive to animals (and other creatures of similar intellect) of a type chosen when the lure is made; predators, herbivores, or scavengers. Make a Create or Ride check when using the lure and multiply the check result by 100 meters to find the range at which animals can be attracted. The check must also exceed the animal's Mind for the Lure to work. Once the lure has attracted an animal or pack of animals, other animals will avoid the site as already claimed.
Restores one Hit to an unnamed creature or a named creature that has that has Hits remaining. It is the drinker that must make a limit break,. The drinker does not need to be Focused, but if he is not he loses one Fortune point. Applying this to an unnamed character is a Basic Action and they will wake up with zero shots. You can apply it to an adjacent unnamed character at the end of a round with no shot cost.
This love poultice must be administered in drink or with a Sniff Box. The target's judgement is clouded. For the rest of the scene, any successful Charm stunt or schtick (not power) used against the target causes a Setback. After the end of the scene, the target will feel nauseous and take one Hit of damage, which may raise suspicions.
Basic Action, Clockwork
This toxic tincture burns the user's body, but focuses the mind. It has a burning taste that cannot be disguised, so it is not effective as a poison. The drinker takes 3 Hits, but gains one Fortune point that must be spent before the scene ends, or it is lost. You can only ever gain one Fortune point per scene this way.
This alchemical oil neutralizes a living creature's aura and projects an aura similar to that of Undead until the end of the scene. Unintelligent undead will see you as one of their own and usually won't attack. Intelligent undead won't be attracted to you, but if they see you they are likely to become agitated unless you successfully disguise yourself as an Undead.
This fist-sized alchemically treated animal bladder is tightly sealed around a small wooden grip. By giving the handle a sharp twist you break a tiny glass ampoule just inside the bladder, filling the bag with buoyant gas and causing it to swell into a 3-foot-diameter sphere. Inflating the balloon is a Basic Action. Once filled, the balloon floats upward at a speed of 1 meter per shot The balloon can lift up to 10 kilos of weight as it rises, though carrying more than 5 kilos reduces its speed to 1 meter every 3 shots. Multiple balloons attached to a single object add their carrying capacities together when determining how much weight they can lift. If a balloon is not held or bound in place in some manner, it continues to rise until it reaches a height of 100 meters, or until the end of the scene, after which it pops and is destroyed.
A runny white balm that makes the wearer immune to blood loss and protects the skin from burns. Makes you immune to burn and bleed side effects for the rest of the session. Applying the balm requires close attention if it is to give any advantage and is thus a Limit Break.
This tonic makes the drinker slightly paranoid. He can use your Create instead of his Recon to set the difficulty of Sneak checks and for Alertness and Scan stunts. As a side effect, the drinker's Charm checks are [Stymied] for the same period.
When fed to creature that as suffered a Damage Setback the target falls into a deep sleep where his metabolism slows. In this state, the drinker will not die for a number of hours equal to a Body roll, giving many more chances to attempt First Aid. This does not help against any disability or handicap caused by the Damage Setback. Drunk by a healthy creature, the poultice works as an ingested poison using your Create that does Stun damage.
This milky white fluid is applied both externally and internally to a dead body to keep it from deteriorating. One application is needed per week. Meat can be preserved this way, but tastes bitter and is revolting.
This cures hangover. It will also abort a very recent pregnancy. The Limit Break actually happens after consuming the tonic but before the effect hits.
This oil but burns quickly at a low temperature, making it ideal for exotic performers such as fire-spinners and flame-spitters. You may spit a mouthful of Fire Juice oil past an open flame (such as a candle, slow fuse, or torch) to ignite it, creating a brief burst of fire. This is not hot enough to do damage, but can serve as a universal language with the Impress skill, allowing use of the skill even when there is no common language.
Two sticks that when fitted together and shaken to mix the alchemical substances inside form a short staff that glows like a torch without flame or heat for the rest of the day.
This thumb-sized metal plate is covered with a thin layer of light-sensitive paste. If exposed to light, the paste darkens, depending on the amount of light. Bright light causes it to fully darken in 1 round, normal light in 3 rounds, and dim light in 10 rounds. It is mainly used by creatures with darkvision to determine whether creatures carrying light have recently passed through an area. The plate is wrapped in a thick black cloth to prevent accidental light exposure from ruining the plate. Deploying or reading the Light Detector is a Basic Action. Once radiation and light is understood, specialized light detectors are possible that only detect certain colors or wavelengths outside the visible spectrum
This tonic must be administered in drink or with a Sniff Box. The target loses confidence. For the rest of the scene, any successful Impress stunt or schtick (not power) used against the target causes a Setback.
The drinker need not and cannot sleep for the rest of the session. Recovery is normal during this time, but if used two sessions in a row, the drinker loses one Hit and one Fortune. An unnamed drinker is unaffected by this loss.
A lubricant applied to armor to negate the Noisy limitation of one set of armor for the rest of the scene.
Renders the drinker sterile for the next week. Does not affect an ongoing pregnancy.
This tonic improves night vision until the end of the scene. As long as there is any light present, such as outdoors at night, and you can see your Mind meters reasonably well.
This alchemical perfume neutralizes your own odor and can amplify the odor of a different creature. By taking spoor from a creature and mixing it with the Amplifier as a Basic Action, you give the amplifier the animal's scent. Then, when you apply it, another Basic Action, it deadens your own odor and replaces it with that of the creature. If used without a scent to amplify, it simply deadens odors. Mammals and other animals relying on scent misidentify you and tend to treat you as a member of the species who's scent you have assumed, which allows you to use Good Impression on them as if you shared a language.
Second Life Elixir
Limit Break, Fusion
This bubbly, sickly greenish liquid has to be injected into a corpse or cadaver using syringes. The body must be preserved or no more than a week old. At the end of the round it is used, the dead body animates for one round, collapsing at the end of the next round. The animated body has the abilities it had in life except that it has a Mind of 1. It is in shock and immediately attacks any nearby creature, or objects if no creatures are available. Normal practice is to restrain the body before using the elixir. The reanimated corpse can be conversed with normally during this time, and can answer questions about things it knew in life, including how it died. It will answer one question for each successful Charm or Impress check, up to a number of questions equal to your Mind. Answers are terse, five words maximum.
Limit break, Fusion
This is used to color and mold skin, hair, and other organic materials. This can add or remove wrinkles, mold details like nose and ears, change skin and hair color, create decorative patterns, and otherwise enhance or change appearance. This can be used with Acting & Disguise to create greater than normal changes and help disguising yourself as another gender or species. The disguise also becomes more durable and can survive undressing and even bathing.
Basic Action, Ancient
This oily tincture lines the stomach and delays the onset of any ingested poison or drug until the end of the scene. If the drinker spews up the oil, it will take anything consumed since it was drunk with it, including any ingested poison. It has no effect on potions that use or confer powers.
This lotion is smeared over the skin, causing hardening and swelling. This gives the drinker a Toughness of Body +2 for the rest of the scene. For the rest of the session, the users skin will look irritated and swollen. Using additional doses in the same session causes a Hit at the end of each scene it is used.
This balm is applied to your skin and improves resistance to hot weather. Until the end of the scene, you can endure hot weather as if you were wearing desert clothing. You will be uncomfortably cold in chilly environments.
Items can be covered in a thin layer of a mix of tin, lead, and alchemical materials to shield them (and their contents) from detection powers. A terne-plated object looks like it is made of dull grey metal of little value, but a DC 8 Create check is enough to realize the truth if an item is studied. An item to be plated must not be overly flexible or heat-sensitive. Metal, bone, glass, ceramic, and wooden objects are routinely tern-plated. Tern-plating gradually wears thin and has to be renewed after about a month of adventuring or a year of normal use. A room or building can have its walls, floor, and ceiling tern-plated. Tern-plating in construction is usually hidden to prevent wear and lasts as long as the building. Terne-plating sets the minimum difficulty of detection powers to your Create and reduces the range to 3 meters.
This rose-red tincture improves resistance to cold weather. Until the end of the scene, you can endure cold weather as if you were wearing winter clothing. You will be uncomfortably hit in warm environments.
A rock crystal alchemicly imbued to shed light. A tiny crystal will only glow weakly, a large crystal illuminates radius in meters equal to its weight in kilos. It is a Basic Action to control the light of a crystal, from its maximum to dim or no light on touch. Certain Cryslights have passwords or specific objects needed to control them, this increases the range of control to a number of meters equal to your Create.
Fireworks are activated by lighting the fuse, which requires a ready source of fire. It is a separate Basic Action to place a firework on the ground. Different fireworks have different effects when triggered, as decided when they are made. In general, a firework has an effective Charm equal to your Create and can do Distraction against onlookers. Any Advantage thus gained is mainly useful for stealth and subterfuge stunts. Against creatures unused to fireworks and fire powers, the effect can be much more pronounced, at the GMs option.
Ice Craft Elixir
When opened, this bottle emits a stream of cold that freezes the air into hardened dry ice. This can be used with a Create check to make almost any kind of object, with the limitation that it is very cold, cannot have moving parts, and only lasts for a scene. Objects larger or more complex than a cup requires multiple actions. An Ice Craft Elixir can be used a dozen times, but once the seal is broken the elixir evaporates at the end of the scene.
Opening this bottle (initiating the stance) causes a stream of liquid that immediately freezes into a sword-like blade. This functions as a [Sword]. You can attempt a Create check to shape it into another type of weapon, DC 8 for swords and daggers of Blacksmith sophistication, +2 for non-blades and +2 for each higher level of sophistication. You can use one other alchemical item in your possession that affects a weapon as a part of the action to activate a Liquid Blade.
Spread this elixir over several objects and set them together, the elixir will bond them together to form a single whole. Used to repair or for quick and dirty crafting, the Create check DC is the Body of the object for rough objects and double that for finely crafted objects. Used on a living creature, it works like a Tar fulminant except that it cannot be cut and is not sensitive to cold. At the end of a session a living creature's skin will shed the stickum.
This common Cudgel is covered with a thick coating of the substance used to make Vulcan Matches. When struck against a solid surface (part of using the weapon), the head of the club ignites and burns brightly. The lit club sheds light as a torch and deals Fire damage in addition to the weapon's normal damage; use the lower of the two soak values. At the end of the scene, the flames die out and the club is destroyed. Putting out a Vulcan Club is a Basic Action that destroys the club. It is possible to add this effect to other weapons, but it damages the weapon, giving it the Unreliable limitation.
Combustion, Mundane A pair of sturdy boots or leggings with rockets fastened to them. Igniting rocket boots is a move action, and requires a Create check (DC 10) or the boots misfire. Success allows flight until the end of the round. For every point by which the alchemist beast the DC, the boots allow an additional round of flight. Misfiring boots hurls the wearer to the ground prone and then moves 1d6 meters in a random direction, inflicting 12 Concussion damage soaked by Reflexes. The flight allows movement through the air at normal Move. The minimum Fly DC of this contraption is 10, and a roll is required each round of flight, with failure causing a crash as above.
Stone Craft Elixir
Mix this elixir with sand, and it forms a gooey substance that can be shaped and then quickly hardens to the consistency and strength of sandstone. A single application can affect up to ten liters of sand. The entire process fo mixing, shaping, and then setting the sand affected by a single dose of this elixir is one Limit Break. Because of the rapid hardening, only rough shapes can be made this way. If several elixirs are used in the span of a few minutes, the sandstone created can be merged into one solid block. Otherwise, each elixir creates a separate piece of sandstone, which forms a weaker overall structure.
The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Igniting a Vulcan Match is much faster than creating a flame by other means.
Water Purification Sponge
This fist-sized blue sponge absorbs water; squeezing the water out of the sponge filters and purifies it, making it safe for drinking, washing, and similar activities. A basic action purifies a cup (1/4 liter) of water. If the water is acutely harmful, a Create against the potency of the poison check is required for the sponge to work. The sponge becomes worn out and useless at the end of the scene it is used.