Standard Equipment (FiD)

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Standard items available to all characters.

☐, ☐ means you can have several items of this type. Count load for each.
☐-☐ means the item costs several load, you must pay the full load to have a single item.
■ means the item has no load cost. Unless listed with commas, you only have a single item.

Standard Equipment

☐, ☐, ☐ Weapon
☐-☐ Large Weapon
■ Knife
☐ Throwing Knives
☐-☐ Armor ☐-☐-☐ +Heavy
■ Holy Symbol
■ Whistle
☐ Musical Instrument
■ Tinderbox
☐ Torch
■ Lamp
☐ Lantern
☐, ☐, ☐ Oil flask
☐ Climbing Gear
☐ Hook and 15m Rope
☐ Mirror
☐, ☐ Caltrops
☐-☐ Folding pole (3m)
☐ Burglary Gear
☐ , ☐ Manacles
☐ Subterfuge Supplies
☐ Spikes
☐-☐ Camping gear
☐-☐ Medicine chest
☐ Light Tools
☐-☐ Heavy Tools
☐, ☐, ☐ Documents
☐, ☐, ☐ Monster Bribe

Standard Equipment Descriptions

☐ Weapon: A one handed weapon such as a sword, axe, mace, whip, pistol, sling, or hand crossbow. Includes exotic weapons such as a blackjack, brass knuckles, whip, length of chain, razor-edged fan, or steel-toed boots.

☐-☐ Large Weapon: A two-handed weapon such as a longsword, greatsword, longbow, crossbow, musket, or pole-arm.

■ Knife: A universal tool and emergency weapon.

☐ Throwing Knives: Six small, light blades such as knives or darts.

☐-☐ Armor: A thick leather tunic with a high collar, reinforced gloves and boots. Reduces physical harm by one level, once. ☐-☐-☐ +Heavy: The addition of chain mail, metal plates, a metal helm. The load and effect of heavy armor is in addition to normal armor.

■ Holy Symbol: A small religious symbol usually made of silver. Might protect from supernatural threats.

■ Whistle: A signaling device or tiny instrument such as a castanet or jaw harp.

☐ Musical Instrument: A small and handy musical instrument such as a bagpipe, flute, fiddle, lap harp, lyre, small drum, trumpet and the like. Large instruments are unsuitable for adventuring.

■ Tinderbox: Ignites tinder after about a minute of effort.

☐ Torch: Burns for about an hour, emergency potent weapon.

■ Lamp: Simple oil or candle lamp. Fragile and vulnerable to gusts.

☐ Lantern: Metal lantern with shutters and a lens to project a ray of light. Comes with 1h of oil. Vulnerable to falls.

☐ Oil flask: 6h fuel for lamp or lantern, lubricant, or emergency incendiary.

☐ Climbing Gear: A small pouch of chalk dust. A climbing harness with loops and metal rings. A set of iron pitons and a small mallet. Rope comes separately

☐ Hook and 15m Rope: 15 meters of rope with a grappling hook. Safe to 150 kg.

☐ Mirror: Polished metal or glass mirror in a protective case.

☐ Caltrops: Small spike traps to delay pursuit. Covers a 1 meter radius in spikes dangerous, particularily to runners.

☐-☐ Folding pole (3m): Two thin wooden staves joined by a clever locking joint. Can trigger traps at a safe distance or assist jumps and climbs. Not suited for combat.

☐ Burglary Gear: A set of lockpicks. A small pry-bar. Vials of oil to silence squeaky hinges. A coil of wire and fishing hooks. A small pouch of fine sand.

☐ Manacles & chain: A set of heavy manacles and chain, suitable for restraining a prisoner.

☐ Subterfuge Supplies: A theatrical makeup kit. A selection of blank documents, ready for the forger's hand. Costume jewelry. A reversible cloak and distinctive hat. A forged badge of office.

☐ Gate Stoppers: A dozen iron spikes, chisels, and a mallet.

☐-☐ Camping Gear: Bedroll, cooking pot, tarpaulin, three days rations. Roughing it out with this gear allows a single downtime action to remove stress. Lacking this does not allow any effective rest.

☐-☐ Medicine Chest: Scalpels, bone saw, pincers, needle & thread, bandages, opium, simple medicine, leeches.

☐ Light Tools: Tools for one craft that does light work, like a clockmaker, jeweller, mapmaker, scribe, tailor, whitesmith, or woodcarver.

☐-☐ Heavy Tools: Tools for heavy construction work, like that of a blacksmith, carpenter, lumberjack, mason, or miner.

☐ Documents: Blank pages, a vial of ink, a pen, and a selection of papers such as a registry of the nobility, City Watch duty list, monster identification manual, treatise on scholarly subject, a few rough maps, a number of letters and official papers. Specific documents may require a flashback to acquire.

☐ Monster Lure: Something enticing to unsophisticated creatures like glass beads, strong drink, food, or a scent lure.

Special Equipment

A piece of equipment can have more than one quality of those described here.

☐ Fine Weapon: A masterwork weapon that fits you perfectly, improving your effect. This refers to one particular weapon. If lost, you have to find a new one.

☐ Potent Weapon: A weapon magically potent against the supernatural. Certain creatures take less or even no damage from mundane weapons. This is one specific item

■ Fine Clothes & Jewelry: An outfit that appears to be of such fine make as to pass you off as a noble. If you're carrying this item as a second outfit to change into, it is ☐.

☐ Fine Disguise Kit: A theatrical make-up kit equipped with an impressive array of expert appliances to fool the eye. The fine quality of this kit may increase the effect of your deceptive actions when you use it.

■ Fine Loaded Dice, Trick Cards: Gambling accouterments subtly altered to favor particular outcomes. Gives +1d on your deceptive actions when you use it, but a failure (not an opposed success) has desperate consequences.

■ Hunting Pet Cohort: Your animal companion obeys your commands and anticipates your actions. Cohort: Expert: Hunter, Tenacious, Animal intelligence. See page 96.

☐ Spyglass: Telescopic brass tube with lenses, amplifies three to four times.

☐ Fine Tinkering Tools: A finely crafted set of tools for detailed mechanist work. A jeweler's loup. Measuring devices.

☐-☐ Fine Wrecker Tools: A specialized set of tools for sabotage and destruction. A small, powerful drill. A mallet and steel spikes. A prybar. Vials of acid.

☐ Bandolier of Alchemicals: A strap worn across the body, fitted with specially-padded pouches to hold five flasks of alchemical agents. When you employ an alchemical from a bandolier, choose one from the list at right (or one of your custom-made formulas). See page 226 for more on alchemicals.

☐ Gadgets: You may create gadgets during downtime by Tinkering with tools and materials. See Gadgets, page 227. Track the load for each gadget you deploy during an operation.

■ Fine lockpicks: A finely crafted set of tools to disable and circumvent locks.

☐ Light Climbing Gear: A well-crafted set of climbing gear that is less bulky and heavy than a standard set. Includes 15 meters of rope made of silk or hair.

☐ Fine Cover Identity: Paperwork, planted stories and rumors, and false relationships sufficient to pass as a different person.

☐ Fine Bottle of Wine: A rare vintage from your personal collection, potent both in its alcohol and its ability to impress.

■ Palm Pistol: A small firearm with a weak charge, easily concealed in a sleeve or waistcoat. Often concealed as a snuffbox, holy symbol, or other personal item. This pistol has extremely limited range; only a few feet. It's very difficult to detect on your person, even if you're searched.

☐ Spirit Mask: An arcane item that gives the wearer potent vision, which allows a trained user to see spirits and supernatural energies in great detail. Also affords some measure of protection against possession. Each spirit mask is unique. What does yours look like? What makes it strange and disturbing to see?

☐ Thrown Weapons (3): These are heavier throwing weapons such as javelins or hatchets.

☐ Shield: Functions as armor. Takes up one hand. Light but cumbersome.

☐-☐ Breastplate: Functions as armor.

■ Coat or Arms or Badge: A heraldic or martial symbol that shows you off as a leader and thus reduces the stress cost of a group action you lead by 1.

☐ Relevant Map: A map of the area of operations.

☐ Disguised Weapon: A weapon that does not appear to be a weapon except under close scrutiny. Examples include cane swords, fighting fans, hair pin daggers, daggers concealed in holy symbols, belt buckles, shoes, and emblems of rank, palm pistols concealed in cutlery, snuff boxes, swagger sticks, or purses. Sashes, belts, or clock chains made to be used as whips or garottes.

☐ Light Camping Gear: Bedroll, cooking pot, tarpaulin, fishing line, snares, all personalized and chosen to be lightweight. Functions as normal Camping Gear, above.

☐-☐ Bomb: Small tun of gunpowder with a fuse. Improves effect of Wreck actions and speeds up Wreck used to destroy static objects like doors or walls.

☐ Grenade: Small bomb made to be lit and thrown. Overcomes scale with Wreck attacks at short range.

☐ Parrying Instrument: Buckler, main-gauche, gauntlet, hat, cloak or other device used defensively in the off hand. Improves position but reduces effect in Finesse combat.

☐ Workman's Hat: Lets you disappear in a crowd of similar workers.

Power Implements

Things used to improve the use of powers, often specific to a certain magic tradition/power playbook.

☐ Spirit Bribe: Gives +1d on a single use of an Animist power.

☐ Temporary Pact:Pact made in advance with a spirit strange to the user. Allows an animist a single use a power they do not know.

☐-☐ Animist Disguise: Hides an animist's spirit symbols without interfering with powers.

☐-☐ Artificer Implement: Grants an artificer access to a specific power effect for the duration of a score. This is an effect of a power they do not know that is accessible to artificers.

☐ Artificer Gizmo: Grants a single use of a power that is not known but is accessible to artificers.

■ Tinker Drone: Can assist owner on Tinker checks. Owner pays stress cost.

☐ Beads: Improve a chi-users position against fear and mental influence effects.

☐ Kaō: Calligraphic mark or badge of identity that negates the cost of resisting once per score.

☐ Sorcerous Insignia of your heritage that reduces the stress cost of powers by one during a score. Ruins any disguise.

☐-☐ Calligraphic Scroll: Allows a single use of a chi power that is not known.

☐ Chosen's Blessing: A chosen can bless any object to make it potent.

☐ Chosen's Concealment: Simple hooded cloak that hides the chosen from information gathering by the Attune, Study, and Survey actions. Usually used to escape the attention of hostile theurges, it works against all detection, both mundane and using powers.

☐ Miraculous Means: This is any object used to explain or visualize a chosen's use of powers. Gives you +1d on a single action roll.

☐ Chosen Token: to give to another to allow them one use of a power effect you know as if they knew that power themselves. They use it with their own action.

☐ Power Token: Granting one-time use of a power you do not know but that is available for you to choose.

☐ Monster Clothes: (beyond what is required to meet the group's standards of decency) adapted to your physique.

☐ Monster Bait: Gives increased effect when trying to lure creatures that are not sapient.

☐ Simple Disguise: Avoids attention as long as you lie low. Hides your identity, can be quickly donned or doffed.

☐ Mystic Amulet: Reduces the stress cost of powers by one as long as you have no stress.

☐-☐-☐ Mystic Robe: Improves position when using powers.

☐ Incense: Increases the outcome of Study and Survey powers by enhances visions and lucid dreaming.

☐ Veil: Blinds you but this blindness does not affect powers. Halves the stress-induced die requirement of powers from Trauma Condition—Balance.

■ Prayer Beads: Restores two points of stress with ten minutes of meditation. One use.

☐ Memento: Reduces the stress cost of an orphic power by one. One use.

☐ Music Sheet: Allows one use of a power on the list of orphic powers that you do not know.

☐ Stagewear: Allows you to push any resolve action roll (not just powers) at the cost of only one stress. You must carry no more than a light load.

☐ Fetish: Enhances power, increasing the effect of a single use of a power. One Use.

☐ Drug Gives a soulsworn +2d to a single action roll for a power, but inflicts medium harm: disoriented. This consequence cannot be resisted.

■ Familiar Spirit:, a monster camouflaged as an item or a small animal that acts as an agent of your patron.

☐, ☐, ☐ Ritual supplies: that can reduce the stress cost of a power by 1. One use.

Inventions

Gadgets, alchemical creations, and rituals are three categories of special resources you must earn during play. Certain special abilities make this easier or give you the ability to create one of these things. When an invention is found on a playbook's list of items, such a character can renew their stock without having to use the invention rules. Rulebook p 222 and forward.

Armor

You can only use one kind of armor of each type, meaning you cannot use regular light or heavy armor after you have used invention armor of that kind. The same applies to shields, tough only a few playbooks have access to shields. Armors have an additional type of drawback, Material. An armor can only be made of one material, but you can have light and heavy armor of different materials.

1 ☐ Expressive Shield: This works as a normal shield: Functions as armor and takes up one hand. The front of this shield is shaped in the likeness of a face. While bearing the shield, the face's expression changes to match your own, including speech, which becomes audible at a much greater distance. This allows the sue of the Command and Sway action to be used at greater range. This replaces a normal shield, you cannot carry both. When using this mark the shield box one way when used for expression. Mark it fully once you use it as armor. In either case the expressive functions works for the score.
1 ☐ Light Serpent Armor: Armor made out of the scales of a large snake or similar flexible natural armor. This functions as light armor, but only weights ☐. This replaces normal light armor, you cannot wear both, so a good way of representing this is to permanently cross off one box of light armor. You cannot use this with heavy armor or normal light armor. Material, Rare
1 ■ Smoldering Armor: Wisps of harmless, odorless smoke rise from this armor while it is worn. Any suit of armor can be turned into a smoldering armor.
2 ■ Glamered Armor: You can a bonus action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor. Any suit of armor can be turned into a glamered armor.
3 ■ Exosuit Armor: You can doff this armor in seconds. It breaks open and stands up by itself, you simply walk into it and it closes around your body. This has no effect on a score, it is useful when you are surprised when camping or during downtime. The armor otherwise works normally. This is a quality added to any armor you wear at no cost in load. Any suit of armor can be turned into an exosuit.Complex
3 ☐-☐ Heavy Carapace Armor: Armor made out of the hard exoskeletons of monsters, such as the carapaces of giant insects and scorpions or the hells of giant crustaceans. This functions as heavy armor, but only weights ☐-☐. This replaces normal heavy armor, you cannot wear both, so a good way of representing this is to permanently cross off one box of heavy armor. Complex, Material, Rare
4 Light Mithril Armor: Armor made out of a light metal as hard as steel but looking like unitarizable silver. This functions as light armor, but only weights ☐. This replaces normal light armor, you cannot wear both, so a good way of representing this is to permanently cross off one box of light armor. Material, Rare
5 ☐-☐ Light Dragon Armor: Armor made out of the scales of a dragon. Different dragons have different scale colors and are linked to different power. This functions as light armor, but also improves your position against attacks made using the power of that dragon. This replaces normal light armor, you cannot wear both. Complex, Material, Rare
6 ☐-☐-☐ Heavy Adamantine Armor: Armor made out of a hart, dark metal that is very difficult to work. This functions as heavy armor, but continues to reduce physical harm for the rest of the score. This replaces normal heavy armor, you cannot wear both. Complex, Material, Rare

Weapons

Rather than individual weapons, this is a list of features a weapon can have. A weapon starts at tier 1. Add the tier rating of all these effects together to get the tier of a weapon. Unless noted, these do not change the load cost of a weapon.

1 ■ Basic Weapon: All weapons need this.
+1 ■ Concealed Weapon: The weapon appears to be an ordinary item of its size and shape to all by close inspection, or appears to be harmless. Typical examples include cane swords, fighting fans, snuffbox guns, and glaive staffs. A normal staff, swagger stick, or brass knuckles does not need this effect.
+1 ■ Fine Weapon: The weapon increases effect.
+1 ■ Morphing Weapon: The weapon can change shape to become another type of weapon of the same basic type: melee weapon or ranged weapon.
+1 ■ Potent Weapon: The weapon penetrates many supernatural defenses, avoiding a loss of effect.
+1 ■ Power Weapon: Select a Power. The weapon can deal the type of damage that the skirmish attacks of that power deals. Typical examples are flame blades, ice arrows, and psi knives. This does not change the amount of damage, only the type. You can apply this invention multiple times to a weapon.

Gadgets

This includes unusual items, both magic and mundane. It is often hard to know if a device is magical.

Charm Against [Power or Summons]: Mystic item made to ward against a specific type of creature, usually defined by a power, but sometimes against all summoned creatures. Keeps the creature at bay and improves position in a conflict.

Darklight Goggles: Goggles that lets you see in the light of a Darklight Lamp.

Darklight Lamp: A lantern (above) that does not shed visible light. Still hot and vulnerable to falls.

Dark-sight Goggles: An arcane device that allows the wearer to see in pitch darkness as if it were well-lit.

Syringe Crossbow: A pistol crossbow that fires a bolt that injects a drug or poison. Effective to about 10 meters. You must supply the drug.

Spirit Bottle: An arcane device used to trap a spirit. A metal and crystalline cylinder, the size of a loaf of bread.

Spirit Lantern: Reveals spirits and invisible creatures and objects in its light. Works best in darkness, has to be very close to work in sunlight.

Alchemy

Alchemic substances come in frail containers that must be handled with care, thence the load. For a more efficient way to carry these, see Bandolier. Manufacturing or acquiring an alchemic item gives you a single potion. If your tier matches the tier of the potion, you gain replacements for any after the score. Otherwise you must make or acquire another potion to use it again. Alchemical items listed in your playbook are always restored.

Potions are traditionally stored in tiny glass bottles with a shape that varied depending on the type of potion, allowing identification by touch. Of course, this si just the norm, it doesn't always apply, and sometimes a potion might be in a different bottle than expected.

Drinking a potion is almost instantaneous. Applying an oil takes about a minute.

Alchemical products are sorted by tier, the first number on each line. The tier modifications of the Complex, and Rare drawbacks have not been included in each item's tier, as this would not reduce the sale price and availability of the item. When actually manufacturing something with these drawbacks, reduce the tier the creator has to contend with.

0 ☐ Potion of Heroism: Drinking this potion makes you fearless. For the next hour fear effects always have limited effect on you, or you have a controlled position. Volatile You may become too brave.
0 ☐ Recluse Venom: Injected venom from the recluse spider that causes necrosis, leading to localized tissue death and severe damage. Inflicts level 1 harm: rotting at the start of each downtime action. Ends when you recover any harm. A similar effect can be achieved by dipping weapons in feces or rotting materials. Unreliable.
0 ☐ Smoke Bomb: Makes a flash and a cloud of smoke or glitter, an excellent distraction that also creates a 2 meter radius cloud of dense smoke. Quickly disperses in any wind. Conspicuous.
0 ☐ Snake Oil: A painkiller draught that makes drinker feel fortified and able to overcome pains and aches. Suppresses level 1 or 2 harm that involves pain for an hour. Unreliable, Volatile.
1 ☐ Alchemists Fire: Immolates a target or creates a pool of intense, quick-burning fire. Potent against regeneration and undead. Usually thrown as a grenade or set as a trap.
1 ☐ Eyeblind: A powdered poison that causes momentary blindness.
1 ☐ Hunter's Body Paint: Smells nice and friendly to animals, makes them treat you like one of them.
1 ☐ Philter of Love: The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is one you are normally attracted to, you regard it as your true love while charmed. That creature gains great effect on any Sway action against you (desperate position for a PC drinker). This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. Complex, Unreliable
1 ☐ Second Sight Potion: Gives the user the ability to see spirits and the invisible. Lasts several hours. Unreliable.
1 ☐ Skullfire: Toxic fumes from overly heated aberrant blood. Causes incapacitating migraines. Rare Aberrant flesh.
1 ☐ Trance Powder: A dose of the popular drug, which induces an altered mental state. The victim of this powder is not fully unconscious, but rather retreats into a calm, suggestible mental state, similar to hypnotism. +1d on all Resolve actions against imbiber. Unreliable.
2 ☐ Acid: Destroys clockwork, stops regeneration, burns bare flesh. Potent against regeneration. Can be thrown as a grenade.
2 ☐ Dream Essence: A distillation of a vivid, lucid dream, perfectly recreated for the user. An expensive drug.
2 ☐ Drift Oil: Creates neutral buoyancy in water when poured on an object, causing it to float in water for an hour.
2 ☐ Drown Powder:: A fine poison dust that incapacitates by giving the sensation of drowning.
2 ☐ Philter of Animal Friendship: The next time a creature that is not Sapient sees a creature within 10 minutes after drinking this philter, it becomes charmed by that creature for 1 hour. That charmer gains great effect on any Sway action against the drinker (desperate position for a PC drinker). Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. Unreliable.
2 ☐ Potent Oil: Renders a weapon coated in this oil potent against the supernatural for an hour.
2 ☐ Sea Wasp Venom: Salvaged from warm-water jellyfish, this potent venom causes immediate level 1 harm (pain) and possibly heat failure in a few minutes. Unreliable, Rare.
2 ☐ Slumber Essence: A dose of slumber essence sufficient to put someone to sleep for an hour. This can be imbibed, inhaled, or made wet to be injected. The victim's sleep isn't supernatural, but it is deep—they can be roused with some effort. '
3 ☐ Binding Oil: Permanently fuses two surfaces until dissolved by alcahest. It is often easier to break the items themselves.
3 ☐ Conotoxin: Salvaged from cone snails, this potent venom causes immediate paralysis and possibly heat failure in a few minutes. Unreliable, Rare.
3 ☐ Fire Oil:: Erupts in searing pillar of flame upon contact with air. Usually thrown as a grenade or set as a trap.
3 ☐ Fume Bomb: Makes a flash and a cloud of smoke 4 meter in radius that irritates the eyes and lungs of people inside the smoke. Quickly disperses in any wind. Conspicuous.
3 ☐ Potion of Climbing: When you drink this potion, you can climb like a spider for a few minutes. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
3 ☐ Shadow Essence: A distillation of the plane of shadow. Creates a cloud of unnatural pitch darkness when exposed to air or water.
3 ☐ Silence Potion: A vial of golden liquid that negates all sound within 10 paces of the drinker for a span of several moments.
3 ☐ Vitality Potion: Accelerates the healing process. +4 ticks on healing clock over the span of 1 minute per tick. Made from the blood of living creatures with regeneration. Rare.
4 ☐ Alcahest: A fluid that stops the effects of any other alchemical item.
4 ☐ Bottled Breath: This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you create a rush of wind up to 3m wide and 15 m long. If you hold the breath, you don’t need to breathe in for 1 hour.
4 ☐ Drift Fumes: Creates neutral buoyancy when poured on an object, causing it to float in the air for an hour.
4 ☐ Ghost Oil: A colorless fluid that causes affected material to slip into the ether until sunup. Volatile Very dangerous lasting up to a minute applied to living beings.
4 ☐ Heartcalm: Slows the heartbeat over several days, resulting in death. If used with exactness, it can feign death by slowing the heartbeat to be imperceptible. Unreliable.
4 ☐ Potion of Fire Breath: After drinking this potion, you can exhale fire once against a group of enemies grouped close together. This does fire damage that overcomes scale. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
4 ☐ Potion of Giant Size: When you drink this potion, you grow to twice your normal height for a few minutes, with proportional mass and strength. You gain increased effect on melee damage and on Wreck rolls (this stacks if you do damage using Wreck) and reduce all harm you take from physical attacks by one level. The red in the potion's liquid expands from a tiny bead to color the clear liquid around it. Any movement resets this process. Conspicious.
4 ☐ Potion of Luck: When you drink this potion, you push one action that you make within the next few minutes without a stress cost. This potion takes the form of a sparkling, golden mist that moves and pours like water.
4 ☐ Potion of Resistance: This potion comes in many variants. Select a power when making this potion. For the next few minutes effects using that power always have limited effect on you, or you have a controlled position. The potion is black and tarry, shaking it shows signs of the power it protects against. Rare.
4 ☐ Standstill: A powder that causes temporary paralysis.
4 ☐ Thought Essence: A distillation of a spirit's memories, such that they become your own. Mainly used on ghosts. Can have severe side effects. Rare A spirit that is killed to make this. Volatile.
4 ☐ Viper Potion: The user's saliva and blood become highly toxic to others for an hour. Conspicuous.
5 ☐ Oil of Slipperiness: This oil can cover a human, along with the equipment it's wearing and carrying . The affected creature then cannot be grappled or restrained for the next hour. Alternatively, the oil can be poured on the ground, where it quickly covers a 2 meter radius circle, removing friction in that area for 8 hours. The sticky black unguent is thick and heavy in the container, but it flows quickly when poured.
5 ☐ Potion of Invulnerability: For a few minutes after drinking this potion, any harm you take that is not from a potent source is reduced by two levels. The potion's syrupy liquid looks like liquified iron. Unreliable.
6 ☐ Devilroot: Sap of the devilroot plant. Can be instantly lethal when consumed. Unreliable.
6 ☐ Life Essence: The essential life force, in vaporous form. May delay death for a short time or revive the recently deceased. Unreliable. Volatile attracts the attention of the undead.
6 ☐ Panacea: Cures any disease and negates any poison in your system when you drink this, as well as negating any lasting power. The potion looks, tastes, and smells like liquid honey. Rare.
6 ☐ Potion of Giant Strength: When you drink this potion, your strength increases to that of a giant for one hour. You gain increased effect on melee damage and on Wreck rolls (this stacks if you do damage using Wreck). Your load capacity doubles if you start the score with this effect running, but when it ends any load capacity over your normal is lost as you have to drop excess weight. This potion's transparent liquid has floating in it a sliver of fingernail from a giant. Rare.
6 ☐ Potion of Longevity: When you drink this potion, your physical age is reduced by about a decade, to a minimum of young adulthood. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. Complex, Rare, Volatile Each time you subsequently drink a potion of longevity, there is a chance that you instead age a decade and negate all previous potions of Longevity.

Rituals

Rulebook p 222.