Difference between revisions of "Alchemical Substances (5A)"
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=== Shrieking Fulminant === | === Shrieking Fulminant === | ||
− | + | Shrieking Fulminant is rarely used as a weapon, instead it is used as an alarm. | |
− | + | On impact, this creates an eyeball-sized blob of seemingly unremarkable dirt. | |
− | On impact, this creates an eyeball-sized blob of seemingly unremarkable | + | If it hits a creature or surface, it sticks (it can be detached as a Basic Action) and it never reacts to the movements of a creature it adheres to. |
− | The blob has a | + | The blob has a passive Wisdom (Perception) bonus equal to your proficiency bonus with alchemist's supplies, and this is also the Intelligence (Investigation) DC to notice the goo. |
− | + | The goo remains passive until the target remains still for 1 minute or more. | |
+ | Once it goes active, the Shrieking Fulminant reacts to any creature of Small size or larger moving within 30 ft, except it never reacts to a creature it is attached to . | ||
+ | If it notices movement, it screams loud enough to instantly waken a creature it is attached and is automatically heard out to a distance of 100 ft. | ||
+ | The Shrieking Fulminant goes inert after 10 hours. | ||
=== Slippery Gel Fulminant === | === Slippery Gel Fulminant === |
Revision as of 21:56, 4 August 2021
Heroic Action Role-Play |
Alchemical substances 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 usually worn in a bag, belt, or bandolier.
"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.
Fulminants
Fulminants are alchemical weapons that generally only affect a single target. As an action, you can splash the contents of a fulminant onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object. On a missed throw the fulminant lands on the ground or wall 1d6 times 5 ft. beyond the target, usually with little effect. Sometimes a fulminant is thrown at a spot on the ground, wall, door or similar large stationary object, which is automatically hit. If you are proficient with alchemist's supplies you are also proficient at using fulminants as weapons and add your proficiency bonus to any saving throw DC a fulminant requires.
Acid Fulminant
On a hit, the target takes 2d6 acid damage.
Alkaloid Fulminant
On a hit, the target takes 1d6 acid damage. A living creature hit by an alkaloid becomes slippery and tends to fumble. If the target makes an attack roll of 1, he drops a held item. If the target takes a critical hit, he falls prone.
Boom Fulminant
On a hit, this creates a bang and shock-wave. The target takes 1d6 thunder damage and cannot take a reaction until the start of his next turn.
Boulder Fulminant
Basic Action, Hyperspace
On impact, this fulminant expands into a boulder of soft stone, filling the 5 ft. space centered on where it lands. Landing it in an occupied space is harder, requiring a successful attack roll. A creature hit by the fulminant is pushed into an adjacent space of their choice. If no empty space is available, they are pushed into another creature's space, who is then pushed in the same way until the last pushed creature ends up in a legal empty space. The boulder looks solid but only has a XX hit points and AC 5, which is weak for a stone boulder. If applied carefully as an action, this can create a wall or other simple stone construction in a single adjacent square. Such construction can be seen to be artificial with an Investigation check (DC 10). The boulder dissolves into dust after one minute.
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, covering an area 15 ft. square. The Caltrops dissolve into dust after one minute.
Lighteater Fulminant
A Lighteater Fulminant creates an area of low-light. An area in darkness is not affected, and any creature that can see normally in dim light ignores the effects. If it hits a creature, the low-light effect fills that creature's space and follows that creature as it moves. If it hits the ground, it fills a 15 ft. cube centered on where it lands. Anyone looking into, through, or out of this area of low-light has disadvantage on Wisdom (Perception) checks and ranged attacks. The low-light dissipates in 1 minute.
Defoliant Fulminant
An orange dust that disperses into a cloud when the bottle is broken, filling a 15 ft. cube. This has no effects on most creatures. It does 2d6 acid damage to plant creatures and objects made of wood. Plants (but not plant creatures) lose their leaves and no longer offer concealment.
Dye 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 suffers disadvantage on Dexterity (Stealth) checks. The dye can be removed as an action by the target or an adjacent creatures, requiring a Wisdom save DC 10. It otherwise lasts until the target takes a long rest. The dye can also be used with more care and attention to mark items and places or to create graffiti on a 15 ft. square area. Smalls scribbles or tags do not consume the fulminant, but covering any area does.
Fire Fulminant
This is not the same as alchemist's fire. A fire fulminant combust quickly in a brightly glowing burst. The target takes 2d6 fire damage.
Flash Fulminant
When the container breaks, the coarse powder inside immediately explodes with a bright flash of light. A creature within 10 ft. of the burst must make a Dexterity save (DC 10) or be blinded for 1 round.
Foam Fulminant
Basic Action, Electronic, Mundane
This fulminant fills a 15 ft. cube with a thick foam for the rest of the scene. This foam is not solid, but blocks vision and hinders movement, each ft. of movement in the foam costs 3 ft.. It will smother mundane fire. The foam cushions falls and collisions, all in the foam have resistance against such damage. A creature can spend an action to clear an adjacent 5 ft. space from foam with a DC 10 Strength saving throw.
Ghastly Fulminant
Refined from the remains of ghasts or something equally foul-smelling, this fulminant exposes the target to gasping pain. This fulminant fills a 15 ft. cube with an awful stench and then dissipates. A living, breathing target entirely in the cloud must make a DC 10 Constitution save or be poisoned for 1 minute. A poisoned target can make a new saving throw at the end of each of its turns to end the poisoned condition.
Grounding Fulminant
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 does 2d6 radiant damage to aberations, celestials and fiends. Any target of any type hit by a Grounding Fulminant can't teleport or be teleported for the next minute.
Holy Water
Not strictly an alchemical fulminant in the normal sense and is not made using alchemy. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. It can be used as a fulminant, if the target is a fiend or undead, it takes 2d6 radiant damage.
Itching Fulminant
Refined from irritant plants or things like skunk musk, this causes itching and irritation. The creature hit is stunned. A creature immune to poison cannot be stunned. At the end of each of its turn, the stunned creature can attempt a Constitution save, DC 10, to end the effect.
Laughing Fulminant
This fulminant makes the target drowsy and giggle or laugh uncontrollably. The target is incapacitated and charmed by all other creatures. At the end of each of its, the creature can attempt a Constitution save, DC 12, to end the effect. This will not end the effect of social interactions performed while under the effect. The target does not realize he was affected by this fulminant unless his actions while under the effect are very different from how he'd normally react.
Lightning Fulminant
Electricity crackles along a metal filament inside this small glass bottle. Does 2d6 electricity damage on a hit.
Natural Law Fulminant
This bottle contains alchemical materials that reinforces natural law. This does no direct harm to most creatures, but affects does 2d6 necrotic damage to aberrations and fey. This acts to dispel all spells on the target hit as Dispel Magic but with no spell level. For each spell of any level on the target, make a check using your proficiency bonus with Alchemist's Supplies. The DC equals 10 + the spell's level. On a successful check, the spell ends.
Ooze Fulminant
On impact, an ooze fulminant releases an imprisoned variant Gray Ooze that will immediately and mindlessly move up to and attack nearby creatures. If the ooze perceives several creatures that are equally close, the ooze moves up to and attacks one of these creatures at random. It acts immediately and then on each turn right after you. It has the characteristics of an ordinary Grey Ooze except that it is Tiny, lacks the Corrode metal ability, and its Pseudopod attack does not corrode metal. You add your proficiency bonus in Alchemist's Supplies to the ooze's attack rolls and damage rolls and five times your proficiency bonus in Alchemist's Supplies to its hit points. The Grey ooze collapses into a puddle of alchemical waste after one minute.
Pox Fulminant
Does 2d6 necrotic damage to a target hit.
Quenching Fulminant
A light yellow powder that reacts to quench fire and acid. It fills a 15 ft. square and will douse any mundane fire and neutralize any mundane acid in the area. A Quenching Fulminant attempts to dispel magical fire or acid, as Dispel Magic but with no spell level. For each spell that deals acid or fire damage of any level in the area, make a check using your proficiency bonus with Alchemist's Supplies. The DC equals 10 + the spell's level. On a successful check, the spell ends. Creatures in the area are covered by the powder and gain resistance to fire and acid for 1 minute.
Rust Fulminant
The red powder in this fulminant is alchemicly agitated rust. This has no effects on most creatures, but does damage to fey and constructs made of metal, inflicting 2d6 acid damage. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Scream Fulminant
Does 2d6 thunder damage to the target. A scream fulminant is automatically heard by anyone within 100 ft.
Shrieking Fulminant
Shrieking Fulminant is rarely used as a weapon, instead it is used as an alarm. On impact, this creates an eyeball-sized blob of seemingly unremarkable dirt. If it hits a creature or surface, it sticks (it can be detached as a Basic Action) and it never reacts to the movements of a creature it adheres to. The blob has a passive Wisdom (Perception) bonus equal to your proficiency bonus with alchemist's supplies, and this is also the Intelligence (Investigation) DC to notice the goo. The goo remains passive until the target remains still for 1 minute or more. Once it goes active, the Shrieking Fulminant reacts to any creature of Small size or larger moving within 30 ft, except it never reacts to a creature it is attached to . If it notices movement, it screams loud enough to instantly waken a creature it is attached and is automatically heard out to a distance of 100 ft. The Shrieking Fulminant goes inert after 10 hours.
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 Escape 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 after one minute and use and can be washed away with an opposed Create roll. It does not evaporate and can last for years if left undisturbed.
Smoke Fulminant
Basic Action, Blacksmith, Mundane
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.
Sneeze Fulminant
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.
Tar Fulminant
Basic Action, Electronic, Mirabilia, Mundane
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.
- 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 is a Tangle Fulminant that burns in contact with air. At the end of the round a bound target takes 1 Hit from Fire as the bonds burn away. Any resistance to Fire damage negates the Hit.
Tomb Fulminant
Basic Action
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.
Meta-alchemy
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, just regular objects that enhance the effect of alchemic items. 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.
Alchemic Tattoo
Inherent, Fusion
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 function 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 Create check to realize what it is.
Alchemic Knuckles
Basic Action, Clockwork Mirabilia
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.
Alchemic Weapon
Trigger Action, Clockwork
This is a melee weapon modification, a 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.
Alchemist's Ammunition
Inherent, Combustion
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.
Blast Trigger
Limit Break
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.
Demolition Trigger
Limit Break, Mirabilia
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.
Boom Jar
Limit Break
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.
Burst Jar
Limit Break
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.
Fulminant Catapult
Basic Action, Clockwork Mirabilia, Mundane
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.
Boom Breath
Limit Break, Mirabilia
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.
Sniff Box
Basic ActionMirabilia, Clockwork
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.
Spray Tube
Limit BreakMirabilia
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.
Alchemic Oils
Used to coat objects, mainly weapons, alchemical oils have a mineral taste and smell.
Armoring Oil
Basic Action, Coal, Mirabilia, Mundane
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.
Bane Oil
Basic Action
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
A wound covered by this oil causes wounds that are hard to heal. Increase the weapon's effective damage for the purpose of Know checks to mitigate the damage to your Create.
Blackburn Oil
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
Basic Action, Fusion, Mirabilia
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. 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 |
4-6 | No effect |
7-9 | Reduce Infection Hits by one |
10+ | Remove all Infection Hits, the patient is cured |
Poison Tongue Oil
Basic Action, Ancient, Mundane
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
Finisher, Mirabilia
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
Basic Action, Fusion, Mirabilia
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.
Terne-ointment
Basic Action, Clockwork, Mirabilia
A grayish oil, mildly poisonous, that protects a creature or object from detection powers for a scene. After one minute, a living creature takes 1 Hit - Biological resistance prevents this damage. This is a variant of Terne-plating and has the same function and is easier to apply, but not as durable.
Torpid Talc
Basic Action, Blacksmith, Mirabilia, Mundane
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.
Explosives
Mine
Limit Break, Blacksmith
A mine 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 fuse 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 mine and (optionally) lighting the fuse is a Limit Break. Mines 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. It does Impact damage. 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.
Bomb
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.
Fuses
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.
Alchemic Inks
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.
Glowworm Ink
Basic Action, Combustion, Mirabilia
An ink that glows in the dark. In well-lit conditions this ink is invisible, but in darkness it 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.
Invisible Ink
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 using opposed Create checks. An Outcome matching your create is needed; successful rolls without sufficient Outcome grant an Advantage for use on later attempts while a fail grants the page an advantage it can use to resist. If the check fails with a margin matching the decipherer's Create, the document is destroyed.
Universal Ink
Basic Action, Coal, Mirabilia, Mundane
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
Basic Action
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 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.
Frankincense
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.
Ghost Fragrance
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.
Myrrh
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.
Repellent Incense
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.
Sacred Incense
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.
Tonics
All of the items in this section are meant to be ingested or applied to the body.
Air Salt
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 and Reflexes for Initiative for the duration. A user with the Alchemist or Swimmer schtick or similar ability does not suffer this side effect.
Alchemical Anti-balm
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 that an Anti-Balm will not cure damage.
Alchemical Antidote
Basic Action, Mirabilia
This tonic negates the effect of any alchemical substance drunk by the user earlier in this session, except that an Alchemical Antidote will not cure damage.
Alchemical Cosmetics
Limit Break, Ancient, Medium, Mirabilia
Various dyes and ointments used to enhance appearance, Alchemical Cosmetics is a set of combs, brushes, and alchemical salves rather than a single tonic. The set includes dyes. It also includes pastes that can build and change the appearance of skin, altering facial features and adding things like warts, blemishes, or 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
Basic Action, Fusion, Mirabilia
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.
Alchemical Lure
Basic Action, Ancient, Mirabilia, Mundane
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.
Alchemical Upper
Basic Action Ancient, Mirabilia
Restores one Hit to a creature as long as that creature has not suffered a Damage Setback. The recipient must rest and looses all shots; failing to spend all shots negates the effect.
Alchemist's Love
Basic Action, Blacksmith, Mirabilia, Mundane
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. Taking advantage Alchemist's Love is considered fraud or rape in many jurisdictions.
Alchemist's Purgatory
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.
Antitoxin
Basic Action Combustion, Mirabilia, Mundane
This bitter tonic makes the drinker resist any Neurotoxin damage, substituting their Body with your Create for the rest of the session.
Aural Death
Basic Action
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.
Buoyant Balloon
Basic Action, Clockwork, Mirabilia
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.
Burn Balm
Limit Break, Electronic, Mirabilia, Mundane
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.
Cold Eye
Basic Action, Combustion, Mirabilia, Mundane
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.
Death-sleep Drug
Basic Action, Fusion, Mirabilia, Mundane
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.
Embalming Ointment
Limit Break, Ancient, Mirabilia
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.
Epimethius Elixir
Limit break, Electronic, Mirabilia, Mundane
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.
Fire Juice
Basic Action, Blacksmith, Mirabilia, Mundane
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.
Glowcane
Basic Action, Combustion, Mirabilia, Mundane
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 allows rudimentary vision up to your Reflexes meters away. Work light, for activities like reading or crafting, is only within one meter.
Light Recoder
Basic Action, Clockwork, Mundane
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
Mouse's Medicine
Basic Action, Coal, Mirabilia, Mundane
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.
Night Zap
Basic Action, Combustion, Mirabilia, Mundane
The drinker need not and cannot sleep for the rest of the session or game day (whichever is shorter). Recovery is normal during this time, but if used twice in a row, the drinker loses one Hit and one Fortune.
Nightlight Balm
Basic Action, Combustion, Mirabilia, Mundane Applying this balm to eyes and if needed skin suppresses the effects of Day Blind and similar issues for the rest of the scene.
Nightsteel Oil
A lubricant applied to armor to negate the Noisy limitation of one set of armor for the rest of the scene.
Panacea
Basic Action, Electronic, Mirabilia, Mundane
This oily tonic makes the drinker resist any Infection damage, substituting their Body with your Create for the rest of the session.
Prometheus Poultice
Basic Action, Combustion, Mirabilia, Mundane
Renders the drinker sterile for the next week. Does not affect an ongoing pregnancy.
Rage Mead
Basic Action, Mirabilia, Ancient
Brewed with amanita mushrooms, this drink causes the drinker to gain the ability to Rage until the end of the scene. When the scene ends, the drinker takes a Hit.
Rogue's Eye
Basic Action, Electronic, Mirabilia, Mundane
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 Reflexes meters reasonably well.
Scent Amplifier
Basic Action, Clockwork, Mirabilia
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. You can pose a number of questions equal to your Mind Each requires a successful Charm or Impress check. Answers are terse, five words maximum.
Skin Mold
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.
Smelling Salts
Basic Action, Clockwork, Mirabilia, Mundane
Used to awaken an unconscious creature. A creature with zero Hits remaining or otherwise unconscious or asleep is made to smell the salts and then awakens with one Hit. This cannot break a Curse.
Stomach Lining
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.
Stoneskin Lotion
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.
Summer Balm
Basic Action, Mirabilia, Ancient
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.
Winter's Warmth
Basic Action, Ancient, Mirabilia
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.
Other
Miscellaneous items.
Cryslight
Basic Action, Combustion, Mirabilia
A rock crystal alchemicly imbued to shed light. A tiny crystal will only glow weakly, a large crystal brightly illuminates radius in meters equal to its weight in kilos and rudimentary vision out to five times as far. 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. Certain Cryslights are colored, flicker, shift colors, cast suggestive shapes of light and darkness, or have other decorative special effects.
Fireworks
Basic Action, Clockwork, Mirabilia, Mundane
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
Basic Action, Electronic, Mirabilia
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 after one minute.
Liquid Blade
Stance, Fusion
Opening this bottle (initiating the stance) causes a stream of liquid that immediately freezes into a sword-like blade. This functions as a Short 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.
Stickum
Limit Break, Combustion, Mundane
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.
Vulcan Club
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, the damage increases by +2, and the Vulcan Club deals Fire damage in addition to the weapon's normal damage; use the lower of the two soak values. After one minute, 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.
Rocket Boots
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.
Sand Craft Elixir
Limit Break
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 of 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.
Terne-plating
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.
Tug Trigger
A sticky clay that can safely be stretched slowly, but disintegrates into a poisonous dust if tugged quickly. This is most frequently used to trap small containers, such as a scroll tube, book, picture brooch, or Secret Compartment. Carefully opening the seal (a Basic Action) avoids the danger. This otherwise works as a Trap that deals Neurotoxin damage. When the clay is created, a number of options are available. The damage can be Stun. The release can be subtle or accompanied by a loud flash and bang. The dust can be harmless to ordinary materials such as paper, parchment, and leather, or it can be an acid that consumes them, destroying the trapped object.
Vulcan Match
Basic Action, Coal Mirabilia, Mundane
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
Basic Action, Combustion Mirabilia, Mundane
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 after one minute it is used.
Water Road
Basic Action
Drip this oil on the surface of a body of water to dramatically increase surface tension, to the point where it becomes possible to walk on water. The surface is still yielding, and a Free Running check DC 6 is required - add this to the difficulty of anything else that would require a Free Running check. You can continue to create a water road until the end of the round, and other can walk in your footsteps to follow the same road. At the end of the round, the water road dissolves.