Difference between revisions of "Alchemic Items (Action)"

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<noinclude>{{Action}}{{tocright}}</noinclude>
 
<noinclude>{{Action}}{{tocright}}</noinclude>
Alchemy is a variant of Gadgets, a cinematic variant of early chemistry.  
+
 
Often seen as partly magical, the damage value of alchemical attacks can be based in either [[Body (Action)|Body]] or [[Mind (Action)|Mind]], whichever is best.
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Alchemy is a variant of [[Gimmicks (Action)|Gimmicks]], a cinematic variant of early chemistry.  
Unless specifically noted, effects last for one scene.
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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, but in a campaign restricted to mundane items, it shows when the items become available.
  
 
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.  
 
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 [[Items_(Action)#Tiny|Tiny]] and are usually worn in a bag, belt, or bandolier that is of [[Items_(Action)#Medium|Medium]].
+
These flasks are [[Items_(Action)#Tiny|Tiny]] and are usually worn in a bag, belt, or bandolier that is [[Items_(Action)#Medium|Medium]].
  
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. Items noted as [[Items_(Action)#Mundane|Mundane] become available to anyone, other items remain [[Items (Action)|Item Scticks]].
+
"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.
"You" in the description of an alchemic item is always the user, and any game value refereed to is the user's value unless noted.
 
  
==  Grenades ==
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==  Fulminants ==
You can throw a grenade with [[Items_(Action)#Close|Close]] range.  
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Fulminants are alchemical weapons similar to grenades, but generally only affect a single target.
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.
+
You can throw a fulminant with [[Items_(Action)#Close|Close]] range using either [[Melee (Action)|Melee]] or [[Shoot (Action)|Shoot]].
Sometimes a grenade is thrown at a spot on the ground, using [[Concealment_(Action)|Cover and Concealment]] difficulties.
+
On a hit, it bursts and affects the target. On a miss it 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 [[Concealment_(Action)|Cover and Concealment]] difficulties.
  
=== Acid Grenade ===
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=== Acid Fulminant ===
Basic Action, [[Items_(Action)#Coal|Coal]
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Basic Action, [[Items_(Action)#Coal|Coal]]
  
Does [[Body (Action)|Body]] +4 [[Damage Types (Action)#Acid| Disruption/Acid damage]].
+
Does [[Body (Action)|Body]] +4 [[Damage Types (Action)#Acid| Acid damage]].
 
{{: Armor Breaker (Action)}}
 
{{: Armor Breaker (Action)}}
  
=== Alkaloid Grenade ===
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=== Alkaloid Fulminant ===
Basic Action, [[Items_(Action)#Coal|Coal]
+
Basic Action, [[Items_(Action)#Coal|Coal]]
  
This does [[Body (Action)|Body]] or [[Mind (Action)|Mind]] +2 [[Damage Types (Action)#Acid| Disruption/Acid damage]].
+
This does [[Body (Action)|Body]] +4 [[Damage Types (Action)#Acid| Acid damage]].
 
Technically, alkaloids are the opposite of acids, but the damage type is still called acid.
 
Technically, alkaloids are the opposite of acids, but the damage type is still called acid.
Alkaloids are not as violently caustic as acids but have other effects.
 
 
A living creature hit by an alkaloid becomes slippery and tends to fumble. Moving maneuvers become riskier and any weapon used gains the [[Items_(Action)#Unreliable| 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_(Action)|Burn]]. This inflicts no damage or slipperiness and makes the target immune to further [[Burn_(Action)|Burn]] and [[Armor Breaker (Action)|Armor Breaker]] effects this scene. You can do this proactively even if you are not currently suffering [[Burn_(Action)|Burn]].
+
A living creature hit by an alkaloid becomes slippery and tends to fumble. Moving maneuvers become riskier and any weapon used gains the [[Items_(Action)#Unreliable| Unreliable]] quality.
  
=== Boom Grenade ===
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=== Boom Fulminant ===
Basic Action, [[Items_(Action)#Combustion|Combustion], [[Items_(Action)#Mundane|Mundane]
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Basic Action, [[Items_(Action)#Coal|Coal]], [[Items_(Action)#Mundane|Mundane]]
  
 
On a hit, this creates a bang and shock-wave.  
 
On a hit, this creates a bang and shock-wave.  
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Any resistance to [[Damage_Types_(Action)#Sonic|Sonic]] damage negates this effect.
 
Any resistance to [[Damage_Types_(Action)#Sonic|Sonic]] damage negates this effect.
  
=== Boulder Grenade ===
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=== Boulder Fulminant ===
Basic Action, [[Items_(Action)#Hyperspace|Hyperspace]
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Basic Action, [[Items_(Action)#Hyperspace|Hyperspace]]
  
On impact, this grenade expands into a boulder of soft stone, filling the square it lands in.  
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On impact, this fulminant expands into a boulder of soft stone, filling the square it lands in.  
A creature hit by the grenade loses a shot and is pushed out of the square in a direction of your choice.
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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 (Action)|Body]] equal to your [[Create (Action)|Create]], which is weak for a stone boulder.  
 
The boulder looks solid but only has a [[Body (Action)|Body]] equal to your [[Create (Action)|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 [[Recon_(Action_Powers_Technique)#Scan|Scan]] check against your [[Create (Action)|Create]].
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If applied carefully, this can create a wall or other simple stone construction in a single adjacent square. Such construction can be seen to be artificial with a [[Recon_(Action_Powers_Technique)#Scan|Scan]] check against your [[Create (Action)|Create]].
 +
The boulder dissolves into dust at the end of the scene.
  
=== Cutting Salt Grenade ===
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=== Cutting Salt Fulminant ===
Basic Action, [[Items_(Action)#Fusion|Fusion]
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Basic Action, [[Items_(Action)#Fusion|Fusion]]
  
You throw or spill this on the ground, were it instantly crystallizes into spiky salt crystals that function as [[Specific_Gadgets_(Action)#Caltrops|Caltrops]]. A thrown  Cutting Salt Grenade covers the square hit all adjacent squares.
+
You throw or spill this on the ground, were it instantly crystallizes into spiky salt crystals that function as [[Specific_Gadgets_(Action)#Caltrops|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.
+
You can instead spread the contents over up to 10 squares within 2 meters.
 
The Caltrops dissolve into dust at the end of the scene.
 
The Caltrops dissolve into dust at the end of the scene.
  
=== Lighteater Grenade ===  
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=== Lighteater Fulminant ===  
Basic Action, [[Items_(Action)#Hyperspace|Hyperspace]
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Basic Action, [[Items_(Action)#Hyperspace|Hyperspace]]
  
A Lighteater Grenade creates darkness in the square it lands.  
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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 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.
 
If it hits the ground, it fills the square it lands in and all adjacent squares.
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A creature in the darkness is partially blinded; any creature has sufficient concealment to [[Recon_(Action_Powers_Technique)#Sneak|Sneak]] against it.
 
A creature in the darkness is partially blinded; any creature has sufficient concealment to [[Recon_(Action_Powers_Technique)#Sneak|Sneak]] against it.
  
=== Defoliant Grenade ===
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=== Defoliant Fulminant ===
Basic Action, [[Items_(Action)#Combustion|Combustion], [[Items_(Action)#Mundane|Mundane]
+
Basic Action, [[Items_(Action)#Coal|Coal]], [[Items_(Action)#Mundane|Mundane]]
  
 
An orange dust that disperses into a cloud when the bottle is broken violently.
 
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_(Action_Creatures) |Plante Elementals]] as if it was an [[#Alkaloid Alkaloid Grenade | Alkaloid Alkaloid Grenade]].
+
This has no effects on most creatures, but affects [[Plant_Elementals_(Action_Creatures) |Plant Elementals]] as if it was an [[#Alkaloid Alkaloid Fulminant | Alkaloid Fulminant]].
It also causes living plants within a number of meters equal to your [[Mind (Action)|Mind]] or [[Body (Action)|Body]] to lose their leaves; bush and smaller plants will die.
+
It also causes living plants within a number of meters equal to your [[Mind (Action)|Mind]] or [[Body (Action)|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 grenade.
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The various resistance powers do not work against this fulminant.
  
=== Dye  Grenade ===
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=== Dye  Fulminant ===
Basic Action, [[Items_(Action)#Ancient|Ancient]
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Basic Action, [[Items_(Action)#Coal|Coal]], [[Items_(Action)#Mirabilia|Mirabilia]], [[Items_(Action)#Mundane|Mundane]]
  
 
On a hit, the target is colored in a bright color decided when the dye is made.
 
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 [[http://hastur.net/wiki/Stunt_(Action)#Stymie|Stymied]].
+
The victim will stand out in a crowd and a task hampered by this is [[Stunt_(Action)#Stymie|Stymied]].
 
The dye is hard to wash off. A Limit Break spent washing allows an opposed [[Create (Action)|Create]] check to negate the effect. It otherwise lasts until the end of the session.
 
The dye is hard to wash off. A Limit Break spent washing allows an opposed [[Create (Action)|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 grafitti.
+
The dye can also be used with more care and attention to mark items and places or to create graffiti.
  
=== Fire Grenade ===
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=== Fire Fulminant ===
Basic Action
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Basic Action, [[Items_(Action)#Clockwork|Clockwork]], [[Items_(Action)#Mirabilia|Mirabilia]], [[Items_(Action)#Mundane|Mundane]]
  
 
Does [[Body (Action)|Body]] +4 [[Damage Types (Action)#Fire| Fire]] damage.
 
Does [[Body (Action)|Body]] +4 [[Damage Types (Action)#Fire| Fire]] damage.
 
{{: Burn (Action)}}
 
{{: Burn (Action)}}
  
=== Flash Grenade ===
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=== Flash Fulminant ===
Basic Action
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Basic Action, [[Items_(Action)#Combustion|Combustion]], [[Items_(Action)#Mirabilia|Mirabilia]], [[Items_(Action)#Mundane|Mundane]]
  
 
When the container breaks, the coarse powder inside immediately explodes with a bright flash of light.
 
When the container breaks, the coarse powder inside immediately explodes with a bright flash of light.
The diameter in meters is your  [[Body (Action)|Body]] or [[Mind (Action)|Mind]] 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.
+
The diameter in meters is your  [[Body (Action)|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 (Action)|Body]] +4 [[Damage_Types_(Action)#Radiation |Radiation damage]] damage, but normally causes no [[Hit (Action)|Hits]]. A target that would normally take a hit instead loses three shots from his shot counter instead. A [[Damage_(Action)#Damage_Setbacks|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.
+
A Flash Bomb does [[Body (Action)|Body]] +2 [[Damage_Types_(Action)#Radiation |Radiation damage]] damage, but normally causes no [[Hit (Action)|Hits]]. A target that would normally take a [[Hit (Action)|Hits]] instead loses three shots from his shot counter. A [[Damage_(Action)#Damage_Setbacks|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.
  
=== Foam Grenade ===
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=== Foam Fulminant ===
Basic Action
+
Basic Action, [[Items_(Action)#Electronic| Electronic]], [[Items_(Action)#Mundane|Mundane]]
  
This grenade fills the square it lands in and all adjacent squares with a thick foam for the rest of the scene.
+
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.  
 
Dousing the foam with sand or a liquid (a Basic Action) removes one square of foam.  
 
A creature with [[Body (Action)|Body]] above 10 can clear one square per 10 [[Body (Action)|Body]] or fraction thereof.
 
A creature with [[Body (Action)|Body]] above 10 can clear one square per 10 [[Body (Action)|Body]] or fraction thereof.
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The foam cushions falls and collisions, creatures that take [[Damage_Types_(Action)#Concussion|Concussion]] damage while in the foam can soak that damage using your [[Create (Action)|Create]].
 
The foam cushions falls and collisions, creatures that take [[Damage_Types_(Action)#Concussion|Concussion]] damage while in the foam can soak that damage using your [[Create (Action)|Create]].
  
=== Ghastly Grenade ===
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=== Ghastly Fulminant ===
Basic Action
+
Basic Action, [[Items_(Action)#Ancient|Ancient]]
  
Refined from the remains of ghasts or something equally foul-smelling, this grenade exposes the target to gasping pain.  
+
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 (Action)|Impress]] check against your [[Create (Action)|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.
 
A living, breathing target must make an opposed [[Impress (Action)|Impress]] check against your [[Create (Action)|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.
  
=== Grounding Grenade ===
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=== Grounding Fulminant ===
Basic Action
+
Basic Action, [[Items_(Action)#Hyperspace|Hyperspace]]
  
This alchemicly enhanced dirt is a concentration of the mundane, used against creatures not connected to the material world, causing them to melt.  
+
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 [[Creatures_(Action)#Epitomes|Epitomes]] as if it was an [[#Alkaloid Grenade | Alkaloid Grenade]].
+
This causes no direct harm to most creatures, but affects [[Creatures_(Action)#Epitomes|Epitomes]] as if it was an [[#Alkaloid Fulminant | Alkaloid Fulminant]].
 
The various resistance powers do not work against this damage.
 
The various resistance powers do not work against this damage.
Any target of any type hit by a Grounding Grenade can't be [[Teleport (Action)|Teleported]] for the rest of the scene. This effect can be negated by scrubbing as a Limit Break and an opposed [[Create (Action)|Create]] check.
+
Any target of any type hit by a Grounding Fulminant can't be [[Teleport (Action)|Teleported]] for the rest of the scene. This effect can be negated by scrubbing as a Limit Break and an opposed [[Create (Action)|Create]] check.
  
 
=== Holy Water ===
 
=== Holy Water ===
Basic Action
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Basic Action, [[Items_(Action)#Mirabilia|Mirabilia]]
  
Not strictly an alchemical grenade in the normal sense, holy water can be used as if it was a grenade to do [[Body (Action)|Body]] +4 [[Damage Types (Action)#Spiritual | Spiritual damage]]. This damage only affects supernatural creatures:  {{ : Supernatural Creature Types (Action) }}
+
Not strictly an alchemical fulminant in the normal sense, made by [[Spiritual_(Action_Powers_Form)|Spiritual]] power rather than alchemy, Holy Water can be used as if it was a fulminant to do [[Mind (Action)|Mind]] +2 [[Damage Types (Action)#Spiritual | Spiritual damage]]. This damage only affects supernatural creatures:  {{ : Supernatural Creature Types (Action) }}
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.
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Holy water can also be used as an ointment to prevent power effects.  
 +
A coated target can use your [[Create (Action)|Create]] instead of their own skill to resist powers used by {{ : Supernatural Creature Types (Action)}} until the end of the scene.
  
=== Itching Grenade ===
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=== Itching Fulminant ===
Basic Action
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Basic Action, [[Items_(Action)#Ancient|Ancient]], [[Items_(Action)#Mirabilia|Mirabilia]], [[Items_(Action)#Mundane|Mundane]]
  
 
Refined from irritant plants or things like skunk musk, this causes itching and irritation.  
 
Refined from irritant plants or things like skunk musk, this causes itching and irritation.  
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must make an opposed [[Impress (Action)|Impress]] check against your [[Create (Action)|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.
 
must make an opposed [[Impress (Action)|Impress]] check against your [[Create (Action)|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 Grenade===
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=== Laughing Gas Fulminant===
Basic Action
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Basic Action, [[Items_(Action)#Combustion|Combustion]]
  
This grenade makes the target drowsy and to giggle or laugh uncontrollably.  
+
This fulminant makes the target drowsy and to giggle or laugh uncontrollably.  
 
A living, breathing target must make an opposed [[Charm (Action)|Charm]] check against your [[Create (Action)|Create]] whenever he tries to take an action; on a failure can either move or take an action, not both.
 
A living, breathing target must make an opposed [[Charm (Action)|Charm]] check against your [[Create (Action)|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.
 
As soon as he passes the check, the effect ends.
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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.
 
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.
  
=== Lightning Grenade ===
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=== Lightning Fulminant ===
Basic Action
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Basic Action, [[Items_(Action)#Fusion|Fusion]]
  
 
Electricity crackles along a metal filament inside this small glass bottle.  
 
Electricity crackles along a metal filament inside this small glass bottle.  
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{{: Shock (Action)}}
 
{{: Shock (Action)}}
  
=== Natural Law Grenade ===
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=== Natural Law Fulminant ===
Basic Action
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Basic Action, [[Items_(Action)#Mirabilia|Mirabilia]]
  
This bottle contains alchemical materials that reinforces natural law, causing [[Creatures_(Action)#Strange|Strange]] creatures to melt.
+
This bottle contains alchemical materials that reinforces natural law.
This does no direct harm to most creatures, but affects [[[[Creatures_(Action)#Strange|Strange]] creatures and [[Creatures_(Action)#Fairies|Fairies]] as if it was an [[#Alkaloid Grenade | Alkaloid Grenade]].
+
This does no direct harm to most creatures, but affects [[Creatures_(Action)#Strange|Strange]] creatures and [[Creatures_(Action)#Fairies|Fairies]] as if it was an [[#Alkaloid Fulminant | Alkaloid Fulminant]].
The various resistance powers do not work against this grenade, but if the technology of the setting is [[Items_(Action)#Fusion|Fusion]] or higher, this will not affect [[Robots_(Action_Creatures)|Robots]] since they are now normal.
+
The various resistance powers do not work against this fulminant, but if the technology of the setting is [[Items_(Action)#Fusion|Fusion]] or higher, this will not affect [[Robots_(Action_Creatures)|Robots]] since they are now normal.
Any target of any type hit by a Grounding Grenade can't be [[Teleport (Action)|Teleported]] for the rest of the scene. This effect can be negated by scrubbing as a Limit Break and an opposed [[Create (Action)|Create]] check.
+
Any target of any type hit by a Grounding Fulminant can't be [[Teleport (Action)|Teleported]] for the rest of the scene. This effect can be negated by scrubbing as a Limit Break and an opposed [[Create (Action)|Create]] check.
  
=== Ooze  Grenade ===
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=== Ooze  Fulminant ===
 
Basic Action
 
Basic Action
  
On impact, an ooze grenade 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 Grenade Ooze is an unnamed creature. An Ooze Grenade modified to have an area effect releases one Grenade ooze per square, with a maximum number equal to your [[Mind (Action)|Mind]].
+
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 (Action)|Mind]].
  
'''Grenade Ooze
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'''Fulminant Ooze
 
Body 3 Mind 7 Reflexes 3 Move 2
 
Body 3 Mind 7 Reflexes 3 Move 2
  
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[[Water_(Action_Powers_Form)#Soul_of_Acid|Soul of Acid]] (damage 11),
 
[[Water_(Action_Powers_Form)#Soul_of_Acid|Soul of Acid]] (damage 11),
  
=== Pox Grenade ===  
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=== Pox Fulminant ===  
Basic Action
+
Basic Action, [[Items_(Action)#Coal|Coal]]
  
 
Does [[Body (Action)|Body]] +4 [[Damage Types (Action)#Infection| Infection]] damage.
 
Does [[Body (Action)|Body]] +4 [[Damage Types (Action)#Infection| Infection]] damage.
  
=== Quenching Grenade ===
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=== Quenching Fulminant ===
Basic Action
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Basic Action, [[Items_(Action)#Coal|Coal]], [[Items_(Action)#Mirabilia|Mirabilia]], [[Items_(Action)#Mundane|Mundane]]
  
 
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.
 
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.
  
=== Rust Grenade ===
+
=== Rust Fulminant ===
Basic Action
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Basic Action, [[Items_(Action)#Combustion|Combustion]]
  
The red powder in this grenade is alchemicly agitated rust.
+
The red powder in this fulminant is alchemicly agitated rust.
This has no effects on most creatures, but affects [[Creatures_(Action)#Fairies|Fairies]] and [[Robots_(Action_Creatures)|Robots]] as if it was an [[#Alkaloid Grenade | Alkaloid Grenade]].
+
This has no effects on most creatures, but affects [[Creatures_(Action)#Fairies|Fairies]] and [[Robots_(Action_Creatures)|Robots]] as if it was an [[#Alkaloid Fulminant | Alkaloid Fulminant]].
 
It causes rust on ferrous objects, but the process is not fast enough to have an effect in a fight.
 
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 grenade.
+
The various resistance powers do not work against this fulminant.
 +
 
 +
=== Scream Fulminant ===
 +
Basic Action, [[Items_(Action)#Combustion|Combustion]], [[Items_(Action)#Mundane|Mundane]]
 +
 
 +
Does [[Body (Action)|Body]] +4 [[Damage_Types_(Action)#Sonic|Sonic]] damage. It does +3 additional damage against hard, inanimate objects, +5 against those of a crystalline structure such as rocks or glass. Most nearby windows will shatter gratifyingly.
  
=== Shrieking Grenade ===
+
=== Shrieking Fulminant ===
Basic Action
+
Basic Action, [[Items_(Action)#Fusion|Fusion]], [[Items_(Action)#Mirabilia|Mirabilia]]
  
 
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.
 
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.
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It never takes any actions, it skill is purely defensive.
 
It never takes any actions, it skill is purely defensive.
  
=== Slippery Gel Grenade ===
+
=== Slippery Gel Fulminant ===
Basic Action
+
Basic Action, [[Items_(Action)#Coal|Coal]]
  
This is a grease used to reduce friction. A bottle can be thrown as a grenade, 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
+
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 [[Shapeshift_(Action_Powers_Technique)#Free_Running|Free Running]] difficulty is equal to your [[Create (Action)|Create]]. Applied to a door or mechanism, it reduces the [[Body (Action)|Body]] required to manipulate the mechanism by your [[Reflexes (Action)|Reflexes]] and makes it possible to open a stuck door silently.  
 
Ground covered in slippery gel is hazardous to walk in. The [[Shapeshift_(Action_Powers_Technique)#Free_Running|Free Running]] difficulty is equal to your [[Create (Action)|Create]]. Applied to a door or mechanism, it reduces the [[Body (Action)|Body]] required to manipulate the mechanism by your [[Reflexes (Action)|Reflexes]] and makes it possible to open a stuck door silently.  
Creatures covered become slippery and gain the use of [[http://hastur.net/wiki/Shapeshift_(Action_Powers_Technique)#Escape_Artist|Escape Artist]]. If the gel is carelessly applied or was the result of a grenade attacks, covered creatures count all squares as if they were covered in slippery gel.
+
Creatures covered become slippery and gain the use of [[Shapeshift_(Action_Powers_Technique)#Escape_Artist|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 at the end of the scene and use and can be washed away with an opposed [[Create (Action)|Create]] roll. It does not evaporate and can last for years if left undisturbed.
 
Slippery gel rubs off at the end of the scene and use and can be washed away with an opposed [[Create (Action)|Create]] roll. It does not evaporate and can last for years if left undisturbed.
  
=== Smoke Grenade ===  
+
=== Smoke Fulminant ===  
Basic Action
+
Basic Action, [[Items_(Action)#Blacksmith|Blacksmith]], [[Items_(Action)#Mundane|Mundane]]
  
A Smoke Grenade fills the square it lands in and all squares within 2 meters with opaque but harmless smoke.  
+
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.
 
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.  
 
Attacks and perceptions checks through this smoke suffers a -1 penalty per meter.  
Line 216: Line 221:
 
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.
 
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.
  
=== Sneezing Powder Grenade===
+
=== Sneeze Fulminant===
Basic Action
+
Basic Action, [[Items_(Action)#Combustion|Combustion]]
  
This grenade forces the target to sneeze uncontrollably.  
+
This fulminant forces the target to sneeze uncontrollably.  
 
A living, breathing target must make an opposed [[Impress (Action)|Impress]] check against your [[Create (Action)|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 [[Items_(Action)#Static|Static]] item ability.  
 
A living, breathing target must make an opposed [[Impress (Action)|Impress]] check against your [[Create (Action)|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 [[Items_(Action)#Static|Static]] item ability.  
 
As soon as he passes the check, the effect ends.
 
As soon as he passes the check, the effect ends.
  
=== Tar  Grenade ===
+
=== Tar  Fulminant ===
Basic Action
+
Basic Action, [[Items_(Action)#Electronic|Electronic]], [[Items_(Action)#Mirabilia|Mirabilia]], [[Items_(Action)#Mundane|Mundane]]
  
Releasing a viscous alchemical tar that becomes tough on exposure to air, a tar grenade ties the target up.  
+
Releasing a viscous alchemical tar that becomes tough on exposure to air, a tar fulminant ties the target up.  
 
Make a [[Melee (Action)|Melee]] or [[Shoot (Action)|Shoot]] attack against the target's [[Dodge (Action)|Dodge]] or [[Body (Action)|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 (Action)|Reflexes]] he is more severely bound and suffers three of the conditions. {{: Restraints_(Action)}}
 
Make a [[Melee (Action)|Melee]] or [[Shoot (Action)|Shoot]] attack against the target's [[Dodge (Action)|Dodge]] or [[Body (Action)|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 (Action)|Reflexes]] he is more severely bound and suffers three of the conditions. {{: Restraints_(Action)}}
 
These restraints can be escaped with a [[Reflexes_(Action)#Contortions|Contortions]] stunt pitting [[Reflexes (Action)|Reflexes]] (either of the target or of someone helping him) against your [[Body  (Action)|Body]] or [[Mind  (Action)|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.
 
These restraints can be escaped with a [[Reflexes_(Action)#Contortions|Contortions]] stunt pitting [[Reflexes (Action)|Reflexes]] (either of the target or of someone helping him) against your [[Body  (Action)|Body]] or [[Mind  (Action)|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 Grenade ===
+
=== Tar Burn Fulminant ===
Basic Action
+
Basic Action, [[Items_(Action)#Electronic|Electronic]]
  
This is a [[#Tangle Grenade| Tangle Grenade]] that burns in contact with air. At the end of the round a bound target takes 1 [[Hit (Action)|Hit]] from [[Damage_Types_(Action)#Fire|Fire]] as the bonds burn away.  
+
This is a [[#Tangle Fulminant| Tangle Fulminant]] that burns in contact with air. At the end of the round a bound target takes 1 [[Hit (Action)|Hit]] from [[Damage_Types_(Action)#Fire|Fire]] as the bonds burn away.  
 
Any resistance to [[Damage_Types_(Action)#Fire|Fire]] damage negates the [[Hit (Action)|Hit]].
 
Any resistance to [[Damage_Types_(Action)#Fire|Fire]] damage negates the [[Hit (Action)|Hit]].
  
=== Tomb Grenade ===
+
=== Tomb Fulminant ===
 
Basic Action
 
Basic Action
  
 
This flask of volatile chemicals contains blood and graveyard dirt.  
 
This flask of volatile chemicals contains blood and graveyard dirt.  
This has no effects on most creatures, but affects [[Undead_(Action_Creatures) |Undead]] as if it was an [[#Alkaloid Grenade | Alkaloid Grenade]].
+
This has no effects on most creatures, but affects [[Undead_(Action_Creatures) |Undead]] as if it was an [[#Alkaloid Fulminant | Alkaloid Fulminant]].
The various resistance powers do not work against this grenade.
+
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,
 +
[[Items_(Action)#Fusion|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 [[Emote_(Action_Powers_Technique)#Frisk|Pat Down Frisk]] can spot something unusual about an  Alchemic Tattoo, and even then it requires an opposed [[Create (Action)|Create]] check to realize what it is.
 +
 
 +
=== Alchemic Knuckles ===
 +
Basic Action,
 +
[[Items_(Action)#Clockwork|Clockwork]] [[Items_(Action)#Mirabilia|Mirabilia]]
 +
 
 +
A knuckleduster or [[Gauntlet_(Action)|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 (Action)|Melee]] attack.
 +
Its is a basic Action to either load the knuckles with an item or use them to attack.
 +
 
 +
=== Alchemic Weapon ===
 +
Trigger Action,
 +
[[Items_(Action)#Clockwork|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,
 +
[[Items_(Action)#Combustion|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 [[Transmute_(Action_Powers_Technique)#Set_Trap|Trap]].
 +
 
 +
When triggered, it is an area effect that does [[Body (Action)|Body]] +4  of the fulminant's normal type and has a diameter in meters is your  [[Body (Action)|Body]] centered on the bomb. Make a separate attack roll against each target in the area, including friends and  bystanders.
 +
 
 +
=== Demolition Trigger ===
 +
Limit Break, [[Items_(Action)#Mirabilia|Mirabilia]]
 +
 
 +
This is the same as a [[#Blast Trigger | 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 (Action)|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 (Action)|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 (Action)|Body]] and both the other sides have the same length and can be as long as your [[Create  (Action)|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,
 +
[[Items_(Action)#Clockwork| Clockwork]] [[Items_(Action)#Mirabilia|Mirabilia]],
 +
[[Items_(Action)#Mundane|Mundane]]
 +
 
 +
This tube uses either a low-power explosive or a spring device to launch fulminants with [[Items_(Action)#Short|Shot]] range.
 +
It is a Basic Action to load the Fulminant Catapult, and a separate Basic Action to fire.
 +
The [[Shoot (Action)|Shoot]] skill is used.
 +
It otherwise works as a hand-thrown fulminant.
 +
 
 +
=== Boom Breath ===
 +
Limit Break, [[Items_(Action)#Mirabilia|Mirabilia]]
 +
 
 +
You drink this oily tincture and then an alchemical fulminant. You can then exhale a cone with a length equal to your [[Body (Action)|Body]] and a base with equal to your [[Mind (Action)|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 Action[[Items_(Action)#Mirabilia|Mirabilia]],
 +
[[Items_(Action)#Clockwork|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 (Action)|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 Break[[Items_(Action)#Mirabilia|Mirabilia]]
 +
 
 +
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 (Action)|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 ==
 
==  Alchemic Oils ==
 
Used to coat objects, mainly weapons, alchemical oils have a mineral taste and smell.
 
Used to coat objects, mainly weapons, alchemical oils have a mineral taste and smell.
 +
 
=== Armoring Oil ===
 
=== Armoring Oil ===
Basic Action
+
Basic Action, [[Items_(Action)#Coal|Coal]], [[Items_(Action)#Mirabilia|Mirabilia]], [[Items_(Action)#Mundane|Mundane]]
  
 
Protects a metal object from acid, corrosion, and similar hazards until the end of the scene.  
 
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.
 
If applied before the end of the round where the corrosion was incurred, it will restore the object to prime condition.
 +
 
=== Bane Oil ===
 
=== Bane Oil ===
 
Basic Action
 
Basic Action
Line 258: Line 370:
  
 
=== Black Bite Oil ===
 
=== Black Bite Oil ===
Basic Action
+
Basic Action, [[Items_(Action)#Combustion|Combustion]]
  
A wound covered by this oil causes wounds that hare hard to heal. Increase the weapon's effective damage for the purpose of [[Know (Action)|Know]] checks to mitigate the damage to your [[Create (Action)|Create]].
+
A wound covered by this oil causes wounds that are hard to heal. Increase the weapon's effective damage for the purpose of [[Know (Action)|Know]] checks to mitigate the damage to your [[Create (Action)|Create]].
  
 
=== Blackburn Oil ===
 
=== Blackburn Oil ===
Basic Action
+
Basic Action, [[Items_(Action)#Fusion|Fusion]]
  
Apply this to a weapon to make it do [[Damage_Types_(Action)# Enervation| Enervation]] for the rest of the scene. This is in addition to the weapon's normal damage; use the lower of the two soak values.  
+
Apply this to a weapon to make it do [[Damage_Types_(Action)# Enervation| 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 ===
 
=== Blade Bile Oil ===
Basic Action
+
Basic Action, [[Items_(Action)#Electronic|Electronic]]
  
Apply this to a weapon to make it do [[Damage_Types_(Action)# Acid| Acid]] for the rest of the scene. This is in addition to the weapon's normal damage; use the lower of the two soak values.  
+
Apply this to a weapon to make it do [[Damage_Types_(Action)# Acid| 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 ===
 
=== Blade Shock Oil ===
Basic Action
+
Basic Action, [[Items_(Action)#Combustion|Combustion]]
  
Apply this to a weapon to make it do [[Damage_Types_(Action)# Electricity| Electricity]] for the rest of the scene. This is in addition to the weapon's normal damage; use the lower of the two soak values.  
+
Apply this to a weapon to make it do [[Damage_Types_(Action)# Electricity| 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 ===
 
=== Fire Blade Oil ===
Basic Action
+
Basic Action, [[Items_(Action)#Fusion|Fusion]], [[Items_(Action)#Mirabilia|Mirabilia]]
  
Apply this to a weapon to make it do [[Damage_Types_(Action)#Fire| Fire]] for the rest of the scene. This is in addition to the weapon's normal damage; use the lower of the two soak values.  
+
Apply this to a weapon to make it do [[Damage_Types_(Action)#Fire| 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 ===
 
=== Frost Burn Oil ===
Basic Action
+
Basic Action, [[Items_(Action)#Fusion|Fusion]]
  
Apply this to a weapon to make it do [[Damage_Types_(Action)# Cold| Cold]] for the rest of the scene. This is in addition to the weapon's normal damage; use the lower of the two soak values.  
+
Apply this to a weapon to make it do [[Damage_Types_(Action)# Cold| 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 ===
 
=== Holy Weapon Oil ===
Basic Action
+
Basic Action, [[Items_(Action)#Mirabilia|Mirabilia]]
  
Apply this to a weapon to make it do [[Damage Types (Action)#Spiritual | Spiritual damage]] for the rest of the scene. This damage only affects supernatural creatures:  {{ : Supernatural Creature Types (Action) }}. This is in addition to the weapon's normal damage; use the lower of the two soak values.  
+
Apply this to a weapon to make it do [[Damage Types (Action)#Spiritual | Spiritual damage]] damage for the rest of the scene. This damage only affects supernatural creatures:  {{ : Supernatural Creature Types (Action) }}. This is in addition to the weapon's normal damage; use the lower of the two soak values.
  
 
=== Plague Blade Oil ===
 
=== Plague Blade Oil ===
Basic Action
+
Basic Action, [[Items_(Action)#Ancient|Ancient]]
  
 
Apply this to a weapon to make it do [[Damage_Types_(Action)# Infection| 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.  
 
Apply this to a weapon to make it do [[Damage_Types_(Action)# Infection| 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.  
Line 316: Line 428:
  
 
=== Poison Tongue Oil ===
 
=== Poison Tongue Oil ===
Basic Action
+
Basic Action, [[Items_(Action)#Ancient|Ancient]], [[Items_(Action)#Mundane|Mundane]]
  
Apply this to a weapon to make it do [[Damage_Types_(Action)# Neurotoxin| Neurotoxin]] for the rest of the scene. This is in addition to the weapon's normal damage; use the lower of the two soak values.  
+
Apply this to a weapon to make it do [[Damage_Types_(Action)# Neurotoxin| 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 (Action) | Dodge]] and his [[Toughness (Action) | Toughness]], he is poisoned, and takes a minimum of one [[Hit (Action)|Hit]], even if the damage of the attack was otherwise insufficient to cause damage. This can even cause a [[Damage Setback (Action)|Damage Setback]] if the Outcome is 10 or more.
 
If the attack roll of a poisoned weapon exceeds both the target's modified [[Dodge (Action) | Dodge]] and his [[Toughness (Action) | Toughness]], he is poisoned, and takes a minimum of one [[Hit (Action)|Hit]], even if the damage of the attack was otherwise insufficient to cause damage. This can even cause a [[Damage Setback (Action)|Damage Setback]] if the Outcome is 10 or more.
  
 
=== Power Seal Ointment ===
 
=== Power Seal Ointment ===
Finisher
+
Finisher, [[Items_(Action)#Mirabilia|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.
 
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.
Line 330: Line 442:
  
 
=== Sun Blade Oil ===
 
=== Sun Blade Oil ===
Basic Action
+
Basic Action, [[Items_(Action)#Fusion|Fusion]], [[Items_(Action)#Mirabilia|Mirabilia]]
  
Apply this to a weapon to make it do [[Damage_Types_(Action)# Radiation| 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.  
+
Apply this to a weapon to make it do [[Damage_Types_(Action)# Radiation| 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 ===
 
=== Terne-ointment ===
Basic Action
+
Basic Action, [[Items_(Action)#Clockwork|Clockwork]], [[Items_(Action)#Mirabilia|Mirabilia]]
  
 
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 (Action)|Hit]] - [[Damage_Types_(Action)#Biological|Biological]] resistance prevents this damage.
 
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 (Action)|Hit]] - [[Damage_Types_(Action)#Biological|Biological]] resistance prevents this damage.
This is a variant of [Terne-plating| Terne-plating]] and has the same function.
+
This is a variant of [[#Terne-plating| Terne-plating]] and has the same function and is easier to apply, but not as durable.
  
 
=== Torpid Talc ===
 
=== Torpid Talc ===
Basic Action
+
Basic Action, [[Items_(Action)#Blacksmith|Blacksmith]], [[Items_(Action)#Mirabilia|Mirabilia]], [[Items_(Action)#Mundane|Mundane]]
  
 
A fine white powder that inhibits detection powers when sprinkled on a creature or object.
 
A fine white powder that inhibits detection powers when sprinkled on a creature or object.
Line 350: Line 462:
 
==Explosives ==
 
==Explosives ==
 
=== Mine ===
 
=== Mine ===
Limit Break  
+
Limit Break, [[Items_(Action)#Blacksmith|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 | 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  
+
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 [[#Fuses | 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  
 
[[Damage_Types_(Action)# Electricity|Electricity]],  
 
[[Damage_Types_(Action)# Electricity|Electricity]],  
 
[[Damage_Types_(Action)#Fire|Fire]], or
 
[[Damage_Types_(Action)#Fire|Fire]], or
 
[[Damage_Types_(Action)# Radiation|Radiation]]
 
[[Damage_Types_(Action)# Radiation|Radiation]]
 
damage that penetrates the casing.  
 
damage that penetrates the casing.  
Placing the explosive and (optionally) lighting the fuse is a Limit Break.
+
Placing the mine and (optionally) lighting the fuse is a Limit Break.
All explosives come with a [[#Simple Fuse  | Simple Fuse]], other fuses must be purchased separately.
+
Mines come with a [[#Simple Fuse  | Simple Fuse]], other fuses must be purchased separately.
  
 
The damage value of a Bomb is the [[Body_(Action)#Feat_of_Strength |Body]] required to carry the bomb plus your [[Create (Action)|Create]].
 
The damage value of a Bomb is the [[Body_(Action)#Feat_of_Strength |Body]] required to carry the bomb plus your [[Create (Action)|Create]].
 +
It does [[Damage_Types_(Action)#Impact|Impact]] damage.
 
When the explosive detonates, it uses the [[Shoot (Action)|Shoot]] equal to the damage.
 
When the explosive detonates, it uses the [[Shoot (Action)|Shoot]] equal to the damage.
 
For each meter from the detonation, both attack skill and damage is reduced by 1.
 
For each meter from the detonation, both attack skill and damage is reduced by 1.
  
 
=== Bomb ===
 
=== Bomb ===
Limit Break
+
Limit Break, [[Items_(Action)#Clockwork|Clockwork]]
  
 
A bomb is similar to a [[#Mine|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.
 
A bomb is similar to a [[#Mine|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.
Line 379: Line 492:
  
 
'''Fast Fuse  
 
'''Fast Fuse  
 +
[[Items_(Action)#Blacksmith| Blacksmith]], [[Items_(Action)#Mundane|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.  
 
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
 
'''Improvised Fuse
 +
[[Items_(Action)#Ancient|Ancient]], [[Items_(Action)#Mundane|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.  
 
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.
 
Improvised fuses are improvised, you do not need to have picked Fuse as an alchemic item.
  
 
'''Simple Fuse  
 
'''Simple Fuse  
 +
[[Items_(Action)# Blacksmith | Blacksmith]], [[Items_(Action)#Mundane|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.
 
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  
 
'''Slow Fuse  
An inch of heavy cord 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.  
+
[[Items_(Action)#Ancient|Ancient]], [[Items_(Action)#Mundane|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.   
 
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.   
  
Line 395: Line 512:
  
 
'''Vulcan Match Fuse
 
'''Vulcan Match Fuse
 +
[[Items_(Action)#Coal|Coal]], [[Items_(Action)#Mirabilia|Mirabilia]], [[Items_(Action)#Mundane|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.
 
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  
+
'''Wheel-lock Fuse  
 +
[[Items_(Action)#Clockwork|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.  
 
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.
 
Similar to a Vulcan Match Fuse in operation, but much more expensive and reliable.
Line 410: Line 529:
  
 
=== Glowworm Ink ===
 
=== Glowworm Ink ===
Basic Action
+
Basic Action, [[Items_(Action)#Combustion|Combustion]], [[Items_(Action)#Mirabilia|Mirabilia]]
  
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.
+
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.
 
Can also be used to create glowing tattoos.
  
 
=== Invisible Ink ===
 
=== Invisible Ink ===
Basic Action
+
Basic Action, [[Items_(Action)#Ancient|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.
 
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.
 
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 (Action)|Create]] against your create. An Outcome matching your create is needed; successful rolls without sufficient Outcome grant an [[Stunt_(Action)#Advantage|Advantage]] for use on later attempts.
+
Trying to find the right substance to make an unknown Invisible Ink appear is a Limit Break using opposed [[Create (Action)|Create]] checks. An Outcome matching your create is needed; successful rolls without sufficient Outcome grant an [[Stunt_(Action)#Advantage|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 (Action)|Create]], the document is destroyed.
  
 
=== Universal Ink ===
 
=== Universal Ink ===
Basic Action
+
Basic Action, [[Items_(Action)#Coal|Coal]], [[Items_(Action)#Mirabilia|Mirabilia]], [[Items_(Action)#Mundane|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.
 
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.
Line 432: Line 551:
 
Incense are made from woods and herbs processed into sticks or cones and burnt to create fragrant smoke.
 
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.
 
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.
+
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.
 
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.
 
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.
 
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.
Having incense smoke of several different types in the same area is ineffective, none of the different types will work.
 
  
=== Animal Repellent ===
+
=== Frankincense ===
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.
+
[[Items_(Action)#Ancient|Ancient]], [[Items_(Action)#Mirabilia|Mirabilia]], [[Items_(Action)#Mundane|Mundane]]
Exceptional variants can repel [[http://hastur.net/wiki/Creatures_(Action)# Strange| Strange]] creatures, one specific incense for each type of creature.
 
A repelled creature must make an opposed [[Impress (Action)|Impress]] check against your [[Create (Action)|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.
 
  
=== Frankincense ===
 
 
This incense smells particularly pleasing and nullifies other odors.   
 
This incense smells particularly pleasing and nullifies other odors.   
 
Against attacks and interactions based on odors, creatures in the smoke can use your [[Create (Action)|Create]] instead of their own skills to resist attacks and interactions based on odors.
 
Against attacks and interactions based on odors, creatures in the smoke can use your [[Create (Action)|Create]] instead of their own skills to resist attacks and interactions based on odors.
  
 
=== Ghost Fragrance ===
 
=== Ghost Fragrance ===
 +
[[Items_(Action)#Ancient|Ancient]], [[Items_(Action)#Mirabilia|Mirabilia]]
 +
 
Made from alchemicly processed dead trees, Ghost Fragrance protects undead in the smoke. Effects that normally have special effects against [[Undead_(Action_Creatures)|Undead]] don't have those effects against [[Undead_(Action_Creatures)|Undead]] in the smoke.
 
Made from alchemicly processed dead trees, Ghost Fragrance protects undead in the smoke. Effects that normally have special effects against [[Undead_(Action_Creatures)|Undead]] don't have those effects against [[Undead_(Action_Creatures)|Undead]] in the smoke.
  
=== Insect-repellent ===
+
=== Myrrh ===
Repels normal-sized insects. A [[Animal_(Action_Powers_Form)#Swarm|Swarm]] of insects get no [[Animal_(Action_Powers_Form)#Swarm|Swarm]] bonuses in this smoke, and
+
[[Items_(Action)#Ancient|Ancient]], [[Items_(Action)#Mirabilia|Mirabilia]], [[Items_(Action)#Mundane|Mundane]]
other creatures in this smoke can use your [[Create (Action)|Create]] instead of their own skills to resist attacks and interactions from normal-sized insects.
 
  
=== Myrrh ===
 
 
Creatures in this smoke can use your [[Create (Action)|Create]] instead of their own [[Body (Action)|Body]] to resist initial infection from disease.  
 
Creatures in this smoke can use your [[Create (Action)|Create]] instead of their own [[Body (Action)|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.  
 
Once a creature has contacted a disease, Myrrh Incense provides no benefit, but can help others to avoid infection.  
  
=== Sacred ===
+
=== Repellent Incense ===
A mix of herbs blessed by a cleric can repel [[Undead_(Action_Creatures)|Undead]] and hostile [[Epitomes_(Action)|Epitomes_]]
+
[[Items_(Action)#Ancient|Ancient]], [[Items_(Action)#Mirabilia|Mirabilia]]
 +
 
 +
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 [[Creatures_(Action)# Strange| Strange]] creatures, one specific incense for each type of creature.
 +
A repelled creature must make an opposed [[Impress (Action)|Impress]] check against your [[Create (Action)|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 [[Animal_(Action_Powers_Form)#Swarm|Swarm]] creatures of the type the repellent is effective against.
 +
A [[Animal_(Action_Powers_Form)#Swarm|Swarm]] gets no [[Animal_(Action_Powers_Form)#Swarm|Swarm]] bonuses in this smoke, and other creatures in this smoke can use your [[Create (Action)|Create]] instead of their own skills to resist attacks and interactions from such [[Animal_(Action_Powers_Form)#Swarm|Swarms]].
 +
 
 +
=== Sacred Incense ===
 +
[[Items_(Action)#Mirabilia|Mirabilia]]
 +
 
 +
A mix of herbs blessed by a cleric can repel [[Undead_(Action_Creatures)|Undead]] and hostile [[Epitomes_(Action)|Epitomes]].
 
Such creatures must make an opposed [[Impress (Action)|Impress]] check against your [[Create (Action)|Create]] whenever it tries to take an action; on a failure they can still move but loses three shots without making any action.  
 
Such creatures must make an opposed [[Impress (Action)|Impress]] check against your [[Create (Action)|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.
 
Creatures will usually try to move out of the area when they fail this roll.
  
 
== Tonics ==
 
== Tonics ==
All of the items in this section are meant to be ingested or applied to a wound.
+
All of the items in this section are meant to be ingested or applied to the body.
  
 
=== Air Salt ===  
 
=== Air Salt ===  
Basic Action
+
Basic Action, [[Items_(Action)#Coal|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.  
 
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 (Action)|Reflexes]] for [[Actions_(Action)#| Initiative]] for the duration.  
+
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 (Action)|Reflexes]] for [[Actions_(Action)#| Initiative]] for the duration.  
 
A user with the [[Transmute_(Action_Powers_Technique)#Alchemist|Alchemist]] or [[Shapeshift_(Action_Powers_Technique)#Swimmer|Swimmer]] schtick or similar ability does not suffer this side effect.
 
A user with the [[Transmute_(Action_Powers_Technique)#Alchemist|Alchemist]] or [[Shapeshift_(Action_Powers_Technique)#Swimmer|Swimmer]] schtick or similar ability does not suffer this side effect.
  
 
=== Alchemical Anti-balm ===  
 
=== Alchemical Anti-balm ===  
Basic Action
+
Basic Action, [[Items_(Action)#Mirabilia|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 grenades with a lasting result except damage.  
+
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 resultexcept that an Anti-Balm will not cure damage.  
  
 
=== Alchemical Antidote ===  
 
=== Alchemical Antidote ===  
Basic Action
+
Basic Action, [[Items_(Action)#Mirabilia|Mirabilia]]
  
This tonic negates the effect of any alchemical substance drunk by the user earlier in this session.  
+
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 ===  
 
=== Alchemical Cosmetics ===  
Limit Break
+
Limit Break, [[Items_(Action)#Ancient|Ancient]], [[Items_(Action)#Medium|Medium]], [[Items_(Action)#Mirabilia|Mirabilia]]
  
Various dyes and ointments used to enhance appearance, Alchemical Cosmetics is a kit of combs, brushes, and alchemical salves rather than a single tonic.  
+
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 for skin, hair, and even feathers, teeth, horns, and similar attributes.
+
The set includes dyes.
It also includes pastes that can build and change the appearance of skin, alerting facial features and adding things like warts, blemishes, and wounds.
+
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 [[Transmute_(Action_Powers_Technique)#Stylist|Stylist]] schtick.  
 
This allows a single use of the [[Transmute_(Action_Powers_Technique)#Stylist|Stylist]] schtick.  
 
If you know the schtick, Alchemical Cosmetics makes the [[Transmute_(Action_Powers_Technique)#Stylist|Stylist]] check [[Actions_(Action)#Confident_Roll|Routine]].
 
If you know the schtick, Alchemical Cosmetics makes the [[Transmute_(Action_Powers_Technique)#Stylist|Stylist]] check [[Actions_(Action)#Confident_Roll|Routine]].
  
 
=== Alchemical Glove Gel ===
 
=== Alchemical Glove Gel ===
Basic Action
+
Basic Action, [[Items_(Action)#Fusion|Fusion]], [[Items_(Action)#Mirabilia|Mirabilia]]
  
 
This purple gel adheres to skin and provides protection against substances dangerous to touch for the rest of the scene.  
 
This purple gel adheres to skin and provides protection against substances dangerous to touch for the rest of the scene.  
Line 501: Line 629:
  
 
=== Alchemical Lure ===
 
=== Alchemical Lure ===
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Ancient|Ancient]], [[Items_(Action)#Mirabilia|Mirabilia]], [[Items_(Action)#Mundane|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 [[Ride (Action)|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 (Action)|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.
+
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 (Action)|Create]] or [[Ride (Action)|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 (Action)|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 ===  
 
=== Alchemical Upper ===  
Limit Break
+
Basic Action
 +
[[Items_(Action)#Ancient|Ancient]], [[Items_(Action)#Mirabilia|Mirabilia]]
  
Restores one [[Hit (Action)|Hit]] to an unnamed creature or one that has that has [[Hit (Action)|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 [[All_Attributes_(Action)#Fortune|Fortune]] point.  
+
Restores one [[Hit (Action)|Hit]] to a creature as long as that creature has not suffered a [[Damage_(Action)#Damage_Setbacks|Damage Setback]].  
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.
+
The recipient must rest and looses all shots; failing to spend all shots negates the effect.  
  
 
=== Alchemist's Love ===  
 
=== Alchemist's Love ===  
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Blacksmith|Blacksmith]], [[Items_(Action)#Mirabilia|Mirabilia]], [[Items_(Action)#Mundane|Mundane]]
  
 
This love poultice must be administered in drink or with a [[#Sniff Box|Sniff Box]]. The target's judgement is clouded. For the rest of the scene, any successful [[Charm (Action)|Charm]] stunt or schtick (not power) used against the target causes a [[Setback (Action)|Setback]].
 
This love poultice must be administered in drink or with a [[#Sniff Box|Sniff Box]]. The target's judgement is clouded. For the rest of the scene, any successful [[Charm (Action)|Charm]] stunt or schtick (not power) used against the target causes a [[Setback (Action)|Setback]].
After the end of the scene, the target will feel nauseous and take one [[Hit (Action|Hit]] of damage, which may raise suspicions.  
+
After the end of the scene, the target will feel nauseous and take one [[Hit (Action)|Hit]] of damage, which may raise suspicions.
 +
Taking advantage Alchemist's Love is considered fraud or rape in many jurisdictions.
  
 
=== Alchemist's Purgatory ===
 
=== Alchemist's Purgatory ===
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Clockwork|Clockwork]]
  
 
This toxic tincture burns the user's body, but focuses the mind.
 
This toxic tincture burns the user's body, but focuses the mind.
Line 527: Line 660:
 
=== Antitoxin ===  
 
=== Antitoxin ===  
 
Basic Action
 
Basic Action
 +
[[Items_(Action)#Combustion|Combustion]], [[Items_(Action)#Mirabilia|Mirabilia]],
 +
[[Items_(Action)#Mundane|Mundane]]
  
This bitter tonic makes the drinker resist any [[http://hastur.net/wiki/Damage_Types_(Action)# Neurotoxin| Neurotoxin]] damage, substituting their [[Body (Action)|Body]] with your [[Create (Action)|Create]] for the rest of the session.  
+
This bitter tonic makes the drinker resist any [[Damage_Types_(Action)# Neurotoxin| Neurotoxin]] damage, substituting their [[Body (Action)|Body]] with your [[Create (Action)|Create]] for the rest of the session.
  
 
=== Aural Death ===
 
=== Aural Death ===
Line 538: Line 673:
  
 
=== Buoyant Balloon ===  
 
=== Buoyant Balloon ===  
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Clockwork|Clockwork]], [[Items_(Action)#Mirabilia|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.  
 
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.  
Line 545: Line 681:
  
 
=== Burn Balm ===  
 
=== Burn Balm ===  
Limit Break
+
Limit Break,
 +
[[Items_(Action)#Electronic|Electronic]], [[Items_(Action)#Mirabilia|Mirabilia]],
 +
[[Items_(Action)#Mundane|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 effects for the rest of the session. Applying the balm requires close attention if it is to give any advantage.
+
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.
  
=== Clouded Mind ===  
+
=== Cold Eye ===  
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Combustion|Combustion]], [[Items_(Action)#Mirabilia|Mirabilia]],
 +
[[Items_(Action)#Mundane|Mundane]]
  
 
This tonic makes the drinker slightly paranoid.  
 
This tonic makes the drinker slightly paranoid.  
He can use your [[Create (Action)|Create]] instead of his [[Recon (Action)|Recon]] to set the diffculty of [[Recon_(Action_Powers_Technique)# Sneak| Sneak]] checks and for [[Recon_(Action_Powers_Technique)#Alertness| Alertness]] and [[Recon_(Action_Powers_Technique)#Scan| Scan]] stunts.
+
He can use your [[Create (Action)|Create]] instead of his [[Recon (Action)|Recon]] to set the difficulty of [[Recon_(Action_Powers_Technique)# Sneak| Sneak]] checks and for [[Recon_(Action_Powers_Technique)#Alertness| Alertness]] and [[Recon_(Action_Powers_Technique)#Scan| Scan]] stunts.
As a side effect, the drinker's [[Charm (Action)|Charm]] checks are [[http://hastur.net/wiki/Stunt_(Action)#Stymie| Stymied]] for the same period.
+
As a side effect, the drinker's [[Charm (Action)|Charm]] checks are [[Stunt_(Action)#Stymie| Stymied]] for the same period.
  
 
=== Death-sleep Drug ===  
 
=== Death-sleep Drug ===  
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Fusion|Fusion]], [[Items_(Action)#Mirabilia|Mirabilia]],
 +
[[Items_(Action)#Mundane|Mundane]]
  
 
When fed to creature that as suffered a [[Damage_(Action)#Damage_Setbacks| 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 (Action)|Body]] roll, giving many more chances to attempt [[Dispel_(Action_Powers_Technique)#First_Aid|First Aid]].  
 
When fed to creature that as suffered a [[Damage_(Action)#Damage_Setbacks| 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 (Action)|Body]] roll, giving many more chances to attempt [[Dispel_(Action_Powers_Technique)#First_Aid|First Aid]].  
Line 564: Line 706:
  
 
=== Embalming Ointment ===  
 
=== Embalming Ointment ===  
Limit Break
+
Limit Break,
 +
[[Items_(Action)#Ancient|Ancient]], [[Items_(Action)#Mirabilia|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.
 
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 for food, but tastes bitter and is revolting.
+
Meat can be preserved this way, but tastes bitter.
  
 
=== Epimethius Elixir ===
 
=== Epimethius Elixir ===
Limit break
+
Limit break,
 +
[[Items_(Action)#Electronic|Electronic]], [[Items_(Action)#Mirabilia|Mirabilia]],
 +
[[Items_(Action)#Mundane|Mundane]]
  
 
This cures hangover. It will also abort a very recent pregnancy.
 
This cures hangover. It will also abort a very recent pregnancy.
The Limit Break actually happens after consuming the draught but before the effect hits.
+
The Limit Break actually happens after consuming the tonic but before the effect hits.
  
 
=== Fire Juice ===
 
=== Fire Juice ===
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Blacksmith|Blacksmith]], [[Items_(Action)#Mirabilia|Mirabilia]],
 +
[[Items_(Action)#Mundane|Mundane]]
  
 
This oil but burns quickly at a low temperature, making it ideal for exotic performers such as fire-spinners and flame-spitters.  
 
This oil but burns quickly at a low temperature, making it ideal for exotic performers such as fire-spinners and flame-spitters.  
Line 583: Line 730:
  
 
=== Glowcane ===  
 
=== Glowcane ===  
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Combustion|Combustion]], [[Items_(Action)#Mirabilia|Mirabilia]],
 +
[[Items_(Action)#Mundane|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.
 
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 (Action)|Reflexes]] meters away.
 +
Work light, for activities like reading or crafting, is only within one meter.
  
=== Light Detector ===  
+
=== Light Recoder ===  
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Clockwork| Clockwork]],
 +
[[Items_(Action)#Mundane|Mundane]]
  
This hand-sized metal plate is covered with a thin layer of light-sensitive transparent paste. If exposed to light, the paste darkens and becomes opaque, 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.  
+
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.
 
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.
 
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 ===  
 
=== Mouse's Medicine ===  
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Coal|Coal]], [[Items_(Action)#Mirabilia|Mirabilia]],
 +
[[Items_(Action)#Mundane|Mundane]]
  
 
This tonic must be administered in drink or with a [[#Sniff Box|Sniff Box]]. The target loses confidence. For the rest of the scene, any successful [[Impress  (Action)| Impress ]] stunt or schtick (not power) used against the target causes a [[Setback (Action)|Setback]].
 
This tonic must be administered in drink or with a [[#Sniff Box|Sniff Box]]. The target loses confidence. For the rest of the scene, any successful [[Impress  (Action)| Impress ]] stunt or schtick (not power) used against the target causes a [[Setback (Action)|Setback]].
  
 
=== Night Zap ===  
 
=== Night Zap ===  
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Combustion|Combustion]], [[Items_(Action)#Mirabilia|Mirabilia]],
 +
[[Items_(Action)#Mundane|Mundane]]
  
The drinker need not and cannot sleep for the rest of the session.  
+
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 two sessions in a row, the drinker loses one [[Hit (Action)|Hit]] and one [[All_Attributes_(Action)#Fortune|Fortune]]. An unnamed drinker is unaffected by this loss.
+
Recovery is normal during this time, but if used twice in a row, the drinker loses one [[Hit (Action)|Hit]] and one [[All_Attributes_(Action)#Fortune|Fortune]].
  
 
=== Nightlight Balm ===  
 
=== Nightlight Balm ===  
Applying this balm to eyes and optionally skin suppresses the effects of [[Hindrance_(Action)#Day_Blind|Day Blind]] and similar issues for the rest of the scene.   
+
Basic Action,
 +
[[Items_(Action)#Combustion| Combustion]], [[Items_(Action)#Mirabilia|Mirabilia]], [[Items_(Action)#Mundane|Mundane]]
 +
Applying this balm to eyes and if needed skin suppresses the effects of [[Hindrance_(Action)#Day_Blind|Day Blind]] and similar issues for the rest of the scene.   
  
 
=== Nightsteel Oil ===  
 
=== Nightsteel Oil ===  
Limit Break
+
Limit Break,
 +
[[Items_(Action)#Coal|Coal]],
 +
[[Items_(Action)#Mundane|Mundane]]
  
 
A lubricant applied to armor to negate the [[Items_(Action)#Noisy| Noisy]] limitation of one set of armor for the rest of the scene.
 
A lubricant applied to armor to negate the [[Items_(Action)#Noisy| Noisy]] limitation of one set of armor for the rest of the scene.
  
 
=== Panacea ===  
 
=== Panacea ===  
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Electronic| Electronic]], [[Items_(Action)#Mirabilia|Mirabilia]],
 +
[[Items_(Action)#Mundane|Mundane]]
  
This oily tonic makes the drinker resist any [[http://hastur.net/wiki/Damage_Types_(Action)# Infection | Infection]] damage, substituting their [[Body (Action)|Body]] with your [[Create (Action)|Create]] for the rest of the session.  
+
This oily tonic makes the drinker resist any [[Damage_Types_(Action)# Infection | Infection]] damage, substituting their [[Body (Action)|Body]] with your [[Create (Action)|Create]] for the rest of the session.
  
 
=== Prometheus Poultice ===
 
=== Prometheus Poultice ===
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Combustion|Combustion]], [[Items_(Action)#Mirabilia|Mirabilia]],
 +
[[Items_(Action)#Mundane|Mundane]]
  
 
Renders the drinker sterile for the next week.  
 
Renders the drinker sterile for the next week.  
Line 625: Line 791:
  
 
=== Rage Mead ===
 
=== Rage Mead ===
Basic Action
+
Basic Action, [[Items_(Action)#Mirabilia|Mirabilia]],
 +
[[Items_(Action)#Ancient|Ancient]]
  
 
Brewed with amanita mushrooms, this drink causes the drinker to gain the ability to [[Imbue_(Action_Powers_Technique)#Rage|Rage]] until the end of the scene.
 
Brewed with amanita mushrooms, this drink causes the drinker to gain the ability to [[Imbue_(Action_Powers_Technique)#Rage|Rage]] until the end of the scene.
Line 631: Line 798:
  
 
=== Rogue's Eye ===
 
=== Rogue's Eye ===
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Electronic| Electronic]], [[Items_(Action)#Mirabilia|Mirabilia]],
 +
[[Items_(Action)#Mundane|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 [[Mind (Action)|Mind]] meters reasonably well.
+
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 (Action)|Reflexes]] meters reasonably well.
  
 
=== Scent Amplifier ===
 
=== Scent Amplifier ===
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Clockwork|Clockwork]], [[Items_(Action)#Mirabilia|Mirabilia]]
  
 
This alchemical perfume neutralizes your own odor and can amplify the odor of a different creature.
 
This alchemical perfume neutralizes your own odor and can amplify the odor of a different creature.
Line 643: Line 813:
  
 
=== Second Life Elixir ===
 
=== Second Life Elixir ===
Limit Break
+
Limit Break,
 +
[[Items_(Action)#Fusion|Fusion]]
  
 
This bubbly, sickly greenish liquid has to be injected into a corpse or cadaver using syringes.
 
This bubbly, sickly greenish liquid has to be injected into a corpse or cadaver using syringes.
Line 651: Line 822:
 
It is in shock and immediately attacks any nearby creature, or objects if no creatures are available.  
 
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.
 
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 (Action)|Charm]] or [[Impress (Action)|Impress]] check, up to a number of questions equal to your [[Mind (Action)|Mind]]. Answers are terse, five words maximum.
+
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 (Action)|Mind]]
 +
Each requires a successful [[Charm (Action)|Charm]] or [[Impress (Action)|Impress]] check.  
 +
Answers are terse, five words maximum.
  
 
=== Skin Mold ===
 
=== Skin Mold ===
Limit break
+
Limit break,
 +
[[Items_(Action)#Fusion|Fusion]]
  
 
This is used to color and mold skin, hair, and other organic materials.  
 
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 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 [[Emote_(Action_Powers_Technique)#Acting_.26_Disguise|Acting & Disguise]] to create greater than normal changes and help disguising yourself as another gender or race.  
+
This can be used with [[Emote_(Action_Powers_Technique)#Acting_.26_Disguise|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.
 
The disguise also becomes more durable and can survive undressing and even bathing.
  
 
=== Smelling Salts===
 
=== Smelling Salts===
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Clockwork|Clockwork]], [[Items_(Action)#Mirabilia|Mirabilia]],
 +
[[Items_(Action)#Mundane|Mundane]]
  
Used to awaken an unconscious creature. A creature with zero [[Hit (Action)|Hits]] remaining or otherwise unconscious or asleep is made to smell he salts and then awakens with one [[Hit (Action)|Hit]].  
+
Used to awaken an unconscious creature. A creature with zero [[Hit (Action)|Hits]] remaining or otherwise unconscious or asleep is made to smell the salts and then awakens with one [[Hit (Action)|Hit]].  
 
This cannot break a [[Curse (Action)|Curse]].
 
This cannot break a [[Curse (Action)|Curse]].
  
 
=== Stomach Lining ===  
 
=== Stomach Lining ===  
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Ancient|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 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 ===  
 
=== Stoneskin Lotion ===  
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Fusion|Fusion]],
 +
[[Items_(Action)#Mundane|Mundane]]
  
 
This lotion is smeared over the skin, causing hardening and swelling. This gives the drinker a [[Toughness (Action)|Toughness]] of [[Body (Action)|Body]] +2 for the rest of the scene.  
 
This lotion is smeared over the skin, causing hardening and swelling. This gives the drinker a [[Toughness (Action)|Toughness]] of [[Body (Action)|Body]] +2 for the rest of the scene.  
Line 680: Line 860:
  
 
=== Summer Balm ===
 
=== Summer Balm ===
Basic Action
+
Basic Action, [[Items_(Action)#Mirabilia|Mirabilia]],
 +
[[Items_(Action)#Ancient|Ancient]]
  
 
This balm is applied to your skin and improves resistance to hot weather.  
 
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.  
 
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.
 
You will be uncomfortably cold in chilly environments.
 
=== 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 (Action)|Create]] and reduces the range to 3 meters.
 
  
 
=== Winter's Warmth ===
 
=== Winter's Warmth ===
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Ancient|Ancient]], [[Items_(Action)#Mirabilia|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.  
 
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.  
Line 697: Line 875:
  
 
==  Other ==
 
==  Other ==
Used to coat objects, mainly weapons, alchemical oils have a mineral taste and smell.
+
Miscellaneous items.
 
 
=== Alchemical Stickum ===
 
Limit break
 
 
 
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 simple crafting, the [[Craft (Action)|Craft]] check DC is the [[Body (Action)|Body]] of the object for rough objects and double that for finely crafted objects.
 
Used on a  living creature, it works like a [[#Tar  Grenade|Tar grenade]] 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.
 
  
 
=== Cryslight ===  
 
=== Cryslight ===  
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Combustion|Combustion]], [[Items_(Action)#Mirabilia|Mirabilia]]
  
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 (Action)|Create]].
+
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 (Action)|Create]].
 +
Certain Cryslights are colored, flicker, shift colors, cast suggestive shapes of light and darkness, or have other decorative special effects.
  
 
=== Fireworks ===
 
=== Fireworks ===
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Clockwork| Clockwork]], [[Items_(Action)#Mirabilia|Mirabilia]],
 +
[[Items_(Action)#Mundane|Mundane]]
  
 
Fireworks are activated by lighting the fuse, which requires a ready source of fire.
 
Fireworks are activated by lighting the fuse, which requires a ready source of fire.
Line 720: Line 895:
 
In general, a firework has an effective [[Charm (Action)|Charm]] equal to your [[Create (Action)|Create]] and can do
 
In general, a firework has an effective [[Charm (Action)|Charm]] equal to your [[Create (Action)|Create]] and can do
 
[[Emote_(Action_Powers_Technique)#Distraction|Distraction]] against onlookers. Any Advantage thus gained is mainly useful for stealth and subterfuge stunts.
 
[[Emote_(Action_Powers_Technique)#Distraction|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 pronouced, at the [[GM]]s option.
+
Against creatures unused to fireworks and fire powers, the effect can be much more pronounced, at the [[GM]]s option.
 +
 
 
=== Ice Craft Elixir ===
 
=== Ice Craft Elixir ===
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Electronic| Electronic]], [[Items_(Action)#Mirabilia|Mirabilia]]
  
When opened, this bottle emits a stream of alchemicly strengthened solid dry ice. This can be used with a [[Craft (Action)|Craft]] check to make almost any kind of object, with the limitation that it cannot have moving parts and only lasts for a scene.
+
When opened, this bottle emits a stream of cold that freezes the air into hardened dry ice. This can be used with a [[Create (Action)|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.
  
 
=== Liquid Blade ===
 
=== Liquid Blade ===
Stance
+
Stance,
 +
[[Items_(Action)#Fusion|Fusion]]
  
 
Opening this bottle (initiating the stance) causes a stream of liquid that immediately freezes into a sword-like blade.  
 
Opening this bottle (initiating the stance) causes a stream of liquid that immediately freezes into a sword-like blade.  
This functions as a [[http://hastur.net/wiki/Short_sword_(Action)|Short Sword]].  
+
This functions as a [[Short_sword_(Action)|Short Sword]].  
You can attempt a [[Create (Action)|Create]] check to shape it into another type of weapon, DC 8 for swords of [[Items_(Action)#Blacksmith|Blacksmith]] sophistication, +2 for non-blades and +2 for each higher level of sophistication.
+
You can attempt a [[Create (Action)|Create]] check to shape it into another type of weapon, DC 8 for swords and daggers of [[Items_(Action)#Blacksmith|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.
 
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,
 +
[[Items_(Action)#Combustion| Combustion]],
 +
[[Items_(Action)#Mundane|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 (Action)|Create]] check DC is the [[Body (Action)|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|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 ===
 
=== Vulcan Club ===
 +
[[Items_(Action)#Coal|Coal]] [[Items_(Action)#Mirabilia|Mirabilia]]
 +
 
This common [[Cudgel_(Action)|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.  
 
This common [[Cudgel_(Action)|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 [[Damage_Types_(Action)#Fire|Fire]] damage in addition to the weapon's normal damage; use the lower of the two soak values.  
+
The lit club sheds light as a torch, the damage increases by +2, and the Vulcan Club deals [[Damage_Types_(Action)#Fire|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.
 
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 [[Items_(Action)#Unreliable|Unreliable]] limitation.
 
It is possible to add this effect to other weapons, but it damages the weapon, giving it the [[Items_(Action)#Unreliable|Unreliable]] limitation.
  
 
=== Rocket Boots ===
 
=== Rocket Boots ===
A pair of sturdy boots or leggings with rockets fastened to them. Igniting rocket boots is a move action, and requires a Craft 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 [[Damage_Types_(Action)# Concussion| Concussion]] damage soaked by [[Reflexes (Action)|Reflexes]].
+
[[Items_(Action)#Combustion|Combustion]], [[Items_(Action)#Mundane|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 [[Damage_Types_(Action)# Concussion| Concussion]] damage soaked by [[Reflexes (Action)|Reflexes]].
 
The flight allows movement through the air at normal [[Move (Action)|Move]].  
 
The flight allows movement through the air at normal [[Move (Action)|Move]].  
 
The minimum [[Shapeshift_(Action_Powers_Technique)#Fly|Fly]] DC of this contraption is 10, and a roll is required each round of flight, with failure causing a crash as above.
 
The minimum [[Shapeshift_(Action_Powers_Technique)#Fly|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 ===
+
=== Sand Craft Elixir ===
Limit break
+
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.  
 
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.
 
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.
+
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.
 
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.  
+
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.
  
=== Vulcan Match ===  
+
=== Terne-plating ===
Basic Action
+
[[Items_(Action)#Clockwork|Clockwork]], [[Items_(Action)#Mirabilia|Mirabilia]],
 +
[[Items_(Action)#Mundane|Mundane]]
  
The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. [[Transmute_(Action_Powers_Technique)#Ignite|Igniting]] a Vulcan Match is much faster than creating a flame by other means.  
+
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 (Action)|Create]] and reduces the range to 3 meters.
  
=== Water Purification Sponge ===
+
=== Tug Trigger ===
Basic Action
+
Basic Action, [[Create (Action)|Create]], [[Items_(Action)#Coal|Coal]]
This fist-sized blue sponge absorbs up to 1 pint of water; squeezing the water out of the sponge filters and purifies it, making it safe for drinking, washing, and similar activities.
 
If the water is acutely harmful, a [[Craft (Action)|Craft]] check is required for the sponge to work.
 
The sponge becomes worn out and useless at the end of the scene it is used.
 
  
== Meta-alchemy ==
+
A sticky clay that can safely be stretched slowly, but disintegrates into a poisonous dust if tugged quickly.
Alchemical devices used with other alchemical products, most commonly grenades, to enhance their effect.
+
This is most frequently used to trap small containers, such as a scroll tube, book, picture brooch, or [[Gadgets_(Action)#Secret_Compartment|Secret Compartment]].
When a grenade that affects an area is used with a meta-alchemy item that grants a grenade an area, the normal area effect of the grenade applies throughout the larger area provided by meta-alchemy, but the effect is not otherwise altered.
+
Carefully opening the seal (a Basic Action) avoids the danger.
Meta-alchemic items cannot modify each other unless specifically stated.
+
This otherwise works as a [[Transmute_(Action_Powers_Technique)#Set_Trap|Trap]] that deals [[Damage_Types_(Action)#Neurotoxin|Neurotoxin]] damage.
 +
When the clay is created, a number of options are available.
 +
The damage can be [[Items_(Action)#Stun|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.
  
=== Alchemic Tattoo ===
+
=== Vulcan Match ===  
Inherent
+
Basic Action,
 +
[[Items_(Action)#Coal|Coal]] [[Items_(Action)#Mirabilia|Mirabilia]],
 +
[[Items_(Action)#Mundane|Mundane]]
  
A tattoo that can hold one alchemic item.
+
The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. [[Transmute_(Action_Powers_Technique)#Ignite|Igniting]] a Vulcan Match is much faster than creating a flame by other means.  
The substance is available for instant use by tracing the tattoo.
 
If the stored substance is a grenade, 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 [[Emote_(Action_Powers_Technique)#Frisk|Pat Down Frisk]] can spot something unusual about an  Alchemic Tattoo, and even then it requires an opposed [[Craft (Action)|Craft]] check to realize what it is.
 
  
=== Alchemic Knuckles ===
+
=== Water Purification Sponge ===
Basic Action
+
Basic Action,
 +
[[Items_(Action)#Combustion|Combustion]] [[Items_(Action)#Mirabilia|Mirabilia]],
 +
[[Items_(Action)#Mundane|Mundane]]
  
A knuckleduster or glove with an alchemical compartment that can hold one alchemic grenade which must be provided separately.
+
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.  
When you punch someone the contents are released.
+
A basic action purifies a cup (1/4 liter) of water.
This allows the use of an alchemical grenade as a [[Melee (Action)|Melee]] attack.
+
If the water is acutely harmful, a [[Create (Action)|Create]] against the potency of the poison check is required for the sponge to work.
Its is a basic Action to either load the knuckles with an item or use them to attack.
+
The sponge becomes worn out and useless at the end of the scene it is used.
 
 
=== Alchemic Weapon ===
 
Trigger Action
 
 
 
This is a melee weapon modification, an alchemical compartment that can hold one alchemic grenade (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 grenade.
 
 
 
=== Alchemist's Ammunition ===
 
Inherent
 
 
 
This is an alchemical grenade (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 grenade.
 
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 grenade (which must be provided separately), an accelerant that amplifies the effect, and a trigger for the whole.
+
=== Water Road ===
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 [[Transmute_(Action_Powers_Technique)#Set_Trap|Trap]].
 
 
 
When triggered, it is an area effect that does [[Body (Action)|Body]] +4  of the grenade's normal type and has a diameter in meters is your  [[Body (Action)|Body]] or [[Mind (Action)|Mind]] centered on the bomb. Make a separate attack roll against each target in the area, including friends and  bystanders.
 
 
 
=== Demolition Trigger ===
 
Limit Break
 
 
 
This is the same as a [[#Blast Trigger | 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 (Action)|Create]] to a single object to be demolished.
 
 
 
=== Boom  Jar ===
 
Limit Break
 
 
 
This combines one alchemical grenade (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 (Action)|Body]] or [[Mind (Action)|Mind]] 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 grenade (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 (Action)|Body]] or [[Mind (Action)|Mind]] and both the other sides have the same length and can be as long as your [[Create  (Action)|Create]]. All measurements are in meters. Make a separate attack roll against each target in the area, including friends and  bystanders.
 
 
 
=== Grenade Catapult ===  
 
 
Basic Action
 
Basic Action
  
This tube uses either a low-power explosive or a spring device to launch grenades with [[Items_(Action)#Short|Shot]] range.
+
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.  
It is a Basic Action to load the Grenade Catapult, and a separate Basic Action to fire.
+
The surface is still yielding, and a [[Shapeshift_(Action_Powers_Technique)#Free_Running|Free Running]] check DC 6 is required - add this to the difficulty of anything else that would require a [[Shapeshift_(Action_Powers_Technique)#Free_Running|Free Running]] check.
The [[Shoot (Action)|Shoot]] skill is used.
+
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.
It otherwise works as a hand-thrown grenade.
 
 
 
=== Boom Breath ===
 
Limit Break
 
 
 
You drink this oily tincture and then an alchemical grenade. You can then exhale a cone with a length equal to your [[Body (Action)|Body]] and a base with equal to your [[Mind (Action)|Mind]].  
 
You can make these dimensions smaller if desired.
 
You attack each target in the cone as if you had thrown a grenade at them, including friends and bystanders.
 
The entire procedure is a single Limit Break action.
 
 
 
=== Sniff Box ===
 
Basic Action
 
 
 
A small box that fits inside a closed fist. It is used to subtly deliver an alchemical grenade (which must be provided) on an adjacent creature.
 
The sniff box negates any telltale signs of the alchemical grenade itself, but cannot hide the effect; it is best used with the more subtle grenades.
 
Use an opposed [[Charm (Action)|Charm]] check to deliver an alchemical grenade using a sniff box.
 
Its is a basic Action to either load the sniff box with a grenade or use it to attack.
 
 
 
=== Spray Tube ===
 
Limit Break
 
 
 
This combines one alchemical grenade (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 (Action)|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.
 

Latest revision as of 14:05, 2 September 2021

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Heroic Action Role-Play

Alchemy is a variant of Gimmicks, 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, but in a campaign restricted to mundane items, it shows when the items become available.

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 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.

Fulminants

Fulminants are alchemical weapons similar to grenades, but generally only affect a single target. You can throw a fulminant with Close range using either Melee or Shoot. On a hit, it bursts and affects the target. On a miss it 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.

Acid Fulminant

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.

Alkaloid Fulminant

Basic Action, Coal

This does Body +4 Acid damage. Technically, alkaloids are the opposite of acids, but the damage type is still called acid.

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.

Boom Fulminant

Basic Action, Coal, Mundane

On a hit, this creates a bang and shock-wave. Make a Melee or Shoot attack against the target's Dodge or Body. On a hit the target loses 3 shots. Any resistance to Sonic damage negates this effect.

Boulder Fulminant

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 seen to be artificial with a Scan check against your Create. The boulder dissolves into dust at the end of the scene.

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 10 squares within 2 meters. The Caltrops dissolve into dust at the end of the scene.

Lighteater Fulminant

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.

Defoliant Fulminant

Basic Action, Coal, Mundane

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 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.

Dye Fulminant

Basic Action, Coal, Mirabilia, Mundane

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.

Fire Fulminant

Basic Action, Clockwork, Mirabilia, Mundane

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 and the effect ends. A friend can help stop the burn before it inflicts 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.

Flash Fulminant

Basic Action, Combustion, Mirabilia, Mundane

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 Hits instead loses three shots from his shot counter. 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.

Foam Fulminant

Basic Action, Electronic, Mundane

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.

Ghastly Fulminant

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.

Grounding Fulminant

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.

Holy Water

Basic Action, Mirabilia

Not strictly an alchemical fulminant in the normal sense, made by Spiritual power rather than alchemy, 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 Holy water can also be used as an ointment to prevent power effects. A coated target can use your Create instead of their own skill to resist powers used by Fairies, Epitomes, Gifted, and Strange until the end of the scene.

Itching Fulminant

Basic Action, Ancient, Mirabilia, Mundane

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.

Lightning Fulminant

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. 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.

Ooze Fulminant

Basic Action

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

It has Dodge, Maneuver, and Melee equal to your Create and these powers: Amorph, Blockhead, and Soul of Acid (damage 11),

Pox Fulminant

Basic Action, Coal

Does Body +4 Infection damage.

Quenching Fulminant

Basic Action, Coal, Mirabilia, Mundane

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.

Rust Fulminant

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.

Scream Fulminant

Basic Action, Combustion, Mundane

Does Body +4 Sonic damage. It does +3 additional damage against hard, inanimate objects, +5 against those of a crystalline structure such as rocks or glass. Most nearby windows will shatter gratifyingly.

Shrieking Fulminant

Basic Action, Fusion, Mirabilia

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 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 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.

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.

  1. Gagging prevents mundane speech. Stymies all Charm and Impress checks.
  2. 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.
  3. 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..
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. (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. At the end of the scene, 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

Ancient, Mirabilia, Mundane

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

Ancient, Mirabilia

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

Ancient, Mirabilia, Mundane

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

Ancient, Mirabilia

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

Mirabilia

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

Limit Break, Coal, Mundane

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

Basic Action, Fusion, Mundane

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 at the end of the scene.

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

Coal Mirabilia

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. 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.

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

Clockwork, Mirabilia, Mundane

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

Basic Action, Create, Coal

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 at the end of the scene 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.