Editing
SavageIronKingdomsSWAE
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== ALCHEMY == [[File:IK.Alcemist.jpg|350px|left]]These are a mix of brews. Note that anyone with the Alchemy Edge gains ½ their skill die in Science in starting alchemist formulas. They learn a new formula each time they raise their skill level and they can learn others through study. With access to a formula this takes 2 full days of study per Rank of the compound (i.e. Bile Brew is a Seasoned anti-toxin that takes 4 full days of study to learn). The basic cost of a compound formula is 50 copper for a Novice, 200 copper for a Seasoned, 500 copper for a Veteran, 1,000 copper for a Heroic and 5,000 copper for a Legendary. Characters generally cannot learn formula compounds of a higher rank then they are. An Alchemist with a lab can create these at ½ listed cost (ingredients, etc.) in 1d4+1 hours per Rank (i.e. Seasoned takes 2d4+2 hours, Veteran 3d4+3 hours, etc.). An Alchemist can generally work on such items on average 8 hours a day. Working 12 hours causes a level of Fatigue (only regained after a full night of rest). Critical Fumbles on one’s Science check either ruin all the ingredients or with the GM call cause explosions or nauseous choking gas releases, etc. These will generally cause 2d6 damage in a Small Burst Template for Novice disasters, 3d6 damage in a Medium Burst Template for Seasoned disasters, 4d6 damage in a Large Burst Template for Veteran rank or higher. Whether it’s a gas release or explosion depends on the compounds being mixed (GM’s call). The base cost of these items various by the usefulness and rarity of ingredients. Balms are rubbed onto the area, taking 1d6 Action to apply. Drinkable elixirs take 1 Action if easily available (longer if in one's pack, etc.). Other items listed how they effect the target and how long it takes for the effect to start and when it ends. These are only the most common. The GM and players can create more types. <u>'''ACIDS'''</u> :'''Bone Stripper''' [Novice]: use in the biology and zoology departments of many universities throughout Western Immoren. Bone stripper acid is commonly used for just one purpose –to strip flesh from bone for display. All the flesh is stripped from a large specimen, assuming one has a large enough vat of bone striper, within a few short hours. A strong digestive acid, bone stripper inflicts 1d6 acid damage (ignores AP) from being emerged fully within it, +1 damage per minute emerged, but only against flesh. Cost 30 per gallon. :'''Carrock’s Sure-fire Etcher''' [Novice]: used by alchemists and mechaniks throughout the kingdoms, this etcher is the most wildly used acid for etching mechanika rune plates, a vital component of all mechanikal devices. Skin contact with sure-fire inflicts 1d10 burning damage (ignores AP). Cost 80 per quart. :'''Carvale’s Wound Cleaner''' [Novice] (Balm): this mild acid was derived centuries ago by the faithful of Morrow, brewed from a combination of normal alchemist acid and several mild medicinal. The solution is so mild that it does not inflict any damage on normal contact. However, when applied to an open wound, wound cleaner cleans any foreign material from the wound and destroys any infections. Any wound that is infected with natural disease can be cleaned with wound cleaner (grants +4 against any disease or toxins). Cost 250 per small vial (can clean 1d6+3 such wounds) :'''Dragon Bile''' [Veteran]: while not truly harvested from dragons, this vile, viscous liquid is one of the most corrosive acids know to the alchemists of Western Immoren. This dark liquid fumes constantly and the acrid vapors quickly burn the nose and the throat if accidentally inhaled. It inflicts 2d8 corrosion damage, ignores AP, and also damages normal armor, etc. (reduce normal, non-magical armors AP by 1 point per location per 1d6 rounds). Can instead by used to burn through a mundane lock in 1d4 rounds. Cost 100, Wt. ½ vial. :'''Industrial Acid''' [Novice]: base acids, it inflicts 2d6 corrosive damage with an AP-4 per round for 1d4+1 rounds. Cost 50, Wt. ½ vial. <u>'''ANTI-TOXINS'''</u> :'''Bile Brew''' [Seasoned] (Drinkable): this bitterleaf dark, acidic tea when drank causes the recipient to become sick and nauseated for 1d4 hours but also grants them a +4 bonus to Vigor checks vs. poisons for up to 1d6 hours afterwards, including any they were suffering from before drinking the brew. It takes about an hour for the brew to take effect. Cost 45, Wt. ½ for 4 doses. :'''Blood Polyp Draught''' [Seasoned] (Drinkable): this root is mashed into paste to be added to any drink. When drunk, it will add +4 bonus to Vigor checks for up to 24 hours and verses any the drinker is currently suffering. It takes about one hour for the draught to take effect. Cost 200, Wt. ½ dose :'''Chain Breaker''' [Veteran] (Drinkable): a foul concoction brewed from the pulverized tissue of buzzard beetles, if ingested it grants a +4 bonus for Vigor vs. paralysis types affects (not vs. mental paralysis). It take 1d6 minutes to normally take effect. Cost 250, Wt. ½ dose. <u>'''CURATIVES'''</u> :'''Analeigh’s Wound Seal''' [Seasoned] (Balm): a fast-drawing paste that when applied to wounds can quickly heal the wounds, but its’ side effect of dulling the subject’s senses. Heals one wound after a minute. Subject suffers a -2 to her Notice checks for 1d6 x10 minutes afterwards. Cost 100, Wt. ½ for four doses :'''Blackroot Balm''' [Seasoned] (Balm): an alchemist healing balm made from boiled down blackroot, this is a fast healer, but with a side effect of causing clubmosses in the subject. Heals one wound in 1d6 rounds, and then another wound after 1d6+1 minutes. Subject suffers -2 to all Agility based checks and skills for 1d6 x10 minutes. Costs 150, Wt. ½ for four doses. :'''Corbern’s Invigorating Elixir''' [Veteran] (Drinkable): one of the most reliable alchemist elixirs for hundreds of years. Heals a wound in 1d6+2 rounds, then a second wound 2d6 minutes. Costs 400, Wt. ½ per vial. :'''Corbern’s Healing Elixir''' [Novice] (Drinkable): a cheaper version of invigorator, but otherwise still very popular. Heals a wound after 1d4 minutes. Costs 150, Wt. ½ per vial. :'''Cure-All Cream''' [Novice] (Balm): this is a popular with adventures and soldiers alike as it is cheap, and while he heals one wound but also tends to tire the subject. Gain a Healing check +2 (heals one wound maximum) after 1d6 minutes, but it succeed cause 1 level of fatigue (recover with one hour of rest). Costs 50, Wt. ½ for four doses. :'''Doc Petrok’s Rejuvenator''' [Veteran] (Drinkable): popular with brawlers and street thugs, it is fairly illegal for its side effects. Heals one wound in 1d4 rounds. It also grants the subject Level Headed and Nerves of Steel edges, but also Bloodthirsty, Mean and Overconfidence for one hour afterwards. Costs 100, Wt. 1 per vial :'''Solovin’s Seal''' [Novice] (Balm): this is sealant when applied to bleeding wounds, ends all bleeding in one round (automatically success against Bleeding Out). It also grants a healing check to recover a wound after one hour. Costs 50, Wt. ½ for five doses. :'''Vis Paut''' [Veteran] (Drinkable) - restores d3+1 Power Points back for an arcane type spell-caster. Is only affective a number of times a day equal to ½ your Vigor die (i.e. with a Vigor d8, you can benefit from the potion four times a day). Cost 150, Wt. ½ per vial. <u>'''FIELD ALCHEMY'''</u> All have a range of thrown (range 5/10/20) or can be set with an clockwork timer (Requires a Mechanika -2 skill check to properly set) up to 5 minutes after activation. :'''Alchemical Grenade''' [Seasoned]: filled with volatile powders, when throw all targets within a Medium Burst Template take 2d8 damage, AP-4. Cost 100, Wt. 2 :'''Cinder Bomb''' [Veteran]: filled with vitriolic fire compounds, when thrown all affects targets in a Medium Burst Template take 2d8 fire damage. All targets must then make an Agility -2 (-4 if attacker got a raise) check or catch fire, suffer 2d6 fire damage every round after that. Putting oneself out is an Action and an Agility -2 check. A raise ends the damage without an Action. Rolling on the ground adds +2 to check and emersion in water automatically ends the burning. Targets on fire are Distracted. Cost 150, Wt. 2 :'''Knockout Bomb''' [Veteran]: toxic compound that when thrown affects all targets in a Large Burst Template. Targets require a Vigor -2 check or be Incapacitated for 2d6 rounds. The gas lingers in the area for 1d4+1 rounds although strong winds can dissipated it in a round. Targets whom remain in the LBT or those entering must make the Vigor check at the beginning of their round or suffer the effects. Allies can attempt to awaken Incapacitated allies with a successful Healing check as an Action. The target is Shaken when they awaken, recover normally after that. Cost 150, Wt. 2 :'''Smoke Bomb''' [Novice]: this grenade like weapon creates thick inky smoke in a Large Burst Template that blocks all forms of visual sight (-2 to any checks based on sight in the area). The smoke lasts for 2d4+2 round although strong winds can dissipate it in a round or two. Cost 50, Wt. 2 :'''Stink Bomb''' [Seasoned]: filled with various exotic compounds, when throw in affects all targets in a Large Burst Template. Targets must make a Vigor (-2 if the thrower got a raise) check or be Distracted and Vulnerable. Targets get a new Vigor check as an Action on its round to end effects. The gas lingers for 1d4+1 rounds although strong winds can dissipate it in one. Targets that remain in the LBT or those entering must make the Vigor check at the beginning of their round or suffer effects. Cost 100, Wt. 2 <u>'''GENERAL ALCHEMIST PRODUCTS'''</u> :'''Alchemist Matches''' [Novice]: 20, water proof matches. Take an Action to strike and burn for 1d6 rounds afterwards. Cost 40, Wt. 0.2 :'''Balelight''' [Novice]: consists of two liquids that when gently swirled, they mix and give off a pale-greenish light. A single source of balefire can light a 3” diameter area with dim light (-1 penalty). As the liquids begin to separate the light slowly fades, each two hours increasing one darkness penalty (Dark at 2-4, Pitch Black at 4 hours). Cost 20 per one quart. :'''Baron Voratchik’s Clawed Grip''' [Novice]: this alchemist compound, when applied to bare hands and feet, greatly enhances ones’ ability to climb. It grants a +2 climbing Athletics for 1d6 x10 minutes. It requires 2 full rounds to apply to both one's hands and feet. It is not pleasant tasting and subject suffers a -1 to Notice checks for 1d6 minutes. Costs 200, Wt. ½ dose :'''Blade Resin''' [Seasoned]: is a sticky, resinous paste that can be smeared onto a cutting or piercing bladed weapon. This has the effect of allowing one to add a poison into the resin and holding it on the blade for 10 minutes afterwards, although the poison itself can only be applied to a target 1d4 times before it is used up. It takes one full Action to apply the resin onto a weapon. Costs 50, Wt. ½ for two applications. :'''Blasting Powder''' [Seasoned]: is Iron Kingdoms version of black powder, but it is a slightly magical aura and can only be created by a skilled Alchemists. Like black powder, it is fragile, ruined when it gets wet, and is flammable. While it burns fiercely, like black powder, it does not explode unless confided. Blasting power is actually two different colored elixirs of alchemist powder, one red and one black, that must be separated at all times. When they are combined they burn fast (or explode if confined). Alchemist bullets are special alchemist paper that contains both powders separated and when pierced within the firearms chamber, explode and fire the bullet. Powder is generally sold in mini-kegs by the riflers’ pound (a ‘horn of powder’ as it were). The blasting powder consists of 6 ounces of red powders and a larger compartment of 10 ounces of black powder. A confided keg of blasting will cause 3d8 damage in a Medium Burst Template. Each doubling of the weight add +1d8 damage in a Large Burst Template. Cost 50, Wt. 1lb rifle horn. :'''Blood Polyp Incense''' [Novice]: is mixed with a small amount of wax and cast into incense cones. A single blood polyp incense burns for 2 hours and affects a 2” radius (4 yards) area within a building, etc. It repels insects from entering this area for the duration. Costs 5 per cone, Wt. ½ for a dozen cones. :'''Burning Powder''' [Seasoned]: similar to blasting powder, but made from combining red and a white colored powdered to the mixture. Generally sold in tubes that also serve as their delivery device. By uncorking the tube ends, with a Action, the wielder can blow through one end to spend the powder into the air out to a 4” (8 yard range) with a second Action. User makes a Shooting Touch attack (+2 to test). If successful target must make a Vigor -2 check (-4 if the attacker got a raise). Failure causes the target to suffer from both Distraction and Vulnerable for the next minute. Target can make a new Vigor check -2 as an Action to remove these affects (a raise on the Vigor check ends it instantly). Cost 50, Wt. ½ a tube. :'''Cane Leech Repellent''' [Novice] (Balm): When rubbed on the skin this repellant will fend off most aquatic leeches and other predators like blood fish. It takes about a minute to apply to most of the skin to be affective for up to 6 hours (even if immersed in water). Cost 50, Wt. ½ per application. :'''Clear Mind''' [Novice] (Drinkable): this stimulate will allow a recipients to remain awake for 2 days without requiring sleep. It is rather distracting to do this and the target suffer a -2 to all non-Notice Smart skill and trait tests for the duration. At the end target automatically suffer two levels of Fatigue that can only be removed with a full nights rest. Cost 50, Wt. ½ per vial. :'''Dust of Dizziness''' [Seasoned]: this compound is a mixture of various weeds and alchemist stones that produces dizziness in a target. The user throws a pouch into the face of a nearby target (within 4”) as an Range Touch attack (+2 to fighting) Action. The target must make a Spirits check (-2 per raise the attacker achieve) or be Distracted and Vulnerable until the end of its next round. Cost 50, Wt. ½ pouch. :'''Embalming Fluid''' [Novice]: used to prepare a corpse for burial. Generally takes 4 gallons to replace a standard Size 0 creatures vital fluids. Cost 20 per gallon. :'''Exalted Incense''' [Seasoned]: is mixed with a small amount of wax and cast into incense cones. When burned it grants greater insight into those whom breathe it in for at least 10 minutes (cones burn for 10 minutes each). For the next hour the character gains a +2 on Common Knowledge and another other Knowledge skill. They can re-roll an earlier failed Knowledge skill check to recall details that they might have missed. Cost 100, Wt. ½ per cone. :'''Flame Ward''' [Novice] (Balm): when rubbed over most of one’s body (takes 2 minutes and most be mostly naked during this) this oil provides protection against fire attacks and damage for one hour afterwards. Add +4 to Toughness against fire/heat damage and +4 to any trait test to resist adverse effects from environmental condition. Cost 80, Wt. 1 per vial for a Size 0 creature. :'''Flash Freeze''' [Veteran]: this violate compound is mixed and placed within an airtight vial. When exposed to air it causes the liquid inside to flash freeze. Thrown as a grenade if it strikes a target it deals 2d8 freezing damage and target is required to make a Vigor -2 check. Failure results in the target must use 2” per 1” of Pace moved. With a critical fumble the target’s Pace is reduced to 0. The target gets a new Vigor -2 check as an Action each round to remove these conditions. Cost 500, Wt. 1 per vial. :'''Leatherskin''' [Novice] (Balm): when rubbed over most of one’s body (takes 2 minutes and most be mostly naked during this) this oil provides +2 armor point to the user. This lasts for 1 hour and stacks with any other armor points it has. However the recipient sense of touch is diminished during this time and it suffer a -2 penalty with Thievery and similar skills. Cost 150, Wt. 1 per vial for a Size 0 creature. :'''Liniment of Insulation''' [Novice]: this oil is used to insult homes and industrial areas against both fire and cold damage. It is often mixed in with paint and allied to the outer coating of a building. This adds +4 to the structures toughness against fire and cold damage and imposes a -2 on any chance of a fire starting on their surface in the first place. Cost 50 per gallon of paint. :'''Mist Piercer''' [Novice] (Drinkable): this bitter tasting concoction allows the receipt to see through any smoke or misted based illumination penalties. It has no effect on darkness, but is useful for sailors against fog and mist and soldiers on smoke filed battlefields. The effects last one hour. Cost 100, Wt. ½ per vial. :'''Morrow’s Hand Oil''' [Seasoned] (Balm): this oil when wiped onto wounds speeds up the recipient’s healing time. An application grants the effects of the Fast Healer Edge (SWA pg. 39) for six days. A target cannot benefit from more than one application at a time. Cost 50, Wt. ½ per vial. :'''Mufflefoot''' [Novice] (Balm): this oil when applied to the soles of ones shoes grants the user +1 to his Stealth rolls for the next minute, but only as it affects making noise (it provides no cover, etc.). If applied to ones bare feet instead it grants +2 to Stealth for the next five minutes but only verses sounds. Cost 100, Wt. ½ per vial that should cover both feet or the shoes of a Size 0 being. :'''Muting Mist''' [Seasoned]: this alchemical compound, when exposed to the air, creates a strange grey-green mist in a Large Burst Template that not only cause obscuring mist (-2 to visual skills) but also distorts sounds (-2 to listening Notice checks and any skill that might be affect by sound). The effects last 2d4+2 rounds but strong winds can dissipate the mist in 1d3 rounds. Cost 250, Wt. 2 per container. :'''Quicksilver Tonic''' [Heroic] (Drinkable): this elixir grants the user an Extra Action such that it can ignore one Multi-Action penalty a round. This effect lasts for 2d4+1 rounds. At the end the target must succeed with a Vigor -1 check or suffers a level of Fatigue (recoverd after one hour of rest). Cost 500, Wt. 1 per vial. :'''Sambertine''' [Seasoned] (Drinkable): this powerful sedative can easily be hidden within other drink or food making it hard to detect. If the target does not have some extraordinary sense (like Enhanced Smelling or Danger Sense) it is impossible to notice before its too late (may notice the elixir being poured into drink or food, GM’s call). If drank the user must make a Vigor -4 test or fall asleep (incapacitated) in 2d4 round. This lasts for 1d4 hours. Another may attempt to wake the victim with a Healing -2 check and 2d6 rounds of work. Cost 200, Wt. ½ per vial. :'''Sharpsalves''' [Novice]: this oil when applied to a bladed weapon (as an Action) increases its damage by +1 and its Armor Penetration by an additional -2. The oil dries off within 1d6 rounds. If combined with Blade Resin the affects last for that duration instead. Cost 50, Wt. ¼ per vial. This for up to a long sword. To apply to a great sword requires two vials. A dagger sized blade would only use ½ a vial.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information