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:'''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.
 
:'''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.
 
:'''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.
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: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.
 
:'''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.
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: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.
 
:'''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.
 
:'''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.

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