© 1994 by Scott Gray and Sharon Tripp. These pages may not be reproduced for profit. They may be copied, provided they are not altered and the authors' names remain attached.
Previous section | Next section | ContentsAlchemists can learn the recipes for a number of elixirs. Exactly what poisons and alchemical mixtures are allowed in the campaign will be determined by the GM. Each particular formula will combine one or more of the effects listed in the section of this manual entitled Elixirs and Alchemical Mixtures (p. 35).
Knowing a recipe does not guarantee production. The alchemist must have all the ingredients, in the form of components obtained ingame. In some cases there may be some element of chance involved.
Alcohol. Alcohol acts as a level 1 depressive, light
pain
reliever and level 3 intoxicant. In some games this is also a
low level, high force addictive (level 1, force 5).
Withdrawal period before addiction broken: 25 weeks
Addiction effects: Lose two fatigue
Withdrawal effects: 1 less fatigue from distraction
Administered: Ingested
Prerequisite: Alchemy or brewing craft ability
Skill points: 2
Rarity: 1
Consumption. This is a level 10 health affecting
poison. The
victim cannot tell that (s)he has been poisoned, though will feel
ill. A chirurgeon with the appropriate skill may diagnose the
poisoning.
Administered: Ingested
Prerequisite: Alchemy
Skill points: 3
Rarity: 5
Consumption antidote. Halts any further damage from
consumption
poison, but does not restore the lost health points.
Administered: Ingested
Prerequisite: Alchemy
Skill points: 4
Rarity: 4
Death's kiss. This poison combines the effects of
feign death,
level 12 paralysis and level 5 depressive.
Administered: Ingested, insinuative
Prerequisite: Alchemy
Skill points: 4
Rarity: 6
Dizzy. This mixture causes the person who imbibes it
to lose all
balance. The poison acts as a level 6 paralysis, except that it
only affects balance; the character may still speak and use
his/her hands, but has difficulty standing or fighting as the
poison takes effect. The character may use lockpicking or
chirurgery or like abilities, but full-body abilities (including
any movement other than crawling, combat skills and abilities,
escape and waylay) are disallowed.
Administered: Ingested, insinuative
Prerequisite: Alchemy
Skill points: 2
Rarity: 5
Ellenic fire. Used as a thrown weapon doing base of "5
fire".
Strength isn't applied to the damage, but masteries, doubled
attacks and vitals attacks are. On contact with air the fuel
burns quickly, doing surface damage to what it contacts in the
few seconds before it burns out. It burns so quickly that it is
a relatively inefficient way to start large fires. Phys reps
should be large foam balls.
Administered: Special (thrown)
Prerequisite: Alchemy, explosives use skill
Skill points: 6
Rarity: 4
Entleris. Expectorant.
Administered: Ingested
Prerequisite: Alchemy
Skill points: 2
Rarity: 2
Gunpowder. Level 3, force 1 explosive. This
particular mixture
is the explosive used to fire arqebuses and blunderbusses.
Another type of explosive might be used in its place, but can be
damaging to the weapon.
Administered: Special (ignited)
Prerequisite: Alchemy, explosives use skill
Skill points: 5
Rarity: 3
Healing salve. This acts as a level 1 quicken healing,
light
pain reliever and level 1 depressive. Note that the healing
salve is applied at the beginning of the chirurgery process. The
pain reliever effect kicks in five minutes into the healing
process, and continues until an hour has passed from when it took
effect.
Administered: Ointment
Prerequisite: Alchemy
Skill points: 1
Rarity: 2
Hunger. Level 5, force 4 addictive, level 3
adrenalate.
Withdrawal period before addiction broken: 20 weeks
Addiction effects: The character loses two fatigue points. The
character gains a voracious appetite, and will actively seek the
drug.
Withdrawal effects: Overnight healing reduced by one point.
Administered: Ingested
Prerequisite: Alchemy
Skill points: 2
Rarity: 3
Intensity. This drug is a level one adrenalate which
modifies a
character's emotions and reactions to a caricature of what they
were when drug was ingested. It is also a level 8 sense-
affecting hallucinogen, although the hallucinogenic effects are
very mild. A character affected by it mistakes things not seen
or heard clearly for whatever is appropriate for the character's
mood. Intensity is not known to be addictive.
Administered: Ingested
Prerequisite: Alchemy
Skill points: 2
Rarity: 4
Isselyn. Isselyn acts as a level 5 quick poison as
well as being
a moderate pain reliever.
Administered: Ingested, insinuative
Prerequisite: Alchemy
Skill points: 1
Rarity: 3
Lethargy. Lethargy is a level 3 fatigue affecting
poison.
Administered: Ingested, insinuative
Prerequisite: Alchemy
Skill points: 2
Rarity: 4
Lethargy antidote. Halts the damage incurred by the
lethargy
poison, but does not restore the lost fatigue points. It does
possess minor adrenalate qualities, which will grant one
temporary fatigue point for one hour after ingestion.
Administered: Ingested
Prerequisite: Alchemy
Skill points: 3
Rarity: 4
Malexite. Explosive level 6, force 3. Does six points
of damage
in a three foot radius.
Administered: Special (ignited)
Prerequisite: Alchemy, explosives use skill
Skill points: 5
Rarity: 4
Qat. Highly addictive (level 8, force 3), level 2
adrenalate.
Despite adrenalate effects, qat causes laziness which lasts 4
hours from when imbibed.
Withdrawal period before addiction broken: 15 weeks
Addiction effects: If addiction occurs, the character begins to
seek qat with great determination, and is considered to be
lightly wounded when more than four hours have passed since the
last dose of qat.
Withdrawal effects: The character loses two fatigue points.
Administered: Ingested, special (smoked)
Prerequisite: Alchemy
Skill points: 2
Rarity: 1
Rage. Adrenalate 4, addictive (level 4, force 2).
This drug is
mood affecting, making the person short-tempered and giving
temporary berserker benefit. These effects last one hour.
Withdrawal period before addiction broken: 10 weeks
Addiction effects: Character loses two permanent fatigue points,
and is generally irritable. (S)he will only display the
disadvantages, not the benefits, of berserker when using the drug
in the future.
Withdrawal effects: Character loses one permanent fatigue point
and is generally lethargic until the addiction is broken.
Administered: Ingested
Prerequisite: Alchemy
Skill points: 2
Rarity: 3
Saaleni. Sense-affecting (hallucinogen) level 6, heavy
pain
reliever, mild addictive (level 2, force 6).
Withdrawal period before addiction broken: 30 weeks
Addiction effects: The drug will only act as a moderate pain
reliever. The person generally starts hearing voices, which
sometimes become so distracting that the person cannot
concentrate; this distraction makes it difficult to concentrate
over long periods of time, granting the equivalent of short
attention span disad for as long as the addiction remains.
Withdrawal effects: Character suffers from lack of acute physical
control. (S)he is unable to use defensive maneuvers or dexterity
abilities. Also becomes ill, losing one permanent health point
until the addiction is broken, or the drug is used again.
Administered: Ingested
Prerequisite: Alchemy
Skill points: 2
Rarity: 4
Seros. This preservative is primarily used for
vegetable
components. It preserves vegetable components an additional 2
months, but also works to preserve animal components an
additional 1 month.
Administered: Special (applied)
Prerequisite: Alchemy
Skill points: 3
Rarity: 1
Shimara. This is primarily an animal preservative. It
preserves
animal components for an additional 3 months, but also works to
preserve vegetable components for an additional 1 month.
Administered: Special (applied)
Prerequisite: Alchemy
Skill points: 4
Rarity: 2
Sleep. This functions as a moderate pain reliever and
level 8
depressive. Note that when delivered through a wound, the pain
reliever effect does not apply.
Administered: Ingested, insinuative
Prerequisite: Alchemy
Skill points: 2
Rarity: 2