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01:51, 5th May 2024 (GMT+0)

Alchemy.

Posted by DragondogFor group 0
Dragondog
GM, 22 posts
Sat 15 Jan 2022
at 12:17
  • msg #1

Alchemy

Elixirs take six different physical forms. Grenades are thrown not consumed and weigh 1 lb. Ointments weigh 0.5 lb. Potions weigh 0.5 lb. Powders weigh 0.005 lb. And Pastilles weigh 0.01 lb. Utilities are like potions, but not for drinking, and they weigh 0.5 lb. The effects of pastilles and grenades fill a 3-yard radius area. Poisons that are applied to weapons are only viable on the first attack. A Utility cannot also have some other form.

Acid Resistance: Acids have no effect on the subject or their gear for 1d hours. $3,000
Agility: Adds 1d to the subject’s DX for 1d hours. $2,625
Agony: The subject is afflicted with the Agony Incapacitating Condition. $1,000
Alchemical Antidote: All active alchemical elixirs affecting the subject end immediately. No other elixirs can affect them for 1d hours. $1,000
Anti-Toxin: The subject is cured of all poisons/venoms affecting them. And they will remain immune for 1d hours. $1,125
Attractiveness: The subject gains 1 level of Appearance for 1d hours. It has no effect on the Transcendent. $250
Awareness: Adds 1d to the subject’s AW for 1d hours. $2,625
Basic Poison: The subject takes 1d of injury on a failed HT roll. $100
Basic Restlessness: The subject loses 1d FP on a failed HT roll. $100
Beast Friend: The subject is granted 4 levels of the Animal Friend talent for 1d hours. $1,000
Beast Speech: The subject is granted the Speak with Animals advantage for 1d hours. $1,250
Death Poison: A poison requiring a HT-5 roll to avoid 6d injury. $3,600
Business: The subject is granted 4 levels of the Business Acumen talent for 1d hours. $2,000
Carrying: The subject is granted 100 levels of the Payload (Exposed, -50%) advantage for 1d hours. $1,250
Clinging: The subject is granted the Clinging advantage for 1d hours. $1,000
Choking: The subject is afflicted with the Choking Incapacitating Condition. $1,000
Cold Endurance: Adds 10* HT degrees to the cold side of the subject’s temperature comfort zone for 1d hours. $500 for 2 doses.
Cold Resistance: Cold temperatures and damage have no effect on the subject or what they carry for 1d hours. $3,000
Coordination: Adds 1d to the subject’s CO for 1d hours. $2,625
Coughing: The subject is afflicted with the Coughing Irritating Condition for 1d hours. $100
Craftsmanship: The subject is granted 4 levels of the Artificer and the Gifted Artist talents for 1d hours. $3,000
Cure Paralysis: A paralyzed subject is cured. $3,000
Dark Vision: The subject is granted the Dark Vision advantage for 1d hours. $1,875
Daze: The subject is afflicted with the Daze Incapacitating Condition for 1d hours. $500
Death Cloud: A poison that inflicts 4d of corrosion damage in a 4-yard radius if it reaches a mucous membrane or open wound. A successful HT roll reduces that to 2d damage. $770
Defense: The subject is granted +1 bonus to all active defenses for 1d hours. $1,125
Persistent Poison Cloud: If a subject breathes this poison, it inflicts 1d injury. When released, it covers an area of 2-yard radius. On a faild HT roll, they take another 1d injury. The poison cloud lingers for 1d hours. $650
Disease Immunity: The subject is immune to disease for 1d hours. $750
Drunkenness: The subject is afflicted with the Drunk Irritating Condition for 1d hours. $100
Ecstasy: The subject is afflicted with the Ecstasy Incapacitating Condition. $1,000
Euphoria: The subject is afflicted with the Euphoria Irritating Condition for 1d hours. $150
Eternal Rest: The subject is guaranteed a restful death and cannot be turned into an undead. $100
Faithful: Adds 1d to the subject’s FI for 1d hours. $2,625
Fear: The subject must make a Fright Check. $100
Fearless: The subject is becomes unaffected by fear and Fright Checks. $1,125
Fertility: The subject is guaranteed offspring from any union with a natural chance of offspring for 1d hours. They are usually sold for $1,000, but the standard price should have been $100.
Fire Resistance: Heat and fire damage, at an intensity lower than blast furnaces and volcanoes, have no effect on the subject or what they carry for 1d hours. $3,000
Fitness: The subject is granted the Very Fit advantage for 1d hours. $750
Flight: The subject is granted the Flight advantage for 1d hours. $3,000
Foolishness: The subject’s IQ is reduced for 1d hours by 3 per dose, up to four doses. $150
Foresight: The subject is granted the Precognition advantage for 1d hours. $1,875
Forgetfulness: The subject is afflicted with the Amnesia disadvantage for 1d hours. $50 or $200.
Friendship: The subject is afflicted with the Chummy disadvantage for 1d hours. $50
Glow Vial: Eliminates darkness penalties in a 10-yard radius for 1d hours. Includes a cord for hand-free use. $900
Growth: The subjected is granted 2 levels of the Growth advantage for 1d hours. $1,000
Gullibility: The subject is afflicted with the Gullibility (12) disadvantage for 1d hours. $50
Hallucination: The subject is afflicted with the Hallucinating Incapacitating Condition. $500
Hatred: The subject hates what they normally love for 1d hours. $500
Hardheartedness: Cancels love elixirs. $600
Healing: Heals 2d HP. Additional doses have full effect. $400
Health: The subject is cured of all diseases. And continues to be immune to all diseases for 1d hours. $500
Heat Endurance: Adds 10* HT degrees to the warm side of the subject’s temperature comfort zone for 1d hours. $500 for 2 doses.
Improved Regeneration: The subject regenerates 1 HP per second for 1d hours. $7,500
Improved Rejuvenation: The subject regenerates 1 FP per second for 1d hours. $7,500
Invisibility: The subject is granted the Invisibility advantage for 1d hours. $2,000
Invulnerability: The subject is granted DR 3, except for the eyes, for 1d hours. Armor can still be worn. $750
Jealousy: The subject is afflicted with the Jealousy disadvantage for 1d hours. $50
Lecherousness: The subject is afflicted with the Lecherousness (12) disadvantage for 1d hours. $150
Liquid Ice: Subjects take 2d of fire damage from cold. DR only protects 1/5 normal. $625
Long Slumber: The subject sleeps and makes a HT roll at the end of each year to wake up. Food and water are not needed. The subject doesn’t age. Injuries, disease, and poisons from before they fell into slumber don’t affect while sleeping, but it continues to affect them when they wake up. $5,000
Love: By affliction, the subject falls in love with the next person of the appropriate sex that they see. $300
Luck: The subject is granted the Luck advantage for 1d hours. $750
Madness: The subject is afflicted with a madness of a severity chosen by the alchemist for 1d hours. If the alchemist makes their roll by 2 or more, they can decide on the specific madness. Mild $50, Moderate $100, Severe $150, and Extreme $200.
Mild Delusion (Minor), Flashbacks (Minor), Phantom Voices (Annoying), or Phobia [-5].
Moderate Berserk, Bestial [-10], Confused, Delusion (Major), Flashbacks (Severe), Paranoia, Phantom Voices (Disturbing), or Phobia [-10].
Severe Bestial [-15], Chronic Depression, Delusion (Sever), Phantom Voices (Diabolical), or Phobia [-15].
Extreme Flashbacks (Crippling).
Magic Resistance: The subjected is granted 5 levels of Magic Resistance for 1d hours. $750
Memory: The subject is granted the Eidetic Memory advantage for 1d hours. $375
Major Healing: Heals 4d HP. Additional doses have full effect. $800
Minor Healing: Heals 1d HP. Additional doses have full effect. $200
Music: The subject is granted 4 levels of the Musical Ability talent for 1d hours. $1,000
Minor Poison: A poison that does 2 points of injury to the subject on a failed HT roll. $100
Nauseated: The subject is afflicted with the Nauseated Irritating Condition for 1d hours. $150
Odium:The subject is afflicted by a -4 reaction modifier from everyone for 1d hours. $200
Quickened Poison: The subject takes 1d of injury from this poison with an additional 1d of injury on a failed HT roll. $500
Pain: The subject is afflicted with the Moderate/Severe/Terrible Pain Irritating Condition for 1d hours. $100, $200, or $300.
Pain Resistance: The subject is granted the High Pain Threshold advantage for 1d hours. $500
Paralysis: The subject is afflicted with the Paralysis Incapacitating Condition for 1d hours. $1,500
Paut: Restores 4 FP/ER spent on magic. $500 for 4 doses.
Poison Resistance: The subject gets +8 bonus to HT to resist poison for 1d hours. $600
Presence: Adds 1d to the subject’s PR for 1d hours. $2,625
Regeneration: Regenerates 1 HP per minute for 1d hours. $3,750
Regrowth: The subject is granted the Regrowth advantage and it regrows one limb. $3,000
Rejuvenation: Regenerates 1 FP per minute for 1d hours. $3,750
Resurrection: A subject that has been dead for less than a day is brought back to life with 1 HP. $25,000
Retching: The subject is afflicted with the Retching Incapacitating Condition. $500
Seizure: The subject is afflicted with the Seizure Incapacitating Condition. $1,000
Shock Resistance: Lightning and Shock damage have no effect on the subject or what they carry for 1d hours.  $3,000
Shrinking: The subject is granted 2 levels of the Shrinking advantage for 1d hours. $500
Sleep: The subject is afflicted with the Sleep Incapacitating Condition for 1d hours. $1,500
Slow Fall: If the subject falls, they fall slowly enough not to be injured. This effect lasts for 1d hours. $1,200
Smoker: A wooden stick that develops impenetrable smoke in a 2-yard radius. $500
Sound Resistance: Sound and sound damage has no effect on the subject or what they carry for 1d hours. But noise may still be a distraction. $3,000
Speed: Increases the subject’s Basic Speed and Move by 1 per dose, up to three doses for 1d hours. $1,500
Stamina: Adds 1d to subject’s HT for 1d hours. $2,625
Strength: Adds 1d to subject’s ST for 1d hours. $2,625
Strong Poison: The subject suffers 2d of injury on a failed HT-1 roll. $425
Strong Restlessness: The subject suffers 2d of FP loss on a failed HT-1 roll. $214
Tipsy: The subject is afflicted with the Drunk Irritating Condition for 1d hours. $50
Purify Water: Purifies up to 100 gallons of water in a container. $800
Truth: The subject is afflicted with the Truthfulness (12) disadvantage for 1d hours. $50
Unconsciousness: The subject is afflicted with the Unconsciousness Incapacitating Condition. $2,000
Unluckiness: The subject is afflicted by the Unluckiness disadvantage for 1d hours. $150
War Leader: The subject is granted 4 levels of the Born War-Leader talent for 1d hours. $1,000
Water Breathing: The subject is granted the Doesn’t Breathe (Gills) advantage for 1d hours. $500
Water Resistance: Water and water based damage have no effect on the subject or what they carry for 1d hours. The subject will be completely dry even if submerged in any liquid or affected by steam or ice. It doesn’t protect against the damage done by acid, ice, or steam. $3,000
Water-Walking: The subject is granted the Walk on Liquid advantage for 1d hours. $750
Weakness: The subject’s ST is reduced by 3 per dose, up to four doses for 1d hours. $150
Wisdom: Adds 1d to the subject’s IQ for 1d hours. $2,620
This message was last edited by the GM at 14:59, Sat 15 Jan 2022.
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