Alchemical Products
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Wolf Pelt
Speed: Instant
Duration: As long as worn
Hand Required: 3 of a kind
Reliability: 19
Price: $500
This is a wannabe werewolf's dream come true. The Alchemist takes the pelt of an Alpha wolf, a pint of Lycanthrope blood, a drop of the person the pelt is to work on, and a few other alchemical products which is left to soak in direct moonlight over a three day period. After this is done the pelt will work normally. When worn the pelt transforms the wearer into a powerful werewolf, with the single exception that the wolf retains it's human intelligence. The pelt does not need moonlight to activate it. The pelt itself can be made into a belt, cloak, or coat.
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Night Glasses
Speed: Instant
Duration: ALAW
Hand: 2 pair
Reliability: 18
Price: $400
These glasses confer the ability to see in the darkest night as though it were daylight. The wearer suffers no penalties in the darkness, unless they are removed.
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Dunce Cap
Speed: Instant
Duration: ALAW
Hand: 1 pair
Reliability: 17
Price: $400
This wicked garment actually lowers one's intelligence. Anyone unlucky enough to put this on has all MENTAL rolls reduced to 1d4, except for Spirit.
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Thinking Cap
Speed: Instant
Duration: ALAW
Hand: 2 pair
Reliability: 17
Price: $400
The opposite of the Dunce cap this actually increases MENTAL rolls to 3d12.
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Liquid Clothing
Speed: Instant
Duration: ALAW
Hand: Royal Flush
Reliability: 19
Price: $1,000
This ingenius invention allows the wearer to change his style of dress within seconds. The clothing is actually a viscous liquid that is bonded to the wearers skin. It changes as soon as the wearer thinks about it. Everytime the clothes take another form they automatically clean themselves. One drawback is that Liquid Clothes cannot get wet. If they do they will run, and eventually wash away.
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Steel Shirts
Speed: N/A
Duration: ALAW
Hand: Straight
Reliability: 19
Price: $1,000
These are shirts that act normally, but have an armor rating of 2.
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Emperor's Clothing
Speed: N/A
Duration: ALAW
Hand: Full House
Reliability: 17
Price: $1,500
Despite their name these do not make the wearer look nude, instead they make him invisible. Normally, Emperor's Clothing is made into a cloak or shirt. Any damage to the Clothing automatically negates this power until it is repaired by an alchemist.
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Midas Gloves
Speed: N/A
Duration: 1 Turn
Hand: Full House
Reliability: 18
Price: $3,000
These gloves can transform normal items into gold for a brief time. A rock could be changed into a nugget, but the effect would only be temporary. The transformation lasts a single turn. Living things are not affectted by the gloves.
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Rock Salt Shells
Speed: N/A
Duration: Instant
Hand: 3 of a kind
Reliability: 19
Price: $ 200
These shotgun shells fire a deadlier load than simple buckshot. The contents will transform anyone hit by the contents into stone. The recipient of the blast can make a Vigor check, and if he succeeds then takes normal damage. Failure means that he has become a nice statue for the garden.
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Mercy Bullets
Speed: N/A
Duration: Permanent
Hand: 2 pair
Reliability: 19
Price: $200
These cartridges do not kill, they immobilize. Any wound taken paralyzes the portion of the body shot. A major wound to the guts will cause the victim to drop and be unable to move for a time half as long as it would take to recover. Killing wounds cause the victim to go into a coma like state where their bodily functions all but shut down. This can last for two weeks.
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Soul Jars
Speed: N/A
Duration: Permanent
Hand: Straight
Reliability: 19
Price: $2,000
A rather gruesome containment vessel for the life force of human beings. Though no different from a mason jar in appearance the Soul Jars can do so much more than their mundane cousins. Placing this container over a dying body, mouth open, over the heart, will result in the capture of that person's soul as it flees his body. Good souls will appear as rainbow colored butterflys, evil ones will seem to be large black horseflies. What a person does with a soul once it is caught is up to them,the jar itself just contains them.
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Crystal Goblets
Speed: N/A
Duration: Permanent
Hand: 2 Pair
Reliability: 19
Price: $500
In the old world there was a popular belief that a crytal goblet would allow those drinking from it to see poison in their drink. Kings and Queens died from this belief. Nowadays, it is a different story. Alchemically produced crystal goblets actually can detect poison palced within their vessel, and it is shown by the liquid therein sparkiling brightly, as if it housed a thousand small diamonds.
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Ugly Stick
Speed: N/A
Duration: Permanent
Hand: 2 pair
Reliabiltiy: 17
Price: $ 600
This gnarled cane can, with a single blow reduce a person's attractiveness. The strike causes the person hit to gain the Hindrance Ugly as Sin. The Stick can only be used on a person once.
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Brews, Ointments, Salves, and Formulas
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Snakeoil
Speed: Instant
Duration: 2 hours
Hand: 2 pair
Reliability: 19
Price: $ 200
Applications: 6
This oil causes the applicant to transform into a large poisonous snake. It's bite does 1d10 points of damage, and the venom has to be saved at -5 to Vigor. The snake has no human intelligence. .
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Molotov Cocktail
Speed: Instant
Duration: Instant
Hand: 3 of a kind
Reliability: 18
Price: $ 300
This fiery concoction burst into flames when mixed with alcohol, and is usually administered before a person takes a drink. This is an assaasin's tool. It is generally mixed with food, or water, and then alcohol, like a brandy or whiskey, is offered to the unwitting victim. Internally it causes 1d8 points of damage per round, and it burns for 6 rounds. If used outside a body it can be extinguished normally.
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The Vapors
Speed: Instant
Duration: 12 hours
Hand: 2 pair
Reliability: 19
Price: $ 200
This is some potent stuff. Just a whiff and and woman nearby will swoon at the closest man. This is not a love gas, let's just call it an "arousing" stimulant. A woman can try to resist but suffers a -6 to her Vigor. Failure means that she is overcome with uncontrolable passion for the duration of the gas.
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Sleeping Pills
Speed: 10 minutes
Duration: 6 Hours
Hand: 1 pair
Reliability: 19
Price: $100
These babies will cause anyone taking them to pass out for 6 hours if they fail a Vigor check (-2). The sleep will be quiet and restful. .
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Wolf Ointment
Speed: 10 minutes
Duration: 8 hours
Hand: 3 of a Kind
Reliability: 18
Price: $ 150
Applications: 10
This ointment acts in a manner similar to a wolf pelt, but it bestows no intelligence or supernatural immunities to the wearer. The ointment must be rubbed completely over a body, once this is donce the wearer will suffer an intensely painful transformation into a double sized wolf. The wolf has animal intelligence, and no immunities or powers.
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Dorian Paints
Speed: Weeks
Duration: Permanent
Hand: Full House
Reliability: 18
Price: $600
These paints allow the alchemist to create numerous outcomes. Painting can be made that cause those viewing it over long periods to go mad, commit acts of violence, or even live for extended periods without aging (think of Dorian Gray). A skilled alchemist can actually transfer one of his Dementia onto canvess permanently, losing it for himself. This requires a painting concentration of at least a level 3 ability.
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Negative Negatives
Speed: Weeks
Duration: Permanent
Hand: 3 of a kind
Reliability: 18
Price: $400
Photography is an art. The Alchemist prefers to make it a science. By treating negative plates with this chemical the Alchemist is making a picture that will cause those viewing it to behave in the same manner as the photo displays. Dead bodies=Murder, Fire+=Arson, and so on. .
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Lightning in a Jar
Speed: Instant
Duration: N/A
Hand: 2 pair
Reliabiltiy: 17
Price: $ 150
Electricity stored in a bottle. It contains 1d4 points of electrical for each level of the alchemist's skill. When released it fires a bolt in a straight forward direction, hitting anyone in front of the jar.
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Greased Lightning
Speed: Instant
Duration: Instant
Hand: 1 pair
Reliability: 18
Price: $ 100
Applications: 10
This jelly has a shocking surprise. Once smeared onto an object it collects static electricity. Each hour it sits it gains 1d4 points of electrical damage up to 1d12 points. Anyone touching the gel after it is applied will take the shock. .
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Flash Powder
Speed: Instant
Duration: Instant
Hand: 1 pair
Reliabiltiy: 18
Price: $ 50
This powder, when thrown into the air it explodes into a blinding flash. Anyone viewing this display will be unable see for at least three rounds. .
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Revivification Serum
Speed: 2 hours
Duration: Permanent
Hand: Straight
Reliability: 19
Price: $ 1,500
Instant Harrowed in a bottle, that's what Dr. Thirteen calls it. Just drip a few drops of this stuff in a dead fellows throat and he'll be awakin' from his slumber no matter how long he's been dead. Somehow this elixer calls a manitou into a body. .
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Herbicide
Speed: Instant
Duration: Instant
Hand: 2 pair
Reliability: 17
Price: $50
This is a potent plant killer, any flora that comes in contact with this liquid dies instantly. Intelligent plant, i.e. Pod People, can save against Vigor or die. .
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Elixer of Life
Speed: 2 Hours
Duration: Permanent
Hand: Full House
Reliability: 19
Price: $ 3,000
This potent potion can literally revive the RECENTLY deceased. Only characters who have been dead for less than 1 turn can be restored. They will lose 1 die of Vigor for the trouble. .
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Elixer of Youth
Speed: Instant
Duration: Permanent
Hand: Straight
Reliabiltiy: 19
Price: $ 2,000
This elixer will remove 1-10 years from the imbiber. Roll a d10 for results. This can only be taken once a year or it will automatically kill the drinker. .
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Liquid Evaporation:
Speed: Instant
Duration: Instant
Hand: 2 pair
Releiability: 19
Price: $ 500
This handy juice causes water to evaporate instantly. One bottle can effect over 3,000 gallons of water at a time. .
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Sneezing Powder
Speed: Instant
Duration: 1 turn
Hand: 1 pair
Reliability: 19
Price: $ 20
This powder causes anyone hit with it to sneeze uncontrollably for the duration of the effect.
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Itching Powder
Speed: Instant
Duration: 1 turn
Hand: 1 pair
Reliability: 19
Price: $20
Anyone hit by this powder suffers an uncontrollable fit of itching. They will be unable to do anything but scratch for the duration. .
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Stupid Pills
Speed: 10 minutes
Duration: 2 hours
Hand: 3 of a Kind
Reliabilty: 18
Price: $500
These pill lower the ingester's intellect, i.e. Cognition, Smarts, and Knowledge, to 1d4 for the duration of their effect.
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Brain Food:
Speed: 10 minutes
Duration: 2 hours
Hand: 3 of a Kind
Reliability: 18
Price: $800
Brain food makes anyone who ingest it smarter, for a short time. Conition, Smarts, and Knowledge are increased by 2d12 for the duration. .
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Truth Serum:
Speed: 1/2 hour
Duration: 1 hour
Hand: 3 of a kind
Reliability: 19
Price: $ 500
This serum renders the imbiber unable to tell a lie or not answer a question.
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Power Glue
Speed: Instant
Duration: Permanent
Hand: 1 pair
Reliability: 19
Price: $50
This glue is the ultimate adhesive. Once applied to something it will never become unstuck. Applications to living things do not last forever because cells are lost and so the glue eventually loses grip.
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Vanishing Cream
Speed: 5 minutes
Duration: 2 hours
Hand: 2 pair
Reliability: 18
Price: $ 800
Applications: 6
This cream will cause the wearer, when completely applied to the body, to become invisible. Items and clothing cannot be made unseen.
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Vapor Rub
Speed: 10 minutes
Duration: 2 hours
Hand: 2 pair
Reliability: 18
Price: $ 600
Aplications: 6
Vapor rub is a silky smooth cream that when completely applied to the body causes the wearer to have the substance of smoke. During this time they can move at half speed, and will take no damage drom normal weapons. Clothing and items cannot be transformed.
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Greek Fire
Speed: Instant
Duration: Special
Hand: Straight
Reliability: 19
Price: $ 1,000
Greek Fire is one of the most dangerous things ever created. It is a fire that will not stop burning until whatever it is consuming is completely devoured. Nothing short of magical intervention can extinguish the flames.
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Hate Juice
Speed: Instant
Duration: Permanent
Hand: 3 of a Kind
Reliability: 18
Price: $ 200
Drinking this juice causes the imbiber to loathe the next person they see. They will act as if they are mortal enemies.
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Bloody Mary
Speed: 2 rounds
Duration: Instant
Hand: 3 of a Kind
Reliability: 18
Price: $500
The Bloody Mary is a wicked drink that usually kills anyone unfortunate enough to drink it. Two rounds after imbibing this the victim begins to bleed. The bleeding will not stop unless there is supernatural intervention or death occurs. Hardy individuals get a chance to resist the Mary at a -10.
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Bottled Water
Speed: Instant
Duration: Permanent
Hand: 2 pair
Reliability: 19
Price: $500
This is condenssed water in a bottle. Condensed water?? Yep, somehow the alchemist has managed to put hundreds of gallons of water into a tiny little bottle. When the bottle is opened or broken all the water will burst out. This is useful for putting out big fires fast, creating diversions, or attacking people without harming them.
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Bottled Steam
Speed: Instant
Duration: Instant
Hand: 2 pair
Reliability: 18
Price: $ 500
This is bottled steam. The steam is under intense pressure, and when released fires a blast of heat straight forward. Anyone caught in the blast takes 1d12 points of damage.
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Rubber Snakes
Speed: N/A
Duration: Permanent
Hand: 2 pair
Reliability: 17
Price: $50
These are false snakes made of rubber that actually move and wiggle about like real snakes. They can take 1 point of damage before they "die". .
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Homoculous
Speed: 3 days
Duration: permanent
Hand: Full House
Reliability: 19
Price: $5,000
Alchemist sometimes need assistants who will obey them without question. These little fellows are just that. Made from the Alchemist's own flesh and blood, the Homoculous is a living being that is tied directly it's maker. They share each other's thoughts, and can see through one another's eyes. If a Homoculous is killed the creator suffers the same amount of damage.
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Corporeal: all at 1d6
Mental: all at 1d4
The Homoculous is a miniature version of it's creator, complete with dementia. It is tied to it's maker, sees what he sees, feels what he feels, and so on. The creature, which loks like a smaller more grotesque version of the alchemist does 1d4 dmg with it's fists. .
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Gingerbreadmen
Speed: Instant
Duration: Permanent
Hand: 3 of a Kind
Reliability: 16
Price: $200
These little fellows can cause a lot of havoc and are tasty to boot! Mixing this potion with unbaked dough creates the GingerBreadmen. One batch makes a dozen. These little guys are malevolent, but can do little harm themselves, they prefer to set traps. They have Mental capacities of 1d8 across the board, and Coporeal abilities of 1d4. Once created they act of their own accord.
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Love Potion
Speed: 5 minutes
Duration: Permanent
Hand: 3 of a Kind
Reliability: 18
Price: $2,000
Anyone drinking this will instantly fall madly in love with the first person of the opposite sex they see. Opposing this requires a -4 to Cognition. .
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Poison
Speed: Varies
Duration: Varies
Hand: Straight
Reliability: 19
Price: $200 to $1000
Any good Alchemist can create poisons that kill instantly or after long periods of time. The poisons vary in strength (-2 to save to -10).
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Zombie Juice
Speed: 2 hours
Duration: Permanent
Hand: 2 pair
Reliability: 19
Price: $800
This stuff is so potent it'll wake the dead, literally. Just a standard revivification serum. It creates Walking Dead.
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Jekyll Juice
Speed: 10 minutes
Duration: 12 hours
Hand: 3 of a Kind
Reliability: 19
Price: $ 1,000
This formula brings out a fellow's dark side. An actual physical transformation takes place, leaving an entirely new being in place of the imbiber. Even the meanest S.O.B on the planet has a dark side he is afraid to let go of, and this stuff'll do it. Harrowed who drink this Automatically lose Dominion for the duration of the Juice.
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Claymate
Speed: 3 hours
Duration: 2 weeks
Hand: 1 pair
Reliability: 17
Price: $400
This is the Alchemist's abiltity to give a semblence of life to clay for short periods of time. The clay cannot take orders or do anything, it will simply shift and roll about. It might imitate people around it by mimicking their faces.
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Smoke Bombs
Speed: Instant
Duration: 4 Rounds
Hand: 1 pair
Reliability: 19
Price: $50
These little balls release smoke that will fill a fifty foot area within seconds. While doing no harm they are useful for diversions.
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Laughin' Gas
Speed: Instant
Duration: 6 rounds
Hand: 2 pair
Reliability: 18
Price: $100
This stuff will get even the most unhappy fellow to burst out in uncontrollable laughter. During this time anyone who has inhaled the vapors will suffer a -6 to any attempt they try to make.
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Rock of Ages:
Speed: Instant
Duration: Permanent
Hand: Full House
Reliability: 19
Price: $ 10,000
This stone has the power to add or remove years from a person instantly. Some alchemist use this to pose as elders or their own son when they have been in a place too long. The Rock can effect 10 years of life per turn. Thus, in ten Turns a person could be aged 100 years.
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Criminal Element
Speed: Instant
Duration: 1 day
Hand: Full House
Reliability: 19
Price: $10,000
This stone, which appears to be an extremely perfect diamond, can make even the most respected upright moral person a dirty lowlife for a day. All that is required is a touch of the element, and a failure against a Spirit check(-4). During this period the person acting in the criminal element will do anything, they will have nothing to keep them in check. Murder, rape, arson, and horse theiving are all possible.
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Explosive Tobacoo
Speed: Instant
Duration: N/A
Hand: 1 pair
Reliability: 17
Price: $50
This stuff looks and smells just like ordinary everyday chewin' tebacky, only problem is it explodes just like black powder when it is lit. For all intents and purposes it should be considered gun powder. This is often used as a sneak attack.
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Propaganda Paper
Speed: Instant
Duration: Permanent
Hand: 3 of a Kind
Reliability: 19
Price: $900
This paper has the ability to make anyone reading off of it believe every word is true if they fail to save against Smarts (-6). Anyone failing their roll will treat the written word as gospel. It doesn't matter what is written on the paper, or how it is written (typed or by hand).
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Powdered Water
Speed: Instant
Duration: Permanent
Hand: 3 of a Kind
Reliability: 18
Price: $500
This is actual water that has been made into a dust. It can be restored to liquid form by adding a drop of water. One drop creates one gallon of water. A 20 lbs sack of powdered water can contain enough water to fill a small lake.
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Beauty Cream
Speed: 5 minutes
Duration: Permanent
Hand: 3 of a Kind
Reliability: 19
Price: $1,000
This cream makes the wearer more attractive. It will remove the Hindrance Ugly as Sin, so that the user looks normal, or make a normal person gain the Edge Purty.
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Firewater
Speed: Instant
Duration: Special
Hand: Straight
Reliability: 19
Price: $500
A deadly tool. This innoucous looking liquid is harmless by itself. When it is combined with water it becomes deadly. A single drop can cause 10 gallons of water to transform into fire. The water literally is it's own enemy. A bottle can make a whole river a fireball for a matter of minutes. The fire will burn until it reaches a larger body of water, like a river, lake or ocean, or it is blocked in some manner an the rushing water behind it puts the fire out. This kind of fire tends to start fires all along the banks of the river or stream it was started in.
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LipStick
Speed: 10 minutes
Duration: 1 day
Hand: 1 pair
Reliability: 18
Price: $50
A sneaky way to keep someone from talking. A simple red stick, that when applied to another's lips, will cause them to be unable to open their mouth for the chemical's duration. .
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Makeup
Speed: Instant
Duration: 6 hours
Hand: 2 pair
Relibility: 19
Price: $500
A powerful tool for spies or wanted people. This glowing yellow putty makes it's wear able to remake their face in whatever way they desire. Simply smear it on while thinking of what you want to look like, and once it is applied the new look will have become reality. .
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War Paint
Speed: 1 turn
Duration: 3 hours
Hand: Jacks
Reliability: 17
Price: $100
This is body paint that carries a dangerous side-effect. When worn the paint makes it's user go into a blood-frenzy, and they will attack anyone the see as an enemy. Indians may see everyone else as invaders, or soldiers think that are in a new battle, either way they beging to attack everyone around them. They will not stop until the paint is removed, their perceived eneimies are all dead, or they themselves die.
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