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| ADDITIONS
FOR THE ALCHEMIST'S TABLE: MAGICAL MYSTERY POTION One dose gives the drinker ability to see magical energies. The more power flowing thru and inherent in a magic item, curse, wizard, demon, what-have-you, the brighter it will glow in a blue-white aura. No details are provided as to Good, Evil or Function. Only the knowledge that it is magic and the estimation of Lesser, Greater or "Holy Smokes, I've been blinded" magics. This is not a visible illumination and will not help in darkness. Lasts 4 hours. Requires: one black scorpion ($200), 1 dose Treasure Smelling Potion ($250), and $107 in common ingredients. Takes 4 weeks. Price: $750. INCREASE MAGIC (aka Furens) One dose raises one point of Mojo (or whatever I'm calling it this version of "Enchanter" this week) for one hour. One dose per day is safe enough. Two doses in one day requires a 2 vs ST saving roll. 3 doses requires 3 vs ST and so on. If this save is failed, roll one die to the following chart: 1 or 2: no effect other than a "hangover" feeling of misery. This applies to the following results as well. 3 or 4: minus 1 adjusted ST, DX or IQ (roll one die to choose) for a day. 5 or 6: minus 1 adjusted ST, DX or IQ (roll one die to choose) for (one die roll) days. Requires: 50 grams of dragon dung ($100), 250 ml of sea dragon bile ($100), 10 berserker mushrooms ($100) plus $119 in common ingredients. Takes 5 weeks. Price: $550 GLAMOUR One dose gives the ingestor a form of the Glamour spell in "Wizard" rules (P. 14). Immediately after swallowing the powder, the user concentrates on the desired disguise. Roll 3 dice vs IQ to determine how convincing the illusion is. The user has three turns before the potion solidifys. The last roll made is how the Glamour appears. Eg. First roll is 1 point over IQ. Not so good. Second roll-turn is 1 less than IQ. Better, but...Third roll-turn is 3 over IQ. That's it. Should've stuck with the second roll. The Glamour lasts one day. Only another dose of potion will remove it before that time is up. Requires: 1 sapient brain (good for two doses)($200), 1 litre good wine ($10), 7 hallucinogenic mushrooms ($10 @), $254 in common ingredients. Takes 6 weeks. Price: $800 ** MAGIC FREEZE (aka Merasha, Sinkhole) Anyone breathing or ingesting a dose of this rolls one die. This is the amount of Mojo (or whatever I'm calling it this version of "Enchanter" this week) attribute that is nullified for one hour. No effect on magic items. Eg. Grope of the North has a Mojo of 11. One dose of Magic Freeze and he rolls one die for a 4. His adjMojo for the next hour is 7. Requires: 1 black slime (good for 10 doses)($300), and $80 in common ingredients. Takes 1 week. Price: $150 |
ADDITIONS
FOR THE CHEMIST'S TABLE: GLOW LIQUID A thick, viscous goo that is smeared or painted on a desired surface. Upon exposure to air, the goo will glow with a heatless light illuminating an area of 3 megahexes in diameter. Lasts four hours and turns to a dull crust. Colour dependent on local regions and ingredients. One dose covers an area about the size of a dinner plate or a man's fist. Water soluble. Requires: 30 fireflys ($15), $30 in common ingredients and one week. Price: $75 ** DEVIL DYE The most indelible dye known, with a special twist. The dye sparkles like a babbling brook in the sunlight. Light reflects and gleams off the stuff, making it much more noticeable. 90% of the time it is used in traps protecting valuable items to help identify thieves and other criminals. Any savvy law enforcement will stop anyone with wearing Devil Dye. The dye and the sparkle effect is pretty much proof against all soaps and scrubbing. Like any indelible dye, it has to wear off with the passage of time and loss of skin. It's not a tattoo. Requires: Takes 2 grams jewel dust ($40), 30 fireflys ($15) and $37 in common ingredients. Takes 1 week. Price: $125. One dose will serve to potentially mark one person/thief. A dye bomb is needed to blanket the area, so, 5 doses. JYDE One dose of this elixir mirror-flips the imbiber's personality. All personality numbers switch to their opposites for one-half day. Example: An 11 Bravery becomes 3. A 5 Honesty becomes 9. Only 7's are unaffected. Bland remains bland. Only 3 doses of Jyde can be taken per month. Each overdose requires a 4 vs ST roll. Failure means personality numbers drop or raise one point. Requires: one dose Berserker Potion ($200), one dose Sleep Potion ($150), $95 in common ingredients and 6 weeks. Price: $825 ** BIRD POISON One dose does 3 dice damage to any bird when breathed or ingested. Affects no other creatures. Requires: One giant spider (good for 3 doses) $85, and $66 in common ingredients. Price: $160 VENGEANCE (aka Dark Warning, Hellstair, Shroom) A particularly foul poison, completing its deadly work at a step by step pace. Every five or so minutes the victim suffers a fit of violent cramps and nausea. The first seizure requires a 2 vs ST roll. Each subsequent seizure is an extra die vs ST. Failure to make the ST roll results in hits equal to the amount over. This brutal business keeps up until the victim is dead or fed an antidote. (Eg. The sheik has 12 ST. He makes the 2 vs ST roll. He rolls 13 on 3 dice, so 13 - 12=1 hit. The 4 vs ST is a 15. 15 - 12 = 3 more hits.) Requires: 7 poison mushrooms ($10@), 7 berserker mushrooms ($10@), 7 hallucinogenic mushrooms ($10@) and $119 in common ingredients. Takes 3 weeks. Price: $500 BORRACHO (aka troll, grasseye) A potent narcotic and mild hallucinogenic. Gives the user vivid feelings of potency, vigour and energy. How real this rush of power may actually be is open to debate. The user 's attention span is severely reduced and is easily distracted, so it is hard to determine if they are performing better at a task. The duration depends on the user's body mass, their general usage and tolerance. Somewhere between one to six hours. A successful 3 vs ST roll at the end means a feeling of apathy and lack of appetite. A failed 3 vs ST means a great hammer headache as well. A green powder. Regular use (it is addictive) gradually builds up a green tinge to the white of the eyes and a green stain around the lips. Requires: 1 green slime ($100)(good for ten doses), 1/2 kilo of Mirage Plant ($30) and $27 in common ingredients. Takes one week. Price: $100 |
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POLE WEAPONS - An
Alteration: RAINBOW
SLIME DEATH
- HANGING ON BY A THREAD |
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I don't use "TFT:
Wizard".
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