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1 INSTALLMENT 2, WEEK 2: CLEVER CONCOCTIONS BY MATT GOETZ We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings, Nations, and Gods releases later this year. We’re celebrating with a series of free weekly RPG content we call Full Metal Fridays! You’ll be able to download new careers, equipment, monsters, and more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game Masters can drop right into games. This time around, we take a closer look at something that has played a critical role in shaping the Iron Kingdoms, the art of alchemy. Check back every Full Metal Friday for new Iron Kingdoms RPG content! New formulas are constantly being tested and refined in alchemist’s workshops throughout western Immoren. Some are tailor-made to the specifications of a single client, while others are the result of an alchemist identifying and attempting to address a common problem. Once a stable alchemical compound has been carefully documented, it is a simple matter for others to reproduce it. ALCHEMICAL ITEMS LAUGHING GAS Cost: 21 gc Description: Those wishing to incapacitate a large number of individuals without doing them any physical harm can employ this gaseous compound. When inhaled, the vapor causes its victim to laugh uncontrollably. The gas causes a deep, hysterical laugh akin to those most often heard from the cells of a lunatic asylum. Individuals under the effects of the gas find most actions extremely difficult while they are wracked with fits of cackling. Special Rules: Vials of laughing gas can be used as improvised thrown weapons, but due the inaccuracy of thrown glassware and the low cost of reliable grenade housings (see Iron Kingdoms Full Metal Fantasy Core Rules, p. 297), laughing gas bombs are the preferred delivery method for the substance. Laughing gas is a gas effect that causes no damage. When a character is exposed to laughing gas, he must make a PHY roll against a target number of 12. If the roll succeeds, nothing happens. If the roll fails, the character is affected by the gas and begins laughing uncontrollably. The character suffers –1 on his attack

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Installment 2, Week 2:

Clever ConCoCtIonsBy Matt Goetz

We at Privateer Press are very excited that Iron Kingdoms Full Metal Fantasy Roleplaying Game: Kings, Nations, and Gods releases later this year. We’re celebrating with a series of free weekly RPG content we call Full Metal Fridays! You’ll be able to download new careers, equipment, monsters, and more on Full Metal Fridays. Each month will showcase a different theme and will culminate in an event Game Masters can drop right into games. This time around, we take a closer look at something that has played a critical role in shaping the Iron Kingdoms, the art of alchemy.

Check back every Full Metal Friday for new Iron Kingdoms RPG content!

New formulas are constantly being tested and refined in alchemist’s workshops throughout western Immoren. Some are tailor-made to the specifications of a single client, while others are the result of an alchemist identifying and attempting to address a common problem. Once a stable alchemical compound has been carefully documented, it is a simple matter for others to reproduce it.

alChemICal ItemslaughIng gasCost: 21 gc

Description: Those wishing to incapacitate a large number of individuals without doing them any physical harm can employ this gaseous compound. When inhaled, the vapor causes its victim to laugh

uncontrollably. The gas causes a deep, hysterical laugh akin to those most often heard from the cells of a lunatic asylum. Individuals under the effects of the gas find most actions extremely difficult while they are wracked with fits of cackling.

Special Rules: Vials of laughing gas can be used as improvised thrown weapons, but due the inaccuracy of thrown glassware and the low cost of reliable grenade housings (see Iron Kingdoms Full Metal Fantasy Core Rules, p. 297), laughing gas bombs are the preferred delivery method for the substance.

Laughing gas is a gas effect that causes no damage. When a character is exposed to laughing gas, he must make a PHY roll against a target number of 12. If the roll succeeds, nothing happens. If the roll fails, the character is affected by the gas and begins laughing uncontrollably. The character suffers –1 on his attack

Clever ConCoCtions

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Copyright 2001–2013 Privateer Press, inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, Immoren, Full Metal Fantasy, Cryx, Cygnar, Khador, Protectorate of Menoth, Protectorate, Retribution of Scyrah, Retribution, Circle Orboros, Circle, Legion of Everblight, Legion, Skorne, Trollbloods, Trollblood, warcaster, warjack, warbeast, and all associated logos are trademarks of Privateer Press, Inc. Permission is hereby granted to make photocopies for personal, non-commercial use only.

and skill rolls. During each of his Maintenance Phases, the character must make an additional PHY roll. If he passes three of these PHY rolls, the gas has run its course and its effects end.

Brewing Requirements: Alchemy

Ingredients: 1 unit alchemical stone, 1 unit arcane extract, 1 unit organic oil

Total Material Cost: 7 gc

Alchemical Formula: Brewing laughing gas requires an alchemy lab and two hours of labor spent combining, cooking, and stabilizing the ingredients. At the end of this time, the alchemist makes an INT + Alchemy skill roll against a target number of 14. If the roll succeeds, the character creates one dose of laughing gas. If the roll fails, he creates one unit of alchemical waste (liquid).

umbroCulant DropsCost: 27 gc

Description: This dark, syrupy liquid is dropped directly into the eyes, coating the corneas with a glassy black sheen. Those under the effects of the substance have a temporarily increased ability to see in low-light conditions.

Special Rules: Administering a dose of this substance requires an eyedropper. A living character exposed to umbroculant drops treats light conditions as one step brighter than normal. For a character under its effects, complete darkness is treated as dim light and dim light is treated as bright light. A dose of umbroculant drops lasts for one hour.

Brewing Requirements: Alchemy

Ingredients: 1 unit mutagenic extract, 1 unit organic oil

Total Material Cost: 9 gc

Alchemical Formula: Brewing umbroculant drops requires an alchemy lab and one hour of labor spent combining, cooking, and stabilizing the ingredients. At the end of this time, the alchemist makes an INT + Alchemy skill roll against a target number of 14. If the roll succeeds, the character creates one dose of umbroculant. If the roll fails, he creates one unit of alchemical waste (liquid).

alChemICal equIpmentInjeCtIon pIstolCost: 125 gc

Ammo: 1 (injector)

Effective Range: 4˝ (24 feet)

Extreme Range: —

Skill: Pistol

Attack Modifier: –2

POW: 8

AOE: —

Description: This complicated brass pistol uses a small vial of true air, the alchemical compound used in concussion grenades, to propel an injection dart into a target at range. The injection pistol provides a means of long-range delivery for an alchemist’s creations but is difficult to use and has a very short range.

Special Rules: This weapon deals no damage. A damage roll in excess of a target’s ARM indicates that the injector had sufficient force to puncture armor and deliver the compound contained within it. The target is immediately subject to the effect of the alchemical compound.

An injector can be loaded with any injectable alchemical compound. To be injectable, an alchemical compound must be described as a liquid or contain organic oil, organic acid, or organic toxin in its ingredients.

If a target is hit by an unloaded injector, nothing happens.

It costs 5 gc for a dart and propellant for a single shot. The alchemical compound must be acquired separately.