Players with the skill of Alchemy
can create certain contact substances, elixirs and gasses. These substance do
not detect as magical by Detect Magic.
Alchemical effects are not affected by Dispel Magic. Unless otherwise noted,
they last for 10 minutes.
Anyone can drink an elixir or feed one to someone else or
apply Vorpal Coatings. One purchase
of the Alchemy skill allows you to
mix elixirs into food or drink. Three purchases of the Alchemy skill allows you to use gasses and apply contact poisons.
Creating
Alchemical Substances
Creation of any alchemical substance is based on the
Production Points system as described in the chapter on the Production System.
In order to make the substance, you must have a recipe book and the specific
recipe for that substance.
Your recipes must be in a book similar to the type of book
used by spellcasters and must abide by the same rules; This book is an in-game
item and can be stolen. If you lose your book, you lose all the formulas
within. You will have to find someone with the recipes and recopy them into
your book again before you can create any new alchemical substances. Note that
unlike spellbooks, you do not have to pay game money to use a special ink to
write the recipes into the book.
Damage
from Alchemy
Characters can be affected by alchemical subtsances in many
ways. The effects are instantaneous. “Cause” poisons do body damage only, since
they bypass armor. This damage can not be reversed by an antidote, but can be
healed as normal damage. Alchemical substances that affect metabolism will have
no effect on undead.
Berserk, Feeblemind, Hallucinoid, Laugh, Nausea,
Paralysis, Sleep, and Vertigo (or similar poisons which are
chapter-specific) are all visible to any viewer while they are in effect, so
long as they take the time to observe them (they must ask the affected player).
Many substances can be reversed by a specific antidote if
taken after exposure to the substance. The spell defensive Poison Shield will not stop ingested substances from taking effect,
but will stop all other attacks with the word “poison” in the verbal. The spell
Purify Blood will cleanse the body of
all active poison effects present except for
Enslavement, Euphoria, and Love Potion #9. Alchemical Solvents, Vorpal
Coatings, Liquid Lights, Pastes of Stickiness, and Oils of Slipperiness are not affected by
Purify Blood and will not set off a Poison Shield or a Resist Poison.
Mixing two elixirs does not cancel them all. If a food or
drink has more than one elixir present, all elixirs will affect the victim. One
use of the racial skill Resist Poison
will block all elixirs present.
Types
of Alchemical Substances
Vorpal
Coatings must be applied to the blade by taping the tag to the weapon
or placing the tag in the weapon tag pouch.
Vorpal Coatings add to the
base damage of the weapon. They take effect immediately, doing damage to Armor
Points and then Body Points.
Vorpal Coatings work only
once per application. Damage should be called by adding the elixir’s damage to
the weapon damage (with any other magical or skill bonuses also added, of
course).
The Vorpal Coating
is used up on the first contact whether or not it hurts the opponent. A swing
in the air does not use up the Vorpal
Coating but hitting a target—even a shield or a sword—does use it up. You
cannot “save” the Vorpal Coating for
a good hit.
Applying a Vorpal
Coating takes time to apply. It cannot be done with a quick touch in the
middle of battle. The taping of the tag onto the weapon represents the time it
takes, which may never be less than three seconds. If you do not have the tag
taped to your weapon then the Vorpal
Coating is not effective. A new tag must be put on the weapon each time a
new Vorpal Coating is applied. If
using a staff, you must indicate which end of the staff has the Vorpal Coating by attaching the tag to
that end.
Elixirs may be
placed in food or drink. This is signified by either attaching the tag to the
underside of the food vessel, placing a token in the food, or having a marshal
witness you make pouring motions over the food or drink. (Or, of course, you
could give an alchemical substance to a character who thinks you’re giving him
or her a Cure potion. . .) If the food or drink has more than one elixir
present, all elixirs will affect the victim. One use of the racial skill Resist Poison will block all elixirs
present.
Gasses are delivered by an orange packet. Unlike a spell
packet, gas containers are in-game. They work on a single target, indoors or
outdoors.
Before throwing the packet, the user must announce
“<Type> gas poison;” for example “Sleep gas poison.” This phrase
simulates preparing the gas. The “verbal” is not in-game so even a silenced or
mute character may use one. If the “verbal” is not said properly then the
attack is unsuccessful as the gas was not “prepared” properly (Imagine
preparing a hand grenade). The packet must hit the target or the target’s
possessions and otherwise must follow all spell packet rules. Even though the
“verbal” is not in-game, the effect is recognized by anyone who hears it.
(In-game, assume each gas has a different color and texture associated with it
to allow for identification.)
Note that gas globes, since they are in-game, can be disarmed
and stolen. To steal a globe, you must steal the actual globe physical
representation itself and not the tag. You may then either go out-of-game to
the person from whom you stole the globes in order to get the tags, or can get
a Marshal to do it.
Gasses can also be put into gas traps. See the chapter on
Traps and Locks for more information.
Contact
poisons must be represented by a gel-like substance that can be
smeared on the object to be trapped. (Petroleum jelly works fine). If the
person applying the substance comes in contact with it, he or she will be
affected as well (if applicable). Poison
Shield and Resist Poison will
protect the victim from being affected by contact poisons. Multiple contact
poisons which would normally affect a victim simultaneously are protected by a
single Poison Shield or Resist Poison.
Known
Substances
Alchemical
Solvent: This solvent, covering one square foot per dose, will remove
either an Oil of Slipperiness or a Paste of Stickiness. It can also release
a victim of a Physical
Pin/Bind/Web/Confine. Once used, the entire dosage is consumed.
Antidote: Antidotes
are used to cure lasting effects, such as from Sleep elixirs and not from
instantaneous effects such as damage. Antidote
(Contact) cures any contact substance. Antidote
(Ingested) cures any ingested elixir. Antidote
(Gas) cures any gas substance. It does not remove any monster carrier
attacks. Gas Antidote will remove Monster Packet attacks only if the
attack included the word “Gas”. Love
Potion #9 has no antidote, while Enslavement
and Euphoria need specific antidotes.
Berserk: This will
drive the victim into an insane killing fury, causing the victim to attack all
creatures in the vicinity to the best of its ability. It lasts ten minutes.
Cause
Damage: This substance does 4 points of body damage.
Cause Light
Damage: This substance does 2 points of body damage.
Cause
Serious Damage: This substance does 8 points of body damage.
Cure Light
Damage: This substance heals 2 points of body damage.
Death: The victim
of this alchemical substance falls unconscious immediately, and is at -1 body
points. After one minute, the victim is dead, as a Killing Blow. During the one minute, First Aid and all curing have no effect on the victim. When a Death
(poison) effect is removed within the one minute, the victim also regains
the bodyu points lost to the Death effect. An Antidote or a Purify Blood
given within that one minute will save the victim, but after the minute has
passed, the only thing that will save the person is a Life spell.
Dominate: This
alchemical substance will cause the victim to be under the same effects as a Charm spell. The victim will be Charmed to the creature who administered
the Dominate. It can be resisted by
those with a Resist Charm ability. It
will last one hour.
Enslavement:
The
victim of this poison will be enslaved to the person administering the poison
and will obey absolutely any and all commands given by the person to whom they
are enslaved, and will even commit suicide. Otherwise, it is has the same
effects as a Charm spell. Enslavement can only be cured by a
specific antidote. This effect is also removed if the character resurrects.
This effect is stronger than Charm, Shun, Dominate or Fear.
Please note that additional Enslavement effects do not affect
a character that is already under an Enslavement effect. This effect is not
stackable. However, please also not that Control Undead, Vampire Charm, and
Enslavement are three different types of attacks with three completely
different names. These attacks do stack with each other, but the most recent
one takes precedence in the case of conflicting orders.
Enslavement
Antidote: This antidote is the only thing that will release a victim
from the effects of an Enslavement poison.
Euphoria: This elixir
is highly addictive. It gives the victim a feeling of euphoria that will last
about an hour. Any time the addicted character does not get a dose of Euphoria for a 24 hour period, one Body
Point is temporarily deducted from that character’s maximum Body Points, and
one Body Point of damage is taken. This damage cannot be cured as long as the
person is still under the effects of the drug. The cumulative damage will not
take place between NERO events. If the victim reaches -1 Body Points, then they
will die, needing a resurrection (a Life spell
will not work, as their body point total is still -1). The grip of Euphoria can only be broken if the
character is given the specific antidote, or by resurrection of the character.
Euphoria
Antidote: This antidote is the only thing that will release a victim of
Euphoria, restoring the victim’s
normal Body Point maximum and freeing the victim of the addiction. It will not
cure any points lost during the addiction.
Feeblemind:
This
alchemical substance lowers a character’s intelligence to that of an idiot for
ten minutes. While under its effects, a character cannot use any skills and is
so stupid that he or she is not even aware of the poisoning. An antidote or a Purify Blood will rid the victim of this
poison.
Forget-It-Well:
This
poison will cause the victim to forget everything that happened within the last
hour and remember a 1 to 10 word phrase in its place. The administrator of this
poison must begin with “the phrase is. . .” and these words do not count toward
the ten word maximum. The phrase may be given at any time within the first ten
minutes; otherwise it is the same as “you remember nothing.”
The victim will be in for some heavy roleplaying. The phrase
given to the victim will cause the victim to manufacture memories to match the
phrase that make perfect in-game sense. These memories should be totally
believable to the victim and others.
For example, the phrase “You were attacked by trolls in the
woods” might cause a high level character to make up memories where she was
surprised and immediately hit with four Sleep
spells while a low level player might imagine a situation where he was
overwhelmed by one troll.
Forget-it poisons, like all poisons, may never be used on a
creature that is dead.
Forget it poisons can be administered to an unconscious
person, as the phrase acts on the subconscious.
It is not possible to administer this elixir to yourself and
use a phrase.
These new memories become permanent if not cured within ten
minutes by a Purify Blood spell or
the appropriate antidote. A Killing Blow
within the ten minutes will not reverse the effects of this poison, and neither
will resurrection. The memories will remain even after resurrecting.
Forget-Me-Not:
This
alchemical substance will cause the victim to lose memory of the last 15
minutes. In every other way it acts the same as a Forget-it-Well.
Hallucinoid:
This
alchemical substance causes the victim to hallucinate. They will see pink
elephants and other strange things for an hour. The victim will probably be
aware that they are under the effects of a poison but will be unable to do much
about it. When under its effects, game skills can be used, but the player will
most likely use them against imaginary creatures.
Instant
Death: This causes death immediately, as a Killing Blow. This elixir does not leave any traceable marks, and
cannot be identified as the cause of death. The only thing that will save the
victim of this poison is a Life spell
given within five minutes.
Intoxicant: This acts
as a strong alcoholic drink but has no smell or taste. It will render the
victim quite drunk and will affect all characters and races, even those that
for roleplaying reasons are “immune” to alcohol. The effects will last for one
hour.
Laugh: This poison
will cause the victim to laugh and giggle repeatedly for ten minutes, during
which time no game skills can be used, although the victim can speak. It will
affect all characters, even stone elves.
Liquid
Light: This substance will allow a Cyalume light stick or other
light physical representation to be used in-game as per the Light spell. It lasts until the next
daybreak. It cannot be applied to a tree or other object to make it glow; it
can only be used on a phys rep that gives off light. Please note that Alchemy 3
is required to activate a Liquid Light, but not to hold, or otherwise use one,
once it has been activated.
Love: This
causes the victim to fall deeply in love with the next member of the
appropriate sex seen. This lasts 28 days. Note that this is not a charm effect
and it cannot be resisted by the racial skill Resist Charm, nor can it be removed by Awaken or Break Charm.
Love Potion
#9: This Love Potion acts the same as the regular Love Poison except that it cannot be
cured. It will run out on its own in 28 days. This effect disappears upon
resurrection of the affected character. Note that this is not a charm effect
and it cannot be resisted by the racial skill Resist Charm, nor can it be removed by Awaken or Break Charm.
Nausea: This elixir
will cause the victim to be violently ill for ten minutes, during which time no
in-game skills can be used.
Oil of
Slipperiness: This is a contact oil that will last for one hour once
exposed to air. If put on an item, the oil will make the item impossible to
pick up. It could also be placed on the ground (if enough were used) to prevent
anyone from standing in the area. You would not be able to even crawl out of
the area unless you could grab a hold onto something or someone outside of the
area to pull free. One dose will cover an object up to one square foot in area.
It can be counteracted by an Alchemical
Solvent or a Paste of Stickiness.
If placed upon the body or clothing of a creature, this substance will protect
against one Physical Pin/Bind/Web/Confine
attack, after which it will be used up.
Paralysis: This
poison is identical to a Paralyze spell,
except it lasts ten minutes.
Paranoia: This causes
the victim to think that people he or she normally dislikes are out to kill
them. It lasts one hour.
Paste of
Stickiness: This paste acts as a glue that lasts an hour. One dose covers
one square inch of a surface. It can be used to stick things to someone so they
cannot be removed until the hour runs out. It can also be used to pin people to
the ground if enough is available. Note that this paste will have no effect in
combat as it takes three seconds to set; thus you cannot put it on your shield
or sword to “capture” enemy weapons. If used on an item, it can prevent the
item from being disarmed once only, and then it is used up. If used on a weapon
and the weapon is Shattered or Destroyed, the holder will be stuck with
the weapon’s pommel in his or her hand for the remainder of the hour and cannot
use another weapon in that hand during that time. It can be counteracted by an Alchemical Solvent, an Oil of Slipperiness, or a Release spell. A Killing Blow does not dispel the effects of this substance,
although a resurrection will reform a body free from the paste.
Poison
Shield: This elixir works exactly as the spell of the same name. It
grants a Spell Defense to the recipient. It cannot be stacked with the spell of
the same name, nor can it be removed by Purify
Blood.
Silence: This poison
works as the spell of the same name, and lasts ten minutes.
Sleep: This poison
acts as a Sleep spell.
Slow
Poison: This poison takes half of the victim’s maximum body points
immediately (round up, minimum one body point), and every 24 hours thereafter
until cured, or until the victim dies. These points cannot be restored until
the poison is removed by either a Purify
Blood or an antidote.
Vertigo: This elixir
will cause the victim to lose balance and be unable to remain standing for ten
minutes, during which the victim can not use any in-game skills.
Vorpal
Coating: Putting this contact gel on a weapon makes the weapon do
extra points of damage once for the very next hit. It comes in three
variations: 2 Point Vorpal Coating, 4 Point Vorpal Coating, and 6 Point Vorpal Coating.
Weakness: This poison
works as the spell of the same name, but only lasts one hour.