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<blockquote data-quote="kronos182" data-source="post: 8797333" data-attributes="member: 6668634"><p><strong><span style="font-size: 26px">The Alchemist Wares</span></strong></p><p><strong></strong></p><p><strong>CENTRAL OFFICES:</strong> unknown</p><p><strong>MAJOR REGIONAL OFFICES:</strong> unknown</p><p><strong>MAJORITY STOCKHOLDER:</strong> Unknown</p><p><strong>Logo:</strong> Alchemy Symbol for Water (an inverted triangle) on a red background in a vertical oval.</p><p><strong>INFORMATION:</strong> The Alchemist Wares is a company that is not spoken out loud, but known especially in the Black Market. Run by a being known only as The Alchemist, a genius in all things chemical and alchemy. A temporary shop can be found in various shops throughout the universe, and sometimes clients can be brought to a laboratory that The Alchemist works from, which is rarely in the same location for more than six months. Sells any and all chemicals, medicines, poisons, tonics and elixirs. From magical to nonmagical and some even super science that only god-like beings can create.</p><p>The Alchemist and his agents sell virtually all items, and even willing to create completely new chemicals, which would require a consultation with The Alchemist himself, and trade rare ingredients, recipes for unique items, or information on rate ingredients.</p><p></p><p><strong><span style="font-size: 22px">Sample Wares</span></strong></p><p>Sells regular healing potions, anti-toxins, antidotes, poisons, medicines, magical potions, nonmagical chemicals like solvaway, sporekill, biocort, etc.</p><p></p><p><strong>Werebeast Elixir</strong></p><p>This vial with auto injector contains a serum that turns the user into a werecreature of the type indicated on the outside in hybrid form only. The effects last for 5 minutes, gaining all the benefits of the related werecreature template hybrid form, however doesn't suffer from Curse of Lycanthropy, and doesn't have Empathy of the type of animal the werecreature is based on, and can't change to humanoid or animal forms. Injecting is a standard action, and the transformation is immediate, however the injected can't perform any other action the round of the injections. The injected will be highly aggressive and will attack the closest foe possible, and keep attacking the next nearest foe, preferring to use claws and bite, but will use any melee weapons, using ranged weapons only until closes to melee range then dropping them or using as a club. If no foes are available, must make a Will save DC 15 to keep from attacking allies. After the duration, the injected user is exhausted and requires at least 4 hours of rest, and a full days worth of food as the transformation requires a lot of energy.</p><p>Weight: 6 oz</p><p>PDC: 21</p><p>Restriction: Res to Illegal (+2 to +4)</p><p></p><p><strong>Rumours:</strong> It is rumoured the Alchemist creates these elixirs from the blood of lycanthropes. Rumours of large numbers of missing lycanthropes are said to be the source of these elixirs. Some groups are hiring adventurers to investigate these rumours. Other groups may hire adventurers to capture lycanthropes in attempts to create their own versions.</p><p></p><p><strong>Cure All</strong></p><p>This elixir in a golden vial will cure the drinker of all diseases (not counting cancers, blood disorders, tumors, and genetic disorders), poisons, toxins including radiation poison, immediately stopping any effects. The drinker is dazed the rest of the round (can't take any actions).</p><p>Weight: 4 oz</p><p>PDC: 18</p><p>Restriction: None</p><p></p><p><strong>Ironwood Spray</strong></p><p>This spray can with a grey label of a tree, is capable of permanently making any wooden item sprayed the hardness and durability of iron, while still remaining wood. For example, if a toy wooden sword is sprayed, it becomes like metal, worked and sharpened to have an edge and is as sharp as a metal blade, but as light as the wooden one, doesn't show up on metal detectors and floats on water. However for the item to have a blade, it must be carved first to have an edge, then sprayed, then sharped like a metal blade.</p><p>Each can has 20 doses, and each dose is enough to affect a tiny object, each size category increase doubles the number of doses required. 2 small, 4 medium, 8 large, etc.</p><p>Weight: 1 lbs</p><p>PDC: 20</p><p>Restriction: None</p><p></p><p><strong>John Wick Mojo</strong></p><p>This elixir is stored in a tin can like a carbonated drink, only half the size, magically empowers the drinker with martial arts and weapon skills, making them a potent combatant, if for a limited time. The drinker gains a magical bonus +4 to attack rolls, the effects of the Brawl feat (+1 to unarmed strikes dealing 1d6 + STR nonlethal damage), Combat Reflexes feat, Point Blank Shot feat (+1 to attack and damage with ranged attacks within 30 ft), Shot On The Run feat (move before and after ranged attack), 1 extra attack if drinker doesn't move at -5 base attack roll, all the feats the user gains benefits from ignore the restrictions of the feats as this is granted by magic. If the user already has the feats, increase their effects (Brawl grants +2 attack and damage is lethal, Point Blank Shot grants +2 to attack and damage to ranged attacks within 30 ft). The effects last for 10 rounds (1 minute), after which the drinker is exhausted and requires a minimum of 8 hours of sleep and suffers 1d10 nonlethal (subdual) damage. The user does not retain the knowledge of any of the feats granted by this elixir, and must learn them normally.</p><p>Weight: 8 oz</p><p>PDC: 28</p><p>Restriction: Res to Illegal (+2 to +4)</p><p></p><p><strong>Surgeon In A Can</strong></p><p>This elixir grants the drinker immense medical knowledge and skills of a skilled doctor. The drinker gains a +10 magical bonus to Treat Injury, Knowledge (Earth and Life Sciences), the benefits of the Surgery feat and Cybernetic Surgery feat for a total of 5 hours. Afterwards the drinker is exhausted and suffers a temporary -2 to Intelligence until at least 8 hours of rest.</p><p>Weight: 8 oz</p><p>PDC: 25</p><p>Restriction: None</p><p></p><p><strong>Instant Barricade</strong></p><p>This grenade, has a stone-like texture. Upon pulling the pin and tossing the grenade, when it strikes a surface, or placed on the ground with a 3 round timer, releases a grey mist that quickly creates a wall of stone, that is 15 feet long, 5 feet tall, 3 inches thick. If the space the wall would occupy is where an object already is, it is coded in a 3 inch layer of stone and is immobile if it was able to be moved, now can't. Each 5 foot section of the wall has 45 hit points and a hardness of 8. The wall lasts for 3 days before eventually crumbling to dust.</p><p>Weight: 10 oz</p><p>PDC: 22</p><p>Restriction: Lic to Mil (+1 to +3)</p><p></p><p><strong>Liquid Duct Tape</strong></p><p>This spray can contains a chemical that can literally patch anything and everything. When sprayed on any object as a standard action, or even a creature, repairs or heals 1d4 hit points instantly. However the location sprayed will have a slightly greyish tint for 1d4 days. Each can has 20 doses.</p><p>Weight: 13 oz</p><p>PDC: 13</p><p>Restriction: None</p></blockquote><p></p>
[QUOTE="kronos182, post: 8797333, member: 6668634"] [B][SIZE=7]The Alchemist Wares[/SIZE] CENTRAL OFFICES:[/B] unknown [B]MAJOR REGIONAL OFFICES:[/B] unknown [B]MAJORITY STOCKHOLDER:[/B] Unknown [B]Logo:[/B] Alchemy Symbol for Water (an inverted triangle) on a red background in a vertical oval. [B]INFORMATION:[/B] The Alchemist Wares is a company that is not spoken out loud, but known especially in the Black Market. Run by a being known only as The Alchemist, a genius in all things chemical and alchemy. A temporary shop can be found in various shops throughout the universe, and sometimes clients can be brought to a laboratory that The Alchemist works from, which is rarely in the same location for more than six months. Sells any and all chemicals, medicines, poisons, tonics and elixirs. From magical to nonmagical and some even super science that only god-like beings can create. The Alchemist and his agents sell virtually all items, and even willing to create completely new chemicals, which would require a consultation with The Alchemist himself, and trade rare ingredients, recipes for unique items, or information on rate ingredients. [B][SIZE=6]Sample Wares[/SIZE][/B] Sells regular healing potions, anti-toxins, antidotes, poisons, medicines, magical potions, nonmagical chemicals like solvaway, sporekill, biocort, etc. [B]Werebeast Elixir[/B] This vial with auto injector contains a serum that turns the user into a werecreature of the type indicated on the outside in hybrid form only. The effects last for 5 minutes, gaining all the benefits of the related werecreature template hybrid form, however doesn't suffer from Curse of Lycanthropy, and doesn't have Empathy of the type of animal the werecreature is based on, and can't change to humanoid or animal forms. Injecting is a standard action, and the transformation is immediate, however the injected can't perform any other action the round of the injections. The injected will be highly aggressive and will attack the closest foe possible, and keep attacking the next nearest foe, preferring to use claws and bite, but will use any melee weapons, using ranged weapons only until closes to melee range then dropping them or using as a club. If no foes are available, must make a Will save DC 15 to keep from attacking allies. After the duration, the injected user is exhausted and requires at least 4 hours of rest, and a full days worth of food as the transformation requires a lot of energy. Weight: 6 oz PDC: 21 Restriction: Res to Illegal (+2 to +4) [B]Rumours:[/B] It is rumoured the Alchemist creates these elixirs from the blood of lycanthropes. Rumours of large numbers of missing lycanthropes are said to be the source of these elixirs. Some groups are hiring adventurers to investigate these rumours. Other groups may hire adventurers to capture lycanthropes in attempts to create their own versions. [B]Cure All[/B] This elixir in a golden vial will cure the drinker of all diseases (not counting cancers, blood disorders, tumors, and genetic disorders), poisons, toxins including radiation poison, immediately stopping any effects. The drinker is dazed the rest of the round (can't take any actions). Weight: 4 oz PDC: 18 Restriction: None [B]Ironwood Spray[/B] This spray can with a grey label of a tree, is capable of permanently making any wooden item sprayed the hardness and durability of iron, while still remaining wood. For example, if a toy wooden sword is sprayed, it becomes like metal, worked and sharpened to have an edge and is as sharp as a metal blade, but as light as the wooden one, doesn't show up on metal detectors and floats on water. However for the item to have a blade, it must be carved first to have an edge, then sprayed, then sharped like a metal blade. Each can has 20 doses, and each dose is enough to affect a tiny object, each size category increase doubles the number of doses required. 2 small, 4 medium, 8 large, etc. Weight: 1 lbs PDC: 20 Restriction: None [B]John Wick Mojo[/B] This elixir is stored in a tin can like a carbonated drink, only half the size, magically empowers the drinker with martial arts and weapon skills, making them a potent combatant, if for a limited time. The drinker gains a magical bonus +4 to attack rolls, the effects of the Brawl feat (+1 to unarmed strikes dealing 1d6 + STR nonlethal damage), Combat Reflexes feat, Point Blank Shot feat (+1 to attack and damage with ranged attacks within 30 ft), Shot On The Run feat (move before and after ranged attack), 1 extra attack if drinker doesn't move at -5 base attack roll, all the feats the user gains benefits from ignore the restrictions of the feats as this is granted by magic. If the user already has the feats, increase their effects (Brawl grants +2 attack and damage is lethal, Point Blank Shot grants +2 to attack and damage to ranged attacks within 30 ft). The effects last for 10 rounds (1 minute), after which the drinker is exhausted and requires a minimum of 8 hours of sleep and suffers 1d10 nonlethal (subdual) damage. The user does not retain the knowledge of any of the feats granted by this elixir, and must learn them normally. Weight: 8 oz PDC: 28 Restriction: Res to Illegal (+2 to +4) [B]Surgeon In A Can[/B] This elixir grants the drinker immense medical knowledge and skills of a skilled doctor. The drinker gains a +10 magical bonus to Treat Injury, Knowledge (Earth and Life Sciences), the benefits of the Surgery feat and Cybernetic Surgery feat for a total of 5 hours. Afterwards the drinker is exhausted and suffers a temporary -2 to Intelligence until at least 8 hours of rest. Weight: 8 oz PDC: 25 Restriction: None [B]Instant Barricade[/B] This grenade, has a stone-like texture. Upon pulling the pin and tossing the grenade, when it strikes a surface, or placed on the ground with a 3 round timer, releases a grey mist that quickly creates a wall of stone, that is 15 feet long, 5 feet tall, 3 inches thick. If the space the wall would occupy is where an object already is, it is coded in a 3 inch layer of stone and is immobile if it was able to be moved, now can't. Each 5 foot section of the wall has 45 hit points and a hardness of 8. The wall lasts for 3 days before eventually crumbling to dust. Weight: 10 oz PDC: 22 Restriction: Lic to Mil (+1 to +3) [B]Liquid Duct Tape[/B] This spray can contains a chemical that can literally patch anything and everything. When sprayed on any object as a standard action, or even a creature, repairs or heals 1d4 hit points instantly. However the location sprayed will have a slightly greyish tint for 1d4 days. Each can has 20 doses. Weight: 13 oz PDC: 13 Restriction: None [/QUOTE]
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