[ Pobierz całość w formacie PDF ]

poses when making Climbing and Stealth rolls. Any mail: +3
usual range. Rolls to resist reflected gazes are at +3. Dwarven,
CF.
meteoric, or orichalcum shields: +2 CF. Other shields: +6 CF.
GEAR 27
* Weight effects multiply together; e.g., dwarven plate with Drinkable: A vial holding one dose of medicine or potion.
+3 DR (1.6 times weight) of fine quality (3/4 weight), weighs Carried for combat and not packed, it can be targeted at -7
1.2 times as much as usual. and breaks on 1-4 on 1d on a fall. Once in hand, it takes a
Meteoric and orichalcum are mutually exclusive. Ready maneuver to open, another to drink. Draining it leaves
! Thieves mail cannot be ornate. a crystal vial (p. 24). 0.5 lb.
Grenade: A bottle meant to be hurled at enemies. Slung for
combat, it s targeted at -5 and breaks on 1-4 on 1d on a fall.
Armor for Giants
Hurling it is an Attack with the Throwing skill: Acc 0, Range
For armor that s large enough to fit an SM +1 user  such
ST¥2, and Bulk -2. It shatters on striking DR 3+, such as
as a barbarian with Gigantism  double the final cost and
armor (affects wearer), a shield (affects shield), or the ground
weight, after all modifiers.
(area effects, if any, only). Dumping it out leaves a small bot-
tle (p. 24). 1 lb.
Utility: A vial of something useful  but not for drinking.
CONCOCTIONS
Treat as a drinkable in most respects, but using it requires a
Dungeon fantasy wouldn t be complete without delvers
long action. 0.5 lb.
swilling healing and strength potions  and hurling acid and
flaming goo in battle. These concoctions require a Ready
Chemicals
maneuver or a Fast-Draw (Potion) roll to remove from
These substances, while sold by alchemists, are anachro-
delver s webbing (p. 25) or a potion belt (p. 25), 1d seconds to
nistic science  not magic.
dig out of a pouch. They come in four classes (weights
include container):
Acid (Grenade). Ordinary acid inflicts 1d-3 corrosion
damage; DR protects normally. Can instead be used to burn
Bundle: A bunch of herbs for repelling monsters. Once in
through a mundane lock in 3d minutes. $10, 1 lb.
hand, the user must actively brandish it by taking Ready
Alchemist s Fire (Grenade). Self-igniting sticky oil! A direct
maneuvers. 0.25 lb.
hit causes 1d burning damage/second for 30 seconds or until
the target rolls on ground; armor DR protects at 1/5 normal.
Tossed at the ground, it creates a two-yard-radius fire (1d-1
Power Items burn/second) for 30 seconds. $100, 1 lb.
Glow Vial (Utility). Once separate pill is dropped into vial,
GURPS Magic introduces Powerstones: objects
glows brightly enough to eliminate darkness penalties in a
(often gems) that hold extra FP for spells. These come
two-yard radius for 12 hours. Includes cord for wearing
with complexities that don t suit dungeon crawls. In
around neck, light shows, etc. Liquid can instead be used to
dungeon fantasy, any spellcaster may instead designate
mark a glowing path through one typical dungeon level. $30,
one thing he owns  holy symbol, staff, etc.  as his
0.5 lb.
 power item. It holds extra FP for casting spells, and
when they re gone, they re gone (like a Manastone, for
those with Magic). The maximum FP it can hold
Natural Preparations
depends on its value as a nonmagical item:
Most natural preparations are the work of druids. They re
Value FP Value FP Value FP plant and animal products with nonmagical effects useful to
$50 1 $1,400 9 $4,900 17 delvers.
$120 2 $1,700 10 $5,500 18
Anti-Toxin (Drinkable). Herbal antidote for one specific
$220 3 $2,000 11 $6,200 19
non-alchemical poison or venom. Completely halts effects of
$340 4 $2,400 12 $7,000 20
that toxin after 1d minutes. $20, 0.5 lb.
$490 5 $2,800 13 $12,000 25
Garlic (Bundle). Repels vampires. $5, 0.25 lb.
$670 6 $3,300 14 $18,000 30
Wolfsbane (Bundle). Repels lycanthropes. $5, 0.25 lb.
$880 7 $3,800 15 $26,000 35
$1,100 8 $4,300 16 $37,000 40
Poisons
For in-between values, use the next-highest amount.
These are fantasy poisons. Those marked  utility are
An ordinary $10 staff will hold 1 FP; a fine, ornate staff
follow-up agents  they go on cutting or impaling weapons,
worth $120, 2 FP; and a $1,000 high holy symbol, 8 FP.
work only if the blade pierces DR, and last for one wound or
Casters can buy jewelry of any value, add gems to
three hits that are blocked, parried, or stopped by DR. Ignore
items, etc., to qualify for better power items.
weight when carried on a weapon.  Grenade means a respi-
A caster must pay $5/FP (to the temple, guild, or
ratory or contact agent. All prices buy one dose.
whatever) for the  charge in his power item. He can
 top it up at this cost whenever he s in the city. He has
Bladeblack (Utility). Deadliest manmade blade venom,
to do the same thing to change power items; e.g., if he
from the legendary Assassins Guild. A living victim must
finds a bejeweled ring worth $10,000 and wants to put
make an immediate HT-5 roll or suffer 6d injury. $1,000, 0.5
25 FP in it, he must visit town and pay $125 to do so.
lb.
Casters can t have multiple power items or use
Demon s Brew (Grenade). Respiratory agent made from
another s power item.
demon ichor. Fumes affect a two-yard radius. Anything that
breathes takes 2d injury, or only 1d with a HT roll. $500, 1 lb.
GEAR 28
Monster Drool (Utility). Generic blade venom made from Paut (Drinkable). Restores 4 FP depleted for magic. $135,
giant centipedes, spiders, or whatever else is in season. Often 0.5 lb.
used on whole quivers of arrows because it s cheap. A living Perception Potion (Drinkable). +6 to Sense rolls for 3d¥5
victim must make an immediate HT roll or suffer 2 points of minutes. $700, 0.5 lb.
injury. $20, 0.5 lb. Sleep Potion (Grenade). Fumes affect a two-yard radius.
Oozing Doom (Grenade). Contact agent made from slimes. Living beings who breathe them must roll HT-4 or sleep for
Soaks clothing  or enters cracks in manmade or natural 16-HT hours. $500, 1 lb.
armor  in DR seconds. Living victims then take 2d injury, or Speed Potion (Drinkable). +1 Basic Speed and Move per
only 1d with a HT roll. $100, 1 lb. dose (up to +3), for 3d¥4 minutes. $550, 0.5 lb.
Strength Potion (Drinkable). +1d ST (but no extra HP!) for
1 hour. $250, 0.5 lb.
Potions
Thieves Oil (Utility). Rubbed on the body, gives +5 to all
Potions, prepared by alchemists, are magical. Ongoing
rolls to escape bonds, squeeze through openings, and break
effects are subject to Dispel Magic vs. an assumed Alchemy
free for 1d hours. $700, 0.5 lb.
skill of 15.
True Water (Utility). Purifies up to 100 gallons of water in a
Drinkables take effect a turn after being guzzled; grenades
manmade container. $750, 0.5 lb.
work on impact. Targets with Magic Resistance must fail a HT
Universal Antidote (Drinkable). Instantly cures all poisons
+ MR roll for drinkables or fumes to affect them. Only one
affecting the drinker. $750, 0.5 lb.
dose of a given potion can affect someone at a time, except as
Weakness Potion (Grenade). Fumes affect a two-yard
noted.
radius. Living beings who breathe them have -3 ST/dose (up
Note to those with GURPS Magic: Costs assume a  com-
to -12 ST) for 1d minutes. $800, 1 lb.
mon magic campaign, but several effects have been changed.
Wisdom Potion (Drinkable). +1 IQ for 1 hour. $1,500,
0.5 lb.
Agility Potion (Drinkable). +1d DX for 1 hour. $700,
0.5 lb.
Alchemical Antidote (Drinkable). Instantly negates all
potions currently affecting the drinker. $400, 0.5 lb.
Alkahest (Grenade).  Universal solvent inflicts 1d cor-
rosion injury on any tangible foe, bypassing DR.
Alternatively, dissolves a lock made from any metal in 1d [ Pobierz całość w formacie PDF ]

  • zanotowane.pl
  • doc.pisz.pl
  • pdf.pisz.pl
  • sliwowica.opx.pl
  •