Specialty items brewed by those with particular background skills, notably Alchemy and Apothecary. The ability to formulate and produce these items is available to any with the skill, but the items listed in this section are based on an Expert skill level (4-7 ranks). Higher or lower quality items might be available in some areas, with likely cost adjustments. Although there is a variety of alchemical items available, this list doesn’t include all possible options, and additional or custom items may be purchased using these as a basis. Greater or lesser quantities of the items may be had at modified costs depending amount, seller, and region or area.

Some of these can be used to make a splash attack. Whether the attacker is squeezing a stream from a flask, throwing a glass tube, or sloshing the contents of an open jar at a foe, the Thrown Weapons skill is used. Without the skill, it can be used untrained at the Strength attribute score at a difficult (-4) modifier. As listed, all items in this section are tiny sized, with the amount required to splash a target contained in the description, larger quantities are subject to GM discretion. Additionally, volatile items suffer a severe malfunction on a natural roll of 20, but those created by a Novice can suffer a severe malfunction on a roll of 19 or 20

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Alchemical Gear

Statistical Definitions

This is the total amount that the items weighs, which factors into the character’s overall Carrying Capacity.

Utility Position Figure ImageAnything the character carries takes up space. A Utility Position is representative of that space. This number represents the amount of space that the item takes when being carried on the person.

All character’s have 8 Utility Positions and each number in the figure corresponds to part of the character’s body where gear is stored:

1 Right Hip – two slots (med size weapon or belt pouch)
2 Left Hip – two slots (med size weapon or belt pouch)
3 Front Right – one slot (belt purse)
4 Front Left – one slot (belt purse)
5 Rear Right – two slots (belt pouch)
6 Rear Left – two slots (belt pouch)
7 Chest – four to eight slots (rucksack, bandolier)
8 Back – two to eleven slots (backpack, sword/ bedroll)

All gear has an availability rating that defines where it can be found. The primary factors that determine this are available resources, likelihood of there being someone who can make it, and degree of demand in the area.

1Available in any civilized area
2Available in small towns
3Available in large towns
4Available in cities
5Scarce, difficult to find anywhere
6Rare, typically specifically crafted
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