Potions et Grenade

POTIONS

 

Antidote

Distilled from snake glands and powdered toads, Antidotes are administered to counter the effects of ongoing poison. You can drink multiple antidotes for additional effect.
Novice: You may re-roll a failed CONSTITUTION test to resist a poison. If the poison does not allow a test, it automatically reduces any one poison effect by one degree (e.g. a debilitating -2 modifier to all action tests is reduced to -1).
Journeyman: You may re-roll a failed CONSTITUTION test to resist a poison with a +2 bonus. If the poison does not allow a test, it automatically reduces any one poison effect by two degrees (e.g. a debilitating -2 modifier to all action tests is reduced to 0).
Master: You may re-roll a failed CONSTITUTION test to resist a poison with a +4 bonus. If the poison does not allow a test, it automatically reduces any one poison effect by three degrees (e.g. a debilitating -3 modifier to all action tests is reduced to 0).
 

Healing Potion

Made from rare herbs and mosses, Healing Potions restore a number of lost HEALTH. Healing Potions do not count as magical healing, though many folk might believe otherwise.
Novice: Restores 1d6 + CONSTITUTION in lost HEALTH.
Journeyman: Restores 2d6 + CONSTITUTION in lost HEALTH.
Master: Restores 3d6 + CONSTITUTION in lost HEALTH.


Liquid Courage

Made from hot chili peppers and squeezed animal… parts, this LIQUID COURAGE increases the recipients courage up to the point of foolishness, but without the debilitating effects of alcohol. Multiple doses don’t stack, only the strongest degree takes effect.
Novice: You gain a +1 bonus on all WILLPOWER (Courage / Morale) tests for 1 hour.
Journeyman: You gain a +2 bonus on all WILLPOWER (Courage / Morale) tests for 1 hour.
Master: You gain a +3 bonus on all WILLPOWER (Courage / Morale) tests for 1 hour.

 

Mage's Elixir

MAGE’S ELIXIRS are made from magically infused plants and Lyrium dust. They restore a small portion of a mage’s spell power.
Novice: Restores 1d6 + WILLPOWER in lost MAGIC POINTS.
Journeyman: Restores 2d6 + WILLPOWER in lost MAGIC POINTS.
Master: Restores 3d6 + WILLPOWER in lost MAGIC POINTS.

 

Rogue's Brandy

This brandy, spiked with pulverized rare bird feathers and strange underground mushrooms, increases the user’s glibness and suave. Multiple doses don’t stack, only the strongest degree takes effect.
Novice: You gain a +1 bonus on all COMMUNICATION tests for 10 minutes.
Journeyman: You gain a +1 bonus on all COMMUNICATION tests for 1 hour.
Master: You gain a +2 bonus on all COMMUNICATION tests for 1 hour.
 

Warrior's Stout

This special-brew stout, seasoned with rare herbs and meat broth, bolsters a man’s strength (and the confidence in his stomach). Multiple doses don’t stack, only the strongest degree takes effect.
Novice: You gain a +1 bonus to your STRENGTH for 1 minute.
Journeyman: You gain a +2 bonus to your STRENGTH for 1 minute.
Master: You gain a +3 bonus to your STRENGTH for 1 minute.

 

GRENADES

 

Acid Bomb

Acid bombs burn through a target’s armor and leave lasting damage. An armor damaged by acid must be repaired with an appropriate STRENGTH (Smithing) or DEXTERITY (Craft) test. If the armor was natural (e.g. animal hide or scales), the armor is automatically “repaired” when all HEALTH is regained.
Novice: The target suffers 1d6 DAMAGE and must reduce its ARMOR RATING by 1.
Journeyman: The target suffers 1d6+3 DAMAGE and must reduce its ARMOR RATING by 2.
Master: The target suffers 2d6 DAMAGE and must reduce its ARMOR RATING by 3.
 

Dust Bomb

Releasing a cloud of dust, sand, and sharp crystals, DUST BOMBS make it painful to see. The target may use his actions to reduce the penalty by -1 per MINOR ACTION and -2 per MAJOR ACTION. Multiple bombs don’t stack, only the strongest degree takes effect.
Novice: The target suffers a -1 penalty on all its ACTION TESTS for the rest of the encounter.
Journeyman: The target suffers a -2 penalty on all its ACTION TESTS for the rest of the encounter.
Master: The target suffers a -3 penalty on all its ACTION TESTS for the rest of the encounter.

 

Fire Bomb

On impact, this bomb sprays liquid fire that sticks to the target. At the beginning of each of the target’s turns, each fire bomb deals damage equal to its degree. The target may use his actions to reduce the ongoing damage by 1d6 per MINOR ACTION and 2d6 per MAJOR ACTION. As with any fire-based attack, the fire may ignite other flammable items in the area of effect at the GM’s option. Multiple bombs stack, but only to a maximum of 6d6 damage per turn.
Novice: The target suffers 1d6 fire damage per turn.
Journeyman: The target suffers 2d6 fire damage per turn.
Master: The target suffers 3d6 fire damage per turn.
Qunari Variant : +3 fire damage, reduce the ongoing damage by 1d6 per MAJOR ACTION
 

Ice Bomb

Ice bombs freeze the target’s muscles and hinder its mobility. The target of an ice bomb reduces its SPEED by half (rounded down) for the rest of the encounter. The target can try to shake of the effects with a MAJOR ACTION and a successful STRENGTH (Might) test.
Novice: The target must make a successful TN 13 STRENGTH (Might) test to shake of the effect.
Journeyman: The target must make a successful TN 15 STRENGTH (Might) test to shake of the effect.
Master: The target must make a successful TN 17 STRENGTH (Might) test to shake of the effect.
 

Slick Bomb

Thrown at a target’s feet, SLICK BOMBS create a short-lived patch of highly slippery liquid.
Novice: The target must make a successful TN 13 DEXTERITY (Acrobatics) test or be knocked prone.
Journeyman: The target must make a successful TN 15 DEXTERITY (Acrobatics) test or be knocked prone.
Master: The target must make a successful TN 17 DEXTERITY (Acrobatics) test or be knocked prone.
 

Smoke Bomb

One round after the fuse on a smoke bomb is lit, it will begin spewing a thick cloud of smoke about 10 feet high, that will spread outwards and obscure normal vision.
Novice: The smoke spreads at a rate of 2m per round for 5 rounds until an area 10m in diameter is filled.
Journeyman: The smoke spreads at a rate of 4m per round for 5 rounds until an area 20m in diameter is filled.
Master: The smoke spreads at a rate of 6m per round for 5 rounds until an area 30m in diameter is filled.
 

Thunder Bomb

Thunder bombs create a loud sonic blast, confusing and stunning the target. The target must succeed at a CONSTITUTION (Stamina) test or is considered STUNNED, as per the JOURNEYMAN DEGREE of the PINPOINT ATTACKS talent (see TALENTS).
Novice: The target must make a successful TN 13 CONSTITUTION (Stamina) test or be STUNNED.
Journeyman: The target must make a successful TN 15 CONSTITUTION (Stamina) test or be STUNNED.
Master: The target must make a successful TN 17 CONSTITUTION (Stamina) test or be STUNNED.

 

Potions et Grenade

Les voyageurs de l'entre-monde Abdanck