3.9 KiB
Variant II - Iron Vein
Reagent: Trace of industrial metals or mining dust Effect:
- Physical AC +5 (Blunt, Slash, Pierce)
- Gain +1 Constitution for the duration Drawback
- Movement Speed -1.5 meters
- -1 to dodge throws
- -1 to parry throws
Blood thickens slightly and muscles tighten, making the body more resistant to impact but slower to react.
Variant III - Sparks of Lightning
Reagent: Spark gland or any mantra spark Effect:
- Attack Throws +1
- Dexterity +1 Drawback
- Lightning AC becomes 0
The nervous system becomes overstimulated. Reaction speed increases, but the body becomes sensitive to electrical shocks.
Variant IV - Gravedust
Reagent: Animal blood or corpse residue Effect:
- Regain +10 HP immediately
- Increase Max HP by 5 for the duration
- Necrotic AC +15 Drawback
- Posture Regain -1
- Posture damage taken +50%
The mixture slows blood flow and reduces pain response. The body becomes tougher but sluggish.
Variant V - Frostbite
Reagent: Frost fungus or Frost gland Effect
- Ice AC +15
- Max posture +2 Drawback
- Movement Speed –1.5 meters Body temperature drops slightly. Muscles stiffen but become resistant to cold.
Variant VI - Smoked Lung
Reagent: Artificial Solvent Effect:
- Gas AC +20
- Gain Advantage on Constitution saving throws Drawback
- Constitution checks –1
The lungs fill with irritating vapors that temporarily harden the respiratory system but make breathing uncomfortable.
Variant VII - Bloodrush
Reagent: Vial of Humanoid Blood Effect:
- Strength +2
- Melee damage +1
- Melee penetration +5
- Melee chip damage +5 Drawback:
- Blood AC becomes 0
Adrenal glands overproduce stress hormones. Muscles become stronger but blood vessels weaken.
Variant VIII - Galetrip
Reagent: Stratus orb or galestone (powder) Effect:
- Movement Speed +3 meters
- Dodge Throws gain +1 Drawback
- Physical AC -10
Muscles twitch constantly, forcing rapid movement but reducing the ability to brace against attacks.
Variant IX - Etherwake
Reagent: Ether crystal Effect:
- Ether Regain +1
- Ether Capacity +5 Drawback:
- Sanity loss from hostile environments increases by 1
- Willpower -1
The brain becomes highly sensitive to etheric currents, improving control but stressing the mind.
Variant X - Bonfire
Reagent: Charred bone dust Effect:
- Necrotic AC +30
- Regain +2 Health immediately
- Regain 1 Health per round
- Gain +2 damage against staggered targets Drawback
- **All elemental AC except necrotic drops to 0
Cell regeneration accelerates slightly but makes tissue unstable when exposed to other elements.
Variant XI - Primal Instinct
Reagent: Alpha/Crimson megalodaunt hide/blood or gland extract Effect:
- Dexterity +2
- Advantage on Stealth Throws Drawback
- Charisma -2
Heightens aggression and predatory instincts. The user becomes socially hostile and erratic.
Variant XII - Black Pulse
Reagent: Dead biomass Effect:
- Posture +3
- Posture Regain +2 Drawback
- Every round roll a Constitution check.
- Failure causes 1d4 necrotic damage.
The heart begins pumping rapidly, flooding muscles with oxygen. The strain causes small internal damage.
Variant XIII - Super Meridian Crack
Reagent: Stabilized Black Meridian crystal This mixture was never used in the mines. It was developed by smugglers experimenting with concentrated ore. Effect:
- Strength +2
- Dexterity +2
- Movement Speed +3 meters
- Max Posture +3 Drawback: At the end of the 3-round duration:
- Take 1d8 Necrotic damage
- Gain +2 additional Toxicity
All body systems accelerate simultaneously. Muscles and nerves operate far beyond normal limits, which causes internal damage once the effect fades.