Potions, Poisons and Grenades

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Potions, Poisons and Grenades for

Fantasy AGE

Potions

Novice Potions

Lesser Healing Potions


These potions replenish your health.

Heal Buy Cost Make Cost


1d6+1 150 sp (1,5 gp) 50 sp

Lesser Mana Potions


Mana potions replenish the energy that c ourses through each mage's body. Even though mages
regenerate Magic Points on their own, sometimes it's necessary to augment this natural replenishment with a
Mana potion.

Replenish Buy Cost Make Cost


1d6+1 3 gp 1 gp

Journeyman Potions

Regular Healing Potions


These potions replenish your health.

Heal Buy Cost Make Cost


2d6+2 450 sp (4,5 gp) 150 sp (1,5 gp)

Regular Mana Potions


Mana potions replenish the energy that c ourses through each mage's body. Even though mages
regenerate Magic Points on their own,sometimes it's necessary to augment this natural replenishment with a
Mana potion.

Replenish Buy Cost Make Cost


2d6+2 6 gp 2 gp
Master Potions

Greater Healing Potions


These potions replenish your health.

Heal Buy Cost Make Cost


3d6+3 9 gp 3 gp

Greater Mana Potions


Mana potions replenish the energy that c ourses through each mage's body. Even though mages
regenerate Magic Points on their own,sometimes it's necessary to augment this natural replenishment with a
Mana potion.

Replenish Buy Cost Make Cost


3d6+3 12 gp 4 gp

Poisons

Novice Poisons

Black Vine Poison


This poison is mainly derived from the venom of the common Black Vine poisonous
plant. Those exposed to this poison must make a TN 11 Constitution (stamina) test.
Those who pass it will be affected just for 1 round, those who fail it will be affected for 1D3
rounds.
Damage Other Effects Buy Cost Make Cost
1D6/round …….none 12 sp ..4 sp

Deathroot Extract
Deathroot is a relatively harmless and common plant in the temperate zone forests of
the Drasuan continent. Skaven (wererat) shamans use a distillation made from its root bulbs
to induce vivid hallucinations in which they seek mystic knowledge. When concentrated
the substance can be used as a weapon. Those exposed to deathroot extract must make a TN
15 Constitution (stamina or drinking) test. Those who fail suffer hallucinations
according to the Deathroot Hallucinations table. If the roll result is equal to or higher than
10, the involuntary actions described last only for the victim’s next turn (15 seconds during
which no other actions can be taken), but if the roll result is lower (9 to 3) they continue to
suffer the poison’s effect up to 2D6 rounds and random minor hallucinations up to an hour.

Damage Other Effects Buy Cost Make Cost


..none Halucinations 18 sp ..6 sp

Deathroot Hallucinations
roll result
1 Even the birds are Mocking Me! The character spends the next turn raving at
and attacking something innocuous like a tree, barrel, wagon, shrub, or bird.
2 Get it off! Get it off! Get it off! The character is convinced they are covered by
bugs, leeches, snakes, or the like. They spend the next turn swatting at non-existent creepy-
crawlies.
3 You did this to Me! The character believes one of their comrades has
backstabbed them or is otherwise plotting their demise. On the next turn the character can
only take the defend action and yell in outrage at their “betrayer.”
4 The sky, the hideous sky! The character believes that some malign creature from
the sky is about to carry them off (or, for dwarves, that they are going to fall into the sky). The
character spends their next turn dropping their weapons and grabbing something solid.
5 The shadows are alive! The character is overcome with fear of the surrounding
shadows, including their own. They spend the next turn running at top speed away from the
closest concentration of shadows.
6 Foul monster! The character is suddenly convinced that a random nearby ally
(determined by the GM) is a monster or other natural enemy. The character spends the next
turn attacking that “enemy,” with a +1 bonus on attack rolls for their fervency.

Hale’s Dust
Originally used by the eponymous healer to help subdue and quiet wounded or
troubled soldiers who were too much for him to handle, others have since come up with
more sinister uses. Its effects last for the duration of the encounter.
Damage Other Effects Buy Cost Make Cost
..none -2 to Strength and Fighting 24 sp ..8 sp

Spider Venom
Extracted from the massive arachnids the dwarves call deep crawlers, this poison can
take the edge off a warrior’s skill. Its effects last for the duration of the encounter.
Damage Other Effects Buy Cost Make Cost
..none -2 to Dexterity and Accuracy 24 sp ..8 sp

Journeyman Poisons

Adder’s Kiss
Adder’s kiss was the principal agent in the great Antivan tragedy Rosetta & Javier,
supposedly a historical account of a nobleman who believes his wife has been having an affair.
After a series of apparently innocent misunderstandings, Javier at last kisses his wife with
lips coated with this poison, and neither survives.

Concentrated Black Viper Poison


This wicked brew results from a long, complex distillation process. A character
suffering its effects immediately moves to the end of the initiative order. Additionally, the
victim must make a TN 15 Constitution (stamina) test or cannot use any stunt costing more
than 2 SP for the remainder of the encounter.

Concentrated Spider Venom


A concentrated distillate of an already-deadly natural poison. Its effects last for a day.

Fleshrot
Nasty stuff, fl causes a victim’s skin to immediately begin to slough off, which is
horribly painful and grossly noxious. Each round for 2d6 rounds, a victim must make a TN 15
Constitution (stamina) test at the beginning of their turn to overcome the pain. If they fail
they can only take a minor action that turn. A “–2” penalty to social tests where a disgusting
appearance would be relevant persists for a number of days equal to the number of rounds
the imme- diate effects persisted.

Magebane
This violet liquid is the nightmare of any mage, draining their arcane energy.

Master Poisons

Concentrated Magebane
A more potent version of magebane.

Marrow Lock
This insidious poison runs ice through its victim’s limbs, all but locking them into
place. Marrow lock’s victims can only take minor actions without consequence for the
remainder of the encounter. To take a major action they must make a TN 15 Constitution
(stamina) test. On a success they suffer 1d6 penetrating damage and can carry out their
action. On a failure they suffer 2d6 penetrating damage and can do nothing but howl in
agony.

Quiet Death
A foul mixture of poisons infamous even in assassins’ circles, quiet death kills
instantaneously—or doesn’t, if (say the legends) its intended victim is destined for greater
things. Victims must make a TN 19 Constitution (stamina) test, but also add their level to
their roll. Those who succeed shrug off the effects. Those who fail fall immediately to zero
Health and soon expire according to the normal rules for dying. Attempts to stabilize victims
of quiet death suffer a “–3” penalty.

Wyvern Venom
Wyvern venom slows prey and kills gradually. Once afflicted, a target is in mortal
danger. After a few moments, however, venom exposed to air becomes far less dangerous.
Thus it is essential to harvest wyvern venom quickly and carefully if it is to be stored for
future use by, say, poisoners. A TN 17 Intelligence (Arcane lore) test, requiring the remains of
a freshly slain wyvern, harvests 1d6 doses of viable venom, leaving none behind for a second
attempt. When using the Poison- Making Mishap rule, wyvern venom adds only a +1 to the
mishap result with a maximum result of 6—it never slays outright.
A character poisoned with wyvern’s venom must make a TN 15 Constitution (stamina)
test or be subject to its effects. A poisoned character drops to zero Health after a number of
hours equal to 1d6 + Constitution (minimum one hour), dying unless they receive a
dose of antidote before their time runs out. During this time, victims are subject to fever,
visions, and a -4 penalty to Dexterity

Grenades

Novice grenades

Blast Vial:
This grenade creates a small explosion, damaging opponents with shards of glass and
concussive force.
Damage Buy Cost Make Cost
2d6 9 sp 3 sp

Strangling Gas:
On impact this grenade creates a putrid cloud of sickly greenish-black mist. Targets
take 1d6 damage as their airways are constricted by the gases and must make a successful TN
13 Constitution (Stamina) test or become stunned, unable to take a major action on their next
turn.
Damage Buy Cost Make Cost
1d6* 18 sp 6 sp

Thunder Vial:
This grenade creates a thunderous boom and great concussive force. Targets must
make a successful TN 13 Dexterity (Acrobatics) test or be knocked prone.
Damage Buy Cost Make Cost
1d6* 9 sp 3 sp
Journeyman Grenades

Fire Vial:
On impact this grenade sprays liquid fire. As with any fire-based attack, the fire vial
may ignite flammable items in the area of effect at the GM’s option.
Damage Buy Cost Make Cost
3d6* 18 sp 6 sp

Ice Vial:
This grenade creates a haze of frost that hardens to ice on contact. Targets reduce their
Speed by half (rounded down) for the rest of the encounter.
Damage Buy Cost Make Cost
3d6* 18 sp 6 sp

Master Grenades

Acid Vial:
On impact this grenade sprays acid in all directions. Any target wearing armor must
reduce its Armor Rating by 1 (before damage is calculated) and hits from multiple acid vials
can continue to degrade it. Armor remains damaged until repaired with a TN 11 Strength
(Smithing) test for metal armor or Dexterity (Crafting) for leather armor, for every B point of
Armor Rating.
Damage Buy Cost Make Cost
3d6* 24 sp 8 sp

Lightning Vial:
On impact this grenade creates arcs of lighting in all directions. Damage from a
lighting vial is penetrating.
Damage Buy Cost Make Cost
2d6* 24 sp 8 sp

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