+1 armor, living, 1 weight
When you drink this cloudly potion, barnacles erupt over most of your body, granting you +1 armor. As long as you submerge yourself in water for about an hour each day, they’ll survive and replenish themselves over time. Otherwise they’ll die and eventually rot off of you.
3 uses, applied, 0 weight
When you place a couple of drops of this pungent fluid in each of your eyes, they become cat-like, allowing you to better see in the dark for a while: you take +1 ongoing when trying to notice creatures and objects in the darkness, but -1 ongoing in brightly lit areas.
1 use, 75 coins, 0 weight
When you down this gritty, metallic potion, roll+CON.
When you are affected by magic, whether beneficial or harmful, you must defy danger, except you roll+IRON held, and on a miss you lose 1 IRON. When you take damage from magic, reduce it’s damage by the amount of iron you hold. When used against a fey creature, treat it as a weapon with the thrown, near, and agonizing tags. If you pour it on a weapon before attacking with it, roll your damage twice and take the better result. If you manage to trick a fey creature into drinking it, they will quickly die.
1 use, dangerous, touch, 20 coins, 0 weight
Ectoplasmic residue taken from a terrified ghost, contained within an iron urn. When it touches the skin of a living creature, the creature is overwhelmed with terror for a few moments.
1 use, 100 coins, 0 weight
The cold glass bottle is wrapped in a funerary shroud. When you inhale its contents, your body becomes translucent and intangible until the next sunrise. Until then you are unaffected by material objects, and you can deal your damage to the living simply by touching them.
1 use, 1 weight
When you choke down this smelly, filthy viscous fluid, roll+CON.
1 use, 75 coins, 0 weight
The process of making these potent healing potions requires honey from the hives of giant bees. When you drink one you either regain 20 hit points, or regain 10 hit points and remove one debility.
1 use, 50 coins, 0 weight
The spiritual residue of a particularly vengeful ghost, in liquid form.
When you drink it, roll+WIS.
While you hold RAGE, you deal bonus damage equal to the amount of RAGE held, but you cannot think rationally.
Spend 1 RAGE to choose 1:
1 use, applied, dangerous, 0 weight
When you thoroughly massage this oil into your skin, as long as you have plenty of skin exposed you take +1 ongoing when interacting with others, and everyone you want can’t take their eyes off of you.
1 use, 0 weight
You immediately fall asleep until the next sunrise. If you drink this when making camp, you do not need to consume a ration, cannot be awoken, and regain +1d8 hit points.
slow, applied, 1 use, 1 weight
When you apply this oil to your skin, it becomes covered in scales that give you +1 armor. When you take a minute to shed your skin, you lose the armor bonus and regain 1d8 hit points.
1 use, 0 weight
When you drink this thick, chalky potion, roll+CON.
1 use, 0 weight
When you inhale this clear, tasteless, odorless potion, you can breathe water and only water.
When you take a gulp of air, roll+CON.