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dw:equipment:potions

Barnacle Coat

+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.


Cat’s Tears

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.


Coldiron Draight

1 use, 75 coins, 0 weight

When you down this gritty, metallic potion, roll+CON.

  • On a 10+, hold 3 IRON.
  • On a 7-9, hold 2 IRON.
  • On a miss, hold 2 IRON and you gain the sick debility.

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.


Ectotrauma

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.


Ghost Flask

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.


Giant’s Blood

1 use, 1 weight

When you choke down this smelly, filthy viscous fluid, roll+CON.

  • On a 10+, for a few minutes take +1 ongoing when performing feats of strength, and attacks you make with melee and thrown weapons gain the Forceful tag.
  • On a 7-9, as a 10+, but your wits and reflexes are dulled: take -1 ongoing to tasks requiring precision, grace, or thought.

Honey Pot

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.


Lingering Hatred

1 use, 50 coins, 0 weight

The spiritual residue of a particularly vengeful ghost, in liquid form.

When you drink it, roll+WIS.

  • On a 10+, hold 3 RAGE.
  • On a 7-9, hold 2 RAGE.
  • On a miss, hold 1 RAGE in addition to whatever else the GM says.

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:

  • Roll your damage twice and take the better result.
  • Take +1 forward to perform a feat of strength.
  • Ignore the pain of a wound, a source of fear, or someone’s attempt to control your mind.

Nymph Sweat

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.


Sleeping Potion

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.


Snakeskin Oil

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.


Stoneskin Potion

1 use, 0 weight

When you drink this thick, chalky potion, roll+CON.

  • On a 10+, gain +1 armor for around an hour.
  • On a 7-9, gain +2 armor, but take -1 ongoing when you try to move with speed or grace.
  • On a miss, gain +3 armor but you are turned to stone until the potion wears off.

Waterbreathing

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.

  • On a 10+, you quickly cough up the potion.
  • On a 7-9, you spend several minutes hacking, coughing, and vomiting it up, and when you finally get it all out take -1 forward.
dw/equipment/potions.txt · Last modified: 2022/10/28 17:12 by rabidbaboon