In water elemental you must take the droplet that does not reflect any light. The Wind elementals have their core hidden in the eye of the storm that give form to them. It is invisible indeed, but still there if you are quick enough to put it into a bottle. The eyes of goblins are excellent for preparing compounds for darkvision and reversed to create a blinding effect.
Fire-elemental core would be the blue-white flame right? Earth core would be a gemstone somewhere, but what about water and air? Anyway, these are great! I'd love to see more monster -> reagent combos! What do you make goblins into??
An excellent initiative, which I had never heard of, but which nevertheless offers ideas for giving material to the community AND approaching one of the problems that usually faces when it comes to assigning the loot of non-humanoid creatures. Because, after facing a creature, it's right to reward the players who have dared so much. And what better reward than something that helps them face other foe or better, to become a little richer? Let's go then and see what we can do!
The basis for the creation of any alchemical compound are the basic ingredients, commonly called Reagents.
Reagent Powers
Understanding which basic reagents you need for a compound is actually quite simple, although it requires extensive knowledge: - The reagents obtain as immediate effect the special ability that allowed the subject to use (Eg: Basilisk's eyes -> Petrification)- - Unprocessed reagents cannot show their effect. - The potential of the reagent is directly linked to the ability possessed by the subject (Ex: an adult dragon lung will have the effects and strenght of an adult dragon's breath, while the lungs of an ancient dragon will have the effects and strenght of an ancient dragon's breath. ). - In order to obtain the inverse of a reagent, the basic reagent is still required. - It is possible to obtain less powerful reagents from parts of the subject that have come into contact with the main reagent. - The secondary Reagents have the same effects as the primary Reagents but with all the numerical variables halved by default (In the presence of CD, If less than 10 it becomes 10, otherwise the minimum value is 1)
Let's see some examples:
Basic Compound Creation
By compounds we mean the reagent's processing that allow the assumption and / or use of them to manifest their effects, directly or by subsequent processing with other reagents. The time of creation of a base compound is calculated with: Health Dices of the subject from which the Reagent was taken / Hours
Examples of basic compound processing: - Chopped: taken by snorting or by smoking. [Quick (-2 activation time) - Slow Release (Multi-Round Dilated Effects)] - Extracted: taken by injection. [ Powerful (effect or Cd +2) - Risky (-2 on side effects throw)] - Boiling in liquid: oral intake (drink). [Immediate (Quick effect) - Digested (-2 Duration or uses)] - Cooked: skin intake (ointments and spreadable oils) [ Slow (+2 activation time) - Long lasting (+2 duration or uses)] - Doughed: take by chewing or swallowing (Dough and Pills) [ Filtered (-2 Effect or CD) - Long lasting (+2 duration or uses) - Immediate (Quick effect)]
Several basic compounds of the same type can be mixed to obtain multiple effects simultaneously or to enhance the same effect: - Same Reagent: Stable (+2 on side effects throw) Long lasting (+2 Duration) - Same Effect: Powerful (Effect or DC +2) Lasting (+2 Duration) - Different effects: Sum (Both effects are activated) Filtered (½ Effect or CD. If CD less than 10 becomes 10) - In the case of a mix of compounds, the total creation time becomes: (Sum of subjects' life dice / Hours) * 2
Examples: - Chopped basilisk eyes + Gorgon's breath = Petrifying Smoke Bomb: the targets undergo the petrifying effect like that of the basilisk on CD +2 but takes several turns to completely petrify. - Boiled Imp Liver = Potion of Invisibility: the target becomes invisible as a magical effect of the IMP but with duration -2 rounds. - Red dragon Lungs Dough: Incendiary Breath Pill: the target can use the breath weapon like that of the red dragon but with -2 damage and two uses. - Cooked Death Dog's Gland: Life Absorption Poison: If a target comes into contact with the substance (Ex: weapon covered or smeared on it) it suffers the maximum health damage as a Death Dog's Bite but the effect lasts for two rounds and activates after two rounds.
Invert Effects
To invert the effect of a Reagent, you need an alchemical laboratory and to mix the compound obtained with silver powder ( minced and treated silvers coins are fine) in a quantity equal to the Health Dices of the subject from which the reagent is been pulled out. Creation times increase by +2 hours.
Optional Rules: Side Effects
Whenever you take a positive alchemical compound (buff or cure) while another always positive of a different type is still active, roll a D20 and add your COS / Body score. Subtract 1 from the result for each positive alchemical effect currently active on the character (minimum 1).
Side Effects Table 1 | Arrest: you become helpless and unconscious for the next 1d4 days If this effect occurs for the second time, the character becomes comatose. 2 | Compromised immune system: -2 to permanent COS 3 | Decay: Your body begins to decay like that of an undead 4 | Destroy: Something the character is wearing or holding is falling apart 5 | Impact: Your body ages 10 years 6 | Paralysis: you are paralyzed from the neck down for the next d6 rounds 7 | Displacement: your body is convinced that it is the subject from which the last reagent was consumed for 12 hours 8 | Stone: the arms become stone for d8 rounds 9 | Immunity: The next ingested alchemical substance has no effect 10 | Habituation: the last substance you took has ½ effect for 1d4 weeks 11 | Headache: -2 on mental tests for 1d2 hours 12 | Nausea: -2 to physical tests for 1d2 hours 13 | Magical weakness: catch fire if you get hit by a silver weapon in the next 8 hours 14 | Hallucinations: for the next 10 hours you are suffering from realistic hallucinations 15 | Weak: If hit by a critic in the next d2 hours stunned for 1 round 16 | Confusion: roll 1d4 for the next 1d4 rounds. If the result is 1 you cannot act and you only stutter inconsistent sentences 17 | Truth: you can't lie for the next two days 18 | Fragile: you are convinced that you are fragile as glass for 1d4 rounds 19 | Nether: A bright bluish aura surrounds you for d6 minutes 20 | No side effects
Optional Rules: Addiction
If compounds with the same positive effect (or the same compound) are used at least once a day for several consecutive days equal to or greater than the character's COS modifier, it must make a COS saving throw equal to 10 + the number of days in which the substance was taken. If successful, the saving throw must be repeated if consumption resumes. To stop the saving throws from happening, you must stop taking the substance for a number of days equal to the COS modifier. At the first failure, the character becomes dependent on the use of the substance. An addicted person must take at least one dose of the substance per day or suffer a malus based on the total DC reached: - DC 5-19: -2 - DC 10-13: Permanent +1 to exhaustion for addicts at this stage. - DC 14-16: -2 to all Charisma checks and +2 to exhaustion for addicts at this stage. - DC 17-20 :. Permanent -4 to all mental checks (Int, Wis, and Cha) and +3 to exhaustion for addicts at this stage