Warhammer Fantasy Roleplay

Chapter V: Equipment

improves your senses, conferring a +5% bonus to Intelligence Tests for 1d10 rounds. Healing Draught (Routine): Consuming a healing draught automatically heals 4 Wounds from a lightly injured character. A healing draught has no effect on a heavily injured character. This draught will not raise your Wounds Characteristic above your current maximum. p oIsons Poisons are assassins’ tools, the weapon of choice for nobility, and a dangerous enemy for any combatant to face. Poisons come from many natural sources, including plants like the black lotus, or extracted from a creature such as a giant scorpion or spider. Most poisons kill, but a few can provide some benefits, augmenting a character’s skills in combat in exchange for a terrible addiction. To prepare or apply a poison, you must succeed a Prepare Poison Test applying the listed difficulty. On a failed Test, the poison is ruined. On a Test result of 95% or higher, the user accidentally poisons himself. These are but a sample of poisons available in the Old World. Black Lotus Poison (Average): The black lotus, an extremely deadly plant, grows in the deepest forests of the Southlands. A weapon coated with the sap, and that inflicts at least 1 Wound, deals 4 additional Wounds unless the target succeeds a Challenging (–10%) Toughness Test. Chimera Spittle (Very Hard): Harvested from a Chimera, no small feat in itself, Chimera spittle is highly acidic and burns the flesh on contact dealing 1 Wound with the merest drop. Applying this venom requires a steady hand, and a successful Agility Test, or the poisoner gets a little on him, taking the aforementioned damage. On the first successful attack by a weapon envenomed by Chimera spittle, the victim must succeed a Hard (–20%) Toughness Test or take 1 Wound and die in 1d10 rounds Crimson Shade (Routine): Concocted from the leaves of the Estalia blood oak, crimson shade is a highly addictive drug. When a character smokes a dose, he gains a +3 bonus to his initiative result (Agility plus 1d10) and increases his Strength Characteristic by +5%. The effects of this drug last for one hour. Unfortunately, after every use of this drug, the character must succeed a Very Hard (–30%) Will Power Test or take a –10% penalty on all Weapon Skill and Ballistic Skill Tests until he acquires another dose. Dark Venom (Challenging): Cultivated from the horrid Heldrakes— sea dragons of the Western Ocean—even the slightest wound infected by dark venom results in terrible pain. If you deal at least 1 Wound with a weapon coated in this poison, the target takes an additional Wound on the following round from electric jolts of raw agony coursing through his body. Heartkill (Hard): Certain potent venoms become even deadlier when mixed. Such is the case of the amphisbaena (the two-headed serpent) and jabberwock venom. When so mixed, it forms a colourless, odourless liquid, virtually undetectable when placed in food or drink. An imbiber must succeed a Challenging (–10%) Toughness Test or die in 2d10 rounds, as the poison courses through his body, seizes the heart and kills it. mushrooms are popular with the Goblin tribes of the World’s Edge Mountains. When consumed before battle, the character slips into a mad and destructive rage. His Strength attribute increases by +1 and he becomes oblivious to damage, further reducing all Wounds taken by –1. In his madness, he can’t dodge or parry. The effects of this drug last for 2d10 rounds. At the end of the effect, the mushrooms deal 2 Wounds. Mad Cap Mushrooms (Easy): The hallucinogenic mad cap

T able 5-19: s peCIal e quIpmenT Draughts Draught Cost Enc

Availability

Bugman’s Ale Greta’s Boon

50 gc 30 gc

5

Very Rare Very Rare

— —

Healing Draught

5 gc

Average

Poisons

Poison

Cost

Enc

Availability

Black Lotus

20 gc 150 gc 35 gc 30 gc 800 gc 30 gc 25 gc 65 gc

— — — — — — — —

Very Rare Very Rare Very Rare Very Rare Very Rare Very Rare Very Rare Very Rare

Chimera Spittle Crimson Shade Dark Venom

Heartkill

Mad Cap Mushrooms

Mandrake Root Manticore Spoor

Oddities

Item

Cost

Enc

Availability

Antitoxin Kit Blessed Water Healing poultice

3 gc

— — — — — —

Scarce Scarce

10 gc

5 p

Common Very Rare Average

Grimoire

500 gc 15 gc

Lucky Charm Religious Relic

5 gc

Scarce

Replacements and Appendages

Name

Cost

Enc

Availability

Earring

1+ s 6+ p 1+ s 6+ s 6+ s 1+ s 3+ s

0 0 0 0 0 0 0 0 0

Common Common Average Average

Eye Patch False Eye False Leg

Gilded Nose Skull Plate

Scarce Average Average

Tattoo

Veteran’s Hand Wooden Teeth

60+ gc

Rare

3+ s

Average

d raughTs Draughts are liquid concoctions that can produce a variety of effects. They do not require magic to manufacture, instead using a mixture of herbal and chemical components. You must have Trade Tools (Apothecary), spend 1d10 hours per draught, and succeed at a Trade (Apothecary) Test with difficulty as listed in parentheses. Bugman’s Ale (Hard): First brewed by Josef Bugman, and later distributed throughout the major cities of the Old World, drinking a frothy mug of this ale bolsters a character’s resolve, making him immune to Fear Tests for 1d10 hours. However, Bugman’s Ale is extremely potent, counting as four drinks, and requires a Hard (–20%) Consume Alcohol Test to avoid getting stinking drunk. Greta’s Boon (Hard): When the fumes of this unusual mixture of aromatics and chemical components is inhaled, it temporarily

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