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This here is the gizmo's page. In my travels, I have seen people
get all fired up over this ghost rock stuff (literally in some cases). Mixing it with
Chinese drugs, putting it in Mechanical bird like contraptions, even filling up hollow
points with the darned stuff. I guess I just don't have a scientific mind. Don't worry
though, that want stop me from giving ya' some of the more famous concoctions and gizmos
that I've seen. A word of caution though, these things are pretty dangerous. Most are
fickle at best. I've seen plenty of "Mad Scientists" with many a missing
appendage because the went and blew the blasted things right off their bodies. Happy
tinkering
Faraday's Bottled Lightning - Concentration: Alchemy Hand
needed: Flush Formula Reliability: 18 Ingredients: 1oz. common (hydrogen peroxide),
2oz. common (sulfuric acid.) 4oz. common (carbon), 2oz. uncommon (mercury), 3 oz. uncommon
(zinc), 1oz. Philosophers Stone. Brew TN: 13 Brew Time: 1 hr. Effects: Bottled chemical
lightning, target takes 3D10 in electrical damage, 5 D10 If target is wet.
Faraday's Ghost Rock Shells - Theory: The slug is shaped from
Ghost Rock, jacketed in Ghost Steel. Ground Ghost Rock Powder is combined with
gunpowder for the charge. Hand needed: 2 pair Concentration: Chemistry
Construction TN: 7 Construction time: 4 hours/12 rounds of ammunition
Blueprint Reliability: 18 Effects: Shrieks out of the barrel when fired.
Lowers Armor by 1 level for damage purposes. Causes 4D6 damage, rerolling any
1's. If 1's are rolled the second time, they stick. Causes Wind damage to
Harrowed. Ghost Steel weapons are recommended; if used in a normal gun, lower the
Reliability of the weapon to 19.
Hampton's Universal Solvent - Concentration: Alchemy
Formula Reliability: 18 Hand Needed: Straight Flush Brew TN: 19 Brew Time: 2 Days
Ingredients: 4oz. uncommon (white lead), 4oz. uncommon (Boric Acid), 4 oz. uncommon
(xenon), 4 oz. uncommon (alkali), 4oz.exotic (unknown, except to Doctor Hampton), 8oz.
Philosopher's stone Effects: Must be stored specially, see Hampton's magnetic bottle
below. An Acidic agent that eats through every known substance at an incredible rate. The
solvent causes the unfortunate target a maiming wound (or 30 points for inanimate objects
or minor characters) Each round for 3 rounds (or 90 total points of damage over 15
seconds). In case of armor, the solvent eats through the equivalent of one level every 15
points of damage delivered, so the solvent could burn through a normal armored vest in 1
round, and start killing the poor sod wearing that vest in the next round.
Hampton's Magnetic Bottle - Theory: A series of electromagnets
are affixed to the interior of a cylinder, Copper wires connects the magnetic array to the
electrical power source. A series of fuel cells that provide electricity from the
combining of Hydrogen and Oxygen. The stopper contains the final magnet and is made of
copper, so when the cap is screwed on, an electromagnet field is sealed, allowing
Hampton's Universal Solvent to be safely transported and stored. The fuel cells will power
the bottle for 4 hours. For ease of transport, for permanent storage, an alternate power
source such as an electrical generator is needed. Concentration: Physics Hand
Needed: Flush Construction TN: 13 Construction Time: 1 week Blueprint Reliability: 18
Effects: 1 bottle will hold up to 12oz. of Universal Solvent
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