| 
   
  
  
  
  
  
  
  
 |  | 
   
  
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 
   
 
  
  
  |