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Healing Fluids

Maintaining Biocrystal

Biocrystal does not feed offthe wearer or user like standard intrinsic items,nor does it require chaos fuel like non-intrinsic items.Instead,at least once per month a biocrystal item must be exposed to raw chaos from a chaos storage cube† (tapped with a siphon† or siphon† spell).For each month during which the item lacks this exposure,it has a 10 percent cumulative chance ofturning into normal,inflexible crystal.This transformation traps a character wearing full plate or halfplate biocrystal armor as ifthe armor were solid stone.After 24 hours,the crystal disintegrates.

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Biocrystal Armor

In the most straightforward application ofbiocrystal,a character with the Craft (chaositech)† skill can use it to create super-hard armor.

Biocrystal Breastplate: Covering only the wearer’s upper torso,this biocrystal armor is the easiest type to maneuver in while still granting incredible protection.This armor acts in all ways like a standard breastplate,plus it provides damage reduction 5/law (5/+2) to the wearer.

Craft DC 41;Cost 15,000 gp;Weight 30 lbs.

Biocrystal Plate,Full: This armor covers the wearer’s entire body,more like an artificial skin that one crawls into than like armor one wears.This armor acts in all ways like full plate armor,plus it provides damage reduction 15/law (10/+3) to the wearer.

Craft DC 45;Cost 35,000 gp;Weight 50 lbs.

Biocrystal Plate,Half: Although it does not cover the wearer’s entire body,biocrystal halfplate still provides impressive protection.This armor acts in all ways like half plate armor,plus it provides damage reduction 10/law (10/+2) to the wearer.

Craft DC 43;Cost 25,000 gp;Weight 45 lbs.

Biocrystal Shield: This heavy shield also offers the wielder damage reduction 5/magic (5/+1).

Craft DC 37;Cost 10,000 gp;Weight 15 lbs.

Biocrystal Weapons

Any melee weapon can be fashioned from biocrystal.These weapons inflict +2 damage due to their hardness and ability to keep a fine edge or point (for edged or piercing weapons). Add +500 gp to the price ofa weapon ifit is made from biocrystal,assuming the weight is less than 10 lbs.For weapons greater than 10 lbs.,add +1,000 gp to the price. A biocrystal melee weapon acts in all ways like a normal version ofthe same weapon.

Biocrystal Items

Other items,normally made ofwood,stone,or metal,can be fashioned from biocrystal as well.The only benefit is the higher hardness and hit points.The price increases by a factor ofthree,and wood items are three times heavier as well. Stone and metal items’ weights do not change.

Healing Fluids

Healing fluids are chaositech elixirs that come in unlabeled, unmarked iron flasks and jugs.Each is designed to repair damage to a creature’s biological systems.However,since they are creations ofchaos,using them is not a pleasant experience.Each type offluid is a mixture ofstrange chemicals and tiny bits ofliving matter that squirm about in the mixture like miniscule worms.

A character with the Craft (chaositech)† skill can create any ofthe healing fluids described here.

Brain Serum: When imbibed,this soupy liquid goes straight through the bloodstream to the brain,where it repairs all damage,including confusion, feeblemind, domination, charm, and other mind-affecting effects and enchantments.It even repairs Intelligence,Wisdom,and Charisma ability score damage (but not drains).However,to do so it drains energy and blood from the body,inflicting 1d6 points ofConstitution damage and forcing the drinker to make a Fortitude save (DC 20) or fall unconscious for 1d20+20 minutes.

Craft DC 40;Price 1,000 gp

Disease Mucor: This mixture,imbibed by a diseased creature,cleanses a body ofall diseases and viruses.However,the mucor accelerates the body’s systems,making the drinker feel extremely tired and drained.She suffers a –4 circumstance penalty to all attacks,saving throws,and skill checks until she rests for at least an hour.

Craft DC 40;Price 600 gp

Ear Serum: This liquid restores normal hearing when applied to a damaged ear or to the ears ofa creature that has been magically deafened (depending on the creature,it may need to be applied to multiple ears,although one dose can work on only one creature).For a briefmoment during the repair process the creature hears the cacophonous sounds of the music oftrue chaos,which jars her sanity.Consequently, she suffers 1d4 points ofWisdom damage.

Craft DC 40;Price 200 gp

Eye Serum: This soupy mix restores normal vision when applied to a damaged eye or to the eyes ofa creature that has been magically blinded (depending on the creature,it may need to be applied to multiple eyes,although one dose can work on only one creature).For a briefmoment during the repair process the creature sees directly into the realm oftrue chaos,which jars her sanity.Consequently,she suffers 1d4 points ofWisdom damage.

Craft DC 40;Price 200 gp

Flesh Ichor: This fluid,when applied to a wound,heals 5d6 points ofdamage.However,the ichor accelerates the body’s systems,making the drinker feel very tired and drained.She suffers a –2 circumstance penalty to all attacks,saving throws, and skill checks until she rests for at least an hour.

Craft DC 40;Price 900 gp

Mobility Milch: This concoction aids those who have been slowed,held,paralyzed,stunned,or otherwise prevented from moving and acting as normal due to a specific malady.(Obviously,this does not include mundane physical impediments,such as a rope binding one’s hands and legs.) The fluid takes effect instantly,but it is painful and jarring— the drinker suffers 1d3 points ofDexterity damage from it.

Craft DC 40;Price 250 gp

Nutrient Solution/Nutrient Salve: This thick liquid feeds intrinsic chaositech items,so they do not feed offtheir host or so they can survive without a host.(See the “Host and Symbiote” section on page 44).To feed an external chaositech item,apply the salve to the item.To feed an implant or other internal item,the host must drink the solution.Once the chaositech device is sated,a Medium creature can down another dose ofthis solution as a (distasteful) replacement for her own week’s worth offood and water.

Craft DC 40;Price 50 gp

Poison Mucor: This fluid,imbibed by a poisoned creature (or applied to a poisoned wound),cleanses a body ofall toxins.However,the mucor accelerates the body’s systems,making the user feel extremely tired and drained.She suffers a –4 circumstance penalty to all attacks,saving throws,and skill checks until she rests for at least an hour.

Craft DC 40;Price 600 gp

Revivication Injection: When injected into a dead creature,this fluid brings the creature back to life.The injection must be administered within 24 hours after death or it does not function at all.Further,for each hour that elapses after death beyond the first,the revivified creature suffers 1 point ofability score drain in each score and 5 percent memory loss (DM’s discretion).This loss cannot be restored by magic or other means.Further,the injection does not heal wounds, neutralize poisons,or cure diseases.Ifproper healing is not administered immediately (or beforehand),the subject may simply die again right away.Unlike magic that raises the dead,the creature has no say in whether or not it is brought back to life—creatures can be raised from the dead against their will with this injection.

Often,ifone administers the injection so late that the body has suffered great damage (physical ability scores below 3),a mind transference† procedure is performed to place the creature’s mind in a replacement body,or the creature is provided with a cranial walker† instead.

Craft DC 45;Price 6,000 gp

Transformation Milch: This topical fluid contains a great many organisms that burrow into a creature’s flesh and discern its true form.Then they use the chemical compounds in the milch to transform the creature back to its original form.This can restore creatures who have been

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