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Morgan's

Iron Kingdoms
Gearbooks

Liber Mechanika
I Runeplates
II Dedicated Mechanika
III Mechanikal Modifications
IV Mechanika Power Sources
V Steamjack Gear, Upgrades and Weapons
VI Warcaster Armour
VII Warcaster Armour Upgrades
VIII Cyriss-Tech
IX Arcanomechanikal Tools
X From the Workshop of Doctor Arkadius

Liber Alchemica
I Alchemy
II Bone Grinding
III Field Alchemy

Assorted Appendices
I Mechanical Equipment
II Skills and Mechanika Workshop
III The Grimoire

Lasted updated: 8th March 2017


“They say necessity is the mother of invention. Well, by that
account I should probably consider myself the crazy uncle of
invention who is never invited to family dos...”

Abbreviations
IKMN – Iron Kingdoms Monsternomicon, IKRPG – Iron Kingdoms Full Metal Fantasy Roleplaying Game Core Rules,
IKU – Iron Kingdoms Unleashed Roleplaying Game Core Rules; IKUA – Iron Kingdoms Urban Adventure; IKWA –
Iron Kingdoms Wild Adventure, NQ – No Quarter Magazine
Morgan's Liber Mechanika I – Runeplates

The Runeplate Library great arcane ability but little formal weapon training).
The arcane accuracy rune is fully compatible with other
runes that affect attack rolls, like the accuracy rune or the
Ambient Transfer Field enhanced ergonomics rune.
Type: Armour Special: Arcane Accuracy and Elemental Mastery
Cost: 150 gc If a mechanikal weapon equipped with an arcane accuracy
Rune Points: 1 rune also has an elemental effect and is wielded by a
Effect: This runeplate is usually only installed in suits of sorcerer with the Elemental Mastery ability (see IKRPG,
mechanikal armour equipped with heavy-duty power p. 161), the attack roll bonus granted by the Elemental
sources like storm chambers or arcane turbines. When Mastery ability is conferred to the weapon as well as long
powered, this runeplate generates an ambient field that as it uses an elemental effect appropriate to the sorcerer’s
transfers power to resonance converters installed in energy type. The following chart suggests some elemental
mechanikal devices worn or carried by the wearer of the runes that confer appropriate effects:
armour, powering them without the need for cabling (and Runes that change the weapon’s damage type
thus without inflicting a -1 penalty to attack modifiers for to Fire, or inflict additional fire damage or the
Fire
weapons that cables would inflict). Fire continuous effect (e.g. the flame rune)
If resonance converters attempt to draw more power from Runes that change the weapon’s damage type
the ambient transfer field than its power source can to Cold, or inflict additional cold damage, or
supply, the field collapses, rendering all devices drawing Ice
can render targets without Immunity: Cold
power from the resonance converters unpowered stationary (e.g. the cold rune)
(example: A suit of mechanikal armour with an ambient Runes that cause the target character to be
transfer field runeplate and an arcane turbine can generate Stone slammed or knocked down (e.g. the arcane
8 points of power. The ambient transfer field runeplate force rune)
draws 1 point of power, so if resonance converters draw
more than the 7 points of power left, the field collapses). Runes that change the weapon’s damage type
to Electrical, or inflict additional electrical
Storm
damage or can disrupt steamjack cortices (e.g.
the electrocutioner rune)
Animantic Seizure
Type: Melee Weapon
Cost: 300 gc
Rune Points: 2 Arcane Convection
Type: Melee Weapon
Effect: While a melee weapon equipped with this Cost: 300 gc
runeplate has power, mechanikal constructs with souls Rune Points: 2
who are hit by this weapon become stationary for one
round (this usually means vessels of Cyriss. If the Effect: While a weapon equipped with this runeplate has
construct in question also has the Undead trait, it is not power, spellcasters who disable a living character in
affected, as this runeplate's effects cannot overcome the melee with this weapon may reduce the COST of one
more powerful necromantic binding of the soul to its spell by 1 (or boost an attack or damage roll without
shell). spending focus or gaining fatigue, or increase a spell's
range for free if they are will weavers). If this bonus is not
used before the end of the spellcaster's current activation,
it is lost.
Arcane Accuracy
Type: Melee Weapon, Ranged Weapon
Cost: 300 gc
Rune Points: 2 Arcane Force Dampening
Type: Armour, Shield
Effect: While a weapon equipped with this runeplate has Cost: 300 gc
power, a Gifted user may make attack rolls using his ARC Rune Points: 2
instead of POI or PRW. The weapon’s attack roll
modifiers (e.g. for wielding a Caspian battleblade in one Effect: While a suit of armour equipped with this
hand) still apply, but the user’s relevant military skill does runeplate has power, the character receives +2 ARM
not when using ARC for attack rolls (e.g. a Gifted user against any damage rolls caused by spells and magical
with ARC 5, PRW 4 and Hand Weapon 2 wielding an damage rolls (this includes arcing lightning and the
arcane accuracy sword has an effective MAT of 5 rather additional damage rolls caused by spells like Chain
than 6, making this rune useful only for individuals with Lightning, Ashes to Ashes, or Star Fire, as well as

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Morgan's Liber Mechanika I – Runeplates

magical damage rolls from the Admonisher ability that


some holy weapons like Hierarch Severius' staff have, but Arcane Resonator
not magical weapon damage rolls, rune shots or arcing Type: Armour
lightning from mechanikal weapons like the voltaic Cost: 300 gc
halberd). Rune Points: 2
When the arcane force dampening runeplate has been Effect: While a suit of armour equipped with this
installed in a shield, only those attacks originating in the runeplate has power, spells may be upkept on the
character's front arc have to overcome the ARM bonus (in character wearing the suit of armour without requiring the
the case of arcing damage, the character from which the caster to take fatigue or spend focus or fury.
damage arcs is considered to be the point of origin for the
damage roll only for determining whether the arcane force This runeplate is somewhat experimental in nature since
dampening shield provides protection). its effect applies to both friendly and enemy upkeep
spells. However, enemy casters usually do not know of
If a character wears a suit of arcane dampening the runeplate's presence and thus will be unprepared to
mechanikal armour and also bears an arcane dampening use it for their own benefit (though they notice the arcane
mechanikal shield, the ARM bonuses are cumulative resonator's effect at once when they find upkeeping spells
when that character suffers magical damage originating in on their target is effortless).
his front arc.

Arcane Resonator, Keyed


Arcane Injection Type: Armour
Type: Melee Weapon Cost: 300 gc
Cost: 300 gc Rune Points: 2
Rune Points: 2
Effect: While a suit of armour equipped with this
Effect: While a melee weapon equipped with this runeplate has power, a single spell determined by the
runeplate has power, magic attack rolls made by the specific keyed arcane resonate runeplate may be upkept
wielder of this weapon against a character hit by this on the character wearing the suit of armour without
weapon in the same round receive a +2 bonus. requiring the caster to take fatigue or spend focus or fury.
The keyed arcane resonator runeplate only works on a
Arcane Muting specific spell cast by a Gifted user with specific training
background, determined at the point of time the runeplate
From Doktor Grym's Liber Mechanika
is inscribed (e.g. the runeplate can be keyed to the Aura of
Type: Melee Weapon, Ranged Weapon Protection spell cast by an arcanist, but will then not work
Cost: 300 gc on any other spell, not even on the Aura of Protection
Rune Points: 2 spell cast by a priest because the runic configurations
priests use are sufficiently different).
Effect: While a weapon equipped with this runeplate has
power, spellcasters hit by this weapon become unable to
cast spells for 1 round.
Arcane Siphon
Type: Melee Weapons, Ranged Weapons
Arcane Receiver Cost: 450 gc
Rune Points: 3
Type: Armour
Cost: 450 gc Effect: While this runeplate has power, focusers hit by a
Rune Points: 3 weapon enhanced with this runeplate lose 1 point of focus
(focus is lost before making the damage roll). There is no
Effect: While a suit of armour equipped with this
effect on willweavers or harnessers.
runeplate has power, spells cast at the character wearing
the armour have their RNG increased by 5”, unless the If the weapon enhanced with an Arcane Siphon runeplate
spell's range is B2B, SP, or CTRL. also has the bond runeplate and is bonded to a warcaster,
the bonded warcaster receives the point of focus drained
The runeplate affects the spells of friend and enemy alike,
from the victim (the warcaster receives the focus before
however, enemies generally do not know of the presence
making the damage roll for the attack).
of the runeplate, and thus are usually unprepared to make
use of it.

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Morgan's Liber Mechanika I – Runeplates

bond plate is keyed to one particular warcaster, who can


Arcane Strength bond to a piece of equipment with this runeplate by
Type: Armour touching it and spending a quick action rather than the
Cost: 450 gc usual full action. However, no other warcaster may bond
Rune Points: 3 to a piece of mechanika equipped with a keyed bond
plate. It is for this reason that keyed bond plates do not
Effect: While a suit of armour equipped with this find much use with less well-off mercenary outfits which
runeplate has power, the wearer of the armour gains a might need to sell or share equipment. Likewise, when a
bonus to his Strength stat equal to half his Arcane stat runeplate including the keyed bond rune is sold off (and
(rounded down). This rune provides no benefit to users the buyer knows it is a keyed bond rune), a buyer will
who are not Gifted. only pay for runes other than the keyed bond rune, which
The arcane strength rune was reverse-engineered from the might have to be disabled by an arcane mechanik to make
arcanikal principles utilized by the suits of armour worn the runeplate run on a cheaper power source (a disabled
by Iosan battle mages. keyed bond rune will no longer work or draw power, but
it does still count against the maximum number of runes
on a runeplate).
Arcane Strike
Type: Melee Weapon
Cost: 300 gc Bond Plate, Low-Capacity
Rune Points: 2 Type: Melee Weapon, Ranged Weapon, Shield
Cost: 150 gc
Effect: While a melee weapon equipped with this Rune Points: 1
runeplate has power, a spellcaster wielding this weapon
who hits another character with a melee attack may Effect: This experimental runeplate is an attempt to create
immediately cast an offensive spell against the character a cheaper and more power-efficient bond plate rune for
hit without the need for spending a quick action. The warcaster equipment. It works like a normal bond plate
spellcaster must spend any focus or fury required by the (see IKRPG, p. 285), but cannot be installed in warcaster
spell or gain fatigue as normal, and must still make a armour. Additionally, a low-capacity bond plate only
magic attack roll to hit with the spell. Normal targeting allows the warcaster to safely spend a single point of
restrictions still apply (e.g. if a character cannot be focus each turn on buying attacks or boosting with the
targeted by spells, he still cannot be targeted by a spell weapon. If the warcaster spends a second point of focus
when being hit by an arcane strike weapon). on the same weapon, the low-capacity bond plate burns
out on 1 on 1d6, breaking the bond and requiring the
weapon's runeplate to be replaced (though runes other
than the low-capacity bond plate rune will continue
Bleed functioning).
From Macavity's Liber Mechanika
A warcaster may never spend more than two points of
Type: Melee Weapon (non-bludgeoning), Ranged focus per round on a weapon equipped with a low-
Weapon capacity bond plate.
Cost: 300 gc
Rune points: 2
Effect: While the weapon equipped with this runeplate Bond Plate, Resonant
has power, living targets successfully damaged by this Type: Melee Weapon, Ranged Weapon, Shield, Armour
weapon suffer 1d3 additional damage once the attack by (as part of a suit of warcaster armour)
this weapon has been completely resolved. If this damage Cost: 300 gc
incapacitates the character, he automatically suffers the Rune Points: 2
Spitting Blood result on the injury table (see IKRPG, p.
217). Effect: The resonant bond plate provides the same
benefits as a standard bond plate (see IKRPG, p. 285 and
pp. 289-290). Additionally, a warcaster may bond with up
to two pieces of mechanika equipped with matching
Bond Plate, Keyed resonant bond runeplates per bond slot (see IKRPG, p.
Type: Armour, Melee Weapon, Ranged Weapon, Shield 158). This property is very delicate; when two matching
Cost: 300 gc resonant bond runes are inscribed on runeplates, no
Rune Points: 2 further runes may be inscribed on either of these
Effect: A keyed bond plate works like a regular bond runeplates without destroying the resonant bond property
plate (IKRPG, p. 285), with two differences: A keyed and effectively causing the resonant bond runes to be

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Morgan's Liber Mechanika I – Runeplates

treated like standard bond runes afterwards. If a piece of spell and uses it to boost an attack roll, the damage roll is
mechanika with a resonant bond rune is lost, a matching automatically boosted as well.
rune can be recreated on a new runeplate as long as the
mechanik inscribing the rune has access to the remaining
runeplate during the inscribing process and creates a Burst Emitter
runeplate with the same runes as the lost runeplate. Type: Melee Weapons (weapons with Reach only)
Cost: 150 gc
Rune Points: 1
Bond Plate, Virtuoso
Effect: This runeplate causes the kinetic energy generated
Type: Melee Weapon, Ranged Weapon
by swinging a weapon to become continuously grounded
Cost: 300 gc
on any nearby bodies (like the individuals making up a
Rune Points: 2
swarm of creatures) rather than delivering the energy to a
Effect: This rune works exactly like a bond plate (see single target the weapon connects with. Consequently,
IKRPG, p. 285) when spending focus to gain additional while a melee weapon equipped with this runeplate has
attacks with a mechanikal weapon a warcaster has bonded power, it does full damage against characters with the
to. Instead of enabling a warcaster to boost attack and Swarm trait (see IKMN, p. 99; normally, melee weapons
damage rolls with focus points, however, the warcaster reduce the damage they inflict on swarms by one die).
may instead spend 1 focus to gain the Virtuoso Skilled
However, while this runeplate has power, the melee
Archetype benefit (see IKRPG, p. 117) for one attack.
weapon inflicts blast damage against characters without
Virtuoso bond runes cannot be used to boost rolls, and the Swarm trait (halve STR+POW, rounded up; special
cannot be used to enhance blast damage rolls. When defences against blast damage like the force field spell
making an attack with RNG:SP, 1 point of focus must be (see IKRPG, p. 239) or the Girded ability (see IKRPG, p.
spend separately for each target to gain the benefits. 163) also apply). Burst emitter runeplates are thus usually
equipped with an individual trigger that can be used to
enable or disable the burst emitter effect with a quick
Brainwrecker action.
Type: Melee Weapons Though burst emitter runeplates could theoretically be
Cost: 300 gc installed in melee weapons without Reach, the short
Rune Points: 2 length of the weapon would cause the runeplate to shed
Effect: While a weapon equipped with this runeplate has some of the weapon's energy on the wielder, inflicting a
power, a living character hit with this weapon suffers 1 blast damage roll as described above on the wielder of the
additional point of damage to his first available circle on weapon for every attack made.
the Intellect branches of his damage spiral. This damage
is inflicted before making a damage roll.
Caustic Field
[Types: Corrosion or Fire]
Brutal Type: Armour
Type: Melee Weapons, Ranged Weapons Cost: 450 gc
Cost: 300 gc Rune Points: 3
Rune Points: 2
Effect: While the runeplate has power, continuous effects
Effect: This runeplate only works in conjunction with a of the runeplate's type (Corrosion or Fire) do not expire
bond runeplate. While this runeplate has power, when a while the character suffering the continuous effect is
point of focus is spent to boost an attack roll with the within 2” of the character wearing the suit of armour
weapon enhanced by this runeplate, the damage roll is equipped with the caustic field rune (however, continuous
boosted as well. effects may still be shaken, e.g. by spending feat points,
and some circumstances, like a character who is on fire
diving into a lake, will also cause continuous effects to
Brutal Transfer expire despite the presence of a nearby caustic field).
Type: Melee Weapons Users are strongly advised to always combine a caustic
Cost: 300 gc field rune with an aegis rune (see IKRPG, p. 284), as the
Rune Points: 2 caustic field affects the wearer of the suit of armour as
Effect: When the character using a weapon with this well otherwise.
runeplate installed receives focus from the Transference

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Morgan's Liber Mechanika I – Runeplates

Caustic Strike [Corrosion] Corrosive Spray


Type: Melee Weapon, Ranged Weapon From Macavity's Liber Mechanika
Cost: 150 gc
Type: Ranged Weapon (firearm)
Rune Points: 1
Cost: 450 gc
Effect: While the runeplate has power, characters Rune Points: 3
suffering from the Corrosion continuous effect hit by the
Effect: While the weapon equipped with this runeplate
weapon equipped with this runeplate immediately suffer
has power, shots are Range: SP 6, and Damage Type:
1d3 points of corrosion damage.
Corrosion. Targets hit by this weapon also suffer the
Corrosion continuous effect.
Caustic Strike [Fire]
Type: Melee Weapon De-Animation
Cost: 150 gc
Type: Melee Weapon
Rune Points: 1
Cost: 300 gc
Effect: While the runeplate has power, characters Rune Points: 2
suffering from the Fire continuous effect hit by the
Effect: While the runeplate has power, magically
weapon equipped with this runeplate immediately suffer
animated constructs struck by the weapon equipped with
an unboostable POW 12 fire damage roll.
this runeplate (like the wolds of the Circle Orboros and
the mannikins animated by their sentry stones) become
stationary for one round. The rune has no effect on
Chained Shot mechanikal constructs, necromechanikal constructs, and
From Macavity's Liber Mechanika undead.
Type: Ranged Weapon (double-barrelled firearm, dual
crossbow, quad-iron, or repeating firearm)
Cost: 450 gc Deflecting
Rune points: 3 Type: Armour
Cost: 450 gc
Effect: Once per turn, when the firearm equipped with
Rune Points: 3
this runeplate has power and successfully hits a target, the
character wielding this weapon may immediately make an Effect: While the runeplate has power, the character
additional attack against the same character, if the weapon wearing the mechanikal armour receives +2 DEF. This
has ammunition remaining. runeplate is usually combined with a compensator
runeplate in order to make the most of its effect, and only
used on light armour.
Cloudwalker
Type: Armour
Cost: 150 gc Disabling
Rune Points: 1 Type: Melee Weapons, Ranged Weapons
Cost: 300 gc
Effect: While this runeplate has power, the character
Rune Points: 2
wearing the suit of armour equipped with it may pass
through cloud effects or similar non-solid effects like the Effect: While this runeplate has power, the last aspect (if
barrier created by the wall of fire spell without being the target was a living creature) or system (if the target is
affected by them. If the character ends his movement in mechanikal) that has suffered damage from the attack is
the AOE or is in the AOE when it is created (e.g. when a considered crippled for one round (if the attack's damage
spell is cast or a grenade is thrown), the cloudwalker rune has already crippled that aspect or system, there is no
offers no protection. further effect). If the target does not have a damage spiral,
the GM may choose an effect, or simply consider
Additionally, characters wearing cloudwalker-equipped
Physique crippled for one turn (-2 STR). Since an affected
armour are not protected in any way from the visual
system is only temporarily disabled and not truly crippled,
impairment (cover, concealment or blocked LOS)
there are no catastrophic damage effects from the effect of
generated by cloud or wall effects.
this runeplate alone.
Since a steamjack's damage grid contains many boxes that
do not belong to a system (i.e. the hull boxes), they tend

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Morgan's Liber Mechanika I – Runeplates

to not suffer as much from a disabling runeplate's effects


as living creatures. Similarly, as long as a warcaster's Empowerment
power field absorbs all the damage from a disabling Type: Melee Weapon, Ranged Weapon
attack, no disabling occurs. Cost: 300 gc
Rune Points: 2

Displacement Drive, Heavy Effect: While the runeplate has power, the Power Booster
spell (see IKRPG, p. 242) may be cast on the weapon (or
Type: Armour
the character carrying it) to boost the next damage roll
Cost: 450 gc
caused by a direct hit with the weapon. If this bonus is not
Rune Points: 3
used before the caster's next Maintenance Phase, it is lost.
Effect: While this runeplate has power, the armour's DEF
penalty is reduced by 2, and its SPD penalty reduced by 1.
Enhanced Ergonomics
Type: Melee Weapon, Ranged Weapon, Shield
Displacement Drive, Light Cost: 150 gc
Type: Armour Rune Points: 1
Cost: 300 gc
Effect: While the runeplate has power, the penalty for
Rune Points: 2
wielding a retrofitted mechanikal weapon is reduced by 1
Effect: While this runeplate has power, the armour's DEF (this usually eliminates the penalty altogether. The
penalty is reduced by 2. ergonomic enhancer runeplate improves upon the
compensator glyphs always built into mechanika that
negate the additional weight and bulk of the mechanikal
Disruptor conduits and accumulator (IKRPG, p. 280), at the cost of
Type: Melee Weapons, Ranged Weapons a significantly larger power draw).
Cost: 300 gc
Rune Points: 2
Feedback
Effect: A steamjack hit by a weapon with this runeplate is
Type: Melee Weapons
disrupted (a steamjack suffering Disruption loses all focus
Cost: 300 gc
points and cannot receive focus points or channel spells
Rune Points: 2
for one round).
Effect: While this runeplate has power, the warcaster
bonded to a steamjack that suffers damage from the
Enervation weapon enhanced by this runeplate suffers 1 point of
Type: Melee Weapons damage that bypasses his power field.
Cost: 300 gc
Rune Points: 2
Field Disruptor
Effect: While this runeplate has power, a living character
Type: Melee Weapons
who takes damage from the weapon equipped with the
Cost: 300 gc
runeplate suffers -2 STR for one round. This effect is not
Rune Points: 2
cumulative with a crippled Physique.
Effect: While a melee weapon equipped with this
runeplate has power, a character or warjack equipped with
Elemental Ward a power field that is hit by this weapon loses 1d3 boxes of
Type: Armour its power field before the damage roll is made.
Cost: 150 gc
Rune Points: 1
Fire Spray
Effect: While the runeplate has power, the character
From Macavity's Liber Mechanika
wearing the mechanikal armour gains Immunity to one
element (fire, cold, corrosion, or electricity). A different Type: Ranged Weapon (firearm)
rune must be inscribed and installed for each type of Cost: 450 gc
elemental immunity. Rune Points: 3
Effect: While the weapon equipped with this runeplate

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Morgan's Liber Mechanika I – Runeplates

has power, shots are Range: SP 6, and Damage Type: Fire.


On a critical hit, targets suffer the Fire continuous effect. Force Diffuser
Type: Melee (bludgeoning weapons only)
Cost: 300 gc
Flare Rune Points: 2
Type: Armour, Melee Weapon, Ranged Weapon, Shield
Effect: While a bludgeoning melee weapon equipped
Cost: 150 gc
with this runeplate has power, roll 1d6 whenever a
Rune Points: 1
character becomes incapacitated through being struck
Effect: While the piece of equipment with this rune has with this weapon. On a result of 1-2, roll on the injury
power, the user may spend a quick action once per turn to table normally. On a result of 3-6, no roll on the injury
trigger a flare. The flare disorients other characters, table is made and the target is instead automatically
preventing them from making free strikes against the user. concussed.
The user may make this quick action at any point during
his movement (e.g. when moving past an opponent), but
only the characters in whose melee range the user is when Force Shield
he triggers the flare are affected. Type: Shield
The flare rune has no effect against characters with Cost: 450 gc
Eyeless Sight or that do not depend on vision in order to Rune Points: 3
find their targets. Effect: While a shield equipped with this runeplate has
power, the character wearing the shield gains +2 DEF
against ranged attacks originating in his front arc, and
Focus Battery ignores blast damage originating in his front arc.
Type: Armour, Melee Weapon, Ranged Weapon, Shield
Cost: 150 gc
Rune Points: 1 Fortification
Effect: This runeplate only works in conjunction with a Type: Armour
bond runeplate. While this runeplate has power, a Cost: 450 gc
warcaster may store 1 point of focus in the mechanikal Rune Points: 3
device during his control phase, and later withdraw it at Effect: While the runeplate has power, the character
any point during his activation. Warcasters can only wearing the mechanikal armour receives +2 ARM.
withdraw 1 point of focus from a focus battery during
each activation, even if they have multiple focus batteries
available. A single focus battery cannot store more than
one point of focus.
Freeze Spray
From Macavity's Liber Mechanika
Unfortunately, human and Rhulic focus batteries tend to
be somewhat unreliable, only the Iosans seem to have Type: Ranged Weapon (firearm)
mastered the device, as evidenced by some of their Cost: 450 gc
myrmidons. Roll 1d6 during each maintenance phase in Rune Points: 3
which a piece of mechanika with a focus battery holds Effect: While the weapon equipped with this runeplate
focus. On a result of 1 or 2, the focus battery loses the has power, shots are Range: SP 6, and Damage Type:
point of focus it stores. Cold. On a critical hit, targets that do not have Immunity:
Cold become stationary for one round.

Focussed Blast
Type: Ranged Weapon (firearm with AOE attacks only) Hardening
Cost: 300 gc Type: Armour
Rune Points: 2 Cost: 300 gc
Effect: While a firearm equipped with this runeplate has Rune Points: 2
power, roll an additional die for blast damage rolls caused Effect: While the runeplate has power, the character
by this firearm. Discard the lowest die from each blast wearing the mechanikal armour receives +1 ARM.
damage roll.

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Morgan's Liber Mechanika I – Runeplates

Effect: While this runeplate has power, the melee weapon


Hex equipped with it gains +1 POW and causes the Fire
From Macavity's Liber Mechanika continues effect on a successful hit.

Type: Melee Weapon, Ranged Weapon


Cost: 300 gc Induced Propulsion
Rune points: 2
Adapted from a schematic from Jibiki's Liber Mechanika
Effect: While the weapon equipped with this runeplate
Type: Ranged Weapon (firearms only)
has power, a character hit with this weapon adds an extra
Cost: 300 gc
die to their attack rolls in their next activation and
Rune Points: 2
discards the highest die rolled from each roll.
Effect: This rune only works when installed together with
a bond rune. While the firearm equipped with this
Hypnocaustic Feedback runeplate has power, a focuser bonded to this firearm can
Type: Armour spend 1 focus to gain +4 RNG to the shot he is firing (if
Cost: 300 gc the gun in question has an extreme range, the extreme
Rune Points: 2 range is recalculated from the modified RNG). The
induced propulsion rune has no effect on firearms with
Effect: As long as this runeplate is powered, whenever RNG: SP.
the character wearing the suit of armour equipped with
this runeplate becomes affected by a spell that is resisted
with a Willpower roll (which usually means spells like Kinetic Bank
Influence or Overmind, or spells that require Willpower
Type: Melee Weapon
rolls to resist fear), the caster of the spell suffers 1 point
Cost: 150 gc
of damage to the first available circle in his Intellect
Rune Points: 1
aspect. This happens independently of whether the wearer
of the armour successfully resists the spell or not, as long Effect: While the weapon equipped with this runeplate
as the spell hit the character (or the character is in the has power, the character may spend a quick action to
spell's AOE). swing his weapon and store the kinetic energy in the
runeplate. The character then adds 1 die to the next melee
damage roll made with this weapon, but must also remove
Impact the lowest die from the roll. If this bonus is not used
Type: Melee Weapon before the character's next Maintenance Phase, it is lost.
Cost: 150 gc The kinetic bank rune is not compatible with the kinetic
Rune Points: 1 transfer rune.
Effect: While the runeplate has power, the weapon
receives +1 POW. A weapon can only benefit from one
Impact rune at a time. Kinetic Drive
Type: Armour
Cost: 450 gc
Impulse Rune Points: 3
Type: Melee Weapon, Firearm Effect: While the runeplate has power, the character
Cost: 300 gc wearing the armour gains +2 STR.
Rune Points: 3
Effect: A target hit by a weapon with this runeplate while
the runeplate is powered may be pushed 1d3” directly Kinetic Transfer
away from the attacker. On a critical hit, the target is also Type: Melee Weapon, Ranged Weapon, Shield
knocked down. Cost: 300 gc
Rune Points: 2
Effect: While the weapon equipped with this runeplate
Incinerator has power, an additional die is rolled for all damage rolls
Type: Melee Weapon inflicted by this weapon on targets directly hit by this
Cost: 450 gc weapon. The lowest die is removed from each roll. This
Rune Points: 3 runeplate cannot be used in ranged weapons with
RNG:SP.

12
Morgan's Liber Mechanika I – Runeplates

Knockout Mindblocker
Type: Melee Weapons Type: Melee Weapons, Ranged Weapons
Cost: 150 gc Cost: 300 gc
Rune Points: 1 Rune Points: 2
Effect: While a weapon equipped with this runeplate has Effect: While this runeplate has power, a character who
power, any successful knockout attacks made with this takes damage from the weapon equipped with the
weapon gain a +2 bonus to the target number for avoiding runeplate cannot upkeep spells in their next activation.
knockout. The runeplate offers no bonuses for weapons
that cannot be used for knockout effects.
Might
Type: Melee Weapon
Lightning Amplifier Cost: 300 gc
Type: Armour Rune Points: 2
Cost: 450 gc
Effect: While the runeplate has power, the weapon
Rune Points: 3
receives +2 POW. A weapon can only benefit from one
Effect: This is an upgraded version of the lightning Might rune at a time.
conductor runeplate. While a suit of armour equipped
with this runeplate has power, any lightning that arcs to
this character from spells like Chain Lightning or Momentum Drive
weapons like the voltaic halberd arcs to 1d3 additional Type: Melee Weapon (great weapon only)
characters. The lightning always arcs to the nearest Cost: 600 gc
character it has not already arced to within 4” of the last Rune Points: 4
model it arced to. The character wearing the lightning
amplifier armour still suffers the electrical damage roll Effect: This runeplate must be triggered by expending a
unless the suit of armour is insulated or has an appropriate quick action before attacking. Once triggered, the
runeplate to protect the wearer. The lightning amplifier- character wielding the momentum drive-equipped great
equipped character cannot prevent the lightning from weapon may make a Thresher attack instead of making
arcing to another character, and lightning will arc to a his regular attacks (When a character makes a Thresher
character wearing lightning amplifier-equipped armour attack, make one melee attack against each creature or
even if that character also has Immunity: Electricity. character in this character's LOS and in this weapon's
melee range).
A momentum drive runeplate draws a lot of power. After
Lightning Conductor making a Thresher attack using this runeplate, the weapon
Type: Armour becomes unpowered, but powers up again automatically
Cost: 150 gc in the wielder's next Maintenance Phase.
Rune Points: 1
Effect: While a suit of armour equipped with this
runeplate has power, any lightning that arcs to this Overload
character from spells like Chain Lightning or weapons Type: Melee Weapons, Ranged Weapons
like the voltaic halberd arcs to the closest character within Cost: 300 gc
4” as well. The character wearing the lightning conductor Rune Points: 2
armour still suffers the electrical damage roll unless the Effect: While this runeplate has power, a steamjack hit by
suit of armour is insulated or has an appropriate runeplate a weapon equipped with this runeplate suffers Overload (a
to protect the wearer. The lightning conductor-equipped steamjack suffering Overload cannot benefit from 'jack
character cannot prevent the lightning from arcing to marshalling and drives for one round).
another character, and lightning will arc to a character
wearing lightning conductor-equipped armour even if that
character also has Immunity: Electricity.
Pacification
Electrical damage caused by handling voltaic weaponry Type: Melee Weapon
rather than by being hit by them does not arc to other Cost: 450 gc
characters because of the lightning conductor runeplate. Rune Points: 3
Effect: While the runeplate has power, the weapon

13
Morgan's Liber Mechanika I – Runeplates

receives +1 POW, and warbeasts it hits suffer Pacification


(a warbeast suffering Pacification loses all fury and Radiant Halo
cannot be forced, use its animus or gain fury through any Type: Armour
other means for one round. The warlock controlling the Cost: 300 gc
warbeast also cannot use the animus of the pacified Rune Points: 2
warbeast for one round).
Effect: While this runeplate has power, the character may
trigger it once per encounter by spending a quick action to
Precision Targeting shroud himself in a searingly bright aura that blinds
enemies, preventing them from making free strikes
From Macavity's Liber Mechanika
against the user. The radiant halo lasts for one round, and
Type: Ranged Weapon has no effect on enemies that have Eyeless Sight or do not
Cost: 300 gc need vision to find their targets. A radiant halo doesn't
Rune points: 2 exactly help being stealthy, either.
Effect: While the weapon equipped with this runeplate
has power and the character hits with a ranged attack with
this weapon, the attacker may choose the branch of the Range Amplifier
target's life spiral or the column of the target's damage Type: Melee Weapon, Ranged Weapon
grid that is hit, if applicable. Cost: 450 gc
Rune Points: 3
Effect: While this runeplate has power, any spell cast by
Propulsion the wielder of the weapon gains a 5” bonus to their RNG,
From Jibiki's Liber Mechanika unless the spell uses a spray template or uses the caster's
control radius as its range. A spell that has its range
Type: Ranged Weapon (firearms only)
enhanced by this runeplate cannot have its range
Cost: 450 gc
enhanced by any other means. Likewise, a range amplifier
Rune Points: 3
rune has no effect on channelled spells.
Effect: While the firearm equipped with this runeplate
has power, it gains +4 RNG (if the gun in question has an
extreme range, the extreme range is recalculated from the Rattlesnake Strike
modified RNG). The propulsion rune has no effect on Type: Melee Weapon (one-handed melee weapons with
firearms with RNG: SP. no attack roll penalty only, not counting mechanikal
bonuses or penalty reductions)
Cost: 300 gc
Purifier Rune Points: 2
Type: Melee Weapon
Effect: While this runeplate has power, the weapon
Cost: 150 gc
equipped with this runeplate can move with blinding
Rune Points: 1
speed and can make free strikes even against characters
Effect: While the weapon equipped with this runeplate who have the Parry ability or use a feat point to parry
has power, damage rolls with this weapon against (Other ways of avoiding free strikes, like the Ghostly
Infernals are automatically boosted. ability (see IKUA, p. 74), the Sidestep Skilled Archetype
benefit (see IKRPG, p. 117), or the effects of spells like
Refuge (see IKRPG, p. 242), are not affected).
Quiet When making free strike damage rolls, however, the
Type: Armour, Melee Weapon, Ranged Weapon, Shield weapon equipped with this runeplate suffers -2 POW.
Cost: 150 gc
Rune Points: 1
Effect: While the mechanikal item equipped with this Release
runeplate has power, it does not cause any penalty to Type: Melee Weapon
sneak rolls for carrying activated mechanika (see IKRPG, Cost: 300 gc
p. 193), unless the purpose of the item is providing light, Rune Points: 2
creating noise, or creating a similarly noticeable effect. Effect: While the weapon equipped with this runeplate
Weapons like the storm glaive which can arc lightning to has power, hitting a character who has soul tokens on
their wielder also cannot be equipped with quiet runes. them (whether because of an ability or a piece of

14
Morgan's Liber Mechanika I – Runeplates

equipment) with this weapon causes that character to lose shots safely again.
one soul token. The soul disappears from Caen at once
and cannot be claimed by anyone present. The only
exception is souls marked by Infernals, which cannot Spell Absorption
move on to Urcaen and may still be claimed by Infernals Type: Armour, Shield
at a later point of time. Cost: 450 gc
The release rune has no effect on souls that are bound by Rune Points: 3
necromancy (including the souls of iron liches) or Effect: When the character wearing a suit of armour
Cyrissist essence chambers. Similarly, ghosts cannot be equipped with a spell absorption rune suffers a magic
exorcised or dispatched to Urcaen by being struck by a damage roll for the first time in a round, he suffers no
weapon equipped with this rune either. damage, and any other effects of the spell against the
Though this rune was developed to combat Cryxians and wearer of the armour, like being rendered stationary or
Infernalists, its use is viewed with some misgivings since continuous effects, are also negated (an AOE spell will
the fate of the released soul is not clear. Most users are still effect other targets. Chain Lightning will not continue
simply not quite comfortable with potentially consigning arcing to another character, but Ashes to Ashes will still
immortal souls to an uncertain fate. affect other targets unless the character with the spell
absorption armour was the one directly hit by the spell).
After absorbing a magic damage roll, the spell absorption
Runic Conduit rune becomes unpowered until the wearer's next
Type: Firearms Maintenance Phase.
Cost: 300 gc
Spell absorption runes are not triggered by offensive
Rune Points: 2
spells that deal no damage, nor are they effective against
Effect: While a firearm equipped with this runeplate has most rune shots, with the exceptions of Rune Shot:
power, a gunmage wielding this firearm can fire rune Detonator (if the character in the suit of spell absorption
shots from it without risking the destruction of the gun. armour was directly hit by the detonator, the AOE is
created normally and the wearer of the armour takes
A runic conduit runeplate can only safely channel rune
damage normally, but if the character is merely in the
shot spells with a total COST of 4 or less each round. If
detonator AOE when another nearby character is hit, the
this limit is exceeded, the runeplate will burn out on a roll
spell absorption rune negates the damage roll from the
of 1 on 1d6 and require a replacement before the
detonator against the character wearing the spell
mechanikal firearm can be used to fire rune shots safely
absorption armour) and Rune Shot: Trick Shot (the
again.
character wearing the suit of spell absorption armour can
It should be noted that although this still somewhat be the point of origin but not the target of a trick shot).
experimental runeplate allows gunmages to enjoy the
A shield equipped with a spell absorption rune will only
benefits of mechanikal guns, such a gun is also hideously
protect against magic damage rolls originating in the
expensive even when compared to a magelock, easily
character's front arc.
costing three to four times as much as an equivalent
magelock while still being more delicate, more expensive
to maintain, and dependent on power sources – and that is
even before adding the costs for additional runes. Spell Drain
Type: Melee Weapon
Cost: 150 gc
Runic Conduit, Enhanced Rune Points: 1
Type: Firearms Effect: The spell drain rune is intended as a cheaper and
Cost: 450 gc less power-hungry (albeit less reliable) variant of the
Rune Points: 3 disbinder rune.
Effect: While a firearm equipped with this runeplate has When a character with upkeep spells on them is hit by the
power, a gunmage wielding this firearm can fire rune weapon equipped with the spell drain rune, the upkeep
shots from it without risking the destruction of the gun. spells immediately expire unless the casters immediately
pay the upkeep cost again. In either case the spell drain
An enhanced runic conduit runeplate can only safely
rune needs to bleed off the arcane energies it has drained
channel rune shot spells with a total COST of 6 or less
and cannot affect another target before the user's next
each round. If this limit is exceeded, the runeplate will
Maintenance Phase.
burn out on a roll of 1 on 1d6 and require a replacement
before the mechanikal firearm can be used to fire rune The weapon equipped with the spell drain rune loses this

15
Morgan's Liber Mechanika I – Runeplates

ability when it is not powered.


Voltaic Halo
Type: Armour, Shield
Surge Protector Cost: 300 gc
Type: any (see below) Rune Points: 2
Cost: 150 gc
Effect: While this runeplate has power, the character
Rune Points: 1
wearing the armour or shield gains Immunity: Electricity
Effect: When a piece of mechanika equipped with a surge (if the runeplate is part of a shield, this immunity only
protector rune is affected by an attack, spell or ability that applies to attacks originating in the character's front arc).
shuts mechanika down, like the Black Out and Short Out
Additionally, the character may use a quick action to
spells or a thrullg's blackout pulse ability (see IKRPG, pp.
trigger a voltaic field that lasts for one round. During this
237, 244 and 347), the attack is ignored and the
time, any attacker hitting the character with a melee attack
mechanika remains powered.
suffers an unboostable POW 10 electrical damage roll. If
Once a surge protector rune has warded off an attack, it the runeplate is part of a shield, only melee attackers in
becomes nonfunctional until the next round's the character's front arc suffer the damage roll.
Maintenance Phase and no longer protects the mechanikal
device from further anti-mechanika effects, as the rune
needs to bleed off the absorbed surge first. Warcasting Blaster
Though mechanikal armour could theoretically be Type: Ranged Weapon (firearm)
equipped with surge protector runes, this is not necessary Cost: 150 gc
because the sturdy construction of mechanikal armour Rune Points: 1
already provides protection from anti-mechanikal effects. Effect: This rune must be inscribed together with a bond
rune. While the firearm equipped with this rune has
power, a warcaster who is bonded to this weapon may
Swift Attack spend 1 focus to give the firearm AOE 3. The runeplate
Type: Melee Weapon has no effect on firearms that already have an AOE.
Cost: 300 gc
Rune Points: 2
Effect: This runeplate only works in conjunction with a
bond runeplate. While this runeplate has power, when a
point of focus is spent to gain an additional attack with
the weapon enhanced by this runeplate, the warcaster
gains two additional attacks with this weapon instead.

Torrent
Type: Ranged Weapon (Range: SP only)
Cost: 300 gc
Rune Points: 2
Effect: While a ranged weapon with RNG: SP equipped
with this runeplate has power, roll an additional die for
attack rolls made with this weapon. Discard the lowest die
from each roll.

Transference Converter
Type: Ranged Weapon
Cost: 300 gc
Rune Points: 2
Effect: While a ranged weapon equipped with this
runeplate has power, it can benefit from the Transference
spell's effects (see IKRPG, p. 245) as if it was a melee
weapon.

16
Morgan's Liber Mechanika II – Dedicated Mechanika

Dedicated Mechanika marked if more than one new box of damage has been
inflicted in that column. Eventually, the hull in that area
has become too mangled to be simply patched back
together.
'Jack Welder
Cost: 970 gc (power source not included; see below)
Description: To the relief of quartermasters everywhere,
combat damage to steamjacks often involves mere Aegis-Pulse Staff
damage to the outer casings and armour plating rather Cost: 440 gc (including an internal clockwork capacitor)
than to the more delicate machinery underneath. The Skill: Great Weapon
bulky 'jack welder can be used to heat up and soften 'jack Attack Modifier: -2
armour steel plates, allowing them to be easily beaten POW: 3
back into shape or to roughly patch up rends by
hammering the softened edges, while preventing the heat Description: This stout metal staff bears a mechanikal
from spreading and causing damage through an in-built emitter at one end and a trigger at the other. By touching
arcantrik containment generator. While crude, such it to a character or object who is on fire, has been coated
repairs are often enough to tide a 'jack over multiple with acid, or is otherwise inflicted with some noxious
engagements. substance, and pulling the trigger, the user can project a
powerful burst of force over the subject, effectively
'Jack welders are usually powered by hooking them up to “wiping him clean.” The device is powered by an internal
the arcane turbine installed in every 'jack, though they can clockwork capacitor and mainly used in labs or
be powered by arcanodynamic accumulators as well. workshops handling dangerous materials. The owners of
Rune Points: 3 workshops wealthy enough to own such a device make a
point of beginning each day by winding the capacitor.
Special Rules: A mechanik requires an assistant to
manage the 'jack welder while he works on the armour Rune Points: 2
plates. When working in this fashion, a steamjack can be Special Rules: A character holding can aegis-pulse staff
repaired according to the rules in IKRPG, p. 319, though can use a full action to end Fire and Corrosion continuous
the mechanik does not require access to spare parts or effects on one other small- or medium-based character
sheet metal, repairs can be performed twice as fast, and no within 2” of himself and in his front arc. At the GM's
damage to systems can be repaired in this manner. discretion, aegis-pulse staves can also end other
A 'jack welder is too bulky and heavy to be used in continuous effects that are caused by a character having
combat, but it can be used as a sabotage device, inflicting been coated with some noxious substance, though they
POW 14 fire damage each round on a target B2B with the are ineffective against energy-based effects like Stall (see
wielder. The damage caused by the 'jack welder is tightly the stall rune in IKRPG, p. 286).
focussed, so it will not cause the Fire continuous effect Characters who benefit from an aegis-pulse staff must
and can be used to cut a line through material. Wearing make an AGL roll against a target number of 12 or be
eye protection is strongly recommended. knocked down from the force of the pulse passing over
Fabrication: The material cost of the 'jack welder's them, unless they are braced by standing adjacent to an
housing is 160 gc. It takes two weeks to construct the obstacle or larger-based character (the latter of which then
device. The pertinent Craft skill for construction is Craft may well end up coated in ash and sludge, or have his
(metalworking). eyebrows singed off).
The 'jack welder's runeplate requires three weeks to Aegis-pulse staves have Reach but are extremely poorly
inscribe and a successful INT+Mechanikal Engineering balanced as weapons, unsurprisingly so considering they
roll against a target number of 15. are just a mechanikally retrofitted metal rod, as reflected
by the low price (the point of their long reach is so that
Alternative 'Jack Welder Special Rule: The crude users need not stand too close to the subjects and possibly
repairs effected with a 'jack welder cannot fully repair endanger themselves). Aegis-pulse staves must be
significant damage. In order to represent this, if more wielded two-handed.
than one row of boxes in a single column of a steamjack's Fabrication: The material cost of an aegis-pulse staff's
damage grid has been marked before repairs are begun, housing is 50 gc (including parts for the clockwork
the top marked box is marked with an asterisk and cannot capacitor). It takes two weeks to construct the device. The
be repaired using a 'jack welder. pertinent Craft skill for construction is Craft
If that column gets damaged again before it has been (metalworking). The aegis-pulse staff's runeplate requires
repaired using the normal repair rules, another asterisk is two weeks to inscribe and a successful INT+Mechanikal
added in the top damage box underneath the one already Engineering roll against a target number of 14.

17
Morgan's Liber Mechanika II – Dedicated Mechanika

copper coils, and the handle sports an insulated shield to


Ambassador Locution Engine prevent electricity from arcing to the firer's hand when he
Cost: 1,040 gc (including an internal clockwork pulls the trigger. An integral clockwork capacitor powers
capacitor) the arc pistol's runeplate.

Description: The original Ambassador was custom-built Rune Points: 3


for the Thurian entrepreneur Dougal MacDeegan, who Special Rules: When the arc pistol scores a hit, lightning
had lost the ability to speak due to a degenerative illness. arcs from the character hit to the next character within 4”.
Now, by holding the linking wand to his throat, he can The character the lightning arcs to suffers an unboostable
once again speak, though the flat, mechanical-sounding POW 10 electrical damage roll. It is possible for the
voice issues from a box sitting on a side table. The lightning to arc back to the firer if the pistol is used in
Ambassador is powered by an internal clockwork melee, so it is strongly advised to only fire the arc pistol
capacitor that is wound up via a crank mounted on the at range.
side of the box. An arc pistol uses light rounds. It costs 2 gc for blasting
Rune Points: 3 powder, bullets and casings for five light rounds. If the
arc pistol is unpowered, any attacks with it receive a -1
Special Rules: Simply put, a character who is unable to modifier, and do not cause arcing lightning.
speak due to damage to his throat or mouth can press the
receptor plates mounted on the top of the wand-like hand Fabrication: The material cost of the arc pistol's housing
unit under his chin and attempt to form words normally is 150 gc (accumulator parts included). It takes two weeks
the way he used to before the injury. The signals received to construct the device . The pertinent Craft skill for
by the plates are transferred to the vocalizer unit via construction is Craft (gunsmith).
conductive tubing and then issue as a voice from a The arc pistol's runeplate requires three weeks to inscribe
trumpet-like speaker mounted on top of the box housing and requires a successful INT+Mechanikal Engineering
the main mechanism. Expert tuning is needed to make the roll against a target number of 15.
mechanikal voice sound even remotely like the speaker's
voice, and many emotional nuances are lost (this may
easily inflict a penalty of -1 to -3 in certain situations, or
possibly a bonus when it is important to conceal one's Arc Sword
emotions), but the device nevertheless allows near-normal Cost: 810 gc (for a single arc sword; storm chamber not
communication, though it is certainly less than easily included)
portable. Skill: Great Weapon
Attack Modifier: -1 (one-handed), +0 (two-handed)
Fabrication: The material cost of the Ambassador's
POW: 4 (one-handed), 6 (two-handed)
housing is 180 gc (including parts for the clockwork
capacitor). It takes three weeks to construct the device. Description: Custom-designed for the stormblade Marcus
The pertinent Craft skill for construction is Craft Cathmore, these swords, which are lighter than standard
(metalworking). storm glaives, are intended to be wielded as a matching
The Ambassador requires two different rune plates to be pair. The lightning coils integrated into the blades cause a
crafted, one for picking up the words the speaker intends constant arc of lightning to spring into existence between
to say, and one for generating the actual sounds. The the blades as soon as they are powered up, with
pickup runeplate requires two weeks to inscribe and a devastating results if both blades should strike an enemy.
successful INT+Mechanikal Engineering roll against a Arc swords are powered by dedicated storm chambers set
target number of 14. The sound runeplate requires one into the blade.
week to inscribe and a successful INT+Mechanikal
Rune Points: 4
Engineering roll against a target number of 13.
Special Rules: Wielding a matching pair of arc swords
grants the wielder the Chain Attack: Electrify ability: If
the character strikes a single target with both blades in
Arc Pistol the same round, he may make an additional attack roll
Cost: 930 gc (clockwork capacitor included) against the target's DEF, and on a success the target
Ammo: 1 (light round) suffers a POW 15 unboostable electrical damage roll and
Effective Range: 48 feet (8”) may be pushed back 1d3”. Furthermore, steamjacks that
Extreme Range: 240 feet are hit by such an attack are Disrupted (see the
Skill: Pistol electrocutioner runeplate, IKRPG, p.285).
POW: 10 Arc swords are incredibly dangerous to their wielder, and
Description: An arc pistol's barrel is wrapped in thick wielding them without electrical protection like a suit of

18
Morgan's Liber Mechanika II – Dedicated Mechanika

stormblade armour is practically suicide. Every time a construct the device. The pertinent Craft skill for
character makes an attack roll with a single arc sword, he construction is Craft (metalworking).
suffers a POW 10 electrical damage roll. If the character The arcane detector's runeplate requires four weeks to
wields a matching pair of arc swords, this electrical inscribe and requires a successful INT+Mechanikal
damage roll becomes POW 15. Engineering roll against a target number of 16.
When arc swords become unpowered, their attack
modifier worsens by -1 and they no longer grant the
Chain Attack: Electrify ability, but they also no longer
cause damage to their wielder. Arcane Grounding Array
Cost: 1,010 gc (not including an arcanodymanic
Fabrication: The material cost of the arc sword's housing accumulator)
is 90 gc (storm chamber parts not included). It takes four
weeks to construct the device . The pertinent Craft skill Description: This man-sized column of conduits and
for construction is Craft (metalwork). vanes has been developed to aid research in and practising
The arc sword's runeplate requires four weeks to inscribe ritualised magic. When correctly set up, the device will
and requires a successful INT+Mechanikal Engineering absorb the energies released by a failed ritual, protecting
roll against a target number of 16. the ritualists from their failure's fallout. The device is
powered by an arcanodynamic accumulator.
Rune Points: 4

Arcane Detector Special Rules: When performing ritual magic (see


IKWA, pp. 60-72), one arcane grounding array must be
Cost: 1,010 gc (not including an arcanodymanic
set up for each ritualist. The devices must then be tuned,
accumulator)
which requires an INT+Mechanikal Engineering or
Description: The arcane detector is a small, handheld INT+Lore (Arcane or occult) roll, whichever is less,
device with two angled, glass-encased arrays of receptor against the target number required to understand the ritual
filaments at the top and a gauge in the center. The device (see the Understanding Table in IKWA, p. 62). Tuning the
is powered by an arcanodynamic accumulator in the grip. arrays takes about an hour per array, and the GM should
make the roll and keep the result secret from the players.
Rune Points: 4
When performing the magical ritual, an improperly tuned
Special Rules: A powered arcane detector alerts the user
arcane grounding array siphons away some of the
to the presence and relative intensity of other active
energies the ritualists are attempting to build up,
arcane phenomena within its range, which is about 60 feet
increasing the target number of the ritual by 2. When
(about 20 yards), through the movements of the gauge's
determining the margin of failure, however, use the
needle. By making a Mechanikal Engineering roll at a
unmodified target number, treating any results of less than
base difficulty of 13, with a +2 increase to the difficulty
1 as 1.
for every additional 30 feet, more distant phenomena can
be detected as well, though it is generally recommended If a ritual fails, a properly tuned arcane grounding array
to keep the range short so the source can actually be siphons off the runaway energy, halving the POW of the
pinpointed reliably. Since the detector only registers damage roll the ritualists suffer (rounded up; if a character
phenomena in a rather narrow arc, using it takes time for a also has the Careful Practitioner ability (see IKWA, p.
careful, slow sweep of the surroundings. 72), that character gains that ability's benefits and also
The arcane detector isn't terribly specific. It will register rolls one less die of damage. Additionally, a properly
the presence of any focusers, the presence of powered tuned arcane grounding array mitigates the side-effects of
mechanika, and both spellcasting and upkeeping of spells. a failed ritual, and reduces the margin of failure by 1d6
Magical items and hauntings (including the presence of (so a ritual that was failed by a margin of 8 is considered
thralls) will also trigger the device, so the signal-to-noise to have failed by a margin of 8-1d6 instead, which might
ratio can easily become unmanageable in certain places, be sufficient to prevent some of the more catastrophic
like mechanikal workshops or temples, unless there is an side-effects. This reduction of the margin of failure cannot
arcane activity that significantly stands out from the make the ritual a success, however).
others. Additionally, characters with the Shadow Magic
An improperly tuned arcane grounding array only reduces
ability will never register on the device unless they have
the POW of the damage roll the characters suffer from a
spells upkept on them by others, or they are carrying
failed ritual by 4 (characters with the Careful Practitioner
active mechanika or magical items.
ability apply this POW reduction before applying the
Fabrication: The material cost of the arcane detector's benefits of being Careful Practitioners), and does not
housing is 130 gc (not including the parts for the reduce the margin of failure (see above for additional
arcanodynamic accumulator). It takes four weeks to consequences while performing the ritual).

19
Morgan's Liber Mechanika II – Dedicated Mechanika

with an identically configured unveiling rune installed.


Once arcane grounding arrays have contained a failed
Needless to say, intelligence and scout services keep the
ritual, they slowly bleed off the energies they have
configurations used in their organisations under extremely
absorbed over the course of a month. If they should
tight wraps.
become unpowered during this time, the unleashed
energies will destroy them, and cause magical blast Destroying the runeplates using the built-in bolt and rod
damage with a POW equal to the full POW of failing the takes two quick actions (one if the user has inserted the
ritual within 4” of the destroyed array. For this reason rod into the bolt earlier).
most arcane ground arrays are loaded with fresh
Using the arcantrik signalling tool for communicating
accumulators before beginning a ritual. Additionally,
requires an appropriate Signal Language ability or the
mechaniks may attempt to increase the rate of energy
Cryptography skill, or at least access to code books.
bleed. Each day, they may work on the array for half an
hour and make an INT+Mechanikal Engineering roll with Fabrication: The material cost of the arcantrik signalling
the same target number as for tuning the grounding array. tool's housing is 122 gc (including parts for the clockwork
On a success, the grounding array bleeds off two days' capacitor). It takes three weeks to construct the device.
worth of power that day. No more than one attempt to The pertinent Craft skill for construction is Craft
increase the rate of power bleed may be made each day. (glasswork).
The arcantrik signalling tool requires two different rune
At the GM's discretion, some rituals may be too powerful
plates to be crafted, one for the illuminator, and one for
to be contained by arcane grounding arrays (this should
the viewing spyglass. The illuminator runeplate requires
definitely be the case for rituals with a basic target
two weeks to inscribe and a successful INT+Mechanikal
number of 25 or higher).
Engineering roll against a target number of 14. The
Fabrication: The material cost of the arcane grounding viewing runeplate requires one week to inscribe and a
array's housing is 130 gc (not including the parts for the successful INT+Mechanikal Engineering roll against a
arcanodynamic accumulator). It takes four weeks to target number of 13.
construct the device. The pertinent Craft skill for
construction is Craft (metalworking).
The arcane grounding array's runeplate requires four
weeks to inscribe and requires a successful Assassinator
INT+Mechanikal Engineering roll against a target number Cost: 710 gc (alchemical capacitor not included)
of 16. Skill: Hand Weapon
Attack Modifier: +0
POW: 4

Arcantrik Signalling Tool Description: This mechanikal version of the more


traditional assassin's blade is both easier to handle due to
Cost: 845 gc (including an internal clockwork capacitor)
its mechanikal compensators and insidiously makes
Description: Looking not unlike a double-barrelled taking out an opponent completely silent. The weapon is
spyglass, the arcantrik signalling tool's strange usually powered by an arcanodynamic accumulator set
illumination can only be seen by another arcantrik into the blade's handle (clockwork capacitors are
signalling tool with a matching viewing runeplate. generally avoided because they make a noise, even if it is
Intended for intelligence and scout services, the device only a very soft one).
comes with a pre-installed threaded bolt that can be easily
Rune Points: 4
turned with the help of a small metal rod (which is also
part of the device), driving the bolt through the runeplates Special Rules: Any sounds the wielder of an assassinator
and destroying them in order to prevent mechaniks from makes while wielding the blade is silenced, making it
reverse-engineering the exact configuration of runes from impossible to detect the wielder by ear (this usually
captured devices. Arcantrik signalling tools are powered provides a +3 bonus to Sneak rolls unless the character
by integral clockwork accumulators. cannot evade visual detection. The assassinator does not
cause a Sneak roll penalty for carrying active mechanika).
Rune Points: 3
Additionally, when an attack with an assassinator hits, the
Special Rules: The arcantrik signalling tool's illumination character hit also becomes silenced for one round, and
can be seen for miles in fair weather, and may potentially cannot cry out or fire a gun to draw attention to himself
be spotted during daylight hours as well at significantly during this time (unless he can, for example, hit
shorter ranges, though the devices are rarely used during something with a gunshot – the gunshot is silenced, as is
the day if only because of the risk of someone spotting the the impact of the bullet, but if e.g. a window is shattered,
user setting up the device. However, the device's anyone nearby is bound to notice the window is suddenly
illumination is only visible to another device equipped gone, even if the falling glass is eerily silent). Similarly,

20
Morgan's Liber Mechanika II – Dedicated Mechanika

the sound of a character killed by an assassinator Attack Modifier: -1


dropping to the ground is silenced as well. POW: 3 (one-handed), 4 (two-handed) / 12 (electrical
damage, see below)
When an assassinator becomes unpowered, its attack
modifier becomes -2, and neither the wielder nor anyone Description: Developed by and for the big-game hunter
he successfully strikes are silenced. Cal Dernam, this light, two-pronged spear can deliver
devastating electrical jolts that, in the vast majority of
Back strike damage rolls with an assassinator gain a
cases, are nevertheless non-fatal. The patent beast-catcher
bonus of +2.
is powered by an alchemical capacitor set into its shaft at
Fabrication: The material cost of the assassinator's parts the end opposite to the prongs.
is 40 gc (accumulator parts not included). It takes three
Rune Points: 3
weeks to construct the device . The pertinent Craft skill
for construction is Craft (metalworking). Special Rules: A character can either use the patent
The assassinator's runeplate requires four weeks to beast-catcher as a regular spear, or use a quick action to
inscribe and requires a successful INT+Mechanikal prime the capacitors set below the double prong. Once the
Engineering roll against a target number of 16. patent beast-catcher is primed, it causes a POW 12
electrical damage roll against living targets on a
successful hit instead of determining damage normally
(do not add additional dice to this roll for charging or the
Barrel Stabiliser wielder of the beast catcher having the Mighty archetype).
Cost: 790 gc (integral clockwork capacitor included) If a living character or creature is incapacitated by this
attack, he automatically recovers 1 vitality and becomes
Description: This device is a compact package concussed (see IKRPG, p. 216) as long as the roll on the
containing an internal clockwork capacitor, force- injury table (see IKRPG, p. 217) does not have a result of
dispersing runeplates, and an ingenious motion-sensitive 3, in which case the shock stopped the target's heart. The
mechanikal trigger. The device is just small enough to jolts cause no damage to undead or constructs, though
allow it to be mounted under the barrel of a rifle- or mechanikal constructs become disrupted (see the
carbine-sized gun. electrocutioner runeplate's effects, IKRPG, p. 285) if the
Rune Points: 3 jolt's damage exceeds their ARM.

Special Rules: While the barrel stabiliser has power, the The shock capacitors need a moment to recharge, so the
pendulum set into the mechanikal trigger activates its patent beast-catcher becomes unpowered once a jolt is
motion-dampening effects as soon as the character delivered. The device automatically powers up again in
carrying a stabiliser-equipped rifle forfeits his movement the wielder's Maintenance Phase in the following round.
to gain the aiming bonus. This effectively recreates the When the patent beast-catcher is unpowered, it can no
benefit of a bipod (a +2 bonus to the first aimed ranged longer deliver jolts, and its attack modifier becomes -2.
attack roll each turn, for a total aiming bonus of +4) Patent beast-catchers are Reach weapons when they are
without requiring a quick action to set up a bipod. wielded two-handed. A character wielding a patent beast-
Considering the high cost of the device compared to a catcher two-handed gets a +2 bonus to his charge attack
normal bipod and the difficulty of hiding it, this device is rolls.
a luxury item for big-game hunters who must make every Fabrication: The material cost of the housing of Cal
second count in pursuit of their quarry, and for assassins. Dernam's patent beast-catcher is 70 gc. It takes three
Fabrication: The material cost of the barrel stabiliser's weeks to construct the device. The pertinent Craft skill for
parts (including clockwork capacitor parts) is 105 gc. It construction is Craft (metalworking).
takes three weeks to construct the device. The pertinent The patent beast-catcher's runeplate requires three weeks
Craft skill for construction is Craft (metalworking). to inscribe and requires a successful INT+Mechanikal
The barrel stabiliser's runeplate requires three weeks to Engineering roll against a target number of 15.
inscribe and requires a successful INT+Mechanikal
Engineering roll against a target number of 15.

Camp Heater
Cost: 840 gc (including integral clockwork capacitor)
Cal Dernam's Patent Beast- Description: The camp heater is a cylindrical array of
Catcher runeplates and copper toroids mounted on a sturdy tripod.
Cost: 660 gc (accumulator cost not included) A crank on top allows the internal clockwork capacitor to
Skill: Great Weapon be wound. While the device is active, a simple tin lid

21
Morgan's Liber Mechanika II – Dedicated Mechanika

folds over the top of the device, protecting it from blinded when they emerge into the bright light inside (+2
exposure to rain. difficulty for all rolls requiring sight in the first round).
Rune Points: 3 Fabrication: The material cost of the campsite shroud's
housing 255 gc (not including parts for a capacitor). It
Special Rules: While the camp heater has power and is
takes five weeks to construct the device. The pertinent
switched on, characters within 15 feet receive +2 ARM
Craft skill for construction is Craft (metalworking).
against cold damage, and will not suffer the effects from
The campsite shroud's runeplates requires five weeks to
exposure to cold weather and are kept warm, unless
inscribe and requires a successful INT+Mechanikal
strong winds or precipitation are present – so seeking
Engineering roll against a target number of 17.
shelter or setting up a tent is still required if travelers want
to enjoy the benefits of the device. Also, camp heaters are
quite heavy and cumbersome, not to mention expensive.
They are generally only used when alternative sources of
heating are unavailable, e.g. because an area does not Carryall Case
offer much in the way of firewood, or because the smoke Cost: 810 gc (not including arcanodynamic accumulator)
and light a campfire would give off must be avoided. Description: The carryall case is a bulky, conduit-laced
Camp heaters do not provide sufficient heat to cook food metal box that can be worn on one's back with the help of
(though they may be used to thaw or dry objects). This is heavy straps.
deliberate, because the device would otherwise become
too hot to operate. Rune Points: 4
Fabrication: The material cost of the camp heater's Special Rules: While the carryall case has power, the
housing and power source is 120 gc (including the parts kinetic dissipators built into its sides and bottom
for the integral clockwork capacitor). It takes two weeks significantly lessen the weight of any items contained
to construct the device. The pertinent Craft skill for inside, effectively allowing the wearer to comfortably lug
construction is Craft (metalworking). around weights equal to their dead lift capacity (see
The camp heater's runeplate requires three weeks to IKRPG, p. 199) as long as they fit completely inside the
inscribe and requires a successful INT+Mechanikal case (for this reason carryall cases usually appear
Engineering roll against a target number of 15. ridiculously oversized). The carryall case's straps have a
quick-release catch that automatically opens when the
case becomes too heavy in order to prevent injuries in
case the mechanika should fail unexpectedly (and even
Campsite Shroud then, most users at least sprain a foot because the heel
happens to be underneath the case at the time).
Cost: 1,530 gc (not including a capacitor)
Even an empty carryall case is cumbersome because of its
Description: The campsite shroud is a complex sheer bulk, despite being nearly weightless. Wearing a
cylindrical array of runeplates set on a small tripod. The carryall case inflicts a -3 penalty to DEF and any attempts
device is quite heavy, though it is proof against most to move unseen.
weather conditions. Its enormous power requirements
Fabrication: The material cost of the carryall case's
mean it is usually powered by either a storm chamber or a
housing is 70 gc. It takes two weeks to construct the
similarly powerful capacitor (except for arcane turbines,
device. The pertinent Craft skill for construction is Craft
for obvious reasons – see below).
(metalworking).
Rune Points: 5 The carryall case's runeplate requires four weeks to
inscribe and requires a successful INT+Mechanikal
Special Rules: While the campsite shroud has power, it
Engineering roll against a target number of 16.
wraps the entire location within 18 feet (6 yards) of itself
in a spherical force field from which neither sound nor
light can escape, and into which neither sound nor light
can intrude. At the same time, the interior of the field is
brightly lit, as if by a mechanikal lantern. As long as the Carryall Wagon Pallet
device is set up in a dark area and nothing else (e.g. From Macavity's Liber Mechanika
smoke from cooking fires) escapes from the field, it Cost: 1,100 gc (small) / 1,450 gc (large; not including
becomes near impossible to detect the concealed campsite arcodynamic accumulator)
at night, especially from a distance (+5 difficulty to
appropriate detection rolls). A drawback is that those at Description: The carryall pallet is a bulky, conduit-laced
the campsite will also be completely unaware of square metal container that fits on a wagon. The carryall
approaching intruders until they cross the boundary of the pallet has rings for four to six characters at the corners
field, though most intruders will usually suffer from being and along its sides to allow maneuvering each pallet by

22
Morgan's Liber Mechanika II – Dedicated Mechanika

hand, and is powered by an arcanodynamic accumulator. rounds. During this time, effects that prematurely remove
cloud effects (like concussion grenades) are only effective
Rune Points: 4
on a result of 1-2 on 1d6.
Special Rules: Like the carryall case, the carryall pallet
However, the true strength of a cloud-mine is maintaining
uses kinetic dissipators built into its sides and bottom to
clouds of less volatile alchemicals (i.e. toxins and
significantly lessen the weight of any items placed on top,
reagents that do not cause fire or corrosion damage). A
allowing hand-loading of large pallets and the ability to
cloud of such alchemicals can be sustained for 1d6+4
lighten a wagon considerably when crossing fords or
minutes by a powered cloud-mine, though the GM may
muddy terrain (if all goods on a wagon are contained
rule that certain circumstances deplete such clouds much
within carryall pallets that are activated, the -2 Driving
faster (e.g. a column of troops marching through a force
skill roll penalty for driving a laden wagon on rough
bubble set up in a narrow corridor will eventually displace
terrain is negated).
the compound from the force bubble by sheer weight of
Furthermore, the carryall pallet allows four strong numbers).
characters (minimum STR of 6; six characters can
Cloud-mines have no effect on alchemical grenades that
manage with STR 5 each) to maneuver a light warjack or
do not generate cloud effects, and are not subject to the
six strong characters (minimum STR of 6; eight
effects of the alchemical clouds they sustain. Additionally,
characters can manage with STR 5 each) to maneuver a
a cloud-mine can only sustain a 3” cloud effect.
heavy warjack for short distances at half speed with a
successful STR roll against a target number of 12. Failing Fabrication: The material cost of a cloud-mine's housing
the roll causes a POW 10 crushing damage roll to the and power source is 56 gc (including the parts for the
character that has failed to keep a strong, stable grip on integral clockwork capacitor). It takes two weeks to
the pallet, as its weight is diminished, but not its mass. construct the device. The pertinent Craft skill for
Becoming incapacitated from this damage automatically construction is Craft (metalworking).
causes the Battered result (though without causing the The cloud-mine's runeplate requires three weeks to
character to become concussed) on the injury table from inscribe and requires a successful INT+Mechanikal
the strain to the character's ligaments and muscles (see Engineering roll against a target number of 15.
IKRPG, p. 217).
Fabrication: The material cost for a carryall pallet's
housing is 150 gc for a small pallet (large enough to store
a light warjack) and 255 for a large pallet (large enough to Conduit Pistol
store a heavy warjack). The pertinent Craft skill for Cost: 760 gc (capacitor not included)
construction is Craft (metalworking), and it takes three Ammo: 1 (light round)
weeks to construct the device. The carryall pallet's Effective Range: 60 feet (10”)
runeplate requires four weeks to inscribe and requires a Extreme Range: 300 feet
successful INT + Mechanikal Engineering roll against a Skill: Pistol
target number of 16. Attack Modifier: +1
POW: 10
Description: There is little unusual-looking about this
sleek mechanikal pistol, though most of them bear the
Cloud-Mine sigil of a black trident. An alchemical capacitor set into
Cost: 660 gc (including integral clockwork capacitor) the handle powers the pistol. Most conduit pistols are in
the hands of Ordic Order of the Trident graduates (this is
Description: A sturdy metal disk with a funnel-shaped
also the reason for using alchemical capacitors rather than
armoured receptacle for an alchemical grenade in its
clockwork capacitors, since the latter do not fare too well
centre, the cloud-mine generates an invisible force bubble
when exposed to water).
that contains the compound released by the grenade,
creating a long-lasting obstacle. Cloud-mines (and the Rune Points: 3
grenades installed in their centre) are available in designs
Special Rules: When the conduit pistol scores a hit, the
that can be triggered via pull cords, tripwires or pressure
target character suffers a -2 DEF penalty against the next
plates. They are powered by an internal clockwork
spell cast at him. The penalty lasts for one round or until a
capacitor.
spell has been cast at the character, no matter whether it
Rune Points: 3 actually hits.
Special Rules: When an alchemical grenade set into the If the conduit pistol becomes unpowered, its hits no
centre of a powered cloud-mine is triggered, the cloud longer inflict a DEF penalty against spells, and its attack
effect generated by the grenade remains for 1d3+1 modifier becomes -1.

23
Morgan's Liber Mechanika II – Dedicated Mechanika

Fabrication: The material cost of the conduit pistol's Fabrication: The material cost of the diagnostic
housing is 100 gc (capacitor parts not included). It takes perluminator's housing is 85 gc (not including capacitor
three weeks to construct the device . The pertinent Craft parts). It takes three weeks to construct the device. The
skill for construction is Craft (gunsmith). pertinent Craft skills for construction are Craft
The conduit pistol's runeplate requires three weeks to (metalworking) and Craft (glasswork).
inscribe and requires a successful INT+Mechanikal The diagnostic perluminator's runeplate requires three
Engineering roll against a target number of 15. weeks to inscribe and requires a successful
INT+Mechanikal Engineering roll against a target number
of 15. For each additional material that the perluminator
can be used to detect, another week of inscribing runes is
Diagnostic Perluminator required, and the target number increases by +1 for each
Cost: 652 gc + 150 gc for each additional material the additional rune, to a maximum of 17 for two additional
perluminator can detect (up to 952 gc for a perluminator- runes.
and-viewing-plate set that can detect three different kinds The viewing plate must be prepared by an alchemist and
of foreign material. The price does not include the cost of requires materials costing 14 gc; a finished plate is
the alchemical capacitor but includes the cost of a single available for 42 gc. Viewing plates slowly decay over
viewing plate. New viewing plates can be bought from time, and can usually be used for a year, though most
alchemists for 42 gc each) surgeons prefer to get a new plate after half a year as the
image the plate shows grows progressively fainter as time
Description: This device consists of a boxy housing with passes.
a focussing aperture and an alchemically treated viewing
plate, which usually require two people to properly
operate – one to orient the perluminator, the other one to
hold the plate. The perluminator sheds a strange, faint Displacer Lantern
illumination that penetrates flesh but, depending on the
Cost: 610 gc (integral clockwork capacitor included)
specifications of the runeplate, does not penetrate certain
other materials, which can be a great help to surgeons Description: At first glance, the displacer lantern does
treating battlefield injuries. The illumination is too faint to not look unlike a regular, if mechanikal, bull's eye lantern.
see unless the special viewing plate is used and the However, the lantern sheds no light at all when switched
perluminator is operated under conditions of near on. Instead, it illuminates a nearby area, but without
darkness. An alchemical capacitor powers the device. revealing the position of the lantern itself, like a regular
bull's eye lantern would do, granting the user a tactical
Rune Points: 3
advantage by allowing him to remain hidden while
Special Rules: The diagnostic perluminator can be used providing illumination to allies, or by allowing him to
to find fragments of shrapnel or other projectiles or place the lit area as a decoy. The displacer lantern is
weapons in injuries, potentially promoting recovery (at powered by an alchemical capacitor inserted in its back.
the gamemaster's discretion, a character who is
Rune Points: 3
successfully treated by a surgeon using a diagnostic
perluminator will recover 1d3-1 additional points of Special Rules: The character carrying a powered
vitality when they next recover vitality. Treating a wound displacer lantern may spend a quick action to place a 4”
requires a successful INT+Medicine roll against a target AOE centered on a point up to 10” from himself. The line
number of 14 and surgeon's tools). A standard of sight between the character operating the displacer
perluminator can only be used to find metal fragments in lantern and the AOE must not be blocked by an obstacle
a wound, though the runeplate may be equipped with (e.g. a high wall; characters, smaller obstacles providing
additional runes that enable the device to locate stone, concealment or cover and darkness do not prevent the use
glass, ceramics, or wood fragments. Unfortunately, no of a displacer lantern). The AOE is treated as a brightly lit
runeplates that enable surgeons to find bone, tooth or horn area, and characters outside of the AOE but within 2” of
fragments have been developed, as these materials are the edge of the AOE are treated as being in a dimly lit
extremely similar to materials already occurring in the area (unless the prevailing light conditions are better
body anyway. A selector on the perluminator' housing can anyway). The location of the user of the lantern itself is
be used to switch it from detecting one material to not revealed, since no beam of light connects the
another. The most expensive perluminators can be used to illuminated area to the lantern, and the lantern itself does
detect up to three different materials (though not all at not even shed any stray light, like many other pieces of
once). mechanika do.
Diagnostic perluminators offer no assistance when The illuminated AOE remains as long as the character is
recovering from diseases, toxins, or spell damage. not pushed, slammed, or knocked down (since such
jostling causes the AOE to wildly veer about the place,

24
Morgan's Liber Mechanika II – Dedicated Mechanika

likely ending up somewhere in the air or blocked by the mine's effects in turn (though a steamjack with an open
ground). If the character advances the AOE moves with fist can be instructed to crush the mine when it is
the character, remaining at the same distance and removed).
direction from the character when movement is complete.
Removing an active disruption mine requires a friendly
If the character changes facing, the AOE is also rotated
character to be in melee range of the steamjack and in the
along with the character's front arc. The character holding
same arc (front or back) in which the mine was applied.
the lantern may spend a quick action to remove the AOE
Pulling the active mine off the steamjack requires a full
and place a new AOE in a different location.
action and a successful STR roll against a target number
Fabrication: The material cost of the displacer lantern's of 12.
parts is 55 gc. It takes two weeks to construct the device.
A few spells are very effective against disruption mines.
The pertinent Craft skill for construction is Craft
The black out and short out spells (see IKRPG, p. 237 and
(glassmaker).
p. 244) cause the mine to deactivate and drop to the
The displacer lantern's runeplate takes three weeks to
ground (the device's trigger is built in such a way that it
inscribe and requires a successful INT+Mechanikal
breaks once the mine is primed and relies on the mine's
Engineering roll against a target number of 15.
magnetic conduits to keep the connections closed
afterwards, so it cannot be reactivated without
disassembling it first and installing a new trigger). The
power booster spell (see IKRPG, p. 242) temporarily
Disruption Mine overloads the mine (though it does not stop it from
Cost: 550 gc (not including the power source) + 50 gc remaining magnetically attached), causing the steamjack
(for the pike) to not be Disrupted in its next turn, though the mine will
Skill: Great Weapon (or Unarmed Combat if applied by power up again in the subsequent turn.
hand)
Attack Modifier: -2 (-3 if applied by hand by a character A disruption mine's pike is built to accept a simple
wearing medium or heavier armour unless the armour is speartip once the user is out of mines, gaining POW 5 (or
not made from metal) POW 4 if used one-handed). A character needs STR 6 to
POW: 3 (when the pike is used to bash an opponent) or wield the pike in one hand.
disruption mine attack (see below) The disruption mine's pike is a Reach weapon.
Description: Borrowing from the Iron Fang blasting pike Fabrication: The material cost of the disruption mine's
design, this anti-warjack weapon relies on a sturdy metal housing is 37 gc. It takes three weeks to construct the
pike to apply a mechanikal mine to a steamjack's metal device. The pertinent Craft skill for construction is Craft
hull that keeps sending disruptive energies into its cortex, (metalworking).
severely hampering a warcaster's control over the The disruption mine's runeplate requires three weeks to
steamjack (but, unfortunately, doing little to prevent a inscribe and requires a successful INT+Mechanikal
'jack marshal from directing a steamjack). The device is Engineering roll against a target number of 15.
powered by an internal alchemical capacitor.
Disruption mines are less popular than might be expected
because they can potentially be used by the enemy against
the user's allies' steamjacks as well. Many quartermaster Dread Armour
also strongly object to handing out what may easily Cost: 1,460 (arcanodynamic accumulator not included)
amount to throwaway mechanika. DEF Modifier: -2
ARM Modifier: +7
Rune Points: 3
Description: Developed by the Strangelight Workshop
Special Rules: A disruption mine must first be inserted
for martial agents sent to clear out infestations of the
into the tip of the custom-made steel pike and primed by
undead, the mechanikal properties of dread armour negate
spending a quick action. When a steamjack is hit by an
some of the side-effects the touch of certain undead
active disruption mine, the mine attaches magnetically to
creatures has, though the present design still suffers from
the steamjack's hull and causes Disruption (a steamjack
reliability problems. The suit of armour is powered by an
suffering Disruption loses all focus points and cannot be
arcanodynamic accumulator installed behind an armoured
allocated focus points or channel spells). Since the mine
chest panel.
keeps sending disruptive signals, the steamjack remains
Disrupted until the mine is removed or deactivated. Rune Points: 4
Steamjacks cannot remove disruption mines on their own.
Special Rules: While a suit of dread armour has power, a
While one steamjack could potentially remove another
character wearing the suit of armour is immune to the
steamjack's disruption mine, it would then suffer the
special effects the melee attacks of some undead creatures

25
Morgan's Liber Mechanika II – Dedicated Mechanika

have, like the Drain Life ability of the Eldritch (see inflicts (see IKMN, p. 42), a hollowed's Hunger Touch
IKMN, p. 40), the penalties a successful attack by an ability (see IKMN, p. 48), or the Dread Touch deathly
excruciator inflicts (see IKMN, p. 42), a hollowed's endowment (see IKMN, p. 78), as long as these attacks
Hunger Touch ability (see IKMN, p. 48), or the Dread originate in the character's front arc. Dread shields offer
Touch deathly endowment (see IKMN, p. 78). Dread no protection against abilities that replace standard
armour offers no protection against abilities that replace attacks, like possession attempts, or attacks that simply
standard attacks, like possession attempts, or attacks that deal straight vitality damage or do not inflict penalties
simply deal straight vitality damage or do not inflict with a duration. Neither do dread shields protect against
penalties with a duration. Neither does dread armour rising from death as the spawn of certain undead like the
protect against rising from death as the spawn of certain hollowed or shaft wights. It is also possible to strike a
undead like the hollowed or shaft wights. character wearing a dread shield in such a manner that the
shield is avoided. This can be accomplished by back
Unfortunately, the mechanikal systems of dread armour
strikes, by using a Mighty character's Shield Beater
are currently less than stable, and may be temporarily
attack, or by using chain weapons like a flail
shorted out by sustained attacks. Dread armour can negate
the side-effects of two attacks each round without The mechanikal systems of dread shields are currently
problems. The third attack's special effects are also less than stable, and may be temporarily shorted out by
negated, but then the armour becomes unpowered. It sustained attacks. Dread shields can negate the side-
powers up again in the wearer's Maintenance Phase in the effects of two attacks each round without problems. The
following round. third attack's special effects are also negated, but then the
shield becomes unpowered. It powers up again in the
Unpowered dread armour no longer negates the special
wearer's Maintenance Phase in the following round.
effects of the melee attacks of the undead, and inflicts a -4
DEF penalty on its wearer. Unpowered dread shields no longer negate the special
effects of the melee attacks of the undead, and suffer a -1
Fabrication: The material cost of the parts for a suit of
attack roll penalty.
dread armour is 265 gc (not including accumulator parts).
It takes four weeks to construct the armour. The pertinent Fabrication: The material cost of the dread shield's parts
Craft skill for construction is Craft (metalworking). is 70 gc. It takes four weeks to construct the device. The
The dread armour runeplate requires four weeks to pertinent Craft skill for construction is Craft
inscribe and requires a successful INT+Mechanikal (metalworking).
Engineering roll against a target number of 16. The dread shield's runeplate requires four weeks to
inscribe and requires a successful INT+Mechanikal
Engineering roll against a target number of 16.

Dread Shield
Cost: 810 gc (accumulator not included)
Skill: Shield Dynamic Dilator Chamber
Attack Modifier: 0 Cost: 860 gc (capacitor not included)
POW: 0
Description: Currently existing as a prototype designed
Description: With all attempts to adapt the dread armour and demonstrated by the elusive arcane mechanik Lord
runeplate design to warcaster armour for the use of Hugh Galfrey, this disquieteningly dangerous-looking
Sancteum warcasters having so far kept running into contraption of emitter plates and coils, which is powered
even worse problems with power supply and reliability by an alchemical capacitor, is claimed by its inventor to
than the armour design, the dread shield has turned out to allow the slowing down of alchemical processes taking
be an at least somewhat workable stopgap measure that place in its focal area, using principles devised from
provides Sancteum warcasters with an additional measure conversations with Major Prime Victoria Haley (since the
of protection from certain abilities of the undead. Dread Major Prime's temporal manipulations defy explanation,
shields usually bear the Morrowan Sunburst and are let alone attempts at reproduction, most people scoff at
powered by an arcanodynamical accumulator mounted on Lord Hugh's claims. There does seem to be some
the shield's inner face. evidence of strange effects taking place in the device,
though – alchemical synthesis does appear slowed down,
Rune Points: 4
allowing the alchemist to more readily spot runaway
Special Rules: While a dread shield has power, a reactions and intervene, and the device's emitters seem to
character wielding the shield is immune to the special have corroded noticeably in the short interval of time the
effects the melee attacks of some undead creatures have, device has been used in trials). Lord Hugh Galfrey is
like the Drain Life ability of the Eldritch (see IKMN, p. currently looking for funding to continue his research into
40), the penalties a successful attack by an excruciator temporal mechaniks, though the Lord's eccentric habits

26
Morgan's Liber Mechanika II – Dedicated Mechanika

have not encouraged investors, his tendencies towards


tardiness and unexplained absences making him a less Ectoplasmic Stabiliser Engine
than reliable companion to any research effort. As a Cost: 1,110 gc (capacitor not included)
matter of fact, the Lord has so far made so little a serious
splash in mechanikal circles that most engineers are hard- Description: This bulky and barely portable device sheds
pressed to even know his name. a disturbing greenish light that somehow seems to carry a
distinct chill as well. While the living generally appear as
Rune Points: 3 dead within the engine's area of effect (though green-
Special Rules: Alchemical processes taking place in the tinted goggles alleviate this side-effect somewhat),
focal area of the dynamic dilator chamber take half again restless shades become more solid, and also more
as long as normal, but the alchemist rolls an additional die amenable to interaction. Possessing or running this device
when making his INT+Alchemy skill roll, and must smacks of necromancy, however, and is generally
discard the lowest die from the result. forbidden. An arcanodynamic accumulator powers the
engine.
The device is heavy and bulky, but the focal area is quite
small, only allowing the simultaneous processing of up to Rune Points: 4
three batches of an alchemical substance at the same time. Special Rules: Within the ectoplasmic stabiliser engine's
Also, alchemists have complained of unpleasant area of effect, which extends for 36 feet (6”) from the
sensations caused by working with the device like aches device, incorporeal undead become semi-corporeal. In
and pains in their hands, which are naturally closest to the this state they become more susceptible to attacks
focal area when working. Further research into other (mundane attacks can harm them, though they inflict 1d6
possible harmful side-effects and how to mitigate them is less damage than normal; magical or blessed attacks and
clearly indicated. spells affect the semi-corporeal undead as if they were
Fabrication: The material cost of the dynamic dilator fully corporeal), while at the same time their stabilised
chamber's housing is 130 gc. It takes three weeks to state is often experienced as extremely pleasant by shades
construct the device. The pertinent Craft skills for who now suddenly become capable of touching and
construction is Craft (metalworking) and Craft interacting with the mortal world almost normally again
(glasswork). (in game terms, the stabilising effect makes any
The dynamic dilator's runeplate requires three weeks to incorporeal undead within the device's area of effect
inscribe and requires a successful INT+Mechanikal automatically regenerate 1d3+1 vitality points in their
Engineering roll against a target number of 15. As of this maintenance phase, while also providing a +2 bonus to
date, however, the exact configuration of the runeplate is positive interaction rolls. If the shades in question are
proprietory. malevolent or insane, of course, the interaction bonus is
irrelevant). Even semi-corporeal undead can still escape
the device's effects by forcing themselves through walls
or other obstacles that shield them from the stabiliser
Echoprober engine's sickly glow; however, such obstacles count as
difficult terrain until the shade has fully left the device's
Cost: 530 gc (including clockwork capacitor)
area of effect.
Description: The echoprober is a small handheld device
Incorporeal undead cannot become invisible while in the
with a gauge on top and a spike at the opposite end. It is
ectoplasmic stabiliser engine's area of effect. Similarly,
powered by an internal clockwork capacitor.
the Ghostly ability (IKUA, p. 74) does not work at all for
Rune Points: 2 undead bathed in the device's glow.
Special Rules: By touching the echoprober's spike to Fabrication: The material cost of the ectoplasmic
solid objects, a character can determine if there is a stabiliser engine's parts is 160 gc (not including
concealed cavity by interpreting the changing movement accumulator parts). It takes four weeks to construct the
of the gauge's needle. Using an echoprober to search for device. The pertinent Craft skill for construction is Craft
hidden compartments grants a +3 bonus to appropriate (glasswork) or Craft (metalwork), whichever is lower.
tests (e.g. PER+Detection tests). The ectoplasmic stabiliser engine's runeplate requires four
weeks to inscribe and requires a successful
Fabrication: The material cost of the echoprober's
INT+Mechanikal Engineering roll against a target number
housing and power source is 65 gc. It takes one week to
of 16.
construct the device. The pertinent Craft skill for
construction is Craft (metalworking).
The echoprober's runeplate requires two weeks to inscribe
and requires a successful INT+Mechanikal Engineering
roll against a target number of 14.

27
Morgan's Liber Mechanika II – Dedicated Mechanika

adjust the straps. When patient and donor are connected


Featherwalk Boots and the devices are powered up, both patient and donor
Cost: 670 gc (capacitoror not included) make rolls to resist a disease's or toxin's progress, and the
better result is used. The device also mitigates symptoms,
Description: Featherwalk boots are a pair of sturdy boots while simultaneously causing both donor and patient to
with specialised conduits in their soles. They are powered suffer from symptoms at a reduced severity (For diseases,
by an alchemical capacitor worn on a belt. both patient and donor suffer the symptoms of the
Rune Points: 3 (see below) previous stage of the disease that the patient is currently
in (If the patient is in the first stage, neither suffers
Special Rules: While featherwalk boots have power, the symptoms). For toxins, both patient and donor suffer half
footfalls of the character wearing them do not cause any the normal penalties caused by the toxin, rounded down,
sound, as a sound-dampening field around the boots to a minimum of no penalty). The devices can also be
swallows any noise. This neither affects noises caused by used to stabilize patients with degenerative conditions like
other equipment, nor does it affect a noisy environment heart diseases, but will not effect cures in such
that extends further from the character than about two feet circumstances (they could still be an effective treatment,
(so while the character may step on twigs or even wade allowing, say, a patient with liver damage to recover a
through water without causing any sound, if the character little. The liver will return to its damaged state once the
e.g. walks on a frozen lake and causes the ice to break, the transfusor unit is removed, but it will have been able to do
sound of the breaking ice will still be heard if the fissure its work better in the meantime, potentially alleviating
extends further than about two feet). In most instances, penalties caused by the build-up of toxins in the patient's
featherwalk boots grant a +3 bonus to Sneak rolls. system from liver failure).
Fabrication: The material cost of the featherwalk boots' While using the vital transfusion engine to help a patient
housing is 60 gc. It takes two weeks to construct the recover, the GM records the resistance roll results for both
device (one for each boot). The pertinent Craft skill for patients. If the connection is broken or one of the
construction is Craft (tanning). transfusion engines is shut down, the patient's condition
The featherfall boots' runeplate requires three weeks to deteriorates to the point where it would be if only the
inscribe and requires a successful INT+Mechanikal patient's rolls to resist the disease or toxin had applied
Engineering roll against a target number of 15. once PHY rounds have passed, potentially causing the
patient to die in the space of moments. The gauges and
dials on the two transfusion engines clearly indicate
whether the engines draw heavily on the donor, however,
Foglio-Valeo Vital Transfusion so it is usually obvious when shutting down the devices
Engine would be a bad idea. Once a disease or toxin has been
From the Liber Mechanika of Professors Phil and Kaja completely recovered from, the transfusion engines can be
Foglio, http://www.girlgeniusonline.com/comic.php? shut down safely.
date=20090925#.WHffjoXcut8 While wearing transfusion engines, patient and donor
Cost: 1,380 gc (for two transfusion engines and the have DEF 7, cannot run or charge, and must stay B2B
connecting conduit. Does not include capacitors) with each other (they are allowed to activate
simultaneously and act and move at the same time in
Description: This highly experimental device, which has combat, but are strongly advised not to engage in armed
been developed by the Foglio, Foglio and Valeo conflict). If the connection is broken prematurely, the
Workshop in Ord, consists of two transfusor units donor keeps suffering from penalties he has accrued so
strapped to the chests of a patient and a donor and far, but recovers normally (It should be noted that the
connected by a short, specially constructed mechanikal enforced close proximity of patient and donor may pose a
conduit tube. While powered, the device supplements the significant risk of infection, and if the donor should
vital processes of the patient by drawing on the become infected, or poisoned, the engines will
physiology of the donor, which may be potentially life- automatically start drawing on the former patient's
saving to the patient. The device acts too slowly to physiology to support the donor, effectively reversing the
prevent death from injury, but is effective against many patient-donor relationship. It is even possible for either
toxins and diseases. Both transfusor units are powered by user to simultaneously act as a donor and a patient if both
individual alchemical capacitors. have been infected or poisoned).
Rune Points: 3 per transfusor unit If the patient dies while hooked up to a vital transfusion
Special Rules: Hooking up two characters to transfusor engine (no matter whether from disease, toxin, or injury),
units requires that these characters take off any clothes the donor immediately suffers the full effects of the
covering their torsos, as well as a full action per user to patient's disease or toxin as far as stat and roll penalties

28
Morgan's Liber Mechanika II – Dedicated Mechanika

are concerned, is reduced to 0 vitality, and must make a device. The pertinent Craft skill for construction is Craft
roll on the Injury Table (see IKRPG, p. 217) using 1d6+7 (metalworking).
instead of 3d6 as normal (a result of battle scars will The folding shield's runeplate requires three weeks to
always scar the skin underneath the transfusion engine). inscribe and requires a successful INT+Mechanikal
Engineering roll against a target number of 15.
The Foglio-Valeo vital transfusion engine's settings are
specific for each species (e.g. only a human can become a
donor to a human, or a trollkin can become a donor to a
trollkin). Changing the settings for a different species
takes about five minutes and requires a successful Galvanic Bayonet
INT+Mechanikal Engineering or INT+Medicine roll, Cost: 410 gc (accumulator cost not included)
whichever is lower, against a target number of 15. Skill: Hand Weapon (mounted on a pistol), Great Weapon
(mounted on a rifle)
Fabrication: The material cost of each transfusion engine Attack Modifier: -1
is 70 gc. It takes two weeks to construct each engine. The POW: 10 (electrical damage, see below)
pertinent Craft skill for construction is Medicine.
Constructing the conduit takes another week, and requires Description: A compact mechanikal device with two
parts worth 20 gc. Constructing the conduit does not metal prongs jutting out from its front, the galvanic
require the Inscribe Formula ability. bayonet can be used to deliver powerful electric attacks in
The vital tranfusion engines' runeplates (one per engine) close combat. It is usually powered by an alchemical
take three weeks to inscribe and require successful capacitor.
INT+Mechanikal Engineering rolls against a target Rune Points: 2
number of 15.
Special Rules: A character may make melee attacks with
a galvanic bayonet mounted on a pistol or rifle. These
attacks have POW 10 (do not add the character's Strength
Folding Shield or bonus dice for charge attacks or having the Mighty
archetype). The damage is electrical, and a galvanic
Cost: 760 gc (alchemical capacitor not included)
bayonet only damages living targets. If the damage roll
Skill: Shield
exceeds the ARM of a cortex-equipped steamjack, it
Attack Modifier: -1
suffers no damage but is disrupted (see the electrocutioner
POW: 0
runeplate's effects in IKRPG, p. 285). If a living character
Description: At first glance the folding shield appears to is incapacitated by a galvanic bayonet, he automatically
be merely a rather large bracer with a sheaf of thin metal recovers 1 vitality and becomes concussed (see IKRPG, p.
blades attached to a swivelling joint at the wrist. A closer 216) as long as the roll on the injury table (see IKRPG, p.
look reveals mechanikal conduits on the blades, which 217) does not have a result of 3, in which case the
can be fanned out into a buckler, which is then stabilised galvanic bayonet stopped the target's heart.
into a serviceable instrument of defense via an arcantrik
A galvanic bayonet becomes unpowered after a successful
field. An alchemical capacitor set into the bracer powers
attack roll (or after accidental self-electroction; see
the device.
below), but powers up again automatically in the wielder's
Rune Points: 3 Maintenance Phase in the next round. When a galvanic
bayonet is unpowered, it can no longer be used to deliver
Special Rules: It takes a quick action to fan out the
electrical attacks, and the gun suffers an additional -1
blades into a buckler shape, and another quick action to
attack penalty (both for clobbering a target with the non-
engage the arcantrik field that makes the metal blades
functional galvanic bayonet, which just means simply
strong enough to ward off blows. An activated folding
hitting the target with the gun, and for shooting, as the
shield can be used like a regular shield (though not very
uncompensated weight of the galvanic bayonet makes
effectively as a weapon), but is quite unobtrusive while
handling the gun awkward).
stowed, and can actually be concealed under a cloak or
even in a wide sleeve. Stowing the shield requires two Though it is possible to wield the galvanic bayonet as an
quick actions as well, one to deactivate the field, and impromptu galvanic dagger, this is not advisable, as the
another to stow the blades. An unpowered folding shield lack of a long handle when the device is not mounted on a
that is used to ward off a blow is destroyed (but can be gun makes self-electrocution a real risk (on an attack roll
repaired by replacing the blades, which requires of snake eyes, the wielder of the galvanic dagger suffers a
replacement parts costing 60 gc and takes two weeks for POW 10 electrical damage roll, with the additional effects
laying the conduits). described above). For similar reasons, galvanic bayonets
are usually switched off when a gun is holstered, so an
Fabrication: The material cost of the folding shield's
additional quick action to power up the galvanic bayonet
parts is 100 gc. It takes three weeks to construct the

29
Morgan's Liber Mechanika II – Dedicated Mechanika

is required when the gun is drawn, if only to remove the capacitor. It takes three weeks to construct the device. The
penalty the unpowered galvanic bayonet inflicts on attack pertinent Craft skill for construction is Craft
rolls. (metalworking).
The galvanic sleep inducer's runeplate requires three
Fabrication: The material cost of the housing of a
weeks to inscribe and requires a successful
galvanic bayonet is 40 gc. It takes two weeks to construct
INT+Mechanikal Engineering roll against a target number
the device. The pertinent Craft skill for construction is
of 15.
Craft (metalworking).
The galvanic bayonet's runeplate requires two weeks to
inscribe and requires a successful INT+Mechanikal
Engineering roll against a target number of 15.
Ghost Barding
Cost: 1,340 gc (including an integral clockwork
accumulator)
Galvanic Sleep Inducer ARM Modifier: +4
Cost: 740 gc (integral clockwork capacitor included) Description: Ghost barding, which is usually dark grey or
dark blue, significantly dampens any noises a horse's
Description: This light, helm-like device, which is
hoofs and movements make, including noises caused by
usually secured with a strap under the chin and mostly
the rider. As such, it is usually used by riders who have to
covers the eyes and back of the neck, causes its wearer to
move clandestinely.
become nearly instantaneously and restfully asleep. It is
powered by an integral clockwork capacitor, for good Rune Points: 3
reason.
Special Rules: When a character rides a horse wearing
Rune Points: 3 powered ghost barding, he may roll AGL+Riding or
AGL+Sneak, whichever is lower, to determine how hard
Special Rules: A galvanic sleep inducer usually includes
it is for sentries or other witnesses to detect his passage.
a clockwork cutout that shuts it down after about five
The character receives a +3 bonus to this roll.
hours of use, though this can be disabled or left out and a
long-lasting power source attached instead of the usual Because the sound dampening effect is quite noticeable to
clockwork capacitor. the horse as well, activating ghost barding requires an
AGL+Riding or Animal Handling roll against target
1d3 rounds after donning and activating a galvanic sleep
number 11. On a failure, the horse panics and will likely
inducer, the wearer is soundly asleep and cannot be
throw the rider and bolt. Additionally, any hearing-based
roused by any means unless the inducer is shut off first.
Detection rolls by the rider or horse suffer a -3 penalty
This sleep is extremely restful; reduce the amount of sleep
while the ghost barding is active.
needed by half (though this does not extend the period of
wakefulness, so frequent users increasingly drift out of Fabrication: The material cost of ghost barding parts is
sync with the day/night rhythm of the world around 300 gc (including the parts for the internal clockwork
them). Additionally, any influences that affect affect the capacitor). It takes three weeks to construct the device.
user's mind negatively (including magic, drugs, disease, The pertinent Craft skill for construction is Craft
or insanity) take a -4 penalty to relevant effect or damage (metalworking).
rolls while the inducer is active (if the effect is not rolled, The ghost barding runeplate requires three weeks to
the user gains +4 to applicable resistance rolls instead). inscribe and requires a successful INT+Mechanikal
Engineering roll against a target number of 15.
It is hardly likely that a character is forced to put on a
galvanic sleep inducer, though he may be tricked
somehow into wearing an odd mechanikal helmet that
covers the eyes completely. In such a case, the character
may roll PHY or INT, whichever is higher, against a target Ghost-Ward Armour
number of 16 at the beginning of each of his turns. As Cost: 910 (light suit), 1,460 (medium suit)
long as he succeeds, he does not fall asleep, which may (arcanodynamic accumulator not included)
give him time to escape. DEF Modifier: -1 (light suit), -2 (medium suit)
ARM Modifier: +5 (light suit), +7 (medium suit)
Galvanic sleep inducers must fit the head pretty tightly, so
different models must be provided for dwarves, gobbers, Description: Produced by the Strangelight Workshop to
ogrun, satyxis or trollkin. Iosans and Nyss can use human protect operatives working on rooting out hauntings, these
helmets. mechanikal suits of armour significantly weaken most
attacks made by ghostly adversaries. The suits are
Fabrication: The material cost of the galvanic sleep powered by arcanodynamic accumulators installed behind
inducer's parts is 90 gc, including parts for the clockwork

30
Morgan's Liber Mechanika II – Dedicated Mechanika

an armoured panel on the chest. At present the Rune Points: 4


Strangelight Workshop has produced four suits of light
Special Rules: When an incorporeal character is hit by
ghost-ward armour and only one suit of medium ghost-
the ghostlock pistol, he loses the incorporeal trait for one
ward armour, since most of the Workshop's agents aren't
round, and cannot regain it by any means during this time.
really at home with a martial bearing and thus prefer not
If a character with the ghostly trait is hit by the ghostlock
walking around like soldiers. The medium suit was thus
pistol, he loses ghostly for one round, and cannot regain it
mainly built as a proof-of-concept.
by any means during this time.
Rune Points: 4 Because the character loses incorporeality or ghostly
when he is hit, the ghostlock pistol causes normal damage
Special Rules: When characters with the Incorporeal trait
(i.e. damage is not reduced by one die against a formerly
(see IKRPG, p. 219) or the Ghostly trait (see IKUA, p. 74,
incorporeal character).
or the excruciator description in IKMN, p. 43) make
melee or ranged attacks against characters wearing ghost- Note: Characters with access to feat points may shake the
ward armour, they roll one less damage die when making effects of a hit by a ghostlock pistol by spending a feat
their damage rolls. Ghost-ward armour does not protect point at the beginning of their activation.
against normal objects wielded by ghosts (e.g. a ghost
A ghostlock pistol uses light rounds. It costs 2 gc for
swinging a sword it picked up does not suffer the penalty
blasting powder, bullets and casings for five light rounds.
to its damage roll, but when attacking with its claws or a
If the ghostlock pistol is unpowered, any attacks with it
sword that is part of its ghostly essence it deals one less
receive a -1 modifier, and do not cause incorporeal or
damage die). Similarly, ghost-ward does not protect
ghostly characters to become fully corporeal.
against magic attacks, special effects of attacks like Dread
Touch (see IKMN, p. 78), or special damage effects like Fabrication: The material cost of the ghostlock pistol's
the damage dealt via the Anatomical Precision ability (see housing is 130 gc (accumulator not included). It takes
IKRPG, p. 157). three weeks to construct the device. The pertinent Craft
skill for construction is Craft (gunsmith).
If the armour becomes unpowered, the DEF modifier of
The ghostlock pistol's runeplate requires four weeks to
light ghost-ward armour becomes -3. The DEF modifier
inscribe and requires a successful INT+Mechanikal
of medium ghost-ward armour becomes -4. Additionally,
Engineering roll against a target number of 16.
unpowered ghost-ward armour no longer protects from
the attacks of incorporeal or ghostly opponents.
Fabrication: The material cost of the parts for a light suit
of ghost-ward armour is 70 gc. The material cost of the Ghost Suit
parts for a medium suit of ghost-ward armour is 265 gc. It Cost: 1,760 (arcanodynamic accumulator not included)
takes four weeks to construct either suit. The pertinent DEF Modifier: -2
Craft skill for construction is Craft (metalworking). ARM Modifier: +7
The ghost-ward armour runeplate requires four weeks to
inscribe and requires a successful INT+Mechanikal Description: This device currently only exists as a set of
Engineering roll against a target number of 16. schematics in a liber mechanika locked away in a safe of
the Strangelight Workshop. A fully enclosed suit of
armour, complete with helmet, gauntlets and iron-shod
boots, the intent of the device was to render the wearer
Ghostlock Pistol temporarily insubstantial, which would be invaluable to
criminals and intelligence services alike. While a test run
Cost: 1,000 gc (accumulator not included)
was apparently mostly successful, something still went
Ammo: 1 (light round)
horribly wrong, not only destroying the prototype in a
Effective Range: 48 feet (8”)
horrific explosion but also killing the wearer (who also
Extreme Range: 240 feet
happened to be the suit's designer. The Strangelight
Skill: Pistol
Workshop has so far refused to disclose the identity of the
POW: 10
mechanik in question). Even worse, the suit's wearer has
Description: A ghostlock pistol is usually inscribed with returned as a ghost who now haunts the workshop (and
decorative runes of Morrow and blessings against the which the staff has been reluctant to exorcise, as they are
depredations of ghosts and the undead, and its conduits both terrified of the potential repercussions of a device
must be fashioned from a special alchemically treated that can render the living into restless shades, as well as
silver. While the runeplate has power (which is provided curious if the ghost might be enticed into revealing details
by an arcanodynamic capacitor set into the handle), faint of the failed experiment. Unfortunately, the ghost has so
whisps of evaporating ectoplasm drift from the pistol's far been less than cooperative, which might have
barrel. something to do with the bits of architecture that appear to

31
Morgan's Liber Mechanika II – Dedicated Mechanika

be embedded in parts of its head and body (Incidentally, The ghost suit runeplate requires four weeks to inscribe
the Strangelight Workshop would be grateful for the and requires a successful INT+Mechanikal Engineering
services of any investigators with a record of establishing roll against a target number of 16.
peaceful contact with the restless dead, especially those
that appear less than sane)). According to the schematics,
the device was powered by an arcanodynamic
accumulator. Gill Helmet
Rune Points: 4 Cost: 910 gc (arcanodynamic capacitor not included)
Special Rules: The character wearing a powered ghost Description: The gill helmet is a heavy copper helmet
suit may spend a quick action to gain Ghostly for one complete with strong glass viewports that must be worn
round (a Ghostly character can move through terrain and strapped securely to the shoulders with an integral
obstacles without penalty if he has enough movement to harness. An arcanodynamic capacitor set into the device
move completely past them, and cannot be targeted by on a panel that covers the upper chest powers the device.
free strikes). Once the character's activation ends, the Rune Points: 4
ghost suit becomes unpowered until the character's next
Maintenance Phase, worsening the DEF penalty to -4. Special Rules: While the gill helmet has power,
characters wearing it can breathe underwater, as the
It is unknown at present what the side-effects of wearing helmet's mechanika filters breathable air out of the water.
the ghost suit are, and why the device failed so An inbuilt mechanikal lantern also allows the user to
catastrophically. The gamemaster is encouraged to be illuminate his surroundings , though the range of visibility
creative, and may choose from the following options is severely reduced underwater, more so if the water
(since the suit would have to be rebuilt, it wouldn't even contains silt, algae or pollutants.
be clear initially whether any of these flaws are caused by
flaws in the original design or are due to faulty Gill helmets inflict a -1 penalty to hearing-based
construction): Detection rolls. They cannot double as gas masks, since
● The suit might simply fail on 1-2 on 1d6 each time the mechanika only extracts breathable air from water.
an activation is attempted. Gill helmets require regular cleaning and maintenance if
● If the helmet isn't closed or some of the conduits they are used in salt water, as the water quickly damages
torn loose (especially those connecting the the mechanikal parts. For the same reason clockwork
gauntlets, boots and helmet), the wearer might be capacitors are not used, even though they could power the
rendered semi-insubstantial and unable to pass device as long as the lantern is not turned on.
through obstacles because the body parts in the
currently unpowered parts of the suit aren't Fabrication: The material cost of the gill helmet's
rendered insubstantial. This might even cause such housing is 90 gc. It takes three weeks to construct the
body parts to become effectively separated from device. The pertinent Craft skill for construction is Craft
the body at once, with obviously life-threatening (metalworking).
or outright fatal results. The gill helmet's runeplates requires four weeks to
● The suit might fail when passing through certain inscribe and requires a successful INT+Mechanikal
materials or depths of material, dealing 3d6+ARM Engineering roll against a target number of 16.
of the material in damage to the wearer, which is
only reduced by the wearer's PHY and may leave
the wearer partially embedded in foreign material.
● The suit might fail if the wearer moves too quickly Grenadier's Gauntlet
because the arcantrik field is unstable, meaning the Cost: 740 gc (including an internal clockwork capacitor)
wearer becomes substantial again once he moves Skill: Unarmed Combat / Thrown Weapons (see below)
more than a certain distance while the suit is Attack Modifier: +0 (ranged) / -1 (melee)
activated, potentially trapping him in an obstacle POW: 1 (when used to strike in melee)
as described above. Description: A grenadier's gauntlet covers the wearer's
● The original wearer might also simply have hand and arm with a lightweight framework fitted with
stopped in an obstacle without noticing it or by kinetic capacitors and mechanikal triggers. The device is
accident, with the catastrophic effect described powered by an internal clockwork capacitor installed in a
above. bracer covering the lower arm.
Fabrication: The material cost of the parts for ghost suit Rune Points: 3
is 355 gc (not including accumulator parts). It takes four
weeks to construct the suit. The pertinent Craft skill for Special Rules: By spending a quick action to prime the
construction is Craft (metalworking). device, a character wearing a grenadier's gauntlet gains +4

32
Morgan's Liber Mechanika II – Dedicated Mechanika

RNG to his next thrown weapon ranged attack. The and power source is 120 gc (including the parts for the
gauntlet's fingers make handling thrown weapons other integral clockwork capacitor). It takes two weeks to
than grenades, spears or axes awkward, so weapons that construct the device. The pertinent Craft skill for
require a measure of manual dexterity, like throwing construction is Craft (metalworking).
knives, suffer a -1 penalty to attack rolls. The character The heat sink's runeplate requires three weeks to inscribe
can also wield a melee weapon in the hand wearing the and requires a successful INT+Mechanikal Engineering
gauntlet, but incurs a -1 penalty to melee attack rolls roll against a target number of 15.
because the device's arm bracings interfere with the
movements required in melee. If the gauntlet becomes
unpowered, any attack roll made with the arm wearing the
gauntlet suffers an additional -1 penalty. Heterodynamic Inhibitor
Donning or doffing a grenadier's gauntlet takes at least a From the Liber Mechanika of Professors Phil and Kaja
minute, as the framework must be strapped securely to the Foglio, http://www.girlgeniusonline.com/comic.php?
wearer's arm. With the help of an assistant, the gauntlet date=20061208#.WLM1OBAxm_s
can be put on substantially faster, requiring only two full Cost: 690 gc (including integral clockwork capacitor)
actions to tighten all the straps.
Description: This odd device, which is about the size of a
Fabrication: The material cost of the grenadier's child's fist and suspended from a necklace, was
gauntlet's housing and clockwork capacitor parts is 90 gc. supposedly found abandoned in a mostly cleared-out
It takes four weeks to construct the device. The pertinent mechanikal workshop in Ceryl and then sold to Mr.
Craft skill for construction is Craft (metalworking). Wilson, a well-known collector of mechanikal curios,
The grenadier's gauntlet's runeplate requires four weeks to who then submitted it to local mechaniks for further
inscribe and requires a successful INT+Mechanikal study. There is little clue as to the device's true purpose at
Engineering roll against a target number of 16. present, though its rearward side bears the cryptic
inscription “B Heterodyn Inhib #A” (which has since
inspired the device's unofficial, if equally cryptic, name).
The device is powered by an internal clockwork capacitor,
Heat Sink and seems to somehow affect the wearer's mind, though
Cost: 840 gc (including integral clockwork capacitor) the exact details of its effects are currently unknown
despite much testing.
Description: The heat sink is a cylindrical array of
runeplates and copper toroids mounted on a sturdy tripod. Rune Points: 3
A crank on top allows the internal clockwork capacitor to
Special Rules: A character wearing the active
be wound.
heterodynamic inhibitor is freed from any control a
Rune Points: 3 possessing entity has on him while the device is powered
– without actually exorcising the possessing entity in any
Special Rules: While the heat sink has power and is
way (as a matter of fact, possession does not expire
switched on, an area of about 15 feet radius is chilled, as
normally at all and cannot be shaken off by the possessed
all heat is drawn into the device. This is not enough to
character's willpower or voluntarily ended by the
actually inflict damage, although prolonged exposure may
possessor while the possessed character is wearing the
have harmful consequences, as it does get cold enough to
powered device, though the device does not hinder
freeze water. As a matter of fact, the device is usually
exorcisms or a possessing entity's specific weaknesses,
used to create ice, or to preserve foodstuffs. In order to
like a riven's inability to cross thresholds even when
work, the area where the heat sink is set up must be well
possessing a creature, from prematurely ending an
insulated (usually, small underground chambers are used,
episode of possession). It is quite possible that this is
and the walls of the chamber are stuffed with straw) and
somehow an intended effect, since the device's name
shielded from warm air and sun.
suggests it inhibits an 'other power' affecting the wearer.
An operating heat sink tends to get encrusted with ice, so
As to why the device does not simply expel a possessing
it must usually be taken out of the chamber every few
essence, there are hints that the intention was to entrap a
days and thawed, or the internal mechanisms will get
possessor or to preserve the possessor for some reason
damaged. Because of this, heat sinks tend to be luxury
while limiting its ability to wreak havoc, possibly even in
items, and only get used in areas that have no easy access
order to allow the possessed person a chance of
to ice during the warm seasons (as a matter of fact, buying
extricating information from the second mind sharing his
ice that has been stored during the winter is a lot cheaper,
body, effectively turning possession against the possessor.
especially since transporting blocks of ice quickly using
the train network in countries like Cygnar is very easy). A heterodynamic inhibitor will not prevent control by an
outside essence (i.e. a spellcaster casting spells like
Fabrication: The material cost of the heat sink's housing

33
Morgan's Liber Mechanika II – Dedicated Mechanika

Influence or Overmind), or mitigate the effects of artifacts of -2 (-3 when fired standing).
like Orgoth blades on their users' minds.
Fabrication: The material cost of the “Hurricane”
It should be noted that the mechaniks who have examined frictionless mini-slugger's housing is 510 gc (including
the device so far have not yet figured out the exact the cost of purchasing a mini-slugger and parts for the
parameters of its effects. mechanikal retrofit). It takes one week to retrofit the
device. The pertinent Craft skill for retrofitting is Craft
Fabrication: The material cost of the heterodynamic
(gunsmith).
inhibitor's parts is 75 gc (including the parts for the
The “Hurricane's” runeplate requires three weeks to
integral clockwork capacitor). It takes two weeks to
inscribe and requires a successful INT+Mechanikal
construct the device. The pertinent Craft skill for
Engineering roll against a target number of 15.
construction is Mechanikal Engineering.
The heterodynamic inhibitor's runeplate takes three weeks
to inscribe and requires a successful INT+Mechanikal
Engineering roll against a target number of 15.
Infusion Crucible
Cost: 960 gc (accumulator not included)
Description: Arcane minerals are an exotic, expensive
“Hurricane” Frictionless Mini- and unfortunately widely required ingredient of
Slugger alchemicals, and while there are sources for these
Cost: 1,710 gc (capacitor not included) minerals, the supply is unfortunately likely to get cut off
Ammo: 30 (metal-cased heavy rounds) unexpectedly (usually simply because the areas where
Effective Range: 60 feet (10”) such crystals are found can be dangerous to get to, or back
Extreme Range: 300 feet from). The mechanikal infusion crucible has been
Skill: Light Artillery developed as an attempt to provide an alternative source.
Attack Modifier: 0 (mounted on stand), -1 (fired On the surface, it is simply a small, sturdy, insulated
standing) container wrapped in mechanikal conduits, but it can
POW: 11 indeed be used to artificially grow arcane mineral
crystals. Unfortunately, the device is inefficient,
Description: Expensive enough to make even the most somewhat difficult to use, and slow, but there is ongoing
well-heeled quartermaster choke, this weapon was research into making it more effective. Infusion crucibles
originally intended for special operations units that are powered by arcanodynamic accumulators or, more
needed a compact weapon that could lay down even commonly, run off arcane turbines, which are sometimes
heavier covering fire than regular mini-sluggers by using powered by water wheels.
mechanikal compensators to ensure the ammunition feed
runs more smoothly. While the design does work, its price Rune Points: 4
tag means it will likely not see production anytime soon, Special Rules: An infusion crucible must be filled with
if ever. As a matter of fact, the design is already a retrofit molten mineral salts (this counts as four units of mineral
of a conventional mini-slugger rather than a custom-built crystals), which usually requires an alchemical lab with a
mechanikal gun, paying for this cost-cutting measure with high-grade furnace. The molten mass then slowly cools
an increased power draw for enhanced ergonomic and crystallizes over 1d3+1 days while being subjected to
compensators. The device is usually powered by an a bombardment of arcane energies. Once the crystals have
alchemical capacitor. stopped growing, a character with the Alchemy skill can
Rune Points: 3 roll on the production table to see what he can recover
from the crucible:
Special Rules: This weapon uses all the rules of a mini-
slugger (see IKKNG, p. 96), but when using Burst Fire Infusion Crucible Production Table
the character firing this weapon may make 1d6 attacks for 1d6 Roll Result
expending six rounds of ammunition, targeting a primary 1-2 1 unit of arcane minerals
target and any number of secondary targets within 2” of 2 units of alchemical waste (crystal)
the primary target and ignoring intervening characters 3-4 2 units of arcane minerals
when declaring secondary targets. As usual, a secondary 1 unit of alchemical waste (crystal)
target cannot be targeted by more attacks than the primary 5-6 3 units of arcane minerals
target.
A character with the Alchemy skill can instead opt to
If the “Hurricane” should become unpowered, it can only recover the less perfectly formed crystals , producing low-
be used to make 1d3 Burst Fire attacks for every 6 shots grade arcane minerals that can only be used by characters
of ammunition expended, and suffers an attack modifier with the Free Style ability (see IKRPG, p. 163). When

34
Morgan's Liber Mechanika II – Dedicated Mechanika

recovering lower-grade arcane minerals, roll on the improve the output of alchemical distillations even
following table instead: further. Such devices are not portable, however.
Infusion Crucible Production Table Fabrication: The material cost of the “Kerwin” fractional
(Low-grade arcane mineral production) still's housing is 160 gc (not including the parts for the
capacitor). It takes three weeks to construct the device.
1d6 Roll Result
The pertinent Craft skill for construction is Craft
1 1 unit of low-grade arcane minerals
(glassworking).
3 units of alchemical waste (crystal)
The ”Kerwin's” runeplate requires three weeks to inscribe
2-3 2 units of low-grade arcane minerals
and requires a successful INT+Mechanikal Engineering
2 unit of alchemical waste (crystal)
roll against a target number of 15.
4-5 3 units of low-grade arcane minerals
1 unit of alchemical waste (crystal)
6 4 units of low-grade arcane minerals
Fabrication: The material cost of the infusion crucible's Kinetic Bracer
housing is 160 gc. It takes two weeks to construct the Cost: 840 gc (including clockwork capacitor)
device. The pertinent Craft skill for construction is Craft
(metalworking). Description: A kinetic bracer encases a character's lower
The infusion crucible's runeplate requires four weeks to arm and hand in a gauntlet outfitted with a complex
inscribe and requires a successful INT+Mechanikal system of mechanikal triggers and runeplates. An integral
Engineering roll against a target number of 16. clockwork capacitor powers the device.
Rune Points: 3
Special Rules: While the kinetic bracer has power, the
“Kerwin” Fractional Still attack modifier for wielding a two-handed weapon that
may be wielded one-handed in only one hand is reduced
Cost: 760 gc (capacitor not included)
by -1 as a displacement field surrounds the wielder's
Description: Named after one of the principal innovators lower arm, hand, and the weapon itself, significantly
of mechanika, Sebastien Kerwin, who used established reducing the weapon's apparent weight and making it less
alchemical practices as the foundation for his mechanikal unwieldy. Mechanikal triggers briefly switch off the
theories, the fractional still is an unwieldy and somewhat displacement field on a successful hit with a melee
fragile device that allows an alchemist to perfectly control weapon, ensuring that the full force of the blow reaches
temperature gradients during alchemical distillation, the target.
improving the output of these normally wasteful Because of the arrangement of the mechanikal triggers,
processes. The device is powered by an alchemical the kinetic bracer does not work well when wielding
capacitor. melee weapons two-handed, and should be switched off
unless the wearer wants the displacement field to instead
Rune Points: 3
interfere with his attacks.
Special Rules: When an alchemist uses the “Kerwin” to
Fabrication: The material cost of the kinetic bracer's
distill alchemical compounds (see IKRPG, p. 291), he
housing and power source is 110 gc. It takes two weeks to
may recover one unit each of two different ingredients
construct the device. The pertinent Craft skill for
used in the formulation of the compound rather than the
construction is Craft (metalworking).
single unit of a single ingredient that is normally
The kinetic bracer's runeplate requires three weeks to
recovered. The “Kerwin” cannot be used to distill
inscribe and requires a successful INT+Mechanikal
compounds that only contain two ingredients. As with
Engineering roll against a target number of 15.
normal alchemical distillation, the process also yields a
unit of alchemical waste (crystal or liquid) in addition to
the recovered ingredients.
Using a “Kerwin” requires either the Mechanikal Kinetic Frame
Engineering skill or basic instruction by a character with Cost: 1,590 gc
the Mechanikal Engineering skill. A “Kerwin” also
requires regular maintenance and cleaning (which does Description: The kinetic frame is a set of articulated arms
require the character to have the Mechanikal Engineering with attached gauntlets that extends from a central unit
skill to disassemble and reassemble the device). mounted on the back of the user, which also contains an
arcanodynamic accumulator to power the device. The unit
Bigger, more complex versions of the “Kerwin” have must be strapped securely to the user's torso and arms
been constructed. These devices are even more power- before it can be used. If the user wants to wear armour,
hungry (and usually powered by arcane turbines) but

35
Morgan's Liber Mechanika II – Dedicated Mechanika

some refitting is required to accommodate the armour's character is unable to advance more than 3” before
bulk. The kinetic frame usually is not worn with warcaster making this attack, then the character's attack is a normal
armour, simply because the back-mounted boiler is in the attack with the shield.
way of the shoulder bracing that is part of the kinetic
When the kinetic transfer shield becomes unpowered, it
frame.
receives a -1 attack modifier, and can no longer slam
Rune Points: 4 characters.
Special Rules: The kinetic frame greatly enhances the Fabrication: The material cost of the kinetic transfer
strength of the user's arms, though this only applies to shield's parts is 85 gc. It takes three weeks to construct the
actions that rely exclusively on upper body strength (so device. The pertinent Craft skill for construction is Craft
actions like lifting and carrying are not affected). The (metalworking).
kinetic frame is somewhat slow to respond, inflicting a -1 The kinetic transfer shield's runeplate requires three
penalty to all AGL, POI and PRW rolls, including attack weeks to inscribe and requires a successful
rolls, but the wearer's STR is considered to be 7 (or the INT+Mechanikal Engineering roll against a target number
Veteran level STR maximum when designed for other of 15.
races) while the kinetic frame has power. If it should
become unpowered while it is still being worn, the user
suffers a -3 penalty to all AGL, POI and PRW rolls until
the frame is removed or powered up again. Donning or Laterna Magica
removing a kinetic frame is time-consuming and requires Cost: 810 gc (capacitor not included)
an assistant.
Description: A laterna magica is a handheld lantern with
Fabrication: The material cost of the kinetic frame's a complex array of filaments and coils surrounding a
housing is 225 gc. It takes four weeks to construct the central runeplate. An arcanodynamic capacitor is inserted
device. The pertinent Craft skill for construction is Craft into the top of the device to power it. While the laterna
(metalworking). magica is active, a disquieting, diffuse glow surrounds it
The kinetic frame's runeplate requires four weeks to that does not appear to actually shed any illumination on
inscribe and requires a successful INT+Mechanikal other objects.
Engineering roll against a target number of 16.
Rune Points: 4
Special Rules: The laterna magica's glow only
illuminates magical objects, allowing the laterna's wielder
Kinetic Transfer Shield to identify items as magical in some fashion (unpowered
Cost: 710 gc (alchemical capacitor not included) mechanika is not illuminated, but powered mechanika is.
Skill: Shield Cursed or blessed objects are always illuminated, even if
Attack Modifier: 0 their special traits are currently inactive (e.g. a Menite
POW: 0 relic blade not currently being wielded by a Menite will
still light up)).
Description: A kinetic transfer shield carries a specialised
The laterna magica's glow does not extend further than
mechanikal trigger and channelling array that translates
one or two feet, so it is necessary to pass objects that are
the force of a charging character's movement into a blast
to be examined under the device. The glow is also nearly
that can knock targets onto their backs and even sends
invisible in daylight, so the device is only practical under
them flying. The shield is powered by an alchemical
conditions of very low lighting.
capacitor mounted on its inner face.
If a character has an appropriate Lore skill, he may, at the
Rune Points: 3 gamesmaster's discretion, be able to gain some additional
information on an object he examines with a laterna
Special Rules: A character must spend a quick action to
magica by interpreting the exact shades and patterns of
prime the kinetic transfer shield before charging a target
reflected light. Having the Rune Reader archetype ability
and striking it with the shield. If the character moves at
may grant a +1 to +3 bonus to such a test, depending on
least 3” as part of the charge, that character makes a slam
how familiar the character is with similar magics.
attack instead of a charge attack and if the character hits
the target then the target is slammed (see Slammed, Fabrication: The material cost of the laterna magica's
IKRPG, p. 204), The POW of the slam damage roll and housing is 70 gc. It takes three weeks to construct the
collateral damage roll is equal to the character's STR+1, device. The pertinent Craft skill for construction is Craft
or has a POW equal to the number of inches charged + 1, (glasswork).
whichever is greater. This attack is not treated as a charge The laterna magica's runeplate requires four weeks to
attack, and this character does not get any bonuses that inscribe and requires a successful INT+Mechanikal
apply to charges such as a boosted damage roll. If the Engineering roll against a target number of 16.

36
Morgan's Liber Mechanika II – Dedicated Mechanika

interested parties at nearby leyline nodes notice


Leyline Drainer something is interfering with the leylines and will
Cost: 2,610 gc (not including the accumulator; the cost investigate. There are also rumors that some factions like
reflects the somewhat makeshift construction of the the Circle or the Convergence have means of
device that usually is the result of frequent burnouts) reinvigorating damaged nodes before they recover on
their own, though such procedures are certainly involved
Description: Intended to rob opponents like the Circle of and demand a high expense of resources.
Orboros, the Retribution of Scyrah or the Convergence of
Cyriss of their greatest strengths, the leyline drainer is a Each time a roll to drain a leyline is failed, roll 1d6. On a
sabotage device that wreaks havoc with the geomantic 1-2, the leyline drainer burns out some if its mechanika
energies these factions rely on. While the long-term and becomes useless until it is repaired, which requires
effects of this kind of mystical warfare are unknown, the replacing its runeplate and most of its conduits, which
device still suffers from substantial flaws, which make its costs 1,610 gc. On a successful roll to drain a leyline, this
operation dangerous – and that does not even take into takes place on a roll of 1 on 1d6. If the mechanik is
account the swift retribution that those who rely on prevented from monitoring the device during the draining
geomantic energies will inflict on the operators and process or the device suffers significant damage (it has
producers of these devices. Leyline drainers are powered ARM 12 and 12 vitality), the device explodes on a roll of
by arcanodynamic accumulators, though once the device 1-3 on 1d6, inflicting a POW 15 magical damage roll on
has started draining leyline energies it draws on the anyone within 5” (30 feet), and a POW 8 magical blast
energies of the leyline instead. damage roll against any character within 10” (60 feet).

Rune Points: 4 Fabrication: The material cost of the leyline drainer's


housing is 810 gc. It takes four weeks to construct the
Special Rules: A leyline drainer looks like a large spear device. The pertinent Craft skill for construction is Craft
covered with mechanikal conduits, switches, dials, and (metalworking) or Lore (Arcane), whichever is lower.
emitters. It is usually carried and set up with the help of a The leyline drainer's runeplate takes four weeks to
heavy steamjack; since most arcanists of the Iron inscribe and requires a successful INT+Mechanikal
Kingdoms do not know very much about ley lines, they Engineering roll against a target number of 16.
are forced to rely on circumstantial evidence left at the
site of wold creation or the place where myrmidons stood
idle in order to recharge to determine a liable site.
Once set up, a mechanik must monitor the gauges of the Lifetimer
leyline drainer and tune it. This takes an hour and requires Cost: 910 gc (accumulator not included)
an INT+Mechanikal Engineering or INT+Lore (Arcane)
Description: This deceptively small mechanikal device,
roll, whichever is lower, against a target number of 17 (up
which is powered by an internal arcanodynamic
to three mechaniks may work together when operating the
accumulator, does not look unlike a large pocket watch.
leyline drainer). On a success, the mechanik determines
When activated, it slows down the metabolic processes of
whether the leyline drainer has actually been planted in a
its wearer, which might give a doctor more time to work
leyline node (as determined by the gamemaster). On a
in an emergency, or allow a user to last longer with
failure, the mechanik can try again after another hour.
limited supplies. Ironically considering its name and
Once a leyline drainer has been properly set up and tuned, purpose, the design is attributed to the ever-elusive and
the mechanik may start draining energy from the node. notoriously untimely Lord Hugh Galfrey.
This requires another INT+Mechanikal Engineering or
Rune Points: 4
INT+Lore (Arcane) roll, whichever is lower, against
target number 17. Each attempt takes 1d3+1 hours. On a Special Rules: A small- or medium-based living
successful roll, the leyline node becomes disabled for a character wearing an activated lifetimer on his body (e.g.
day. When an already drained node is drained again, it by having it stashed in a coat pocket; holding the lifetimer
becomes disabled for a week, and then for a month. It in hand does not allow it to work) loses a quick action in
seems that the current design of the leyline drainer is each activation, and must also forfeit his movement or
incapable of permanently destroying a leyline node. actions. The character also cannot run, and it takes twice
as long as normal to recover from injuries through normal
A disabled leyline node cannot be crossed via leyline
recovery (recovery through feat points or similar means is
travel (see IKU, p. 36), cannot be used for wold creation,
unaffected). On the plus side, the character also doubles
and significantly slows down the rate at which Iosan
the time it takes injuries or illnesses to affect him (e.g. the
myrmidons or Cyrissist vectors and ambient accumulators
character would bleed out in PHYx2 rounds instead of
at adjacent sites recharge (the details are up to the
PHY rounds, or a disease that would worsen after 1d3
gamemaster to decide; though recharging at the damaged
days would now worsen after 1d3x2 days). The character
node usually does not work at all). It is highly likely that

37
Morgan's Liber Mechanika II – Dedicated Mechanika

also doubles the time he can last without food, water or (metalworking).
fresh air. The limb brace's runeplate requires three weeks to
inscribe and requires a successful INT+Mechanikal
Fabrication: The material cost of the lifetimer's housing
Engineering roll against a target number of 15.
is 160 gc. It takes four weeks to construct the device. The
pertinent Craft skill for construction is Mechanikal
Engineering.
The lifetimer's runeplate takes four weeks to inscribe and
requires a successful INT+Mechanikal Engineering roll Lodge Guard Armour
against a target number of 16. Cost: 1,610 gc (arcanodynamic accumulator not
included)
SPD Modifier: -1
DEF Modifier: -3
Limb Brace ARM Modifier: +8
Cost: 930 gc (power source not included) Description: This suit of mechanikal armour, which is
powered by an arcanodynamic accumulator, is worn by
Description: Basically nothing more than a set of struts
warriors guarding the most critical facilities of the
and straps strung with mechanikal inertial regulators,
Fraternal Order of Wizardry. There are rumours that the
these devices can support a limb with a broken bone to
Greylord Covenant and the Convergence of Cyriss make
promote healing or restore a measure of mobility. Limb
use of their own variants. Apart from its protective value
braces come in two different varieties, a leg brace and an
in itself, these suits of armour guard their wearers from
arm brace. The devices are usually powered by
their enemies' magic while allowing the assistance of their
alchemical capacitors, though travellers often prefer to
own arcanists.
install a clockwork capacitor so the device is ready to use
in a pinch. Rune Points: 4
Rune Points: 3 Special Rules: Characters wearing lodge guard armour
cannot be targeted by spells unless the spellcaster is using
Special Rules: Properly attaching a limb brace requires a
the lodge key wand to which the armour is attuned (see
successful INT+Medicine roll against a target number of
below). As long as the mechanik inscribing the runeplates
12. While the limb brace has power, it absorbs shocks that
knows the proper code runes, any number of suits of
would normally prevent a broken bone from knitting,
lodge guard armour or lodge key wands compatible with
allowing a broken limb to recover according to the
each other may be produced.
standard rules even when the patient is not getting any
rest (see IKRPG, p. 217). The bulk and somewhat slow If the armour becomes unpowered, its DEF modifier
responses of the limb brace do cause penalties, however; becomes -5.
an arm brace causes -1 to all rolls involving the injured
Fabrication: The material cost of the lodge guard armour
arm and -2 to melee damage when using the braced arm,
parts is 310 gc. It takes four weeks to construct the
and a leg brace causes a -1 penalty to SPD and AGL, and
device. The pertinent Craft skill for construction is Craft
a penalty of -2 to DEF. If a limb brace becomes
(metalworking).
unpowered before the limb has recovered and the
The lodge guard armour runeplate requires four weeks to
character is involved in strenuous activity like running or
inscribe and requires a successful INT+Mechanikal
fighting, the character must roll PHY against a target
Engineering roll against a target number of 16.
number of 12 at the end of every turn in which he does
not rest. If the roll fails, the strain to the injured limb
means the time spent recovering so far has been wasted.
If a character using a limb brace also gets to rest, the limb Lodge Key Wand
brace helps the character recover, reducing the time that Cost: 690 – 1,140 gc (including an internal clockwork
has to elapse until the broken bone has set by 1 day for capacitor; see fabrication for further information)
every 1d3+5 days the limb brace is worn.
Description: This short mechanikal wand is too delicate
Arm braces do not offer any assistance in the case of to be used as a weapon in its own right. Its only purpose is
broken hands, fingers or shoulders. Leg braces still help to modulate spell patterns in such a way that they can
keep a character with a broken foot mobile, but they penetrate the warding of a suit of lodge guard armour (see
cannot help a character with a broken hip. above). The wand is powered by an internal clockwork
Fabrication: The material cost of the limb brace's parts is capacitor.
150 gc. It takes three weeks to construct the device. The Rune Points: 2 (see also fabrication; the power draw of
pertinent Craft skill for construction is Craft the wand is 2 at any one point of time)

38
Morgan's Liber Mechanika II – Dedicated Mechanika

of Craft (tanner) and Craft (metalworking) is used).


Special Rules: Every lodge key wand must be attuned to
The magnetic brace's runeplate requires one week to
the runeplates in one or more suits of lodge guard armour
inscribe and requires a successful INT+Mechanikal
(see above). Once a runeplate is attuned, the attunement
Engineering roll against a target number of 13 (14 for the
cannot be altered without completely reworking the
lantern-equipped variant, which takes two weeks to
runeplate.
inscribe).
Spellcasters bearing the correct lodge key wand can target
characters in lodge guard armour with spells, ignoring
their warding. Additionally, every lodge key wand
contains lockout runes so the wand only works with a
specific caster. Most wands contain lockout runes for four Magnetic Vortex Shield
different users, which are usually the arcanists serving as Cost: 810 gc (alchemical capacitor not included)
the guards' arcane backup. Switching from one lockout Skill: Shield
rune to another takes a quick action. Attack Modifier: -1 (-3, see below)
POW: 2
Fabrication: The material cost of a lodge key wand's
parts, including capacitor parts, is 120 gc. It takes two Description: This heavy shield projects an uneven,
weeks to construct the device. The pertinent Craft skill for fluctuating magnetic field from its outer facing. While the
construction is Craft (metalworking). field of one shield alone is too localised to offer anything
The lodge key wand's runeplate, which contains the in the way of added protection, when several warriors
lockout rune for a single user, requires two weeks to bearing magnetic vortex shields stand shoulder to
inscribe and requires a successful INT+Mechanikal shoulder, the shields amplify each other's fields. The
Engineering roll against a target number of 14. For every shields are powered by alchemical capacitors mounted on
additional user (up to four at most), an additional rune the inner face of the shield.
must be inscribed, which takes another week per rune and Rune Points: 3
increases the target number by +1. Additionally, the
market price of a lodge key wand increases by 150 gc for Special Rules: When two characters bearing powered
every lockout rune after the first. magnetic vortex shields stand B2B (and side by side, as
the shields' fields only interact when the shields are in
close proximity), they gain +1 DEF against ranged and
melee attacks originating in their front arc as long as the
Magnetic Brace attacker's melee weapon or projectile contains substantial
metal parts (even arrowheads are usually made of metal,
Cost: 390 gc (including an internal clockwork capacitor;
but a Tharn's sacral blade or a simple wooden staff or club
640 gc for the lantern-equipped variant)
would not be). If the characters bearing the magnetic
Description: The magnetic brace is simply a sturdy gun vortex shields also have the Defensive Line ability (see
brace set with metal plates that are magnetised by a IKRPG, p. 160), they gain an additional DEF bonus equal
standard magnetism runeplate, which is powered by a to their ARM bonus, for a total DEF bonus of +2 (or +3 if
built-in clockwork capacitor. It is mainly intended as a both characters have the Defensive Line ability).
cheaper and more versatile alternative to equipping a suit
If a character wants to use a magnetic vortex shield to
of armour with a magnetism runeplate. Some variants
attack, the attack roll suffers a -3 penalty if the target is
include a mechanikal lantern on the shoulder.
composed largely of metal (like a steamjack) or wears
Rune Points: 1 (2 for the lantern-equipped variant) substantial metal armour (chain mail at the minimum).
The bearer of the shield may instead spend a quick action
Special Rules: Wearing a powered magnetic brace grants
to shut down the shield and only suffer a -2 attack roll
the wearer one additional quick action each turn that can
penalty. The character bearing a magnetic vortex shield
be used to stow or retrieve objects with a significant
neither gains any benefits nor offers any benefits to allies
number of iron or steel parts. A magnetic brace can hold
for one round after using the shield to strike.
up to four pistols or similarly large pieces of equipment.
However, getting hit with a short out or blackout spell Fabrication: The material cost of the magnetic vortex
will cause the magnetic brace to shut down and drop all shield's parts is 115 gc. It takes three weeks to construct
held objects to the ground, since it lacks the heavy the device. The pertinent Craft skill for construction is
shielding a suit of armour would have. Craft (metalworking).
The magnetic vortex shield's runeplate requires three
Fabrication: The material cost of a magnetic brace's
weeks to inscribe and requires a successful
parts, including capacitor parts, is 75 gc (105 for the
INT+Mechanikal Engineering roll against a target number
lantern-equipped variant). It takes one week to construct
of 15.
the device. The pertinent Craft skill for construction is
Craft (tanner) (for the lantern-equipped variant, the lower

39
Morgan's Liber Mechanika II – Dedicated Mechanika

necropathic interlocutor would do nothing to help the


Necropathic Interlocutor interrogated individual overcome the shock of realizing
Cost: 1,010 gc (arcanodynamic accumulator not they are dead, which could easily render them completely
included) incoherent.

Description: Currently only rumoured to exist as a Fabrication: The material cost of the necropathic
schematic in a strongbox hidden in the facilities of the interlocutor's housing should be around 130 gc (not
Strangelight Workshop (or, to be more exact, existing as including parts for the arcanodynamic accumulator). It
an accusation levied against them by some Morrowan and would take three weeks to construct the device. The
Menite clergy), this device is supposed to consist of a pertinent Craft skills for construction would be Craft
stout box containing its power source (an arcanodynamic (metalworking) and Lore (Undead).
accumulator, according to the few individuals who claim The necropathic interlocutor's runeplate would require
to have seen the schematics) and core runeplate array and four weeks to inscribe and a successful INT+Mechanikal
an articulated, conduit-studded frame for mounting a skull Engineering roll against a target number of 16.
on top of the device. When powered up, the device
supposedly allows the operator some manner of
interaction with a departed soul, which would be
considered necromancy and punished harshly – though Numen Reprinter
procuring and mounting the skull would already be Cost: 3,130 gc (including a dedicated arcane turbine)
desecration of the dead and have similar repercussions if
Description: This somewhat experimental device is a
the user of the device was caught.
desk-sized console with receptacles for two cortices and a
Rune Points: 4 snake's nest of conduits. It is powered by a built-in arcane
turbine (although the device itself does not draw all the
Special Rules: Correctly mounting a skull on the
power the turbine provides, the cortices must be powered
necropathic interlocutor, if one were to fabricate such a
while the device is running, which requires the turbine's
device, would take about ten minutes and require an
remaining output).
INT+Mechanikal Engineering or INT+Lore (Undead)
roll, whichever was lower, against a target number of 12. Rune Points: 4
If this roll was failed, the renanimation the device
Special Rules: The numen reprinter can only be used by a
produces would be garbled, and while this would be quite
focuser who has three bond slots available (one for each
obvious most of the time, the results could still be
cortex, and one for the numen reprinter itself). Once the
extremely disconcerting, ranging from the skull starting to
device has been set up, the operating focuser may attempt
char from the energies passing through it to hideous
to reprint information from an old cortex onto a new one
howls and roars issuing from the device. Depending on
by making INT+Mechanikal Engineering or ARC rolls,
the condition of the skull, mounting it might also damage
whichever is better, against a target number of 16, with a
it no matter whether it was mounted correctly or
penalty of +2 for each Wear and Tear result on the cortex
incorrectly and eventually cause it to fall apart, making it
damage table for the old cortex (see IKRPG, p. 316).
useless for the device (it should be noted that the device
Each roll takes four hours of concentrated effort on the
supposedly only requires the brainpan and front of the
part of the user, and usually no more than two rolls are
skull to work, meaning neither the spine nor the jaw
attempted each day, since any mistake made (i.e. rolls of
would be needed for a correct setup).
snake eyes) by a tired user will likely ruin the reprinting
Once correctly set up, the device would allow the operator process. On a successful roll, a single learned cortex
to speak to the skull and, possibly, receive answers ability (an increase of +1 to MAT or RAT) has been
issuing from the box underneath the skull. Apparently the transcribed from the old cortex onto the new one. Bonds
device would neither force the partly reanimated head to may also be reprinted, though only the focuser who
speak nor account for language barriers, meaning formed the bond may attempt to do so. An additional
substantial study and persuasion might be required to number of rolls must be made equal to the cortex's INT to
produce any results (the unnamed individual who devised complete the reprint, or the cortex's skills and memories
the schematics obviously seemed to have been of the will not mesh, rendering it inoperative.
opinion that the device would be most useful for
In order for the reprinting process to be possible, a fresh
interviewing those who might be desperate to pass on
or reset cortex of the same grade and type as the old
what they knew, like murder victims or, possibly,
cortex must be provided (e.g. a ferrum-grade cortex or a
scholars). Of course, if the soul of the deceased was
special Toro aurum-grade cortex (see IKKNG, p. 314)),
unavailable for some reason (e.g. it was trapped in a soul
and the old cortex must be fully repaired (except for Wear
cage or had been captured by an Infernal), the device
and Tear damage). The process is also dangerous to the
would not work at all. Furthermore, in contrast to
old cortex, as it must be partially disassembled to attach
necromantic techniques like the grave whispers spell, the

40
Morgan's Liber Mechanika II – Dedicated Mechanika

the conduit leads, which requires an INT+Mechanikal Gamemaster's Note: This device is mainly meant to be a
Engineering roll against the same target number as storytelling tool apart from its academic applications, and
reprinting the cortex. If this roll is failed, a roll on the therefore it would be up to the gamemaster to decide
catastrophic cortex damage table (see IKRPG, p. 316) which rolls are appropriate to command the cortex to
must be made for the old cortex before any reprinting can correctly (or falsely) display memories. Generally, the
be attempted (after the required repairs have been difficulty of such rolls should not be below 15, and rise
finished). substantially higher for lower-grade cortices (and perhaps
be impossible for cupernum-grade cortices), damaged
Fabrication: The material cost of the numen reprinter's
cortices, or memories not related to the steamjack's usual
housing and arcane turbine is 790 gc. It takes four weeks
activities and quirks. Some cortex imprints, like the
to construct the device. The pertinent Craft skill for
Hunter or Sentinel traits, might also provide lower target
construction is Craft (metalworking).
numbers or even allow boosted rolls at the gamemaster's
The numen reprinter requires three different runeplates to
discretion. Interpreting the images might well be an
be inscribed. The two runeplates used to link up to the
equally difficult problem as well.
cortices take one week each to inscribe and require
successful INT+Mechanikal Engineering rolls against a Fabrication: The material cost of the numenomic lantern
target number of 13. The bond runeplate used to control is 100gc. It takes five weeks to construct the device. The
the reprinting process takes two weeks to inscribe and pertinent Craft skill for construction is Craft
requires a successful INT+Mechanikal Engineering roll (glassworking).
against a target number of 14. The numenomic lantern's runeplates require five weeks to
inscribe and require a successful INT+Mechanikal
Engineering roll against a target number of 17.

Numenomic Lantern
Cost: 1,060 gc (power source not included)
Plugger
Description: This complex experimental device was built
Cost: 922 gc (arcanodynamic accumulator not included)
by mechaniks of the Fraternal Order to research cortex
Skill: Great Weapon
architecture and information processing. Simply put, it
Attack Modifier: -2
allows the visual projection of a cortex's memories onto a
POW: 4 (for additional effects see Special Rules)
screen. There has been some interest in using the device
as an investigative tool as well, essentially using Description: The plugger is basically a small armoured
steamjacks as eyewitnesses, but the Fraternal mechaniks compartment housing the device on a strong, long metal
have not been able to prove convincingly that the images pole. The device is operated by way of a small pulley and
the device projects cannot be manipulated – a significant powered by an arcanodynamic accumulator set into the
problem because the device needs to be operated by those armoured housing.
with the warcasting gift for the best results, since even the
Rune Points: 4
most experienced 'jack marshals find it nigh impossible to
make a steamjack “remember” anything. Also, the images Special Rules: The plugger can be used when a ship has
tend to be confusing and hard to interpret, especially with been holed below the water level as long as the hole isn't
lower-grade cortices, as 'jacks do not process memories in extravagantly huge (gamemaster's discretion; if the
the same way as people. The device is usually powered by ammunition store has blown up, this will probably not
an arcane turbine or arcane interval generator. work). Even with water gushing in, the pole allows one or
two crewmen to manhandle the device into the breach and
Rune Points: 5
pull the rope to activate it. The activated plugger then
Special Rules: In order to use a numenomic lantern, a instantly freezes the water within a radius of about nine
steamjack's cortex must be removed from the 'jack's feet of the device solid, and maintains it in a frozen
cortex bay and hooked up to the device. A 'jack marshal condition as long as the accumulator lasts, effectively
may then command the cortex to remember events, and plugging the hole. The design intentionally prevents
the memories are projected onto a silk or paper screen as deactivation by locking the mechanism in ice to prevent
somewhat indistinct silent images. Focusers bonded to the anybody from tampering with it (the Black Out spell
cortex can achieve a much finer degree of control over (IKRPG, p. 237) is one of the few ways the device can be
which memories they dredge up from the cortex, but since effectively shut down prematurely). Once the ship is
their interaction with the cortex is entirely telepathic, they drydocked or beached, the ice can be hacked away and
can easily command the cortex to display the wrong the device shut down so repairs can commence.
memories or even potentially fabricate images of their
The plugger can be be used in combat by expending a
own without anyone watching the screen the wiser.
quick action in addition to the attack roll. If the attack

41
Morgan's Liber Mechanika II – Dedicated Mechanika

hits, center a 3” AOE on the target character; if the attack Special Rules: If a character manages to put the
fails, center the 3” AOE on the wielder of the weapon. containment collar on an undead and power it up (which
Everybody inside the AOE suffers a POW 12 cold requires the undead to be first rendered immobile, e.g.
damage roll. through the Dominate Undead spell (see IKUA, p. 69) or
any ability or spell that can render an undead opponent
Alternatively, if characters are standing in a body of water
stationary), the undead becomes near-inert and will only
that is at least shin-deep, the character wielding the
move or perform an action on each of its turns. Undead
plugger can target their feet by taking an additional -1
who can understand a character's language can be
penalty to their attack roll. If the attack succeeds, the feet
commanded to perform an action, and will obey if the
(and possibly legs) of all characters in the AOE (and the
character passes an INT+Command roll against a target
plugger itself) are encased in a large block of ice,
number of 11. If multiple characters issue an order, the
rendering all characters immobile (this effectively counts
undead follows the orders of the character who rolled
as a knockdown except the locked characters can still
highest, or does nothing on a tie. There is no preference as
attack, have DEF 7 against melee attacks, cannot change
to which character can order the contained undead
their facing and cannot “get up” - exceptionally strong
around, as long as the undead can understand the
characters may manage to break their own feet free at the
character's language. If the undead does not speak the
gamemaster's discretion as long as the water doesn't reach
same (or any) languages as the controlling character,
as high as their knees by making a successful Strength roll
spells like Dominate Undead (see IKUA, p. 69) are
against difficulty 18 as a full action).
required to command it instead. Such spells automatically
By the time any ice-locked characters have been hacked succeed when cast on an undead wearing a powered
free, they have likely suffered frostbite on their feet unless containment collar, and can be used to issue long-term
they have Immunity: Cold or they are freed very, very commands as long as they're simple enough for the
quickly (PHY roll against difficulty 16 to prevent undead to understand (commands like “attack this person”
frostbite; difficulty 13 if the character is wearing or “do not move” are understood by all undead).
watertight boots. Factors like warm weather, clothing, the
Undead wearing a powered containment collar will still
creative use of fire magic etc., may further reduce the
attack the living unless ordered not to do so. This
difficulty at the gamemaster's discretion). A frostbitten
command is therefore usually added to all other
character will likely lose some or all of their toes (-1 to
commands.
SPD and their racial speed maximum), and may lose their
feet as well, not to mention the risk of dying from The containment collar cannot be used on incorporeal
gangrene). undead and construct-like undead like iron liches or iron
maidens (see IKM, pp. 52-53). Ghostly undead can wear
When used in combat, a plugger must be wielded two-
the containment collar, but will lose it as soon as they use
handed and has Reach.
their Ghostly ability (see IKUA, p. 74, or IKM, p. 43).
Fabrication: The material cost of the plugger's housing is
Fabrication: The material cost of Professor Gyser's
112 gc. It takes three weeks to construct the device. The
Containment Collar's housing is 40 gc. It takes one week
pertinent Craft skill for construction is Craft
to construct the device. The pertinent Craft skill for
(metalworking).
construction is Craft (metalwork).
The plugger's runeplate requires four weeks to inscribe
Professor Gyser's Containment Collar's runeplate requires
and requires a successful INT+Mechanikal Engineering
four weeks to inscribe and requires a successful
roll against a target number of 16.
INT+Mechanikal Engineering roll against a target number
of 16.

Professor Gyser's
Containment Collar Quiescator
Cost: 710 gc (accumulator not included) Cost: 1,010 gc (accumulator cost not included)
Description: The containment collar, devised by the Skill: Great Weapon
Thurian arcane mechanik and Thamarite scholar Jedediah Attack Modifier: -1 (one-handed), 0 (two-handed)
Gyser, is a simple metal collar that serves as the housing POW: 4 (one-handed), 6 (two-handed)
for a runeplate of dubious design that renders undead Description: The still experimental quiescator sword,
wearing the collar docile and easily controlled. The developed by Illuminated arcane mechaniks, uses a
device is powered by an internal arcanodynamic Caspian battleblade emblazoned with the sunburst of
accumulator. Morrow as its housing. When in use, the white glow
Rune Points: 4 emanating from the mechanikal core slowly becomes
replaced by the sickly glow of balefire. An

42
Morgan's Liber Mechanika II – Dedicated Mechanika

arcanodynamic accumulator set into the sword's pommel


is used to power the quiescator. Quiet Coach
Rune Points: 4 Cost: 3,810 gc (not including the accumulator)
Skill: Driving
Special Rules: Quiescators have been developed for one Skill Modifier: -1
purpose only – to counter one of the Nightmare Empire's SPD: As horses (requires 4 draft horses)
greatest assets, the immortal revenants. When a revenant DEF: 10
is destroyed by a hit from a quiescator, it will not simply ARM: 14
reappear close to the revenant it is bound to mere Damage Capacity: 22
moments later, as its undead essence is instead sucked Damage Threshold: 4
into the quiescator and contained there. If the wielder of Passengers: 6 (including the driver; see below)
the quiescator is so fortunate as to strike down a revenant (See the appendix “Vehicles of the Iron Kingdoms” in the
who has other revenants bound to himself, those “Bitter Medicine” downloadable scenario for vehicle
revenants will not be able to return from being destroyed rules)
until their master has been released from the quiescator
and rematerialised first. A quiescator can hold the essence Description: Also known as the primarch's coach or royal
of up to three destroyed revenants; any further revenants coach, this coach isn't just a well-appointed coach for
destroyed by the blade will not be affected by its special wealthy travellers, but the brass fittings on the axles and
effects. It is currently unknown whether the most the carriage contain mechanikal systems designed to
powerful revenants, the captains of the ghost ships in make the journey whisper-quiet and smooth for the
particular, can be contained by a quiescator, as they are passengers, no matter the road conditions – a luxury item
not bound to other revenants in turn but to their ships. if ever there was one, though the design can also be used
to carry fragile and volatile items with virtually no risk of
Unfortunately, at its current stage of development the breakage. The quiet coach is powered by an
quiescator must eventually give up the revenant essences arcanodynamic accumulator installed inside the carriage.
it has stored when its power source fails. The containment
is so fragile that even the swiftest switch to another power Rune Points: 4
source has not been accomplished without causing Special Rules: While its mechanikal systems are
damage to the runeplate and releasing the imprisoned powered, the passengers of a quiet coach will hear barely
revenants. It is a small consolation that the released any sound intrude from outside (nor will much sound
revenants will not be able to manifest again before from inside escape as long as the doors are closed. The
returning to their master, so at least there is no immediate switches for the mechanikal systems are conveniently
risk to the place where the quiescator is stored when it located inside the carriage so the passengers can turn
shuts down. Similarly, no way has yet been developed to them off to communicate with the driver, and a pull line is
transfer revenant essences to a more long-term also installed that can be used by either the driver or the
containment. It is hoped, however, that quiescators can at passengers to signal the other – but if the driver is too
least dent the morale of the ghost ship crews and serve as busy to use the line or unwilling, the passengers may
a powerful distraction. easily miss what is going on outside until it is too late).
A character must have STR 5 to wield a quiescator in one Additionally, the movements of the carriage caused by
hand. If the quiescator becomes unpowered, all captured road conditions (or the driving style) are significantly
revenant essences are released and no more can be dampened, making most rides so smooth it's possible to
imprisoned before power is restored. Additionally, the have a drink without having to fear one's cups being
attack modifier becomes -2 for one-handed attacks and -1 knocked over, or to write a letter while the coach is
for two-handed attacks. moving (this also reduces any movement penalties for
attacks made from the coach by 1). This system also
Fabrication: The material cost of the quiescator's significantly reduces damage to passengers riding in the
housing is 130 gc. It takes four weeks to construct the carriage if the coach should crash, unless it is destroyed in
device. The pertinent Craft skill for construction is Craft the crash (roll 1d6 less for damage to the passengers
(metalworking). caused by crashing). Last but not least, the quiet coach
The quiescator's runeplate requires four weeks to inscribe provides mechanikal light inside the carriage, which can
and requires a successful INT+Mechanikal Engineering be turned on or off separately from the other systems.
roll against a target number of 16.
The quiet coach provides comfortable room for four
passengers, which receive all the benefits of the
mechanikal systems, plus a driver and a second coachman
at the front of the coach, who only benefit from the
motion-dampening system.

43
Morgan's Liber Mechanika II – Dedicated Mechanika

Fabrication: The material cost of a quiet coach's parts is housing and runeplate is 130 gc. It takes four weeks to
1,110 gc . It takes four weeks to construct the coach. The construct the device. The pertinent Craft skill for
pertinent Craft skills for construction are Craft construction is Craft (metalworking).
(metalwork) and Craft (carpentry). The radiant shield's runeplate requires four weeks to
The quiet coach's runeplate requires four weeks to inscribe and requires a successful INT+Mechanikal
inscribe and requires a successful INT+Mechanikal Engineering roll against a target number of 16.
Engineering roll against a target number of 16.

Quiet Coach System Table


D6 Result System Damaged Repulsor Gauntlet
1-3 Body – No specific system is damaged. Cost: 810 gc (arcanodynamic accumulator not included)
4 Horses – One of the horses pulling the Skill: Unarmed Combat
coach is hit. Apply the damage roll to Attack Modifier: 0
that horse. If all the coach's horses are POW: 3
killed, the coach becomes stationary at Description: The repulsor gauntlet is a heavy gauntlet
the end of its next turn. with an emitter runeplate set into the palm. An
5 Driver – Either the driver or the second arcanodynamic accumulator is set into a housing on a
coachman sitting at the front of the brace on the wearer's lower arm.
coach are hit (determine randomly).
Apply the damage roll to the character Rune Points: 4
hit. Special Rules: A character armed with a repulsor gauntlet
6 Wheels – A randomly determined coach can either strike a target normally, or can make a ranged
wheel is hit. Reduce the coach's DEF repulsor blast attack that is RNG 8, AOE -, POW 10.
and SPD by 1. Repulsor blast attacks are made using the attacker's POI.
Characters hit by either a repulsor blast or a strike by a
repulsor gauntlet may be pushed back 1d3”, and are
knocked down on a critical hit. Repulsor gauntlets can
Radiant Shield also be used for knockout strikes, adding +2 to the target
Cost: 1,000 gc (arcanodynamic accumulator not number to avoid knockout.
included) Fabrication: The material cost of the repulsor gauntlet's
Skill: Shield housing is 60 gc. It takes two weeks to construct the
Attack Modifier: 0 device. The pertinent Craft skill for construction is Craft
POW: 0 (metalworking).
Description: The radiant shield is usually emblazoned The repulsor gauntlet's runeplate requires four weeks to
with a Morrowan sunburst, or, far more rarely, a menofix, inscribe and requires a successful INT+Mechanikal
and inscribed with prayers warding against the undead. Engineering roll against a target number of 16.
The surface always consists of highly polished silver. An
arcanodynamic accumulator is mounted on the inside of
the shield to power the device. This shield is usually used
by members of the Order of Illumination when they know Rosalyn Di Florys' Patent
they have to move against the restless dead. Ethereal Vestments
Rune Points: 4 Cost: 810 gc (power source not included)
Special Rules: A character wearing a radiant shield Description: Another product of the esteemed Madame
cannot be charged by undead in his front arc. di Florys' theatrical genius, this adaptation of defensive
Additionally, undead in the character's front arc suffer a -2 combat mechanika consists of three to five small
penalty to their melee attack rolls. All standard rules for mechanikal emitters strapped to the limbs and hooked up
shields apply as well. to a central unit worn on a body harness, which is
powered by an alchemical capacitor. When powered, the
Variants: A variant of the radiant shield known as the device's emitters produce thick wisps of ectoplasmic
soul shield exists that has the same effects against smoke. Combined with the right kind of costume, these
infernals that the radiant shield has against the undead. wisps seem to drip ominously from the wearer's sleeves,
Soul shields are gold-plated and have a cost of 1,600 gc collar, and trouser legs, creating the impression of
(material cost 370 gc). witnessing a ghostly apparition rather than a living person
Fabrication: The material cost of the radiant shield's (this effect is further enhanced by the ectoplasmic smoke's

44
Morgan's Liber Mechanika II – Dedicated Mechanika

propensity of briefly taking on the appearance of nearby device is powered by a trickle capacitor worn on a belt.
materials, making it appear as if the user's face and body
Rune Points: 1
was constantly dissolving into and re-forming from
ethereal smoke). Special Rules: The device is a hair clipper.
Rune Points: 2 Fabrication: The material cost of Rosalyn di Florys'
patent galvano-magnetic hair clipper's parts is 37 gc. It
Special Rules: The device produces thick wisps of smoke
takes one week to construct the device. The pertinent
that seep from each emitter (usually, one emitter is worn
Craft skill for construction is Craft (metalworking).
on the throat or back of the head, with two others worn on
Rosalyn di Florys' patent galvano-magnetic hair clipper's
the wrists and two more on the lower legs. The emitters
runeplate requires one week to inscribe and requires a
are hooked up to the central unit via arcanoconductive
successful INT+Mechanikal Engineering roll against a
tubing). Since the smoke is ectoplasmic in nature, it
target number of 13.
behaves unlike normal smoke, being cold to the touch
(which can quite unpleasant for the wearer in the long
run) and not quite moving with prevailing winds. The
smoke also takes on some of the colour of nearby
materials, which can appear quite disconcerting. Rosalyn Di Florys' Patent
In game terms, the device usually grants a +3 modifier to
Illuminated Vestments
Cost: 710 gc (power source not included)
Social rolls made to either dramatically portray a ghostly
character on stage or convince people they are facing a Description: Developed for the most exclusive theatres
spectral being (though cons can quickly become very and opera houses of the Iron Kingdoms by the ever style-
embarrassing if the user is asked to back up his claims conscious clockwork enthusiast Madame di Florys, this
with true spectral deeds, when footprints are spotted, or device seems to consist of a thin body harness to which
when the user's footsteps are heard). The device produces bracers, a collar and a strange-looking device like a
too little smoke to provide concealment. dangling broken hoop are attached via flexible conduits.
The device is supposed to be worn under long, specially
Fabrication: The material cost of Rosalyn di Florys'
tailored robes or gowns, and allows different parts of the
patent ethereal vestments' parts is 160 gc. It takes two
wearer's body to be bathed in light that appears to
weeks to construct the device. The pertinent Craft skill for
emanate from within their body, which looks extremely
construction is Craft (metalworking).
impressive on the stage, and is usually reserved for actors
Rosalyn di Florys' patent ethereal vestment's runeplate
portraying deities, archons or magicians. The device is
requires two weeks to inscribe and requires a successful
powered by an alchemical capacitor worn on the harness.
INT+Mechanikal Engineering roll against a target number
of 14. Rune Points: 2
Special Rules: The device can be quickly reconfigured
for different patterns of light by any character with the
Mechanikal Engineering skill without the need for a roll.
Rosalyn Di Florys' Patent Usually, the bracers shed light out of the sleeves onto the
Galvano-Magnetic Hair Clipper wearer's hands, while the hoop sheds light around the
Cost: 250 gc (power source not included) user's legs, making the wearer appear to be floating on
light (the robes worn over the device need to be
Description: A simple but ingenious compact contraption
reasonably light-proof for maximum effect, though the
basically consisting of a tiny magnetic runeplate, a set of
hoop emitter is designed to shed light downward and
comb-like shear blades (an iron one mounted as the
outward only). The collar can be set to illuminate the
switch of a mechanikal trigger, and a brass one in a fixed
wearer's face from below for a suitably sinister
mount in a simple brass case), and a spring, this device
impression (which can be further enhanced by wiring
was inspired by industrial steam saws mounted on some
small plates of tinted glass to the device), or may
steamjacks (The Llaelese clockwork enthusiast Rosalyn di
alternatively backlight the wearer's head for a beatific
Florys experimented with both steam-powered and
halo effect.
clockwork versions, which each have their own
drawbacks compared to the mechanically simple and thus In game terms, the device usually grants a +2 modifier to
both rugged and light mechanikal version). For a simple Social rolls made to either dramatically portray a
hairstylist's tool the galvano-magnetic hair clipper is supernatural character on stage or convince people they
outrageously expensive, but it does allow different are facing a supernatural being (though cons can quickly
hairstyles than can be reasonably maintained with razors become very embarrassing if the user is asked to back up
or scissors, and if there is one thing Madame di Florys his claims). The broken hoop emitters for the floating-on-
knows, it is that fashion never goes out of fashion. The light effect can also become tangled in the wearer's legs if

45
Morgan's Liber Mechanika II – Dedicated Mechanika

he needs to move at more than a suitably dignified sedate Attack Modifier: 0


pace (if the wearer of the patent illuminated vestments POW: 5 (see below)
moves more than 5” in one turn, he must make an AGL AOE: -
roll against a target number of 10 at the end of his
Description: A heavy rifle with its reinforced barrel
movement and is knocked down if the roll is failed).
wrapped in serial loops of mechanikal conduits, this
Fabrication: The material cost of Rosalyn di Florys' experimental weapon is intended to provide armour-
patent illuminated vestments' parts is 130 gc. It takes two piercing firepower against steamjacks and other large
weeks to construct the device. The pertinent Craft skill for targets by firing mechanikally accelerated bullets wrapped
construction is Craft (metalworking). in a short-lived stabilising arcantrik field. The rifle is
Rosalyn di Florys' patent illuminated vestment's runeplate powered by an arcanodynamic accumulator in its stock.
requires two weeks to inscribe and requires a successful
Rune Points: 4
INT+Mechanikal Engineering roll against a target number
of 14. Special Rules: When calculating damage from the
shellcracker rifle while it has power, halve the base ARM
of characters hit who have medium or larger bases. This
weapon gains +2 to damage rolls against characters with
Shadelight Lantern small bases while it is powered.
Cost: 810 gc (capacitor not included) Firing the shellcracker rifle temporarily depletes its
Description: Developed by the Strangelight Workshop to power. After a shot the rifle becomes unpowered, but
investigate hauntings and abodes of the restless dead, the powers up again automatically in the wielder's next
shadelight lantern sheds an eerie illumination that cannot Maintenance Phase.
be seen by the undead. The shadelight lantern is powered This weapon requires two hands; if the character wielding
by an arcanodynamic accumulator. the rifle does not have at least STR 5, he suffers an
Rune Points: 4 additional -1 attack modifier unless he braces the rifle for
firing by using a bipod (or at least resting it on a suitable
Special Rules: The shadelight lantern sheds bright light object). If the shellcracker rifle becomes unpowered, its
within 18 feet (3”) of the lantern and dim light within 36 hits have POW 12 but are no longer armour-piercing. The
feet (6”). This lights affects objects strangely, which unpowered shellcracker rifle also suffers a -1 attack
inflicts a -1 penalty to all actions requiring vision that are modifier (-2 if the character wielding the rifle does not
undertaken by the living in the area of effect. Undead have STR 5 and is not bracing the rifle).
characters, however, cannot see the illumination granted
by the shadelight lantern at all, meaning they treat living It costs 3 gc for blasting powder, bullets and casings for
characters illuminated by the lantern as if they were only five heavy rounds.
illuminated by the otherwise prevailing light conditions Fabrication: The material cost of the shellcracker rifle's
(which is the reason the shadelight lantern is usually used housing is 610 gc (capacitor parts not included). It takes
at night or in enclosed spaces that allow no other four weeks to construct the device. The pertinent Craft
illumination, granting the living substantial bonuses to skill for construction is Craft (gunsmith).
covert actions or combat (see lighting modifiers in The shellcracker rifle's runeplate requires four weeks to
IKRPG, p. 225)). inscribe and requires a successful INT+Mechanikal
Fabrication: The material cost of the shadelight lantern's Engineering roll against a target number of 16.
housing is 70 gc. It takes three weeks to construct the
device. The pertinent Craft skill for construction is Craft
(glasswork).
The shadelight lantern's runeplate requires four weeks to Shortout Shield
inscribe and requires a successful INT+Mechanikal Cost: 660 gc (alchemical capacitor not included)
Engineering roll against a target number of 16. Skill: Shield
Attack Modifier: 0
POW: 0
Description: A shortout shield is usually an otherwise
Shellcracker Rifle inconspicuous shield, the only giveaway of its true nature
Cost: 1,810 gc (capacitor not included) being the coils of conduits on its outer surface. It is
Ammo: 1 (heavy round) powered by an alchemical capacitor mounted on its inner
Effective Range: 84 feet (14”) face.
Extreme Range: 420 feet
Skill: Rifle Rune Points: 3

46
Morgan's Liber Mechanika II – Dedicated Mechanika

Special Rules: When a character with a shortout shield is vitality after a short rest, and then 2 points of vitality per
hit by a mechanikal weapon or shield, that device hour for the next 3 hours instead of the usually recovered
becomes unpowered and must be restarted by using a vitality if successfully treated with a shrapnel extractor at
quick action before its mechanikal properties become once).
available again. Similarly, a character can hit an opponent
If the character using the shrapnel extractor fails the
with a shortout shield, and if the target character is
INT+Medicine roll, the patient suffers 1d3 points of
bearing a mechanikal shield, that shield becomes
damage as the shrapnel tears a new wound on its way out
unpowered until it is reactivated. Mechanikal armour is
of the patient's body. If the patient becomes incapacitated
too well shielded to be affected by a shortout shield.
from this, he may suffer the Battle Scars result on the
It is possible to strike a character wearing a shortout injury table at the gamemaster's discretion, though such a
shield in such a manner that the shield is avoided. This mistake is usually not fatal.
can be accomplished by back strikes, by using a Mighty
Last but not least, successfully using a shrapnel extractor
character's Shield Beater attack, or by using chain
prevents certain types of ammunition like necrotite-laced
weapons like a flail.
bullets from wreaking further havoc on the patient.
Fabrication: The material cost of the shortout shield's
Fabrication: The material cost of a shrapnel extractor's
parts is 70 gc. It takes three weeks to construct the device.
housing is 25 gc. It takes two weeks to construct the
The pertinent Craft skill for construction is Craft
device. The pertinent Craft skill for construction is Craft
(metalworking).
(metalwork).
The shortout shield's runeplate requires three weeks to
The shrapnel extractor's runeplate requires three weeks to
inscribe and requires a successful INT+Mechanikal
inscribe and requires a successful INT+Mechanikal
Engineering roll against a target number of 15.
Engineering roll against a target number of 15.

Shrapnel Extractor Sound-Eater


Cost: 510 gc (accumulator not included)
Cost: 660 gc (capacitor not included)
Description: This innocuous-looking short rod, which is
Description: A compact device little bigger than a
powered by an alchemical capacitor set into the handle,
grenade, the sound-eater deadens all sound in a small area
generates a powerful, short-ranged and extremely tightly
centered on the device. While theoretically invaluable to
channelled magnetic field that can be used to safely and
intelligence agencies, assassins and criminals alike, the
quickly extract metal fragments from injuries caused by
device's utility is hampered by also rendering the user
explosive grenades, scattershot or light rounds of firearm
completely unable to use his sense of hearing, and the
ammunition. The device's operating principles make the
device being rather difficult to conceal if the user or his
use of capacitors with moving parts impossible, unless the
belongings are searched. The device is powered by an
capacitor is hooked up to the shrapnel extractor via
alchemical capacitor.
conductive tubing.
Rune Points: 3
Rune Points: 3
Special Rules: The sound-eater completely stops all
Special Rules: Using the shrapnel extractor requires a
sound from escaping from a 3” AOE centered on the
little practice – the device has to be precisely aligned with
device once it is active, making tasks like picking locks or
the wound channel, and when it is activated the magnetic
blowing up safes perfectly stealthy (unless people in
field retrieves the piece of shrapnel in the wound (an
adjacent rooms notice the pictures on the wall rattling
admittedly painful but hygienic process, and certainly not
from the blast or sense the tremor in the ground, or find
as painful or time-consuming as cleaning shrapnel
flakes of dust suddenly drifting down from the ceiling).
wounds using tweezers or similar tools). The magnetic
Similarly, the device prevents any sound from entering
field's short range and extremely tight shape (about the
this AOE (incidentally rendering the area of effect
thickness and length of a pencil stub) prevents the device
immune to trollkin fell calls), potentially allowing guards
from extracting every shrapnel in the vicinity and tearing
to sneak up on the users or preventing them from hearing
the patient to pieces in the process.
the guards in the room they are breaking into receiving
Correctly using the shrapnel extractor on a character orders to make ready for the intruders. Characters within
suffering injuries from shrapnel requires an the AOE cannot communicate by speaking, either,
INT+Medicine roll against a target number of 13, and preventing the use of abilities like Battle Plans, a 'jack
allows the patient to recover an extra 1d3+1 points of marshal's Drives or gaining bonuses from the presence of
vitality, at a rate of one point of vitality at each instance of an Intellectual or Cunning character.
recovery (e.g. a patient might recover PHY+1 points of

47
Morgan's Liber Mechanika II – Dedicated Mechanika

Fabrication: The material cost of the sound-eater's of 15.


housing is 70 gc. It takes three weeks to construct the
device. The pertinent Craft skill for construction is Craft
(metalwork).
The sound-eater's runeplate requires three weeks to Steady Saddle
inscribe and requires a successful INT+Mechanikal Cost: 840 gc (integral clockwork capacitor included)
Engineering roll against a target number of 15.
Description: Little more than a standard saddle laced
with conduits and powered by an integral clockwork
capacitor, this device utilises effects already more
Static Compaction Staff commonly used by the Compensator and Steady armour
runeplates to assist riders in staying mounted. A welcome
Cost: 510 gc (capacitor cost not included)
side-effect is that riding with a steady saddle is
Skill: Great Weapon
significantly more comfortable in addition to being very
Attack Modifier: -1 (-2 with capacitor attached)
safe even for unskilled riders.
POW: 3
Rune Points: 3
Description: A walking staff rather than a useful weapon,
tapping the base of this device on the ground sends a burst Special Rules: While the steady saddle has power,
of electrostatic charge into the soil, causing fine, dry, mounted characters using the device do not risk being
shifting material to stick together in a nearly solid block, thrown from the saddle under most circumstances (the
making walking on such ground a lot less tiresome major exceptions being the rider getting knocked out or
(incidentally, this also tends to make the user's hair stand bodily picked off their mounts, or the mount getting
on end). This device is often used by explorers in the knocked down). Additionally, ranged and magic attacks
Stormlands or the Bloodstone Desert and powered by an made by a mounted character using a steady saddle only
alchemical capacitor worn on a belt and hooked up to the suffer a -1 penalty. A reduction in chafing on the
staff via arcanoconductive tubing. character's backside will also result in a sunnier
disposition.
Rune Points: 3
Fabrication: The material cost of the steady saddle's
Special Rules: A character wielding a static compaction
parts (including clockwork capacitor parts) is 120 gc. It
staff may walk on dry dust or sand without sinking into it
takes two weeks to construct the device. The pertinent
by spending a quick action each turn to tap the staff's end
Craft skills for construction is Craft (tanning).
on the ground, effectively gaining the Pathfinder ability.
The steady saddle's runeplate requires three weeks to
The static compaction staff cannot be used when the user
inscribe and requires a successful INT+Mechanikal
is running or charging.
Engineering roll against a target number of 15.
Once the staff's charge has compacted the ground, the
area remains compacted for a few minutes until the
charge has dissipated. The compacted zone is wide
enough to allow several small- or medium-based Still Chamber
characters to gain the benefits of the staff as long as they Cost: 610 gc (capacitor not included)
follow the user in single file.
Description: A luxury fitting for wealthy ship passengers
Static compaction staves are Reach weapons and must be (and also very useful for running a laboratory at sea), the
used two-handed if the user wants to use them as a still chamber is simply a room outfitted with mechanikal
weapon, but can be used one-handed when used as a conduits and compensator runeplates that render any
traveling aid. movements of the room practically unnoticeable to those
A character wielding a static compaction staff can spend 1 inside. Looking out of the window is not adviced,
feat point to make a trip attack instead of a normal attack. however, as the mismatch between the sensation of
If the attack hits, the target is knocked down instead of stillness and seeing the heaving seas outside has proven to
suffering damage. induce intense bouts of seasickness. There is also concern
that the device places undue stress on the ship's frame, as
Fabrication: The material cost of the static compaction there is now one area that resists moving with the rest of
staff's housing is 25 gc. It takes one week to construct the the vessel and constantly wrenches and tears at the
device. The pertinent Craft skill for construction is Craft superstructure. The device is powered by an alchemical
(metalworking). capacitor set into a wall mount.
The static compaction staff's runeplate requires three
weeks to inscribe and requires a successful Rune Points: 3
INT+Mechanikal Engineering roll against a target number Special Rules: A typical still chamber offers just enough

48
Morgan's Liber Mechanika II – Dedicated Mechanika

space for two bunks and a small desk, or for a large the devices allowing Lady Anevka to control it and
workbench. Anybody and anything inside the still perceive through its senses)
chamber is unaffected by any movement of the ship (i.e.
Special Rules: Though exact specifications are unknown
they cannot be knocked down by a ship's movement, nor
to anybody but Lord Stormhold and, probably, his
risk spilling their drinks even in the severest of storms).
daughter, it is clear the device consists of two distinct
At the GM's discretion, keeping a still chamber powered units: The puppet, and the capsule containing Anevka’s
during severe storms may cause some stress damage to body.
the ship's hull, though this should not be exceptionally
The capsule itself contains a complex mechanikal
severe and possibly amount to 1d3-1 points of damage to
transducer that allows the occupant to control the attached
the ship.
puppet in a manner much like a warcaster commanding a
Fabrication: The material cost of the still chamber steamjack, though commands (and power) are relayed to
modifications is 40 gc. It takes three weeks to construct the puppet via arcanoconductive cabling rather than a true
the device. The pertinent Craft skill for construction is arcane bond. The capsule has a medium base, DEF 5,
Craft (shipwright) or Craft (carpentry). ARM 12, 10 damage boxes, and no back arc. If all of its
The still chamber's runeplate takes three weeks to inscribe damage boxed are marked, the connection to the puppet is
and requires a successful INT+Mechanikal Engineering broken, and the puppet shuts down. Additionally, the
roll against a target number of 15. character in the capsule suffers any damage the capsule
takes beyond its damage boxes. The character in the
capsule cannot be rendered stationary and is always
considered to be knocked down.
Stormhold Impersonation The capsule is quite heavy. A single small-based character
Engine could drag the capsule 1” per activation as a full action.
From the Liber Mechanika of Professors Phil and Kaja For every additional character dragging the capsule, it can
Foglio, http://www.girlgeniusonline.com/comic.php? be moved 1” further. Instead, four small-based characters
date=20051102#.WKdzVBAxnzU can pick up and carry the capsule. The carried capsule is
not considered knocked down and gains DEF 7 as well as
Cost: Estimated at 2,400 gc, but probably quite a bit
the SPD of its slowest bearer -2.
higher considering the quality of the materials and the
artistry that has gone into the engine’s construction The second unit of the Stormhold Impersonation Engine,
the puppet, perceives, acts and speaks in place of the
Description: No-one knows the exact nature of the injury
individual hooked up to the transducer, though it can
or illness the Lady Anevka Stormhold, daughter of the
never stray far from the capsule containing its operator.
arcane mechanik Lord Aaronev Stormhold, suffered, but
The puppet uses the operator’s INT, PER, and ARC, and
what is known is that ever since she has never been seen
the following stats in place of its operators’:
in public – or, to be more exact, she has not been seen in
the flesh. Instead, she has been travelling about in an PHY SPD STR AGL PRW POI ARM
enclosed capsule being carried by a quartet of servants in 6 5 4 4 4 3 12
the manner of a sedan chair, which has a mechanikal Base Size: Small
puppet attached to it via a thick bundle of
arcanoconductive conduits. The disturbingly life-like Damage Boxes: 10
puppet, whose immobile painted features bear the young Construct: The puppet is a construct, but since it is its
lady Stormhold’s stylized likeness, has been lovingly and operator’s only connection to the world, most operators
lavishly manufactured from precious materials, and serves will try to flee if possible, irrationally confusing the
as Anevka’s mouthpiece, eyes, ears, and hands, lending puppet for their own actual body.
credence to rumours that her real physical body has been
too horribly maimed to even consider more conventional Critical Systems Failure: If the puppet suffers at least 5
mechanikal prosthetics. How she could have survived points of damage from a single damage roll, a roll on the
such injuries, let alone found the will to continue to exist following table must be made to determine whether it
in this form of mechanikal half-life, are, perhaps, the suffers additional damage:
smallest mysteries surrounding Stormhold Manor these Stormhold Impersonation Engine System Table
days.
D6
The Stormhold Impersonation Engine is powered by an Result System Damaged
arcane turbine installed in the capsule containing Lady 1-2 No Internal Systems are damaged – No
Anevka’s body. additional penalty.
Rune Points: 8 (5 points for the puppet, and 3 points for 3 Arm Damaged – One of the puppet’s arms is

49
Morgan's Liber Mechanika II – Dedicated Mechanika

crippled. Randomly determine which arm is The puppet’s runeplate takes five weeks to inscribe and
affected. Until the damage is repaired, all requires a successful INT+Mechanikal Engineering roll
rolls for actions undertaken with that arm against a target number of 17.
suffer a -3 penalty.
4 Loss of Power – The puppet’s power
systems are damaged. Until it is repaired,
the puppet suffers -3 STR. Stormrunner Sloop
5 Movement Damaged – The puppet’s legs Cost: 31,310 gc
have been damaged. Until repaired, the Skill: Sailing
puppet suffers -1 SPD and -1 DEF, and Skill Modifier: -1
cannot run or charge. SPD: 10
6 Head Damaged – The puppet can no longer DEF: 7
speak and suffers -3 to DEF and all rolls for ARM: 16
actions that require sight or hearing. Damage Capacity: 60
Not Actually My Real Body: Gifted users operating the Damage Threshold: 10
puppet can only cast spells with RNG:CTRL or RNG: Passengers: 30 (8-man minimum crew)
Self (including all spells cast at the caster; such spells (See the appendix “Vehicles of the Iron Kingdoms” in the
always affect the capsule as well as its resident, not the “Bitter Medicine” downloadable scenario for vehicle
puppet), or spells not requiring line of sight to the target. rules)
The point of origin of such spells is the capsule, not the Description: Built by Ordic mechaniks working for the
puppet. Maritime Order of the Trident, the Ordic Royal Navy's
Poor Coordination: The puppet suffers -2 DEF. premiere arcane institution, the stormrunner is more an
outrageously expensive proof-of-concept than anything
Restricted Sensorium: The puppet can see and hear as that is likely to see widespread production anytime soon,
well as a normal human. It has no senses of taste or smell if ever. Simply put, a small single-masted sailing ship has
(in fact, its mouth and nose are mere decoration), and a been retrofitted with extensive mechanikal systems that
somewhat restricted sense of touch, suffering -2 PER offer the ship substantial protection from capsizing in
when examining objects with its fingers. storms and foul weather, though it remains to be seen
Tethered: The puppet cannot move further than 4” from whether these adaptations do not also tear the ship apart
the capsule containing its operator. A character who can from the stresses inflicted. The stormrunner's mechanikal
attack the puppet’s back arc can strike at the connecting systems are powered by an arcane turbine, though they
cables instead of attacking the puppet directly. The cable may also be powered by several sailors working a
has the same DEF as the puppet, ARM 10, and 4 hit treadmill in a pinch.
boxes. If all of the cable’s hit boxes are marked, the Rune Points: 4
puppet is severed from its operator and shuts down.
Special Rules: While her mechanikal systems are
Fabrication: The material cost of the capsule’s parts is powered, the stormrunner is immune to capsizing (any
290 gc (including parts for the arcane turbine and results of failed Sailing rolls that would normally lead to a
arcanoconductive cabling; the version of the engine capsized ship are simply ignored). However, extensive
constructed by Lord Stormhold probably was significantly compensators are required to simultaneously allow the
more expensive, but most of these additional expenses ship to still remain maneuverable and allow her to lean
were caused by embellishments and modifications into the wind. These systems are usually operated from a
specifically required to accommodate Lady Anevka’s set of mechanikal controls situated near the steering
shattered body rather than any of the functional parts of wheel, and do not require exceptional expertise to operate,
the impersonation engine itself). It takes three weeks to though the only stormrunner in existence always has a
construct the capsule. The pertinent Craft skill for mechanik on call for aiding the steersman. The
construction is Craft (metalwork). mechanikal systems do not make the stormrunner immune
The capsule’s runeplate takes three weeks to inscribe and to taking water, so bailing pumps have been added to the
requires a successful INT+Mechanikal Engineering roll design to compensate for the risk of taking more water
against a target number of 15. than usual when the ship fails to move naturally with the
The material cost of the puppet’s parts is 210 gc (again, waves. It is currently unclear whether the design offers
the version constructed by Lord Stormhold was substantial benefits traversing the horrific storms of the
significantly more elaborate artistically, and thus likely Meredius, though intelligence services certainly have
rather more expensive). It takes three weeks to construct indicated their interest in a ship that can reliably escape
the puppet. The pertinent Craft skill for construction is pursuit by heading into storms.
Craft (metalwork). Fabrication: The material cost of a stormrunner's parts is

50
Morgan's Liber Mechanika II – Dedicated Mechanika

6,170 gc (this is the cost of buying and retrofitting an stormwalker armour provides 10 additional damage boxes
existing sloop rather than building one with mechanikal that must be destroyed before the wearer of the armour
fittings from scratch, and includes the parts for the arcane starts suffering damage, and provides +3 STR to the
turbine). It takes four weeks to retrofit the stormrunner. character wearing the suit of armour (see IKKNG, p. 183
The pertinent Craft skill for construction is Craft for rules details of mechanized armour). Additionally, the
(shipwright). wearer of stormwalker armour gains Immunity: Electricty,
The stormrunner's core runeplate takes four weeks to though this only applies to electrical attacks made against
inscribe and requires a successful INT+Mechanikal the character wearing the suit of armour, and does not
Engineering roll against a target number of 16. protect the wearer from any electrical damage caused by
internal damage effects. The tight confines of
Stormrunner Sloop System Table stormwalker armour preclude the wearing of a sufficiently
padded and insulated undersuit, unfortunately.
D6 Result System Damaged
1-2 Hull – No specific system is damaged. Stormwalker armour cannot be upgraded like ironhead
3-4 Sails and Rigging – The sails or rigging armour.
is damaged. Reduce the sloop's DEF Volatile Power Source: When stormwalker armour
and SPD by 1. suffers the Loss of Power or Boiler Leak internal damage
5 Wheel, Rudder and Systems – The effects (see IKKNG, p. 183), the wearer of the armour
control mechanism is damaged, starts taking POW 12 electrical damage rolls each turn
including the mechanikal controls. until he ejects from the suit of armour in addition to all
Apply a -2 penalty to all attempts to other effects (there is no damage from a boiler leak, of
control the vehicle. If this location is course, as the power source isn't a steam engine). Outside
damaged again, roll 1d6: On 1-3 the of combat, this damage is suffered every minute. If
steering mechanism is destroyed. On 4- stormwalker armour suffers both the Loss of Power and
6 the mechanikal stabilizers are Boiler Leak internal damage effects, the storm chamber is
destroyed, making it easier to steer the destroyed, and the armour shuts down; this also causes
ship (reduce the penalty to controlling lightning to arc to the closest 1d3 characters within 4” of
the ship to -1), but making the vessel the suit of armour. Each character struck by the lightning,
vulnerable to capsizing again. If this as well as the character wearing the armour, suffers a
system is damaged a third time, the POW 12 electrical damage roll. The destroyed storm
remaining damaged but not destroyed chamber must be replaced before the armour can function
system (steering or mechanikal again.
stabilizers) is destroyed.
6 Passengers/Cargo: Randomly determine Complex: Spare parts and repairs for stormwalker armour
which passenger is hit (passengers cost three times the usual amount.
inside the body of the vehicle are not Fabrication: The material cost of the stormwalker
eligible targets). If no passengers are armour housing is 4,610 gc. The pertinent Craft skill for
eligible, a piece of cargo or a weapon construction is Craft (metalworking). It takes five weeks
stored on the deck is damaged. to construct the suit of armour.
The runeplates translating the storm chamber's energy
into motive power require five weeks to inscribe and
require a successful INT+Mechanikal Engineering roll
Stormwalker Armour against a target number of 17.
Cost: 16,010 gc (storm chamber not included)
SPD Modifier: -3
DEF Modifier: -3
ARM Modifier: +9 Third Hand
Description: This experimental suit of mechanikal Cost: 960 gc (not including power source; 1,260 gc for a
armour adapts storm chamber-powered mechanikal bond-enabled third hand)
systems to provide motive power rather than using steam Description: The third hand (actually an arm and a hand)
power, as similar designs like man-o-war armour do. is usually mounted on a harness of straps worn on the
Rune Points: 5 torso and secured to one shoulder. Though different
models can be mounted according to the preferences of
Special Rules: A character who wants to wear their users, most arms are on the same side as the user's
stormwalker armour must have the Ironhead ability (see preferred arm, at about waist height. While not
IKKNG, p. 181). Similar to man-o-war amour, particularly useful during work, third arms are still a

51
Morgan's Liber Mechanika II – Dedicated Mechanika

favourite mechanik's party trick when concealed under The warcaster cannot spend focus to gain additional
long coats. attacks with these weapons, and the weapons do not
become magical weapons (i.e. they still cannot damage
Rune Points: 3 (5 for a bond-enabled third hand)
incorporeal characters).
Special Rules: While the third hand has power, a
Fabrication: The material cost of the transference
character can spend a quick action to use it during any of
bracer's housing is 130 gc. It takes three weeks to
his rounds (this quick action must be expended in addition
construct the device. The pertinent Craft skill for
to an attack or another quick action to actually accomplish
construction is Craft (metalworking).
anything with the third hand, as the concentration
The transference bracer's runeplate requires four weeks to
required to operate the third hand takes a toll. There are
inscribe and requires a successful INT+Mechanikal
rumours of bond plate-modified third arms for focusers,
Engineering roll against a target number of 16.
which do not require a quick action to operate but are
more expensive and require stronger power sources).
Mostly, the third hand is used for clandestine or surprise
actions while the character's own hands are in full view
(some enterprising rogues even add concealed slits in Voice Displacer
their coats for the arm to operate through). Cost: 620 gc (integral clockwork capacitor included)
Third hands aren't particularly powerful. They use the Description: This small, handheld device does not look
wearer's AGL, POI, and PRW, with a -1 penalty, have the too unlike the mouthpiece of a pneumatic speaking tube
same base strength as the race for which they have been mounted on a short handle. When the user speaks into the
made (4 for humans), and can neither wield weapons tube (or otherwise makes noises directed at the
larger than one-handed weapons or pistols, nor can they mouthpiece), no sound issues forth from the user. Instead,
be used to aim shots. Still, that is good enough in the right his voice (or the sound he makes) seems to issue from a
circumstances. location in the vicinity, providing both a means of
distraction as well as allowing some expensive stage
Characters with the Two-Weapon Fighting ability, or a magic. The device is powered by an integral clockwork
similar ability, can use the third hand for their additional capacitor.
attack by expending a quick action, and do not take an
additional off-hand penalty if the “shoulder” of their third Rune Points: 3
hand is located on the same side as their preferred arm. Special Rules: The voice displacer renders any sounds
Fabrication: The material cost of the third hand's produced within a distance of a few inches of the
housing is 160 gc. It takes three weeks to construct the mouthpiece inaudible, and causes these sounds to instead
device. The pertinent Craft skill for construction is Craft issue from a point within the user's line of sight and
(metalworking). within 12” (72 feet) at which the user points the device. A
The third hand's runeplate requires three weeks to inscribe user with the Mechanikal Engineering skill, or one who
and requires a successful INT+Mechanikal Engineering has been thoroughly instructed in the use of the device,
roll against a target number of 15 (it takes five weeks to can adjust the distance by which sounds are displaced
inscribe a bond-enabled runeplate for the third hand, and from anywhere between 3” (18 feet) to 12” (72 feet) by
the target number rises to 17). spending a quick action.
Fabrication: The material cost of the voice displacer's
parts is 54 gc, including parts for the clockwork capacitor.
It takes three weeks to construct the device. The pertinent
Transference Bracer Craft skill for construction is Craft (metalworking).
Cost: 1,000 gc (arcanodynamic accumulator not The voice displacer's runeplate requires three weeks to
included) inscribe and requires a successful INT+Mechanikal
Engineering roll against a target number of 15.
Description: The transference bracer is a delicate array of
mechanikal conduits incorporated into a bracer and light
gauntlet. An arcanodynamic accumulator slotted into the
back of the bracer powers the device.
Voice-Mask
Rune Points: 4 Cost: 280 gc (alchemical capacitor not included)
Special Rules: While the transference bracer has power, a Description: A deceptively simple design looking not
warcaster who has bonded to it can boost attack and unlike a heavy metal collar strapped tightly around the
damage rolls with any non-mechanikal and non-magical neck, this device sends a powerful vibration into the
weapon he wields in the hand wearing the bracer, wearer's throat, distorting the voice to the point of
including thrown weapons, guns, and unarmed attacks.

52
Morgan's Liber Mechanika II – Dedicated Mechanika

unrecognisability. The device is used on the more device to two shots per round (if the character operating
extravagant stages of the Iron Kingdoms (operatic singers the carbine has the ability to make additional shots, e.g.
in particular can achieve uncannily otherworldly effects from having the Skilled Archetype or the Quick Thinking
with this device) as well as by spies and crime lords who Intellectual Archetype benefit, or abilities like Dual Shot
like both the intimidation factor of their altered voices and or Sentry). Additionally, firing a voltaic carbine inflicts a
that they can speak to contacts without these contacts later POW 10 electrical damage roll on the firer, as the
being able to identify the speaker by his voice (most discharging coils ground randomly upon firing. Wearing
significantly, a properly configured voice-mask can even insulated armour is recommended.
disguise the speaker's gender). The device must be
Fabrication: The material cost of the voltaic carbine's
powered by a form of alchemical capacitor, since the
parts is 100 gc (storm chamber parts not included). It
vibrations wreak havoc on the workings of clockwork
takes two weeks to construct the device . The pertinent
capacitors.
Craft skills for construction are Craft (metalwork) and
Rune Points: 1 Craft (glassmaking).
The voltaic carbine's runeplate requires four weeks to
Special Rules: Using a voice-mask requires a little
inscribe and requires a successful INT+Mechanikal
practice but no real special training. Under most
Engineering roll against a target number of 16.
circumstances the voice-mask makes it completely
impossible to recognise the speaker's normal voice later.
With some simple mechanical tools, the voice-mask can
also be adjusted by a character with the Mechanikal
Engineering skill to raise or lower the speaker's pitch in Waldo Gauntlet
different ways. Doing this takes a full action but requires Cost: 580 (internal clockwork capacitor included)
no roll. Skill: Unarmed Combat
Attack Modifier: -2
Using a voice-mask inflicts a -2 penalty on non- POW: 0
Intimidation Social rolls, but grants a +1 bonus to
Intimidation rolls (other Social rolls intended to make use Description: The waldo gauntlet's fingers are covered in
of the distortion may also gain the bonus instead of the a delicate arrangement of kinetic coils. An integral
penalty, like when an operatic singer uses the device to clockwork capacitor set into the back of the gauntlet
deliberately distort his voice for a special performance). powers the device.
Fabrication: The material cost of the voice-mask's Rune Points: 3
housing is 46 gc. It takes one week to construct the Special Rules: A waldo gauntlet is intended as a tool for
device. The pertinent Craft skill for construction is Craft handling hazardous materials, though it can also be used
(metalworking). offensively in a pinch. The gauntlet generates a kinetic
The voice-mask's runeplate requires one week to inscribe field a few feet away from the wearer that exactly
and requires a successful INT+Mechanikal Engineering replicates the wearer's hand and finger movements, and
roll against a target number of 13. transfers any weight handled to the user's hand (actually,
it is for these reasons that for most tasks a pair of waldo
gauntlets is required). The user may handle materials with
his waldo gauntlet as if he stood about 2” further ahead,
Voltaic Carbine though the difficulty of doing delicate work at this
Cost: 910 gc (storm chamber not included) distance while wearing thick gauntlets inflicts a -2 penalty
Effective Range: 60 feet (10”) to all rolls required. In combat, the waldo gauntlets grant
Extreme Range: – their wearer Reach. Waldo gauntlets will protect their user
Skill: Rifle effectively when handling electrified, corrosive, toxic or
POW: 10 (electrical damage) cursed objects, since most of these are only a problem
when they are actually touched.
Description: This experimental device barely resembles a
conventional carbine, as it looks more like an assemblage Fabrication: The material cost of the waldo gauntlet's
of heavy copper and glass coils pulsing with galvanic fury housing is 90 gc (including parts for the clockwork
that has been mounted on a carbine stock. A dedicated capacitor). It takes three weeks to construct the device.
storm chamber powers the voltaic carbine. The pertinent Craft skill for construction is Craft
(metalworking).
Rune Points: 4
The waldo gauntlet's runeplate requires three weeks to
Special Rules: A voltaic carbine does not require inscribe and requires a successful INT+Mechanikal
ammunition or reloading, though the rate at which its Engineering roll against a target number of 15.
coils draw power from the storm chamber limits the

53
Morgan's Liber Mechanika II – Dedicated Mechanika

the item was removed). There is also a limit to what can


Warcasting Manifold be stored safely in a warded strongbox – putting too many
Cost: 1,010 gc (accumulator not included) different items of little power in there may be too much
for the mechanikal systems to handle. Similarly, some
Description: A warcasting manifold is a complex array of items are simply too powerful to be suppressed by a
mechanikal receptors and relays built into a heavy helmet, warded strongbox (items like the infamous Witchfire or
which usually features some kind of relay vanes on the the legendary athancs of the dragons being two classes of
temples. The device is usually powered by an item that a warded strongbox is powerless against).
arcanodynamic accumulator worn on a belt and attached
to the helmet via conductive tubing. Though few warded strongboxes are ever left unguarded,
they are typically equipped with sophisticated locks,
Rune Points: 4 which require a AGL+Lock Picking roll against a target
Special Rules: A warcaster who bonds to a warcasting number of 19 to open. Forcing the lid open similarly
manifold can bond to two warjacks through the manifold requires a STR roll against target number 19.
(these warjacks must be equipped with special receivers, Fabrication: The material cost of a warded strongbox's
see the warcasting manifold receiver warjack upgrade for housing is 130 gc (not including accumulator parts). It
rules and costs). This would be particularly useful for takes four weeks to construct the device. The pertinent
journeymen, who usually struggle to control many pieces Craft skill for construction is Craft (metalworking).
of mechanika at the same time, but the warcasting The warded strongbox's runeplate requires four weeks to
manifold's usefulness to the military is limited by the fact inscribe and requires a successful INT+Mechanikal
that any warcaster who wears the manifold can bond to Engineering roll against a target number of 16.
and control the warjacks equipped with receivers and thus
bypass cortex locks and passcodes (except Cyrissist
warcasters, though the reasons for this are religious
strictures rather than an actual inability to use the Whip-Blade Sword
manifold).
From Macavity's Liber Mechanika
Fabrication: The material cost of a warcasting manifold's
Cost: 1,040 gc (including integral clockwork capacitor)
housing and blank runeplate is 130 gc (not including
Attack Modifier: 0 (sword), -2 (whip-blade)
accumulator parts). It takes four weeks to construct the
Skill: Hand Weapon (sword) / Great Weapon (whip-
device. The pertinent Craft skill for construction is Craft
blade)
(metalworking).
POW: 4 (sword) / 3 (whip-blade)
The warcasting manifold's runeplate requires four weeks
to inscribe and requires a successful INT+Mechanikal Description: This segmented sword blade held together
Engineering roll against a target number of 16. by mechanikal locks with a retaining chain-belt running
through the centre of the blade can be wielded as a sword
or disengaged to spool out into a long, bladed chain whip
for improved reach and fighting against opponents
Warded Strongbox wielding shields. The runeplate in the hilt magnetizes the
Cost: 930 gc (accumulator not included) blade pieces, allowing the whip to be quickly retracted
and locked back into sword form, and also stabilises the
Description: A warded strongbox is a metal chest that motion of the whip-blade, giving actual usable control
usually bears the sigil of a major arcane or religious over it in whip form – though it is still a cumbersome and
organisation, but otherwise does not look too difficult weapon to wield. The whip-blade sword's
extraordinary except for the arcanodynamic accumulator mechanikal systems are powered by an integral
mounted on the back. Most warded strongboxes are just clockwork capacitor.
large enough to put a sword or disassembled suit of
armour into them, though both smaller and bigger boxes Rune Points: 3
have been made. Special Rules: The whip-blade sword can be used as a
Rune Points: 4 regular, if heavy, sword. With a quick action, the character
wielding the sword can disengage the chain and de-
Special Rules: Warded strongboxes are used to carry or tension the blade segments turning the sword into a
store cursed or haunted objects. While such an object is in bladed chain. A full action is required to retract the chain
a closed and powered strongbox, its supernatural again and lock the sword pieces back together into a
properties are suppressed. This will not exorcise ghosts, blade.
but may weaken them in some way (though ghosts have
also been known to simply disappear while an item they Attacks from a whip-blade in its whip form ignore ARM
were haunting was in the strongbox, only to reappear once bonuses from bucklers and shields and give the wielder 2"

54
Morgan's Liber Mechanika II – Dedicated Mechanika

Reach.
If a whip-blade sword should become unpowered in its
blade form, it unspools into its whip-blade form.
Unfortunately, the unpowered whip-blade cannot be
wielded as an effective weapon, though it could at least be
used as an improvised climbing aid or set of restraints.
Fabrication: The material cost for the whip-blade sword
housing and integral clockwork capacitor is 170 gc. It
takes three weeks to forge all the pieces, construct the
interlocking mechanisms for each piece, and assemble all
individual elements into the finished weapon. The
pertinent Craft skill for fabrication is Craft (Metalwork).
Inscribing the runeplate takes three weeks and requires an
INT + Mechanikal Engineering roll against a target
number of 15.

Will O' Wisp Lantern


Cost: 630 gc (including internal clockwork capacitor)
Description: A will o' wisp lantern is little more than a
small mechanikal lantern powered by an internal
clockwork capacitor. It is unusual in that it hovers,
however, and is usually tethered to someone's shoulder by
a piece of sturdy string.
Rune Points: 3
Special Rules: Will o' wisp lanterns shed light as a
mechanikal lantern (see IKRPG, p. 225). Because they
hover, they don't require a free hand, though they must be
kept tethered at all times, or they will simply float away
(generally, if a will o' wisp lantern becomes untethered,
every character who can get into unarmed melee range
within the next turn may attempt to catch it by making an
Agility or Unarmed Combat roll against difficulty 11 (9
for ogruns because they are taller, 13 for gobbers and
dwarves). Untethered will o' wisp lanterns are only a
problem outside, of course).
Fabrication: The material cost of a will o' wisp lantern
housing is 60 gc (including parts for the clockwork
capacitor). It takes two weeks to construct the device. The
pertinent Craft skill for construction is Craft
(metalworking).
The lantern's runeplate requires three weeks to inscribe
and requires a successful INT+Mechanikal Engineering
roll against a target number of 15.

55
Morgan's Liber Mechanika III – Mechanikal Modifications

Mechanikal Modifications can be powered at any single point of time.


Using the selector to switch between the runeplates is
faster than having a mechanik swap runeplates, but still
Arcantrik Balancer somewhat complex. First the mains switch uncouples the
Cost: 230 gc (capacitors not included) power source, causing the suit of armour to become
unpowered and worsening its DEF penalty by -2, in
Description: Supplying power to energy-hungry addition to ending the effects of the currently active
mechanika can be a hassle, not to mention expensive. runeplate. The selector switch can then be turned so the
Though not a cheap solution itself, the arcantrik balancer conduits become realigned to the second runeplate. Last
allows two capacitors to simultaneously feed their power but not least the mains switch has to be thrown to
into a single mechanikal device. reengage the power source, ending the -2 DEF penalty
Rune Points: 1 caused by the unpowered suit of mechanikal armour and
causing the second runeplate's runes to take effect.
Special Rules: Two capacitors, which must be of the
same type, can be hooked up to the arcantrik balancer. Most armour runeplate selectors are constructed in such a
The sum of their power output, minus the rune point of way that the runeplate selector switch cannot be moved
power the balancer needs for itself, can then be supplied unless the mains switch is disengaged (this is especially
to a mechanikal device attached via arcanoconductive important when the power source is a storm chamber).
cabling (this will automatically inflict a -1 penalty on Switching the conduits on engaged runeplates has been
attack rolls with mechanikal weapons, unless an upgrade known to cause explosive disjunction effects, destroying
like the enhanced conduit infrastructure (see warcaster the runeplate or conduits in the process (or electrocuting
armour upgrades) is being used. Example: the wearer, in the case of a storm chamber power source).
Two clockwork capacitors are hooked up to an arcantrik Throwing the mains switch or turning the selector takes a
balancer. Normally, each clockwork capacitor provides 3 quick action.
power, for a sum of 6 power for two capacitors. However, Fabrication: The material cost of an armour runeplate
the balancer requires 1 power to safely channel power, so selector is 25% of the parts cost of the suit of mechanikal
the actual power output is 5. armour. It takes one week to construct the device.
An arcantrik balancer is always designed with a particular Constructing the device requires a successful
power source in mind (e.g. clockwork capacitors), and INT+Mechanikal Engineering roll against a target number
will not work with other power sources without switching of 16. If the roll is failed, it can be reattempted after
out the runeplate. another two days spent reworking the device.
Fabrication: The material cost of the arcantrik balancer's
parts is 31 gc (including parts for enough
arcanoconductive cabling to attach one external
mechanikal device). It takes two weeks to construct the
Razor Bite (aka “Gator Grillz”)
device. The pertinent Craft skill for construction is Craft [Mechanikal Housing]
(metalworking). From RentedTritium's Liber Mechanika
The arcantrik balancer's runeplate requires one week to Cost: 200 gc
inscribe and requires a successful INT+Mechanikal Type: Unarmed (Gatorman bite)
Engineering roll against a target number of 13. Attack Modifier: 0
POW: -1 (cumulative with the POW of a gatorman's bite)
Description: This contraption of spiked metal caps set
Armour Runeplate Selector into a framework of conduits, which doesn't quite look
Cost: +25% of armour mechanikal housing cost unlike an oddly-shaped bear trap, fits over a gatorman's
teeth to provide the infrastructure for mechanikal
Description: By installing a set of redundant conduits and augmentations (though adding runes like flame or
heavy-duty mechanikal switches behind a protective panel electrocutioner is probably never going to be popular with
on a suit of armour, a character becomes able to quickly the device's users). The housing's capacitor must be worn
switch between two runeplates installed in his suit of on a belt.
armour.
Gatormen who wear a razor bite usually have problems
Special Rules: The selector conduits and switches are too speaking clearly, suffering a -2 penalty to their Command
heavy to be installed in weapon or shield mechanika Range and social rolls (except Intimidation).
housings. In effect, they allow two different runeplates to
be installed in a suit of armour, though only one of them

56
Morgan's Liber Mechanika III – Mechanikal Modifications

Runeplate Selector Weapon


Housing
From Macavity's Liber Mechanika
Cost: 450% base weapon cost (fabrication parts) /
1,500% base weapon cost (completed housing)
Description: Cumbersome and bulky switches and
conduits for weapon runeplate selectors prevented
mechanikal weapons from being able to switch between
runeplates without requiring a mechanik to dismantle the
housing and replace one runeplate with another, until a
clever arcane mechanik named Varys decided to build a
weapon around the runeplate selector mechanism. This
weapon housing integrates two runeplates encased in
alchemically hardened glass insulators into the weapon,
which draw power from a centrally mounted capacitor. By
folding or twisting the weapon around the central
capacitor, different runeplates are shifted into or out of
contact with the capacitor's conduits, using similar
technology to that employed in the arcane interval
generator. Clockwork gears ensure that the capacitor is
properly decoupled before the runeplates are switched.
Special Rules: A runeplate selector weapon housing must
be scratch-built; it is impossible to adapt a finished
weapon to this mechanism.
Switching between the two runeplates installed in the
weapon requires a full action.
Both runeplates installed in a runeplate selector weapon
housing must come with two points' worth of pre-installed
runes each that compensate for the greater bulk of the
weapon and help protect the weapon from mechanikal
disjunction when quickly coupling and uncoupling the
capacitor. This means that both runeplates only have
space for three additional rune points' worth of runes.
Still, most users who are interested in the great flexibility
of the runeplate selector weapon housing consider that a
price well worth paying.
Fabrication: Constructing a runeplate selector weapon
housing follows all the normal rules for constructing a
mechanikal weapon housing (see IKRPG, p. 281), but
takes half again as long. The target number for fabricating
the housing is 17.

57
Morgan's Liber Mechanika IV – Mechanika Power Sources

Mechanika Power Sources Power Output: 3


Lifespan: 1 week (see below)
Description: Catalytic capacitors are a variant of the
Arcane Flux Converter more common alchemical capacitors. They are slightly
Cost: 125 gc heavier, more difficult to produce, and require more
Power Output: 1-4 (see Special Rules) expensive parts, but their advantage is that they will not
lose efficacy until the catalytic reaction is started by
Lifespan: see Special Rules tightening a screw at the bottom of the capacitor, which
Description: The arcane flux converter works by forces a catalytic crystal through the membrane separating
converting the energy of a sustained spell into energy that it from the reagents.
can be utilised by mechanika, and is easily recognisable Special Rules: It takes 1d3 rounds for a catalytic
by the gold-plated receptor array extending from the capacitor to become fully active once the crystal has been
generator's housing. inserted, after which it will provide its 3 rune points of
Special Rules: The arcane flux converter only generates power for up to one week. These capacitors are mostly
power after an upkeep spell has been cast on the receptor used where clockwork capacitors run the risk of having
array, which will accept any upkeep spell regardless of the their gears fouled by dust or water and supply lines are
usual target requirements that does not have a range of unreliable, requiring a capacitor that will keep and can be
Self. The spell does not take effect but is considered to swapped out in the space of a few moments.
have been cast (so no other instance of the same spell may Catalytic capacitors cannot be recharged, and the reaction
be cast or upkept by the same caster), and the arcane flux cannot be stopped once it has been initiated.
converter then provides a number of points of power
equal to the casting cost of the spell for as long as the Fabrication Requirements: Alchemy and Mechanikal
spell is upkept. If the caster casts another instance of the Engineering
spell used to power the converter, it shuts down Material Cost: 6 gc
immediately.
Fabrication: Construction requires both an alchemist's
Mechanika powered by arcane flux converters is lab and a mechanik's workshop.
susceptible to spells and abilities that end upkeep spells,
like Dispel or Purification. If such a spell or ability affects Once a character has the raw materials to construct the
a character wielding mechanika powered by arcane flux catalytic capacitor, he must spend eight hours preparing
converters, the converters automatically shut down. and assembling the components. At the end of this time,
the player makes an INT+Alchemy or Mechanikal
Since spells must be specifically targeted at the receptor Engineering roll, whichever is lower, against a target
array, it is not possible to use an arcane flux converter to number of 14. If the roll succeeds, the character creates a
ward of offensive upkeep spells. functional capacitor. If the roll fails, the character can
Fabrication Requirements: Inscribe Formulae, make another attempt once he has spent an additional two
Mechanikal Engineering and Lore (Arcane) hours reworking the capacitor.
Material Cost: 45 gc
Fabrication: Construction requires a mechanik's
workshop. Crystal Capacitor
Once a character has the raw materials to construct the Cost: 25 gc for the capacitor, 21 gc for enough catalytic
arcane flux converter, he must spend one week crafting solution for a month
and assembling the components. At the end of this time, Power Output: 3
the player makes an INT+Mechanikal Engineering roll
against a target number of 16. If the roll succeeds, the Lifespan: 1 month (see below)
character creates a functional arcane flux converter. If the Description: This form of alchemical capacitor produces
roll fails, the character can make another attempt once he power from the reaction between two alchemical crystals
has spent an additional day reworking the converter. bathed in a catalytic solution. While the capacitor is more
expensive than standard alchemical capacitors, it has a
longer life-span and better shelf-life, though it does
require more maintenance as well.
Catalytic Capacitor Special Rules: A crystal capacitor provides no power and
Cost: 20 gc does not decay until it is filled with the catalytic solution.
Once that solution has been introduced, the capacitor

58
Morgan's Liber Mechanika IV – Mechanika Power Sources

provides power for a week, as the catalytic solution is similar to those utilised by parasitic generators and siphon
slowly consumed until the reaction finally comes to a generators. Such devices are only used by the most jaded
stop. At this point the capacitor must be emptied and and depraved of mechaniks or the necrotechs of Cryx,
another batch of the catalytic solution introduced before it since their core component is always the fleshless, rune-
can produce power again (characters with the Mechanikal inscribed skull of a sentient being.
Engineering or Alchemy skills can do this without the
Special Rules: While the device is intact, the skull that
need for a roll with some basic implements and about 10
forms its core is considered “unconscious,” even though it
minutes' time). As the crystals slowly shrink, the
is animated by virtue of the thrall runes, as the energy
capacitor is eventually used up, but any period of time
provided by the runes is drawn off into the the siphon
without fresh catalytic solution does not count against the
converter. Should the device become inoperable, the skull
capacitor's lifespan.
becomes “animate” and aware again until the generator is
The full batch of spent catalytic solution can be distilled repaired.
by an alchemist to reclaim 6 gc's worth of arcane minerals
Because the necrosiphon generator must always be built
for use in producing a new crystal capacitor (reducing the
around a sentient creature's skull, it is usually only used to
remaining material cost of producing a new capacitor to 2
power stationary devices or armour, though it could be
gc). Alternatively, the low-grade arcane minerals that can
used to power warjack weapons or weapons sized for
be recovered from the spent solution can be used for other
ogruns without causing them to be too unwieldy.
alchemical formulae by characters with the Free Style
ability (see IKRPG, p. 163). Fabrication Requirements: Inscribe Formulae, Inscribe
Thrall Rune, Mechanikal Engineering, Lore (undead)
Fabrication Requirements: Alchemy and Mechanikal
Engineering Material Cost: 70 gc
Material Cost: 8 gc for the capacitor, 7 gc for the Fabrication: Construction requires a mechanik's
catalytic solution (which requires 1 unit of arcane extract workshop and a necromancer's kit.
and 1 unit of mineral acid)
Once a character has the raw materials to construct the
Fabrication: Construction requires both an alchemist's necrosiphon generator, he must first inscribe the skull
lab and a mechanik's workshop. with sufficiently powerful thrall runes, which requires a
skull and special inks worth 20 gc, and takes 24 hours. In
Once a character has the raw materials to construct the
order to inscribe the runes correctly, the character must
crystal capacitor, he must spend two days growing the
pass an INT+Thrall Crafting roll against target number
crystals and preparing and assembling the components. At
16.
the end of this time, the player makes an INT+Alchemy
or Mechanikal Engineering roll, whichever is lower, He must then spend one week crafting and assembling the
against a target number of 15. If the roll succeeds, the mechanikal components and mounting them on the skull.
character creates a functional capacitor. If the roll fails, At the end of this time, the player makes an
the character can make another attempt once he has spent INT+Mechanikal Engineering or INT+Lore (Undead)
an additional two hours reworking the capacitor. roll, whichever is lower, against a target number of 16. If
the roll succeeds, the character creates a functional
Formulating the catalytic solution requires an alchemical
necrosiphon generator. If the roll fails, the character can
lab and two hours spent combining and stabilizing the
make another attempt once he has spent an additional day
ingredients. At the end of this time the character makes an
reworking the generator.
INT+Alchemy roll against a target number of 14. If the
roll succeeds, the character creates enough catalytic
solution for a month. If the roll fails, the character
produces one unit of alchemical waste (liquid).
Pyrocatalytic Capacitor
Cost: 50 gc
Power Output: 3
Necrosiphon Generator
Lifespan: 1 week (see below)
Cost: 320 gc
Description: Pyrocatalytic capacitors are a curious
Power Output: 4
variant of the normal alchemical capacitor. At the heart of
Lifespan: Indefinite this device is a sturdy metal cartridge that contains a
complex alchemically grown crystal. This crystal slowly
Description: This horrid-looking device draws on the
breaks down over time and, while doing so, bleeds off
necromantic energies normally imbued into thralls to
energy that can be used to power mechanika. However, in
provide power to mechanika, and works on principles
contrast to standard alchemical capacitors the crystal can

59
Morgan's Liber Mechanika IV – Mechanika Power Sources

be regrown by heating the cartridge containing it, though work with a specific spell and does not work with any
over time the regrown crystals become smaller and other (Aura of Protection and Fog of War are popular
smaller until the capacitor no longer works. choices). A resonance converter can only be constructed
to generate power from an upkeep spell that has RNG:
Special Rules: A pyrocatalytic capacitor provides power
Self and AOE: CTRL, and which provides some kind of
normally. Once it has run down, the metal cartridge
bonus to every character (or every friendly character)
containing the crystal can be removed by any character
within the AOE (so spells like Light in the Darkness and
with the Mechanikal Engineering skill without the need
Whiteout cannot be used, since the first does not
for a test and placed in a fire (e.g. a campfire or cooking
specifically affect any characters and the latter does not
fire; a forge would be too hot, and even a steamjack's
provide bonuses. The gamemaster has the final say as to
heartfire can destroy the cartridge, especially if the 'jack
what spells a resonance converter can draw power from).
in question is driven or utilises focus). The cartridge must
As long as the correct spell is in effect and the resonance
remain in the fire for a full day (24 hours) for the crystal
converter is in the caster's control area, the converter
to be fully regrown (some cleaning of the cartridge is also
provides power equal to the casting cost of the spell it is
recommended before reassembling the capacitor). Every
attuned to. The converter shuts down at once if the spell
time the crystal is regrown, 1d6 is rolled, and on a result
ends.
of 1 the crystal does not regrow to its proper size,
reducing the capacitor's lifespan by 1 day. This lifespan Fabrication Requirements: Inscribe Formulae,
reduction is cumulative, until the crystal is finally too Mechanikal Engineering and Lore (Arcane)
small to provide any power at all for more than a few
Material Cost: 60 gc
moments. A smaller crystal still needs the full 24 hours of
firing to fully regrow. Fabrication: Construction requires a mechanik's
workshop.
Fabrication Requirements: Alchemy and Mechanikal
Engineering Once a character has the raw materials to construct the
resonance converter, he must spend one week crafting and
Material Cost: 15 gc
assembling the components. At the end of this time, the
Fabrication: Construction requires both an alchemist's player makes an INT+Mechanikal Engineering roll
lab and a mechanik's workshop. against a target number of 17. If the roll succeeds, the
character creates a functional resonance converter. If the
Once a character has the raw materials to construct the
roll fails, the character can make another attempt once he
pyrocatalytic capacitor, he must spend two days preparing
has spent an additional two days reworking the converter.
and assembling the components. At the end of this time,
the player makes an INT+Alchemy or Mechanikal
Engineering roll, whichever is lower, against a target
number of 16. If the roll succeeds, the character creates a
functional capacitor. If the roll fails, the character can Siphon Generator
make another attempt once he has spent an additional day Cost: 250 gc
reworking the capacitor. Power Output: 1-4 (see special rules)
Lifespan: Indefinite while in direct skin contact of a
Gifted wearer
Resonance Converter Description: Usually mounted in the grip of a weapon or
Cost: 150 gc within a suit of mechanika armour, this unusual capacitor
draws upon the arcane energies channelled by those gifted
Power Output: 1-4 (see Special Rules)
with arcane abilities. It is not very common except as a
Lifespan: see Special Rules back-up tool, because an active siphon generator
significantly hampers the arcane abilities of its wearer.
Description: The resonance converter, which works on
Siphon generators are sometimes incorporated into
principles not dissimilar to the ones utilised by some
restraints intended for captive magic users, however.
Cyrissist capacitors, works by siphoning off a small
measure of the power generated by certain sustained area- Special Rules: A Gifted character holding or wearing a
affecting spell and transforming it into power that can be mechanikal device powered by a siphon generator either
utilised in mechanika. Like the arcane flux converter, this loses a number of focus or fury points equal to the power
mechanikal power source has an obvious gold-plated draw of the device at the end of each control phase, or
receptor node extending from the piece of mechanika it gains an equal number of points of fatigue if he is a will
powers. weaver. If the character does not have sufficient focus or
fails a fatigue roll if he gains more fatigue than his ARC
Special Rules: Each resonance converter is designed to
stat, the device becomes unpowered (focus or fury points

60
Morgan's Liber Mechanika IV – Mechanika Power Sources

are still lost, and fatigue is still inflicted). workshop.


If the character has the Great Power ability and is not Once a character has the raw materials to construct the
sustaining a spell, he may instead reduce the amount of soul generator, he must spend one week preparing and
focus or fury drained by the siphon generator by one, or assembling the components. At the end of this time, the
gain one less point of fatigue. player makes an INT+Mechanikal Engineering roll
against a target number of 18. If the roll succeeds, the
Fabrication Requirements: Inscribe Formulae,
character creates a functional soul generator . If the roll
Mechanikal Engineering, Lore (Arcane)
fails, the character can make another attempt once he has
Material Cost: 50 gc spent an additional day reworking the generator.
Fabrication: Construction requires a mechanik's A character may build the generator without having a soul
workshop. at hand. Any character who can handle souls can insert a
soul into an empty soul generator, though extracting a
Once a character has the raw materials to construct the
soul without damaging the generator requires an
siphon generator, he must spend one week crafting and
INT+Mechanikal Engineering roll against a target number
assembling the components. At the end of this time, the
of 14. On a failure, the soul is extracted, but the generator
player makes an INT+Mechanikal Engineering roll
has been damaged in the process, and requires spare parts
against a target number of 16. If the roll succeeds, the
and a successful INT+Mechanikal Engineering roll
character creates a functional capacitor. If the roll fails,
against target number 16 before it can hold another soul.
the character can make another attempt once he has spent
Repairing a damaged soul generator takes one day.
an additional day reworking the capacitor.
Extracting souls does not require soul-handling
capabilities, though if the character has no way of
handling the soul it will simply move on to Urcaen in
short order.
Soul Generator
Cost: 250 gc
Power Output: 1-8; usually 3-4 (see below)
Storm Condenser
Lifespan: indefinite
Cost: 200 gc
Description: These foul devices do not look dissimilar to
Power Output: 4
most capacitors at first glance; however, the sickly light
they shed and the faint keening they give off gives away Lifespan: indefinite or six hours (see below)
their true nature right away. The entropic energies they
Description: This device was developed specifically for
harness also cause their metal to tarnish, providing
the Stormlands and consists of a vane-studded receptor
another hint at their horrific content. Possessing such a
mounted on a long pole and an arcanoconductive tube that
device is a hanging offence anywhere in the Iron
can be used to hook up mechanikal devices to it. Since
Kingdoms (except for Cryx, of course).
storm condensers must be mounted in place and are much
Special Rules: Soul generators work by harnessing the too unwieldy to carry around, they can only be used to
power of a captured soul. Most souls only provide 1 rune power stationary devices (like mechanikal lighting or
point of power and are thus useless for all but the most emplacements of mechanikal guns).
basic mechanika (at the GM's discretion, individual souls
Special Rules: As long as a storm condenser is properly
may provide more power – as a rule of thumb, if a
set up, it generates power indefinitely while in the
character had access to feat points, his feat point
Stormlands (as a rule, most lightning storms in other areas
maximum could be added to the amount of power his soul
of Immoren are too weak to consistently power the
generates, for a final power output of 2-4). The souls of
device). Additionally, all natural lightning strikes within
Gifted users are a lot more powerful, and provide power
30 feet (5”) of the device, as well as lightning strikes
equal to the ARC stat the soul had in life (do not add feat
created by stormcallers, are redirected into the storm
points to this total). Most soul generators provide 3-4
condenser (storm condensers suffer no damage from
points of power.
electrical attacks). For the same reason storm condensers
Fabrication Requirements: Inscribe Formulae, must be set up at least 60 feet (10”) apart from each other
Mechanikal Engineering. The character must also have so that each condenser can harvest sufficient energy for
some ability that allows him to handle souls, like the itself.
Thamarite Advocate's Soul Taker ability.
In the rare case of a lull in the storm, storm condensers
Material Cost: 90 gc stop generating power six hours after the end of the storm,
but begin producing power again at once when a new
Fabrication: Construction requires a mechanik's

61
Morgan's Liber Mechanika IV – Mechanika Power Sources

storm begins. Description: A variant of the alchemical capacitor, trickle


capacitors utilise the same principle of an alchemical
Fabrication Requirements: Inscribe Formulae,
reaction generating power for mechanikal use. The
Mechanikal Engineering
reaction is much slower in the trickle capacitor, however,
Material Cost: 75 gc providing a cheap if extremely weak source of power that
lasts for a significantly longer period of time. They are
Fabrication: Construction requires a mechanik's
mostly used in lanterns or other extremely simple
workshop.
mechanika.
Once a character has the raw materials to construct the
Special Rules: Trickle capacitors lose efficacy once
storm condenser, he must spend a week assembling the
assembled, whether they are used or not. They cannot be
components. At the end of this time, the player makes an
recharged.
INT+Mechanikal Engineering roll against a target number
of 15. If the roll succeeds, the character creates a Fabrication Requirements: Alchemy and Mechanikal
functional storm condenser. If the roll fails, the character Engineering
can make another attempt once he has spent an additional
Material Cost: 3 gc
day reworking the storm condenser.
Fabrication: Construction requires both an alchemist's
lab and a mechanik's workshop.
Once a character has the raw materials to construct the
Torsion Capacitor trickle capacitor, he must spend four hours preparing and
Cost: 225 gc assembling the components. At the end of this time, the
Power Output: 4 player makes an INT+Alchemy or Mechanikal
Engineering roll, whichever is lower, against a target
Lifespan: 12 hours (may be rewound) number of 14. If the roll succeeds, the character creates a
Description: Based on the design of the arcane interval functional capacitor. If the roll fails, the character can
generator but utilizing two smaller cylinders made from make another attempt once he has spent an additional
lower-grade materials and inscribed with less powerful hour reworking the capacitor.
runes, the torsion generator produces a significantly
smaller charge but may maintain its power output for
longer.
Special Rules: Completely rewinding a run-down torsion
capacitor takes twenty minutes of effort.
Fabrication Requirements: Inscribe Formulae, Craft
(glasswork), Mechanikal Engineering
Material Cost: 80 gc
Fabrication: Construction requires both a mechanik's
workshop and a glassworker's shop.
Once a character has the raw materials to construct the
torsion capacitor, he must spend five days crafting and
assembling the components. At the end of this time, the
player makes an INT+Mechanikal Engineering roll
against a target number of 15. If the roll succeeds, the
character creates a functional capacitor. If the roll fails,
the character can make another attempt once he has spent
an additional day reworking the capacitor.

Trickle Capacitor
Cost: 10 gc
Power Output: 1
Lifespan: 1 month

62
Morgan's Liber Mechanika V – Steamjack Gear, Upgrades and Weapons

Steamjack Gear, Upgrades and of this the system can only be used again once a number
of rounds equal to one third of the steamjack's PHY
Weapons (rounded down) has elapsed (2 rounds for most light
steamjacks, 3 for most heavy steamjacks – see individual
steamjack entries for exact details). Additionally, in the
'Jacknails round after the alchemical vents have been fired, the
Cost: 50 gc (light steamjack), 80 gc (heavy steamjack) steamjack's heavy boiler provides no benefits since too
much steam is being diverted into the pressure chamber.
Description: Also called “hobnails for 'jack feet,” this
simple modification to a steamjack's feet gives it When the alchemical vents are fired by expending a quick
improved traction on slippery ground. Unfortunately, it action, a 3” AOE cloud effect is centered on the
also causes the 'jack to lose its footing on particularly steamjack. Any character in the AOE is affected by the
solid ground like cobbles or rock surfaces, so 'jacknails alchemical compound that has been added to the steam,
are usually only installed in steamjacks that work in the but the steam is not hot enough to inflict any actual
country, like lumberjacks. damage. The AOE remains in play for one round.
Special Rules: A steamjack equipped with 'jacknails It should be noted that different canisters can be used, so
ignores knockdown risks caused by slippery ground such different compounds can be vented each time. The
as that caused by the frozen ground spell (see IKRPG, p. character controlling the steamjack can choose which
239) or advancing on ice. However, if the 'jack moves on canister will get vented in the course of marshalling the
ground too solid for the 'jacknails to bite into (like solid 'jack or activating it while it is in its controlling
rock or well-cobbled streets), the 'jack will become warcaster's control area.
knocked down at the end of its movement if it advances Reloading the alchemical vents' supply of alchemicals
further than its SPD. requires canisters loaded with the desired alchemicals
A light steamjack equipped with 'jacknails that performs a (available for the same cost as an alchemical grenade for
stomp power attack (see NQ66, p. 109) adds +2 to its the same compound) and can be accomplished by a
stomp damage. A heavy steamjack equipped with character with the Mechanikal Engineering skill within 20
'jacknails adds +3 to its stomp damage. minutes without the need for a skill roll. Since the canister
magazine is internal, it cannot be reloaded during battle.
Mounting 'jacknails on a steamjack chassis requires the Spent canisters can be reused.
mechanik to have access to the steamjack's feet and basic
mechanical tools. Installing 'jacknails requires two hours Alchemical vents are not compatible with other steamjack
of labour and a successful INT+Mechanikal Engineering upgrades that allow steam venting, like the massive
roll against a target number of 14. If the roll fails, it can boilers installed in some Juggernauts. Similarly, the
be repeated after another hour. Until the failure is system cannot be installed in 'jacks that do not use boilers,
corrected or the improperly installed 'jacknails removed, like vectors or galvanically powered 'jacks.
the 'jack always becomes knocked down after moving Integrating alchemical vents into a steamjack requires the
further than its SPD. proper tools, eight hours of labour, and a successful
Paying to have 'jacknails mounted on a steamjack costs an INT+Mechanikal Engineering roll against a target number
additional 50 gc unless the character does the job himself. of 14. If the roll fails, it can be repeated after another two
hours of labour.
Paying to have alchemical vents installed costs an
additional 50 gc.
Alchemical Vents
From SidiousMike's Liber Mechanika
Cost: 400 gc (requires a heavy boiler to be preinstalled;
see IKRPG, p. 311) Arcanoconductive Spear
Ammunition: 3 (specialised canisters; see below) Cost: 2,060 gc (light steamjack), 2,760 gc (heavy
steamjack) (accumulator not included)
Description: This modifications to a heavy boiler's steam Type: Melee
pipes and fittings allows the steamjack to shroud itself in Location: Arm
clouds of steam laced with alchemical compounds. Attack Modifier: 0
Special Rules: Since hot steam would cause many POW: 4 (light steamjack) / 5 (heavy steamjack)
alchemical compounds to decay and become ineffective, Description: Arcanoconductive spears assist warcasters
the alchemical vents store pressurised steam in a separate who prefer to get their arc node-equipped 'jacks into
chamber where it can cool off a little before use. Because melee range by allowing them to channel offensive spells

63
Morgan's Liber Mechanika V – Steamjack Gear, Upgrades and Weapons

through the spears into the 'jacks' melee opponents with weeks to inscribe and requires a successful
great precision. Arcanoconductive spears are powered by INT+Mechanikal Engineering roll against a target number
internal arcanodynamic accumulators. of 16.
Rune Points: 4
Special Rules: Only steamjacks who are equipped with
arc nodes can make use of arcanoconductive spears, Catapult Shield
which must be hooked up to the arc nodes with heavy- Cost: 4,110 gc (capacitor not included)
duty conductive cabling. Type: Melee
When a steamjack equipped with a functioning arc node Location: Arm
and an arcanoconductive spear has successfully hit a Attack Modifier: 0
character with the spear, for one round the controlling POW: 1
warcaster can arc spells at the last character hit by the Description: This heavy shield mechanikally focuses the
spear even if the 'jack is still in melee (if the last attack momentum of a charging warjack, allowing it to slam
made with the spear during the steamjack's activation targets over tremendous distances and with equally
missed its target, the spear cannot be used to channel tremendous force. The shield is powered by an
spells that round). The warcaster receives a +2 bonus to arcanodynamic accumulator.
magic attack rolls for spells channelled through the spear.
If the target has somehow moved out of the Rune Points: 4
arcanoconductive spear's melee range, the normal Special Rules: A steamjack must have a non-crippled arm
channelling rules (see IKRPG, p. 233-234) must be used system with an Open Fist to pick up the catapult shield.
instead. Steamjacks that are knocked down or stationary While wielding the catapult shield, the steamjack cannot
or suffer from Disruption cannot use an arcanoconductive make attacks with the fist that holds the shield. If the arm
spear. system holding the catapult shield is crippled, the
A steamjack must have a non-crippled arm system with an steamjack can continue fighting with the shield but suffers
open fist to pick up the arcanoconductive spear, though it the penalties for the crippled system.
will not benefit from any special rules unless the spear is A steamjack equipped with a catapult shield gains +2
also hooked up to the arc node by a mechanik. While ARM against attacks originating in its front arc.
armed with the spear, the steamjack cannot make attacks
with the fist in which it holds the weapon. The steamjack may spend 1 point of focus during its
activation to activate the catapult shield. If the steamjack
Arcanoconductive spears have Reach. If the spear then makes a successful slam power attack in the current
becomes unpowered, its attack modifier becomes -2 (-1 if round, roll twice for the distance the target is slammed
no cabling is attached to the spear). and use the higher result. Additionally, the steamjack adds
A character in the front arc of a steamjack armed with an +2 to its slam damage roll and collateral damage rolls,
arcanoconductive spear suffers -2 on charge, slam power and is considered to be one base size bigger than it is for
attack, and impact rolls against the steamjack. the purposes of determining the slamming distance. If the
steamjack's modified base size is greater than its target's
Installing an arcanoconductive spear requires some minor base size, add +2 to the slam distance.
modifications to the arc node that require parts costing 45
gc and a successful INT+Mechanikal Engineering roll If this weapon does not have a functional capacitor, it
against a target number of 15. These modifications take 1 loses the ability to perform enhanced slams and gains an
day; if the skill roll is failed it can be retried after another attack modifier of -1.
two hours' work. Paying an arcane mechanik to make the Fabrication: The material cost of the catapult shield's
modifications to the arc node costs an additional 90 gc. housing is 1,060 gc. It takes four weeks to construct the
Hooking up the arcanoconductive spear to the modified device. The pertinent Craft skill for construction is Craft
arc node requires no roll and can be accompanied by any (metalworking).
character with the Mechanikal Engineering skill with a The catapult shield's runeplate requires four weeks to
full action. inscribe and requires a successful INT+Mechanikal
Fabrication: The material cost of the arcanoconductive Engineering roll against a target number of 16.
spear's housing and conduits is 435 gc for the light
steamjack version and 645 gc for the heavy steamjack
version. It takes three weeks to construct the device. The
pertinent Craft skill for construction is Craft
(metalworking).
The arcanoconductive spear's runeplate requires four

64
Morgan's Liber Mechanika V – Steamjack Gear, Upgrades and Weapons

An aptitude for being meticulous: Because of the way a


Cortex, Argentum-Grade crucible-grade cortex's responses are skewed towards
Cost: 1,750 gc following complex orders and interpreting the steamjack's
Description: Developed by the Greylords Covenant in an environment, as reflected by their high INT compared to
attempt to create a simplified cortex design specially their low PER, whenever a crucible-grade cortex rolls on
geared for warfare that can be built with less expensive the imprint table (see IKRPG, p. 325), there is a 50%
and more commonly available materials, the performance chance (1-3 on 1d6) that the result of the imprint roll is
of the argentum-grade cortex nevertheless has been a ignored and the cortex instead develops the Sentinel trait.
disappointment, and the design has been shelved. Most
argentum-grade cortices still in existence are used as
stopgap cortices by mercenary warcasters, though there
are rumours that some resource-strapped factions may be Cortex, Duello-Grade
interested in fabricating the cheap argentum-grade Cost: 2,500 gc
cortices again.
Description: This variant of the standard aurum-grade
Special Rules: A steamjack equipped with an argentum- cortex currently only exists as schematics and, possibly, a
grade cortex gains the Two-Weapon Fighting ability and few prototypes, since it was developed in Llael
the Ambidextrous Skilled benefit, and may use focus or immediately before the occupation. It is most notable for
be marshalled normally. Argentum-grade cortices can its different response to a warcaster's will or a 'jack
gain imprints and improve their fighting skills like aurum- marshal's instructions, which robs it of raw power but
grade cortices. They can only gain +1 to MAT and RAT provides greater finesse (hence the design's name).
through improvements. Neither Khadoran nor Protectorate forces currently seem
inclined to pursue production, if they are even aware the
INT 1 design exists at all.
PER 2
Special Rules: A duello-grade cortex follows all the rules
Volatile Predisposition: Because of the way an argentum- for a standard aurum-grade cortex (see IKRPG, p. 304).
grade cortex's responses are skewed towards fighting, as However, when a steamjack equipped with a duello-grade
reflected by their high PER compared to their low INT, cortex uses focus or is driven to boost an attack roll, the
whenever an argentum-grade cortex rolls on the imprint attack roll is not boosted but the steamjack instead gains
table (see IKRPG, p. 325), there is a 50% chance (1-3 on the Virtuoso Skilled Archetype benefit for this one attack
1d6) that the result of the imprint roll is ignored and the and damage roll (this means the steamjack rolls an
cortex instead develops the Berserk trait, which is another additional die on the attack and damage roll and discards
reason for the unpopularity of the design with troops and the lowest die from each roll). A duello-grade cortex does
less bloody-minded warcasters. not permit the use of focus or drives to boost damage rolls
directly (including blast damage rolls), though charge
attack damage rolls are boosted normally and may be
further enhanced by spending focus on the attack roll,
Cortex, Crucible-Grade triggering the duello's unique bonuses.
Cost: 1,500 gc Note: Some weapons, like the Cygnaran dual cannon (see
Description: This labourjack cortex type has been IKKNG, p. 98), bear special mention. In the case of the
developed for the use in workshops and laboratories that dual cannon, the attack roll of the cannon cannot be
require a steady hand and caution in addition to the boosted by spending focus points, as the duello cortex's
strength and endurance a steamjack provides. Steamjacks rules are used instead. Since the dual cannon's attack roll
equipped with crucible-grade cortices are extremely good is not boosted, its damage roll will not be boosted either,
at following complex instructions with no or little instead gaining the Virtuoso benefit as per the Duello
additional supervision needed. cortex's rules.

Special Rules: A steamjack equipped with a crucible-


grade cortex gains the Two-Weapon Fighting ability and
the Ambidextrous Skilled benefit, and may use focus or Cortex, Electrum-Grade
be marshalled normally. Crucible-grade cortices can gain Cost: 3,000 gc
imprints but cannot improve their fighting skills (usually,
these cortices are not used in warjacks anyway). Description: The somewhat experimental electrum grade
cortex, a variant of the aurum-grade cortex named after an
INT 2 alloy of gold and silver, is the result of an attempt to make
PER 1 a cheaper cortex architecture for specialised warjacks.

65
Morgan's Liber Mechanika V – Steamjack Gear, Upgrades and Weapons

warjacks with melee weapons generally stick to their


Special Rules: An electrum-grade cortex follows all the
strengths, while even warjacks with ranged weapons may
rules for aurum-grade cortices (IKRPG, p. 304), but has
easily become embroiled in melee combat, where the
been modified to be a specialist for a specific battlefield
ranged specialist electrum-grade cortex fares worse than a
role:
standard aurum-grade cortex). It is for this reason that the
• Arcanist: The cortex provides +1 MAT and no
resale value of the electrum-grade cortex is lower than for
RAT bonus. When the steamjack equipped with an a standard aurum-grade cortex, usually at no more than
arcanist-type electrum-grade cortex is also 2,000 gc even for an electrum-grade cortex in pristine
equipped with an arc node and channels spells, the condition.
warcaster controlling the steamjack gains +1 to the When examining an electrum-grade cortex, a
magic attack rolls for channelled spells. The warcaster can automatically determine what kind of
steamjack may also improve this aptitude instead specialist the cortex is by bonding to the cortex.
of increasing its MAT or RAT when a multiple of Characters with the Inscribe Formulae ability can also
25 XP is gained, providing a total of +2 to the determine the nature of an electrum-grade cortex (as well
magic attack rolls for channelled spells. as differentiate it from a standard aurum-grade cortex) by
• Blaster: The cortex provides +1 MAT and no RAT making a successful INT+Mechanikal Engineering roll
bonus unless the ranged weapon does electrical against a target number of 16.
damage, in which case the cortex provides +2
RAT.
• Brawler: The cortex provides +2 MAT, but no
RAT bonus.
• Broadsider: The cortex provides +1 RAT and no
Cortex, Venger-Grade
Cost: 3,000 gc
MAT bonus. Additionally, the cortex grants the
steamjack the Defensive Line ability (see IKRPG, Description: Inauspiciously named in the current political
p. 160). climate of the Iron Kingdoms – and rumoured to be the
• Duelist: The cortex provides +1 RAT and PER 3, design of a devoutly Menite mechanik, though the
but no MAT bonus. schematics have found their way to Cygnaran as well as
• Firebrand: The cortex provides +1 MAT and no Protectorate warjack foundries – the venger-grade cortex
RAT bonus unless the ranged weapon deals fire grants a steamjack the ability to pursue and attack a single
damage, in which case the cortex provides +1 target with unparalleled aggression, at the expense of
RAT, or +2 RAT if the weapon also has RNG:SP. somewhat limiting overall potential and responsiveness.
• Gladiator: The cortex provides +1 MAT and PER Special Rules: Unless stated otherwise, a venger-grade
3, but no RAT bonus. cortex follows all the rules for aurum-grade cortices
• Iron Brother: The cortex provides +1 MAT and no (IKRPG, p. 304). If the cortex system is crippled, the
RAT bonus. Additionally, the cortex grants the warjack loses the Target Lock and Vengeful traits until the
steamjack the Defensive Line ability (see IKRPG, cortex is repaired.
p. 160).
• Iron Pack: The cortex provides +1 MAT and no Locked Behaviour Patterns: Venger-grade cortices
RAT bonus. Additionally, the cortex grants the cannot properly develop imprints. When it would
steamjack the Gang ability (see IKRPG, p. 163). normally receive an imprint, it gains the ability to receive
• Master Gunner: The cortex provides +2 RAT, but an additional point of focus from its bonded warcaster
no MAT bonus. normally, but does not make a roll on the imprint table.
• Watchdog: The cortex provides +1 MAT and Target Lock: The warjack equipped with a venger-grade
receives boosted PER rolls (since the watchdog cortex may spend a point of focus to designate a target
'jack is intended to keep watch and interpose itself within the steamjack's or its bonded warcaster's line of
when danger approaches, the watchdog cortex sight ('jack marshals may instead spend a quick action to
boasts increased melee capabilites rather than designate a target within the warjack's line of sight). The
ranged accuracy; after all, even a missed cannon warjack then receives boosted attack rolls when attacking
shot will alert a sleeping camp). that target, but cannot boost attack or damage rolls against
So far the design has been less than successful, even any other targets by spending focus or being driven
though it is decidedly cheaper than arcanum-grade without breaking the lock first, which requires the
cortices. The problem is that the electrum-grade cortex warjack to spend another point of focus (or the 'jack
lacks versatility, which is a particular problem for marshal to spend another quick action). The lock is
mercenary outfits who do not have the resources to be automatically broken if the target character is destroyed,
able to always provide a cortex with the perfect chassis but it is not broken if the target character merely leaves
(the melee specialist variants are also significantly more the steamjack's field of vision.
common than the ranged specialist variants, because

66
Morgan's Liber Mechanika V – Steamjack Gear, Upgrades and Weapons

Vengeful: The warjack equipped with a venger-grade failed roll, the character can try again after another four
cortex may run or charge directly towards its designated hours of labour.
target without spending a point of focus or being driven as
Paying to have a cortex drive installed costs an additional
long as the warjack has line of sight to the designated
120 gc.
target at the beginning of its activation.
If the warjack is outside its bonded warcaster's control
area or outside its 'jack marshal's command range, it will
automatically charge its designated target in its Cortex Enabler
activation . If the designated target has left the warjack's Cost: 450 gc (power source not included)
line of sight, the warjack will instead run towards the
location where it last saw the target. If that is insufficient Description: This device allows a warcaster to remotely
to reestablish line of sight, the warjack will wait there and bond to and activate unbonded steamjacks or steamjacks
not run off any further. disabled by cortex shock. The device draws power from a
dedicated power source, which usually is an alchemical
capacitor.
Rune Points: 3
Cortex Drive
Special Rules: A warcaster may bond to and activate an
Cost: 800 gc
unbonded steamjack for which he has the cortex lock
Description: This device is an attempt to supercharge a codes as long as he is within 6” of the steamjack. The
cortex. Though the device undoubtedly works, it has on bond enabler has no effect if the steamjack is currently
occasion severely damaged or outright destroyed a cortex, bonded, but may be used to take over a steamjack that is
so the design has been sent back to the drawing board for only being 'jack marshalled. If the steamjack is currently
the time being. suffering from disruption or has a crippled cortex, the
cortex enabler cannot be used to bond to the steamjack.
Special Rules: A cortex drive must be started up before
its effects apply, and becomes available in the turn Mounting a cortex enabler takes six hours and requires
following its activation (activation can be accomplished the proper tools as well as a successful INT+Mechanikal
by a warcaster when the steamjack equipped with the Engineering roll against a target number of 15. On a
cortex drive is in his control area, or by a 'jack marshal failed roll, the character can try again after another two
when driving a steamjack). Shutting down a cortex drive hours of labour.
is instantaneous but also requires an active command by
Paying to have a cortex enabler installed costs an
the warcaster or 'jack marshal controlling the steamjack.
additional 90 gc.
While a cortex drive is active, the steamjack receives 1
Fabrication: The material cost of the cortex enabler is 30
point of focus in its Maintenance Phase as long as its
gc. It takes three weeks and a successful INT+Mechanikal
cortex is not disabled (the cortex cannot exceed its focus
Engineering roll against a target number of 15 to inscribe
allocation limits this way). A marshalled steamjack with
a cortex enabler's runeplate.
an active cortex drive may be driven without the need for
a quick action by the 'jack marshal by spending a focus
point, but it must still be in the 'jack marshal's command
range – in effect, the cortex responds to even minimalist
instruction because its perceptions and interpretative Cortex Shock Failsafe
abilities are temporarily enhanced by the cortex drive. Cost: 300 gc
However, if the steamjack should finish its activation with Description: Cortex shock failsaves are installed in a
the cortex drive turned on and one or more focus points warjack's cortex to prevent its shutdown when the
still on it, on 1-2 on 1d6 the steamjack suffers 1 point of controlling warcaster passes out or dies. Unfortunately,
damage to its first available cortex box (this is a particular the device is prone to malfunction, which may
risk if the steamjack is shut down because its warcaster accidentally break the bond between warcaster and
has been killed or rendered unconscious, or when it is not steamjack.
in its 'jack marshal's command range – the steamjack will Special Rules: When the warcaster controlling the
not spend the focus generated by the cortex drive unless it steamjack equipped with a cortex shock failsafe dies or
is either being commanded by a warcaster or as part of a falls unconscious, the steamjack becomes autonomous
'jack marshal's drive). instead of shutting down. However, the bond may also be
Mounting a cortex drive takes a day and requires the accidentally broken on a roll of 1-2 on 1d6 when any one
proper tools as well as a successful INT+Mechanikal of the following conditions is met:
Engineering roll against a target number of 16. On a • The steamjack suffers Disruption (see

67
Morgan's Liber Mechanika V – Steamjack Gear, Upgrades and Weapons

Electrocutioner, IKRPG p. 285). action; gaining the bonuses does not require spending a
• The steamjack suffers damage to any of its cortex quick action in subsequent turns. Any bonuses granted by
boxes. foxholes are lost when the characters in them are engaged
• The controlling warcaster's Intellect aspect in melee or placed.
becomes crippled. When an arm system equipped with a digger claw
• The controlling warcaster is prevented from becomes crippled, the steamjack can no longer use it to
recovering focus during his Control Phase. dig foxholes.
When a bond is accidentally broken, the steamjack
becomes autonomous but may be re-bonded normally. Mounting a digger claw on a steamjack chassis requires
the mechanik to first remove the steamjack's old arm and
The cortex shock failsafe is incompatible with the replace it with the digger claw (see “Removing or
augmented cortex receiver (see IKKNG, p. 110), arc node Replacing Arms,” IKRPG, pp. 319-320).
(see IKRPG, p. 311) and sympathetic node upgrades (see
below). Paying to have an arm system removed and a digger claw
mounted on a steamjack costs an additional 60 gc unless
Mounting a cortex shock failsafe takes a day and requires the character does the job himself.
the proper tools as well as a successful INT+Mechanikal
Engineering roll against a target number of 16. On a
failed roll, the character can try again after another four
hours of labour.
Displacement Shield
Paying to have a cortex shock failsafe installed costs an [Heavy Steamjack Only]
additional 60 gc. Cost: 3,960 gc (capacitor not included)
Type: Melee
Location: Arm
Attack Modifier: 0
Digger Claw POW: 1
(Rhulic Heavy Steamjack only) Description: A steamjack equipped with a displacement
Cost: 260 gc shield can be empowered by its controlling warcaster to
Type: Melee use the shield to project a massive concussive wave when
Location: Arm it moves, devastating swathes of infantry by charging into
Attack Modifier: 0 their ranks. The displacement shield is powered by an
POW: 3 alchemical capacitor.
Description: The digger claw is a heavy pneumatic claw Rune Points: 3
with shovel-like fingers. The design is popular with
Rhulic engineers because of its utility both in mining, Special Rules: A steamjack must have a non-crippled arm
especially when mining from the surface or clearing away system with an Open Fist to pick up the displacement
debris, and in fighting. shield. While wielding the displacement shield, the
steamjack cannot make attacks with the fist that holds the
Special Rules: The digger claw has the Open Fist rule shield. If the arm system holding the displacement shield
and can be used to make Headlock/Weapon Lock, is crippled, the steamjack can continue fighting with the
Grapple and Push power attacks. It cannot be used to fight shield but suffers the penalties for the crippled system,
with weapons or shields held in the claw. When and can no longer use the shield to project a concussive
attempting to escape a grapple or lock maintained by a wave.
digger claw, the steamjack maintaining the lock or
grapple is considered to gain +2 STR. A steamjack equipped with a displacement shield gains
+2 ARM against attacks originating in its front arc.
As a full action, a steamjack equipped with a digger claw
can excavate a foxhole in its front arc and in B2B with the The steamjack may spend 1 point of focus during its
steamjack (usually the steamjack is powerful enough to activation to activate the displacement shield. If the
dig into pretty much any soil but solid rock; the GM is the steamjack then makes a trample power attack (which
final arbiter of whether the ground is suitably soft). A requires an additional point of focus or the use of a spell
small-based character can enter the foxhole to gain cover, or ability that enables the steamjack to make a trample
become immune to blast damage, and no longer block line attack as normal), any character within 2” of the
of sight. If a steamjack is equipped with two non-crippled steamjack is considered to be contacted by the trample
digger claws, it can instead dig foxholes for up to three attack and suffers an attack accordingly, in addition to
small-based characters or one medium-based character as characters attacked during the trample according to the
a full action. Getting into or out of a foxhole takes a quick standard rules (see IKRPG, p. 314). Characters within 2”

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Morgan's Liber Mechanika V – Steamjack Gear, Upgrades and Weapons

of the trampling steamjack will not stop a trample even if flamethrower. Instead of firing a sustained spout of
they aren't small-based, and any character within 2” of the burning liquid, the firespitter uses steam pressure vented
trampling steamjack suffers an attack, including allied from the 'jack's boiler to launch burning gobbets of a
characters. semi-solid alchemical compound derived from more
traditional recipes for Menoth's Fire. The device's
If the displacement shield becomes unpowered, it suffers
ingenious but simple rotating valve firing mechanism
a -1 attack roll penalty and can no longer be used to
responds exceptionally well to a warcaster's applied will,
enhance trample power attacks.
allowing for sustained barrages. Furthermore, if the
Fabrication: The material cost of the displacement steamjack is not using its boiler to power its hydraulics
shield's housing is 1,060 gc. It takes three weeks to for movement, it may channel extra pressure into the
construct the device. The pertinent Craft skill for launching chamber, increasing the range of the firespitter.
construction is Craft (metalworking).
Special Rules: Characters hit by a firespitter attack suffer
The displacement shield's runeplate requires three weeks
the Fire continuous effect.
to inscribe and requires a successful INT+Mechanikal
Engineering roll against a target number of 15. A firespitter can fire once per round, but the fast-cycling
reloading mechanism responds well to a warcaster's
commands. By spending one point of focus the steamjack
may fire the firespitter two additional times. The
Enhanced Evasion Array firespitter may not fire more than three times in one
Cost: 300 gc round. A 'jack marshal may also use the Drive: Ancillary
Attack ability to make one immediate attack with the
Description: An enhanced evasion array allows a firespitter, and may use this ability a second time in one
steamjack to temporarily become more sensitive to danger round to fire a third shot as well.
and adept at dodging, at the cost of ranged accuracy.
If a steamjack equipped with the firespitter forfeits its
Special Rules: At the start of its turn, a steamjack movement to gain an aiming bonus, the firespitter also
equipped with an enhanced evasion array may spend 1 gains +2 RNG for all firespitter attacks made that round.
focus to gain +2 DEF for one round. The steamjack does
become jittery during this time, however, and also suffers Reloading a firespitter's fuel reservoir can be
-2 RAT for the same duration. A steamjack with a accomplished by any character with the Mechanikal
disabled movement system cannot benefit from an Engineering skill but cannot be done in combat. It takes
enhanced evasion array. An enhanced evasion array can 30 minutes to refuel the firespitter. Enough fuel for one
only be used once per turn. firespitter shot costs 10 gc.

Mounting an enhanced evasion array takes eight hours Mounting a firespitter on a steamjack chassis requires the
and requires the proper tools as well as a successful mechanik to first remove the steamjack's old arm and
INT+Mechanikal Engineering roll against a target number replace it with the firespitter (see “Removing or
of 16. On a failed roll, the character can try again after Replacing Arms,” IKRPG, pp. 319-320).
another hour of labour. Paying to have an arm system removed and a firespitter
Paying to have an enhanced evasion array mounted costs mounted on a steamjack costs an additional 60 gc unless
an additional 120 gc. the character does the job himself.

Firespitter Firetaker
Cost: 450 gc (light steamjack) / 675 gc (heavy steamjack) [Heavy Steamjack Only]
Type: Ranged Cost: 2,610 gc (for one firetaker; accumulator not
Location: Arm included), 5,050 gc for the boiler modifications (see
Ammo: 9 (light steamjack) / 15 (heavy steamjack) below; capacitor not included)
Effective Range: 6 (light steamjack) / 8 (heavy Type: Melee
steamjack) Location: Arm
Extreme Range: – Attack Modifier: 0
Attack Modifier: 0 POW: 5
POW: 12 (fire damage)
Description: A product of the mechaniks of the Greylords
AOE: –
Covenant, the firetaker is a mechanikally modified design
Description: The firespitter is an attempt by Protectorate of the armoured warjack fist normally installed in the
vassal mechaniks to construct an alternative design of a Kodiak warjack. The mechanikal systems of a firetaker

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Morgan's Liber Mechanika V – Steamjack Gear, Upgrades and Weapons

fist wreathe it in deadly cold, and transfer the heat they target number of 14.
drain from the 'jack's victims into the boiler to further
enhance the 'jack's performance. Firetakers are powered
by arcanodynamic accumulators and usually installed in
pairs. So far the design does not seem likely to see Frost Fist
widespread use because of its exorbitant cost and less Cost: Base cost of chassis without cortex for the
than rugged construction compared to established mechanikally modified arm and fist + 460 gc for the
Khadoran warjack designs. runeplate (+ 10 gc for an alchemical capacitor)
Rune Points: 4 Type: Melee
Location: Arm
Special Rules: A firetaker has the Open Fist rule and can Attack Modifier: 0
be used to make Arm/Head/Weapon Lock, Push, Throw POW: 3 (light steamjack) / 4 (heavy steamjack)
and Two-Handed Throw power attacks. It cannot be used
to pick up weapons. Description: The frost fist is a heavily insulated
steamjack fist with conduits laced through the fingers.
If a steamjack equipped with a firetaker scores a critical While the frost fist has power, a deadly cold radiates from
hit on a target that does not have Immunity: Cold, the it.
target becomes stationary for one round, and the
steamjack gains one heat token. In the warjack's next Rune Points: 3
Maintenance Phase, after the character controlling it Special Rules: When a steamjack is grappled or taken
replenishes focus but before any focus points are into a headlock, armlock or weapons lock with a frost fist,
allocated, the warjack gains one point of focus for every it takes a -2 penalty to STR as long as the lock or grapple
heat token it has. If this should cause the warjack to gain is maintained. This penalty also affects rolls to escape the
more focus points than it is normally allowed, it suffers lock or grapple. If more than one steamjack with a frost
1d3 points of damage to a random column as its systems fist manages to get a lock hold, of if a steamjack is being
overheat and excess boiler pressure ruptures the 'jack's grappled by a 'jack with two frost fists, these penalties are
systems (this automatically happens when the warjack has cumulative as the touch of the combined frost fists
collected heat tokens but cannot currently gain focus dampens the output of the grappled steamjack's boiler.
points, e.g. because it is suffering from Disruption or its
cortex system is crippled). Focus points in excess of the The main purpose of frost fists is to restrain enemy or
warjack's normal maximum focus allocation are lost. experimental steamjacks without damaging them too
much until mechaniks can douse their heartfires –
In order to work, firetakers must be hooked up to however, steamjacks that have Immunity: Cold and 'jacks
mechanikal modifications to the 'jack's boiler. A modified that do not rely on steam power like Cygnar's
boiler costs 5,050 gc and must be powered by an Thunderhead are not affected.
alchemical capacitor. Without a modified boiler, firetakers
can still render characters hit stationary but can no longer When a frost fist does not have power, it suffers -1 POW
accumulate heat tokens. and a -1 penalty on attack rolls, and will no longer inflict
penalties on grappled steamjacks.
When a firetaker does not have power, it suffers -1 POW
and a -1 penalty on attack rolls, and loses its critical Fabrication: The material cost of the frost fist's housing
effect. is 30% of the steamjack's chassis cost in gc (remember
that this does not include the price of the cortex). It takes
Mounting a firetaker on a steamjack chassis requires the three weeks to construct the device. The pertinent Craft
mechanik to remove the steamjack's old arm and replace skill for construction is Craft (metalworking).
it with the firetaker (see the “Removing and Replacing The frost fist's runeplate requires three weeks to inscribe
Arms” section of the Steamjack chapter in IKRPG, p. and requires a successful INT+Mechanikal Engineering
319-320). roll against a target number of 15.
Fabrication: The material cost of the firetaker's housing
is 610 gc. The parts for modifying the boiler cost 960 gc.
It takes four weeks to construct a firetaker, or two weeks
to modify the boiler. The pertinent Craft skill for Frostlock Shield
construction is Craft (metalworking) in both cases. (Heavy Steamjack only)
The firetaker's runeplate requires four weeks to inscribe Cost: 3,960 gc (capacitor not included)
and requires a successful INT+Mechanikal Engineering Type: Melee
roll against a target number of 16. The runeplate installed Location: Arm
in the boiler requires two weeks to inscribe and a Attack Modifier: 0
successful INT+Mechanikal Engineering roll against a POW: 1

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Morgan's Liber Mechanika V – Steamjack Gear, Upgrades and Weapons

A grappling claw has Open Fist. Because of the altered


Description: The frostlock shield can generate a zone of
design of the fist, any weapon it wields suffers a -1
cold that is so intense it can literally freeze enemies in
penalty to attack rolls unless the grip of the weapon has
their tracks if they are so foolish as to enter the field. The
been specifically altered to accommodate the grappling
shield is powered by an alchemical capacitor.
claw's fingers (altering a steamjack weapon in this way
Rune Points: 3 increases its cost by 10%; if a steamjack without a
grappling claw wields a modified weapon, it suffers a -1
Special Rules: A steamjack must have a non-crippled arm
penalty to its attack rolls).
system with an Open Fist to pick up the frostlock shield.
While wielding the frostlock shield, the steamjack cannot Mounting a grappling claw on a steamjack chassis
make attacks with the fist that holds the shield. If the arm requires the mechanik to first remove the steamjack's old
system holding the frostlock shield is crippled, the arm and replace it with the grappling claw (see
steamjack can continue fighting with the shield but suffers “Removing or Replacing Arms,” IKRPG, pp. 319-320).
the penalties for the crippled system.
Paying to have an arm system removed and a grappling
A steamjack equipped with a frostlock shield gains +2 claw mounted on a steamjack costs an additional 60 gc
ARM against attacks originating in its front arc. unless the character does the job himself.
A steamjack armed with this weapon can use a full action
to activate the frost field. For one round after activating
the field, any character without Immunity: Cold ending
their turn in the steamjack's front arc and within 2” of the Hazard Reflex Array
steamjack become stationary until the end of their next Cost: 300 gc
turn, unless they managed to cripple the arm holding the Description: The hazard reflex array, which must be
shield during their activation. attached to a steamjack's cortex, improves a steamjack's
If this weapon does not have a functional capacitor, it ability to move in an environment where bumping into
loses this ability and gains an attack modifier of -1. objects could have dire repercussions, like mines and
foundries.
Fabrication: The material cost of the frostlock shield's
housing is 1,060 gc. It takes three weeks to construct the Special Rules: When a steamjack equipped with a hazard
device. The pertinent Craft skill for construction is Craft reflex array fails a roll and the failure causes a hazardous
(metalworking). environment effect (e.g. bumping into a prop in a mine
The frostlock shield's runeplate requires three weeks to during an ongoing excavation, which could cause a cave-
inscribe and requires a successful INT+Mechanikal in, or missing with a swing and hitting a volatile
Engineering roll against a target number of 15. mechanikal device by accident), the steamjack may repeat
the roll, and the repeat roll is automatically boosted. A
success on the repeat roll will not mean success on the
failed action the steamjack was attempting in the first
Grappling Claw place (e.g. the steamjack still makes no progress while
digging, or the swing still misses its target), but it will
(Heavy Steamjack only) avoid any possible hazardous environment effects.
Cost: 200 gc
Type: Melee A hazard reflex array has no effect on ranged attacks that
Location: Arm miss, on rolls the steamjack had to make in order to avoid
Attack Modifier: 0 the hazardous situation in the first place (e.g. making an
POW: 3 AGL roll to avoid falling overboard in a storm), or when
the hazardous environment effect is not caused by the
Description: The grappling claw is a modified heavy steamjack's actions (e.g. being slammed into a wall).
steamjack fist that incorporates elongated fingers, more
powerful pneumatics, and often serrated pads on the palm A hazard reflex array stops working when the steamjack's
and fingers to ensure that whatever the steamjack grapples cortex or movement system are disabled.
stays grappled. The design is popular with those who have Only Ferrum-grade cortices or better can be upgraded
an interest in taking bounties alive or intact. with hazard reflex arrays. Additionally, a 'jack handler has
Special Rules: When a steamjack with a grappling claw to “train” the steamjack to recognise the dangers, which
makes a grapple or arm lock/head lock/weapon lock usually takes about 1d3+6 days. A steamjack with a
power attack, the steamjack's STR is considered to gain a hazard reflex array can learn to safely navigate a number
bonus of +2 for the purposes of determining how hard it is of environments equal to its INT+PER.
to escape the grapple. Mounting a hazard reflex array takes four hours and
requires the cortex to be removed from the steamjack's

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Morgan's Liber Mechanika V – Steamjack Gear, Upgrades and Weapons

cortex bay. On a successful INT+Mechanikal Engineering housing is 1,000 gc. It takes four weeks to construct the
roll against a target number of 14, the hazard reflex array device. The pertinent Craft skill for construction is Craft
has been successfully installed. On a failure, the character (metalworking).
can try again after another hour of labour. The hoarfrost blaster's runeplate requires four weeks to
inscribe and requires a successful INT+Mechanikal
Paying to have a hazard reflex array mounted costs an
Engineering roll against a target number of 16.
additional 60 gc.

Hoarfrost Blaster Janet Maxwell's Patent


(Heavy Steamjack only) Thermo-Lensing Boiler
Cost: 2,460 gc (light steamjack), 3,960 gc (heavy
Cost: 3,910 gc (accumulator not included)
steamjack) (power source not included)
Type: Ranged
Location: Arm Description: The Thurian arcane mechanik Janet
Ammo: N/A Maxwell retrofitted already existing efficient boiler
Effective Range: SP8 /special designs with thermo-lensing mechanika to further
Extreme Range: – improve the boilers' performance. The thermo-lensing
Attack Modifier: 0 conduits entrap heat inside the firebox and boiler,
POW: 12 (cold damage) meaning the steamjack is unusually cool on the outside
AOE: – and utilises coal much more efficiently, though the
boiler's water use still limits by how much the design
Description: The hoarfrost blaster is an experimental
extends a steamjack's runtime.
mechanikal warjack weapon developed by the Greylords
Considering the current price of coal and the exorbitant
Covenant. Its basic design is a heavily insulated housing
costs of retrofitting mechanikal boilers, Maxwell's designs
with a focussing aperture that allows a specialized
are currently seen as more of a curiosity than true
runeplate array based on heatsinking mechanika to
progress.
voraciously drain heat from either a large or small area.
The weapon is furthermore very responsive to a Rune Points: 3
warcaster's focus, which can greatly increase its efficacy.
Special Rules: Rather than the normal increased fuel
The hoarfrost blaster is powered by an arcanodynamic
efficieny of improved boilers, Janet Maxwell's patent
accumulator.
thermo-lensing boiler improves the steamjack's fuel
Rune Points: 4 efficiency by 50%, meaning it can run half again as long
with a normal fuel load than usual.
Special Rules: Any character that does not have
Immunity: Cold that is directly hit by this weapon suffers The patent thermo-lensing boiler's mechanikal systems
-2 SPD and -2 DEF and cannot run or make power attacks are normally powered by excess power generated by the
for one round. steamjack's arcane turbine. However, if the steamjack
already has other particularly power-hungry devices
When a steamjack makes an attack with this weapon, it
hooked up to its arcane turbine, a suitable external power
can spend 1 point of focus to boost every attack roll made
source like an alchemical capacitor can be used.
with that attack.
Since Janet Maxwell's patent thermo-lensing boiler is a
Instead of attacking with this weapon, the steamjack can
retrofit, it isn't well shielded against spells like Short Out
instead place a 3" AOE cloud template anywhere in B2B
(see IKRPG, p. 244) or Black Out (see IKRPG, p. 237), or
with the steamjack, which remains in play for one round.
similar abilities. While such spells will knock the
The center of the AOE must be completely in the
mechanikal systems off-line, requiring a mechanik to
steamjack's front arc. By spending 1 point of focus, the
restart them by spending a quick action while in B2B with
cloud effect may instead become a 5" AOE. Characters
the steamjack, having the system shut down for a such
without Immunity: Cold who begin their activation or end
brief times does not impact overall performance.
their movement in the cloud effect suffer -2 SPD and DEF
for one round. This ability cannot be used when the The patent thermo-lensing boiler is part of a steamjack's
steamjack is engaged in melee. movement system. Replacing a boiler requires a mechanik
to first remove the old boiler and replace it with a new
A hoarfrost blaster can only be fired or used to create a
one (see “Removing or Replacing the Boiler” in IKRPG,
cloud once per round, as its runeplate requires some time
p. 320). Paying to have a boiler replaced costs an
to shed the drained heat before it can be activated again.
additional 50 gc.
Fabrication: The material cost of the hoarfrost blaster's
According to rumours, Janet Maxwell is currently

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working on adapting her design to the power systems of shielding (see IKKNG, p. 378).
ironhead armour.
Fabrication: The material cost of the meteor mace's
Fabrication: The material cost of Janet Maxwell's patent housing and conduits is 430 gc. It takes four weeks to
thermo-lensing boiler is 810 gc for a light steamjack construct the device. The pertinent Craft skill for
boiler, or 1,410 gc for a heavy steamjack boiler (since construction is Craft (metalworking).
these devices are retrofits, the cost includes the cost of a The meteor mace's runeplate requires four weeks to
functional efficient boiler and the parts required for inscribe and requires a successful INT+Mechanikal
retrofitting mechanikal conduits, as per IKRPG, pp. 281- Engineering roll against a target number of 16.
282). It takes three weeks to construct the device. The
pertinent Craft skill for construction is Craft
(metalworking).
The runeplate for Janet Maxwell's patent thermo-lensing Pulse Cannon
boiler requires three weeks to inscribe and requires a
successful INT+Mechanikal Engineering roll against a
(Heavy Steamjack only)
target number of 15. Cost: 4,760 gc (storm chamber not included)
Type: Ranged
Location: Arm
Ammo: N/A
Effective Range: SP10
Meteor Mace Extreme Range: –
[Heavy Steamjack Only] Attack Modifier: 0
Cost: 2,010 gc (accumulator not included) POW: 10 (electrical damage)
Type: Melee AOE: –
Location: Arm
Description: The stubby, coil-wrapped pulse cannon fires
Attack Modifier: 0
a medium-range blast of voltaic energy that can easily
POW: 6
encompass multiple enemies and disrupt steamjack
Description: A rare example of Protectorate mechanikal cortices. If a warcaster applies his will, these blasts
innovation, an opponent struck at the correct angle by the become extremely accurate. An internal storm chamber
massive angular brass head of the meteor mace is not only powers the device.
sent flying but will also ignite, exploding in a burst of
Rune Points: 5
flame as soon as he hits the ground. Meteor maces are
powered by internal arcanodynamic accumulators and are Special Rules: On a critical hit, any living character that
designed to be dual-wielded by heavy steamjacks. does not have Immunity: Electricity and is directly hit by
this weapon is knocked down. Steamjacks without
Rune Points: 4
Immunity: Electricity that are hit by this weapon suffer
Special Rules: On a critical hit, the target character may Disruption (see the electrocutioner runeplate in IKRPG, p.
be slammed 1d6” directly away from the steamjack 285). If the steamjack firing the pulse cannon does not
wielding the meteor mace. The POW of the slam damage have Immunity: Electricity, it also suffers a POW 10
roll is equal to the steamjack's STR plus the POW of the electrical damage roll each time it fires the pulse cannon.
meteor mace. The POW of collateral damage rolls is
When a steamjack makes an attack with this weapon, it
equal to the steamjack's STR. After the slam movement
can spend 1 point of focus to boost every attack roll made
has been resolved, a 3” AOE is centered over the
with that attack.
slammed character. Any character in the AOE, including
the slammed character, suffers the Fire continuous effect. A pulse cannon can only be fired once per round, as its
coils require a moment to recharge before another pulse
A steamjack must have a non-crippled arm system with an
can be triggered.
open fist to pick up a meteor mace. While armed with the
mace, the steamjack cannot make attacks with the fist in Fabrication: The material cost of the pulse cannon's
which it holds the weapon. housing is 1,210 gc. It takes five weeks to construct the
device. The pertinent Craft skill for construction is Craft
If the meteor mace becomes unpowered, its attack
(metalworking). The pulse cannon's runeplate takes five
modifier becomes -1, it suffers -1 POW, and can no longer
weeks to inscribe and requires a successful
be used to slam characters.
INT+Mechanikal Engineering roll against a target number
Since there is a significant risk of a steamjack wielding of 17.
meteor maces accidentally setting fire to itself if a slam
doesn't knock the opponent far enough away, steamjacks
with meteor maces are usually also equipped with fire

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(metalworking).
Quiet Vault The quiet vault's runeplate requires four weeks to inscribe
Cost: 910 gc (accumulator not included) and requires a successful INT+Mechanikal Engineering
roll against a target number of 16.
Description: Jointly developed by the Sancteum, the
Order of Illumination and the Strangelight Workshop, the
quiet vault follows the same design philosophy as the
quiescator and is intended to entrap the spiritual essences Residual Focus Matrix
of revenants and imprison them. Unfortunately, quiet
Cost: 450 gc
vaults are somewhat delicate and heavy, and must be
carried into battle against revenants by the warjacks of the Description: The residual focus matrix, which is grafted
Sancteum. They are powered by arcanodynamic directly to the cortex, allows a warcaster to use the energy
accumulators. infused into a steamjack a little more efficiently by
feeding a small amount of leaking power back into the
Rune Points: 4
cortex. The device is most popular with warcasters who
Special Rules: Quiet vaults are installed inside the run steamjacks equipped with rapid-firing chain guns,
armoured shell of a steamjack. When revenants within 5” cannons firing explosive shells, or saw-type melee
(30 feet) of a steamjack with a quiet vault are destroyed, weapons.
they do not return to their anchors to rematerialise but are
Special Rules: When a steamjack equipped with a
instead sucked into the quiet vault and imprisoned there.
residual focus matrix spends a point of focus to boost a
If a quiet vault imprisons a revenant who serves as the
melee or ranged attack or damage roll, it gains a +1 bonus
anchor for other revenants, none of the revenants bound to
to another roll of the same type made in the same
the anchor may rematerialise before the anchor is
activation for each point of focus spent on boosting (e.g.
released. A quiet vault may contain up to three revenant
if the steamjack boosts two melee attack rolls, it gains a
essences.
+1 bonus to two more melee attack rolls; if the steamjack
If a warjack equipped with a quiet vault becomes disabled boosts two ranged attack and one ranged damage roll, it
or the quiet vault becomes unpowered, any imprisoned gains +1 to two ranged attack rolls and one ranged
revenant essences are released. However, the design of damage roll). Bonuses not used by the end of the
the quiet vault allows the device to be removed from a steamjack's activation are lost.
steamjack without shutting it down, which is considered
Mounting a residual focus matrix takes four hours and
an improvement to the quiescator blade as the revenant
requires the cortex to be removed from the steamjack's
essences can be taken away to laboratories for study
cortex bay. On a successful INT+Mechanikal Engineering
without robbing a warrior of his weapon.
roll against a target number of 16, the residual focus
The eventual intention of the developers of the quiet vault matrix has been successfully installed. On a failure, the
is to build a more permanent storage facility for revenant character can try again after another hour of labour.
essences, or find some other long-term method of ridding
Paying to have a residual focus matrix mounted costs an
the Iron Kingdoms of the nigh-indestructible ghost ship
additional 120 gc.
crews.
Mounting a quiet vault for the first time takes four hours
and requires some minor modifications to the steamjack's
chassis. On a successful INT+Mechanikal Engineering Resonance Relay Node
roll against a target number of 12, the quiet vault has been Cost: 800 gc
successfully installed. On a failure, the character can try
again after another hour of labour. Once a quiet vault has Description: The resonance relay node is a modified arc
been successfully mounted, removing it or replacing it node design that, rather than extend a spellcaster's ability
with another quiet vault requires no test and only basic to cast spells at distant targets, extends the reach of spells
tools, and can be done by any character with the that affect the area surrounding the warcaster, like the
Mechanikal Engineering skill in half an hour. common Aura of Protection spell.
Paying to have a quiet vault mounted costs an additional Special Rules: As long as a steamjack equipped with a
30 gc. Once the mounting has been installed, most resonance relay node is in the control area of the
mechaniks take 10 gc for removing or replacing a quiet warcaster it is bonded to, any spells cast by the warcaster
vault. that have AOE:CTRL also affect eligible characters
within a number of inches of the warjack equal to the
Fabrication: The material cost of the a quiet vault's warcaster's ARC (or, if the warcaster is using the Feat:
housing is 100 gc. It takes three weeks to construct the Dominator Gifted Archetype ability, within double that
device. The pertinent Craft skill for construction is Craft

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distance), even if the target characters are not in the characters' vision or breathing will not be affected by
warcaster's normal control area. Any abilities that disrupt smoke in the short term (how long this lasts depends on
channeling (IKRPG, p. 234) will also render the the size of the area and is ultimately up to the GM. It
resonance relay node inoperable. should also be noted that ventilation in mines usually
assumes smoke rises, so a mine's ventilation might
A sympathetic node cannot extend spells with effects that
actually be less efficient at drawing off the smoke given
depend on the position of the caster like the Star Fire or
off by a smogger-equipped piece of machinery. However,
Force of Faith spells, which damage characters moving
steam engines equipped with smoggers will also not
towards the caster or push characters away from the
throw out sparks or embers, which might make the engine
caster. Resonance relay nodes cannot channel spells that
less likely to set off explosions if there is gas in a mine, as
do not have AOE: CTRL. A warcaster can simultaneously
long as the engine's air intakes are also protected in some
benefit from as many steamjacks with resonance relay
suitable fashion).
nodes as he can bond to.
Fabrication: The material cost of the parts for a light
A steamjack outfitted with a resonance relay node gains
steamjack or ironhead suit smogger's housing is 40 gc (60
two additional damage boxes on its damage grid.
gc for the heavy steamjack version). It takes two weeks to
Additionally, the lowest boxes in columns 3 and 4 that do
construct the device. The pertinent Craft skill for
not already contain letters for systems become “N” boxes
construction is Craft (metalworking).
for the resonance relay node system.
The runeplate for a light steamjack or ironhead suit
A steamjack cannot have both an arc node and a smogger takes two weeks to inscribe and requires a
resonance relay node, since the two systems utilise the successful INT+Mechanikal Engineering roll against a
same hookups to the cortex. target number of 14. The runeplate for a heavy steamjack
smogger takes three weeks to inscribe and requires a
Paying to have a resonance relay node mounted on a
successful INT+Mechanikal Engineering roll against a
steamjack costs an additional 30 gc.
target number of 15.
Installing a smogger requires little skill and only basic
tools, and can be accomplished by any character with the
Smogger Mechanikal Engineering or Craft (metalworking) skills
Cost: 385 gc (light steamjack version) / 575 gc (heavy without the need for a roll in about 30 minutes at most.
steamjack version). Capacitor cost not included. Paying to have a smogger installed on a steamjack's or
Description: Perhaps not very auspiciously named after ironhead suit's smokestack costs an additional 15 gc.
the extremely unpleasant weather condition that
sometimes afflicts industrial centres, the smogger appears
at first glance to be a simple extension to a steamjack's
smokestack. However, the mechanikal heat sink in the Steamjack Power Field
smogger supercools the smoke coming from a steamjack's Generator
firebox, preventing it from rising. While this does nothing Cost: 1,500 gc (the system is experimental, however, and
to make a steamjack more quiet, it does make it not available on open markets)
impossible to spot a steamjack at a distance by its plume
of smoke, and in enclosed spaces the layer of cold smoke Description: This device is an attempt to reverse-
swirling on the ground will not hinder vision or breathing engineer the power fields generated by Iosan myrmidons.
as much, at least in the short term. Smoggers can also be Unfortunately, the arcanikal mastery of the Iosans still
installed in ironhead suits, and there has been some eludes the Iron Kingdoms' arcane mechaniks, and the
interest in installing smoggers on steam-powered ships, device suffers from many flaws as a consequence.
though the latter would require additional modifications Special Rules: The device provides a steamjack with a
to the ship's smokestacks to prevent the smoke from power field (see IKRPG, p. 289) with six power field
blowing onto the ship's deck. boxes. The emitters require the steamjack's hull to be
Smoggers are usually powered by alchemical capacitors. modified to lessen interference with the field, which costs
the steamjack the topmost damage box in each column of
Rune Points: 2 (light steamjack and ironhead version) or its damage grid. When the steamjack first powers up, its
3 (heavy steamjack version) power field does not provide any protection; it must be
Special Rules: A steamjack or suit of ironhead armour charged first by a warcaster or through the use of the
equipped with a smogger does not have a plume of smoke Power Booster spell (see IKRPG, p. 242). Once during
rising from its smokestack, and cannot be spotted by such the steamjack's activation, it may spend 1 focus to recover
smoke at a distance. Operating a steamjack or suit of 1d3 damage boxes to its power field. The steamjack
ironhead armour in enclosed spaces means other power field is unstable, however: Roll 1d6 in the

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Morgan's Liber Mechanika V – Steamjack Gear, Upgrades and Weapons

steamjack's Maintenance Phase, and on a 1-2 the power IKKNG, p. 378).


field loses 1d3 damage boxes.
A steamjack modified for a stone furnace cannot be fueled
A steamjack outfitted with a steamjack power field by coal, and cannot receive any boiler upgrades or
generator gains two additional damage boxes on its modifications.
damage grid. Additionally, the lowest boxes in columns 3
A stone furnace may be reused, though the crystals slowly
and 4 that do not already contain letters for systems
decay over time, costing 225 gc for a light steamjack or
become “G” boxes for the steamjack power field
420 gc for a heavy steamjack for replacement crystals
generator system (if the steamjack also possesses an arc
after a year of continuous use.
node system, the field generator damage boxes are
inserted on top of the arc node boxes). When both power Fabrication: Constructing a stone furnace requires the
field generator damage boxes have been marked, the Alchemy skill, alchemical raw materials costing 400 gc
power field shuts down and cannot be used until the (for a light steamjack) or 700 gc (for a heavy steamjack)
system has been repaired. and a steel lattice for mounting the crystals, which costs
30 gc for a light steamjack or 50 gc for a heavy
The steamjack power field generator cannot be mounted
steamjack. Usually, the crystals are grown in smaller
alongside any upgrades that draw significant power from
batches so less of the raw materials are wasted in case of a
the steamjack's arcane turbine, like the bulwark system
failed synthesis, so producing a stone furnace takes about
(see NQ53, p. 73).
four weeks and requires a successful INT+Alchemy skill
Paying to have a steamjack power field generator roll against a target number of 14. If the roll is failed, 20%
mounted on a steamjack costs an additional 150 gc. of the raw materials are wasted for every point by which
the roll falls short of the target number.
Modifying a steamjack's firebox requires parts costing 50
gc (for a light steamjack) or 75 gc (for a heavy
Stone Furnace steamjack), takes 1 day, and requires a successful
Cost: 1,300 gc (light steamjack), 2,250 gc (heavy INT+Mechanikal Engineering roll against a target number
steamjack) for the furnace, plus 150 gc (light steamjack) of 12. On a failure, the roll can be repeated after another
or 225 gc (heavy steamjack) for the firebox modifications. hour of labour. Paying to have a steamjack's firebox
modified for a stone furnace costs an additional 50 gc.
Description: A Rhulic design, a stone furnace is
essentially a steel lattice holding a large number of
alchemically grown crystals that can absorb heat when in
a hot environment, and that will shed their stored heat Stormburst Shield
when the surrounding area is significantly colder. Stone
furnaces are useful when a steamjack must venture into a (Heavy Steamjack only)
mine that contains no breathable air or explosive gases, as Cost: 3,960 gc (capacitor not included)
the crystals neither require air nor set off explosions. Type: Melee
Location: Arm
Special Rules: Before a stone furnace can be used, the Attack Modifier: 0
crystals must be fired in a special kiln, which requires as POW: 1
much coal as the steamjack would require for a full load
and takes three times the steamjack's combat running Description: The stormburst shield can be used to
time. Once the stone furnace is fully fired, it is retrieved generate a zone crackling with electricity that can easily
from the kiln and installed in a steamjack with a specially prove lethal to anybody foolish enough to enter the
modified firebox. The steamjack may then run on the heat electrified area. The shield is usually powered by a
stored in the crystals normally, as if burning a load of dedicated storm chamber.
coal. While searingly hot, the crystals do not depend on Rune Points: 4
air for generating their heat, and will not set off explosive
gases. The crystals can even generate heat while Special Rules: A steamjack must have a non-crippled arm
submerged in water, eliminating the usual vulnerability of system with an Open Fist to pick up the stormburst shield.
a firebox to water, though the steamjack automatically While wielding the stormburst shield, the steamjack
consumes the stored energy at combat rates while cannot make attacks with the fist that holds the shield. If
submerged. the arm system holding the stormburst shield is crippled,
the steamjack can continue fighting with the shield but
Being B2B with a fully fired stone furnace inflicts a POW suffers the penalties for the crippled system.
14 fire damage roll every turn. Being within 2” of a fully
fired stone furnace inflicts a POW 10 fire damage roll A steamjack equipped with a stormburst shield gains +2
every turn. Normally, a fired stone furnace is installed in a ARM against attacks originating in its front arc.
'jack by another 'jack equipped with fire shielding (see

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Morgan's Liber Mechanika V – Steamjack Gear, Upgrades and Weapons

A steamjack armed with this weapon can use a full action weapons may engage the sword-dance driver to move its
to generate a stormburst and place a 3" AOE template weapons in a whirling pattern that works well towards
anywhere in B2B with the steamjack, which remains in deflecting melee attacks. Only aurum- or arcanum-grade
play for one round. The center of the AOE must be cortices can be equipped with sword-dance drivers.
completely in the steamjack's front arc. By spending 1
Special Rules: A light warjack equipped with two
point of focus, the template effect may instead become a
steamjack melee weapons without Reach and a sword-
5" AOE. Any character without Immunity: Electricity
dance driver gains Parry (despite its name, the driver
who enters the AOE or ends their movement in it suffers a
works with axes and maces as well as swords). The
POW 10 electrical damage roll.
steamjack's arms may not be equipped with secondary
If this weapon does not have a functional capacitor, it weapons like underarm slug guns or bucklers, as
loses this ability and gains an attack modifier of -1. additional weight could easily slow the deflection pattern
down too much to still be effective.
Fabrication: The material cost of the stormburst shield's
housing is 1,060 gc. It takes four weeks to construct the A sword-dance driver cannot be installed in a steamjack
device. The pertinent Craft skill for construction is Craft equipped with the battle driver or neural agitator upgrades
(metalworking). (see IKKNG, pp. 370-371).
The stormburst shield's runeplate requires four weeks to
A sword-dance driver cannot be utilized if one of the
inscribe and requires a successful INT+Mechanikal
steamjack's arm systems is crippled.
Engineering roll against a target number of 16.
Mounting a sword-dance driver takes six hours and
requires the cortex to be removed from the steamjack's
cortex bay. On a successful INT+Mechanikal Engineering
Sympathetic Node roll against a target number of 16, the sword-dance driver
Cost: 250 gc has been successfully installed. On a failure, the character
can try again after another hour of labour.
Description: The sympathetic node is basically a
simplified version of the arc node. Its purpose is to ease Paying to have a sword-dance driver mounted costs an
the use of a warcaster's support spells on bonded additional 80 gc.
steamjacks equipped with sympathetic nodes.
Special Rules: As long as a steamjack equipped with a
sympathetic node is in the control area of the warcaster it Tactical Aptitude Cortex
is bonded to, the warcaster may cast spells that target that
steamjack regardless of range or line of sight. Any Grafts
abilities that disrupt channeling (IKRPG, p. 234) will also Cost: 300 gc
render the sympathetic node inoperable. A sympathetic Description: A tactical aptitude cortex graft, or TAG for
node cannot channel offensive spells. short, skews a cortex's responses and behaviour towards
A steamjack outfitted with a sympathetic node gains two certain combat actions and allows for greater efficiency
additional damage boxes on its damage grid. Additionally, when utilising these tendencies. These devices are
the lowest boxes in columns 3 and 4 that do not already intended to be grafted to an already finished cortex.
contain letters for systems become “S” boxes for the Special Rules: Each TAG grants a steamjack the ability
sympathetic node system. to perform a certain type of power attack without the need
A steamjack cannot have both an arc node and a for spending focus. Additionally, a 'jack marshal may
sympathetic node, since the two systems utilise the same spend a quick action to instruct a steamjack in his
hookups to the cortex. command range which is equipped with the appropriate
TAG to perform the power attack granted by the device. A
Paying to have a sympathetic node mounted on a cortex may receive a number of grafts equal to its INT
steamjack costs an additional 30 gc. (cupernum-grade cortices cannot receive TAGs,
however). The following are the TAGs currently available
from mechaniks in the Iron Kingdoms:
• Nutter: The steamjack may perform head-butt and
Sword-Dance Driver knockout power attacks (IKRPG, p. 210) without
[Light Steamjack Cortex spending focus.
Upgrade] • One-Two: This TAG will only function in
Cost: 400 gc steamjacks which have the same weapon in each
arm (e.g. open fists, the same melee weapon, or the
Description: A light warjack equipped with two melee same type of gun), and which have a cortex that

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Morgan's Liber Mechanika V – Steamjack Gear, Upgrades and Weapons

grants the Two-Weapon Fighting ability. When this steamjack is in the 'jack marshal's command range.
steamjack is driven to boost an attack or damage Steamjacks cannot be affected by drives separately
roll with one of these two weapons, the other while the shadow TAG is active.
weapon receives the same drive (e.g. if the
Mounting a tactical aptitude cortex graft takes a day and
steamjack's 'jack marshal drives it to boost an
requires the proper tools as well as a successful
attack roll with its left fist, its right fist will receive
INT+Mechanikal Engineering roll against a target number
a boosted attack roll as well). There is a serious
of 16. For every TAG after the first, the target number is
drawback to this TAG, however, which is that if a
increased by 1. On a failed roll, the character can try
steamjack does not have a valid enemy target for
again after another four hours of labour.
the second weapon (usually because the first
weapon has already struck down the last target in Paying to have a tactical aptitude cortex graft installed
range), the steamjack will use the second attack on costs an additional 120 gc.
the next legitimate target in range, including
friendly characters. At the very least, the steamjack
will waste ammunition by firing a shot into a target
that is already down. Teleforce Fist
• Steamroller: The steamjack may perform slam and
trample power attacks without spending focus.
[Heavy Steamjack only]
Cost: Base cost of chassis without cortex for the
• Thug: Puns about “'jack-booted thugs” aside, the
mechanikally modified arm and fist + 610 gc for the
steamjack may perform stomp power attacks (see
runeplate (accumulator cost not included)
NQ66, p. 109) without spending focus, and may
Type: Melee
also charge targets that are currently knocked
Location: Arm
down without spending focus or being driven.
Attack Modifier: -1 (see below)
• Tosser: The steamjack may perform push, throw POW: 3 (heavy steamjack)
and double-handed throw power attacks without
spending focus. Description: This heavily modified heavy steamjack fist
• Wrestler: The steamjack may perform grapple that is wrapped in kinetic projectors and capacitors can be
(IKRPG, p. 210) and armlock/headlock/weapon used to dramatically extend a steamjack's melee range.
lock power attacks without spending focus. Teleforce fists are usually intended to be wielded in pairs
• Shadow: Developed by the Cygnaran arcane for maximum effect and powered by arcanodynamic
mechanik Charles Kennan, this complex device accumulators.
counts as two TAGs for the purposes of pricing Rune Points: 4
and the number of TAGs that may be installed in a
steamjack but allows a steamjack to efficiently Special Rules: A teleforce fist has a 4” melee range
follow orders and duplicate the effects of drives during the steamjack's activation, and can be used to
given to another steamjack. In order to benefit deliver grapple, headlock/armlock/weapon lock, push,
from a shadow TAG, the steamjack must be of the throw and double-handed throw power attacks at this
same chassis type and have the same upgrades and range. When delivering attacks at ranges beyond the
armaments as the steamjack it shadows. The steamjack's normal melee range of 0.5”, these attacks
shadowing steamjack must be in the 'jack marshal's have a STR equal to the steamjack's STR without adding
command range and have line of sight to the 'jack the POW of the teleforce fist.
it shadows (this generally makes it difficult to have When a steamjack is using teleforce fists to grapple or
more than two 'jacks shadow the movements of a lock a target at the extended range, any non-incorporeal
third). If a shadowing steamjack cannot complete a model with a base size of Medium or larger that moves in
shadowed action, its activation simply ends as between the steamjack equipped with teleforce fists and
soon as it finds itself unable to duplicate the other its target automatically breaks the grapple or lock.
steamjack's actions (e.g. if a shadowing steamjack
attempts to charge a character being charged by Teleforce fists are difficult to use at a range greater than
another steamjack but finds the charge lane 0.5” (the normal melee range) unless the steamjack is
blocked, it moves as close to the target character as equipped with specialised, alchemically treated lenses that
it can, following a straight line, and then its enable it to perceive the force vortices projected by its
activation ends, even if the shadowing steamjack fists. Such lenses cost 130 gc and eliminate the -1 attack
could have run to get into melee range of the target roll penalty for using teleforce fists at ranges beyond 0.5”.
for the next round or circled around the obstacle in When a teleforce fist does not have power, it suffers a -1
order to make a normal melee or ranged attack). penalty on attack rolls (this is not cumulative with the -1
Switching a shadow TAG on or off requires a attack roll penalty for using teleforce fists without
quick action and a verbal command while the

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Morgan's Liber Mechanika V – Steamjack Gear, Upgrades and Weapons

upgrading the steamjack's eyes), and can no longer be unleash a devastating burst of lightning that strikes
used to attack or make power attacks at greater ranges everybody in the vicinity. The tempest spear is powered
than 0.5”. by a dedicated storm chamber.
Fabrication: The material cost of the teleforce fist's Rune Points: 4
housing is 30% of the steamjack's chassis cost in gc
Special Rules: When a steamjack makes a melee attack
(remember that this does not include the price of the
with the tempest spear or an Eye of the Tempest attack, it
cortex). It takes four weeks to construct the device. The
suffers a POW 14 electrical damage roll, so equipping the
pertinent Craft skill for construction is Craft
steamjack with electrical shielding (see IKKNG, p. 110)
(metalworking).
is strongly advised.
The teleforce fist's runeplate requires four weeks to
inscribe and requires a successful INT+Mechanikal Instead of making a melee attack, the steamjack wielding
Engineering roll against a target number of 16. the tempest spear can raise the spear to the heavens to
make an Eye of the Tempest attack as long as the arm
wielding the tempest spear is not crippled. When the
steamjack makes the Eye of the Tempest attack, every
Tempest Node character within 2” of the steamjack suffers an
Cost: 650 gc unboostable POW 12 electrical damage roll. A steamjack
can only make one Eye of the Tempest attack each round.
Description: A specialised arc node design, the tempest
node has been specifically modified to channel electrical A steamjack must have a non-crippled arm system with an
spells with greater accuracy, at the cost of being unable to open fist to pick up the tempest spear. While armed with
channel non-electrical spells. the spear, the steamjack cannot make attacks with the fist
in which it holds the weapon.
Special Rules: The tempest node is an arc node (see
IKRPG, p. 311). When it is used to channel a spell that Tempest spears have Reach. If the spear becomes
does electrical damage (including spells like Electrify and unpowered, its attack modifier becomes -1, it suffers -1
Protection from Electricity, which doesn't do electrical POW, and can no longer be used to make Eye of the
damage but affects electrical damage), the magic attack Tempest attacks.
roll gains a +2 bonus. Tempest nodes cannot channel A character in the front arc of a steamjack armed with a
spells that do not cause electrical damage (or otherwise tempest spear suffers -2 on charge, slam power attack, and
affect electrical damage). impact rolls against the steamjack.
A steamjack outfitted with a tempest node gains two Fabrication: The material cost of the tempest spear's
additional damage boxes on its damage grid. Additionally, housing and conduits is 640 gc. It takes four weeks to
the lowest boxes in columns 3 and 4 that do not already construct the device. The pertinent Craft skill for
contain letters for systems become “T” boxes for the construction is Craft (metalworking).
tempest node system. The tempest spear's runeplate takes four weeks to inscribe
A steamjack cannot have both an arc node and a tempest and requires a successful INT+Mechanikal Engineering
node, since the two systems utilise the same hookups to roll against a target number of 16.
the cortex.
Paying to have a tempest node mounted on a steamjack
costs an additional 30 gc. Terminus Charge Cannon
(Light Steamjack Only)
Cost: 2,410 gc (storm chamber not included)
Tempest Spear Type: Ranged
[Heavy Steamjack Only] Location: Arm
Cost: 2,710 gc (storm chamber not included) Ammo: N/A
Type: Melee Effective Range: 60 feet (10”)
Location: Arm Extreme Range: –
Attack Modifier: 0 Attack Modifier: 0
POW: 6 POW: 10 (electrical damage)
AOE: –
Description: Intended for the Stormclad chassis, the
electrified tempest spears are not just dangerous melee Description: A variant of the storm blaster (see IKKNG,
weapons but also allow the steamjack wielding them to p. 100), the terminus charge cannon generates bolts of
electrical power that cause the target to become

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Morgan's Liber Mechanika V – Steamjack Gear, Upgrades and Weapons

temporarily charged and thus subject to stormsmiths' based on the Devout chassis (see IKKNG, p. 370, for
lightning strikes. The terminus charge cannon is powered Devout stats and damage grid) that is designed to be used
by a dedicated storm chamber. in formations of three, with one of the 'jacks leading
attacks and the two others supporting their leader in
Rune Points: 4
various ways. The Triptychs' specialised cortices are
Special Rules: This weapon can only be fired once per specially engineered to offer improved benefits to offense
round. or defense when working in tandem.
When a character without Immunity: Electricity is hit by Armament: Triptychs are armed with shields and flame
this weapon, they become a possible terminus for surge or spears sized for light warjacks and balanced for one-
triangulation stormsmithing attacks (see IKKNG, p. 91) handed use. These spears have 2” Reach and POW 4, and
for one round. When making a surge or triangulation contain a reservoir of fuel that burns for 30 minutes in
stormsmithing attack that uses a character hit by a combat. While the spear is fueled, a character hit by it
terminus charge cannon to determine the area of effect, suffers 1 additional point of fire damage. Refueling the
the character hit by the terminus charge cannon may be reservoir takes a minute and consumes 10 gc's worth of
targeted by the stormsmith as well. fuel.
Generally this weapon is only integrated into steamjacks Cortex: The Triptych's custom cortex is considered an
with Immunity: Electricity. Each time a steamjack without aurum-grade cortex but also grants the 'jack the
Immunity: Electricity makes an attack with this weapon, Formation Fighting ability.
it suffers a POW 10 electrical damage roll.
Formation Fighting: The Triptych's custom cortex can
Mounting this weapon on a steamjack chassis requires the either grant a formation of Triptychs the Gang or
mechanik to remove the steamjack's old arm and replace Defensive Line abilities (see IKRPG, p. 163 and p. 160),
it with the terminus charge cannon. Mounting a terminus though only the Triptychs belonging to the same
charge cannon on a chassis other than a Charger takes formation benefit from these abilities. This ability can be
double the normal amount of time and increases the target triggered when 'jack marshalling by calling out
number to 16. A character who wishes to have a terminus commands to the supporting Triptychs; in this case, a
charge cannon integrated into a light steamjack chassis single quick action can be used to command both
other than a Charger must pay double the normal rate. supporting Triptychs to move up and engage in the
'marshalled behaviour in support of their leader. Once a
Replacing a Charger's arm system with a terminus charge
formation of Triptychs has been assigned a combat
cannon costs an additional 60 gc unless the character does
behaviour, it will retain it until a new formation is ordered
the job himself. Having an arm system replaced by a
or the leading Triptych is destroyed.
terminus charge cannon on a chassis other than a Charger
chassis costs an additional 100 gc. Triptychs lose the Gang and Defensive Line abilities at
once if their formation's leader is destroyed, and cannot
This weapon cannot be used without a functional
gain the benefits of the Formation Fighting ability until
accumulator.
they have been assigned a new formation leader. A 'jack
Fabrication: The material cost of the terminus charge marshal can spend a quick action to designate one of the
cannon housing is 550 gc. It takes four weeks to construct surviving Triptychs as the new leader. Warcasters can
the device. The pertinent Craft skill for construction is designate new formation leaders in their Control Phase.
Craft (metalworking).
The terminus charge cannon's runeplate requires four
weeks to inscribe and requires a successful
INT+Mechanikal Engineering roll against a target number Twitch Interface
of 16. Cost: 300 gc
Description: A twitch interface allows a warjack to
respond to a limited set of clipped verbal or non-verbal
Triptych commands (usually little more than a brief gesture or
wordless shout, which gives the device its name),
(Protectorate Light Warjack) increasing the ease with which the 'jack can be handled by
[Devout Chassis] a marshal. If more than one 'jack with twitch interfaces is
being run by the same marshal at the same time, however,
Cost: 8,500 (with custom cortex), 5,500 gc (chassis only),
there is some potential for confusion, which has on
+280 gc (flame spear), +350 gc (shield); 9,130 gc (fully
occasion resulted in horrific accidents when two 'jacks
armed Triptych)
attempted to interpret and obey the same clipped
Description: The Triptych is a specialised light warjack command.

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Morgan's Liber Mechanika V – Steamjack Gear, Upgrades and Weapons

Special Rules: As long as the 'jack marshal the steamjack POW: 0 (no damage roll; see alchemical compound for
equipped with a twitch interface is assigned to is within effect instead)
the steamjack's field of vision, the 'jack marshal gains a AOE: – (alchemicals dispensed with the spraygun also
single additional quick action each turn that can only be never leave cloud effects)
used to drive that steamjack.
Description: The underarm alchemical spraygun is
Only Aurum-grade cortices or better can be upgraded mounted under the arm of a steamjack with an open fist
with twitch interfaces. A twitch interface can be trained to and allows the 'jack to dispense a variety of alchemicals
respond to a number of different drives up to the as long as the correct spray canisters have been loaded
steamjack's INT. Changing these drives requires the 'jack into the gun's ammo wheel before combat.
marshal to train the steamjack, which requires no roll but
Special Rules: Due to the slow rate of its loading
takes about three hours per drive and steamjack.
mechanism, this weapon can be fired only once per round.
A 'jack marshal can marshal several different steamjacks
Reloading the alchemical spraygun's ammo supply out of
equipped with twitch interfaces at the same time. A 'jack
combat takes five minutes and can be accomplished by
marshal cannot gain more additional quick actions each
any character with the Mechanikal Engineering skill
turn from twitch drives than he has quick actions
without a die roll.
available that could be used for driving steamjacks (i.e.
abilities that grant additional quick actions that cannot be Each turn, a steamjack with an underarm alchemical
used for 'jack marshalling, like the Fast Reload ability's spraygun can attack with either the spraygun or the fist it
additional quick action for reloading a gun, are is mounted under, not both.
disregarded when considering how many 'jacks a marshal
This weapon uses specialised alchemical canister shells
can twitch drive). For example, a 'jack marshal with the
that cost as much an alchemical grenade of the same type
Ace Commander ability can use two twitch drives per
but can be reused since they do not explode. Refurbishing
activation, since he normally has one quick action a turn,
a spent canister shell costs 1gc for replacement parts in
plus an additional quick action for marshalling for being
addition to the cost of the alchemical compound.
an Ace Commander. If the marshal forfeited his attack, he
could use three twitch drives instead – two for the two Integrating an underarm alchemical spraygun into a
quick actions he gets for forfeiting his attack, and one steamjack requires the proper tools, four hours of labour,
additional one for being an Ace Commander. Similarly, and a successful INT+Mechanikal Engineering roll
spending Feat points for quick actions allows the 'jack against a target number of 15. If the roll fails, it can be
marshal to use one additional twitch drive for each repeated after another hour of labour.
additional quick action. It should be noted that the 'jack
marshal is still restricted to only twitch driving each
steamjack under his command once per activation.
Mounting a twitch interface takes four hours and requires Warcasting Manifold Receiver
the cortex to be removed from the steamjack's cortex bay. Cost: 160 gc
On a successful INT+Mechanikal Engineering roll against Description: The warcasting manifold receiver, or WMR,
a target number of 14, the twitch interface has been is an upgrade to a steamjack's cortex architecture that
successfully installed. On a failure, the character can try allows a steamjack to receive commands and focus from
again after another hour of labour. and transmit sensory information to a warcaster using a
Paying to have a twitch interface mounted costs an warcasting manifold (see the warcasting manifold
additional 60 gc. dedicated mechanika entry for rules).
Special Rules: Steamjacks equipped with a warcasting
manifold receiver can still be bonded to normally by
warcasters who know the cortex passcodes. However, any
Underarm Alchemical warcaster who wears and has bonded to the correct
Spraygun warcasting manifold is automatically considered to be
From Wolfhard's Liber Mechanika bonded to a steamjack equipped with a receiver,
irrespective of whether they know the passcodes, as long
Cost: 220 gc as the steamjack in question does not currently have a
Type: Ranged direct bond.
Location: Arm
Ammo: 5 (specialised ammunition, see below) Integrating a warcasting manifold receiver into a
Effective Range: 36 feet (SP6) steamjack requires the proper tools, six hours of labour,
Extreme Range: – and a succesful INT+Mechanikal Engineering roll against
Attack Modifier: 0 a target number of 14. If the roll fails, it can be repeated

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Morgan's Liber Mechanika V – Steamjack Gear, Upgrades and Weapons

after another hour of labour. discretion, characters whose ears are substantially
protected (e.g. characters wearing enclosed helmets or
Paying to have a warcasting manifold receiver mounted
man-o-war or ironhead armour) receive a bonus of 1-3 to
on a steamjack costs an additional 80 gc.
their Willpower roll.
If a war horn is used more than once in a battle, enemies
gradually become used to the loud 'jack. The target
Warcasting Repeater number of the Willpower roll is reduced by 1 every time
Cost: 300 gc after the first that the war horn is used in a single battle, to
a minimum of 13.
Description: The warcasting repeater allows a steamjack
bonded to a warcaster to act as a relay that extends the Integrating a war horn into a steamjack requires the
warcaster's control range just a little further – but proper tools, two hours of labour, and a successful
sometimes this little bit of extra control range can make INT+Mechanikal Engineering roll against a target number
the difference between losing control of part of a of 13. If the roll fails, it can be repeated after another 30
battlegroup and victory. minutes of labour.

Special Rules: As long as the steamjack with the Paying to have a war horn installed in a steamjack costs
warcasting repeater is in the warcaster's control area, any an additional 30 gc.
steamjack bonded to the warcaster that is within ARCx6 Special: War horns may also be integrated into ironhead
feet (or ARC tabletop inches) of the repeater is also armour. Doing this requires the character to wear
considered to be in the warcaster's control area for the substantial ear protection or be deafened for a while after
purposes of assigning focus or channelling (but not when triggering the war horn. Deafened characters cannot
resolving spells that use the warcaster's control area). It is benefit from Battle Plans or other beneficial abilities that
not possible to string several repeaters together to extend use command range for 1d3 turns (unless sign language is
the control area again and again. being used). Wearing ear protection halves every ally's
If the warcaster has abilities that modify his control area command range when determining whether they are in
(e.g. the Dominator Gifted archetype benefit), or if range of beneficial abilities like the bonuses granted by an
steamjacks have augmented cortex receivers or similar Intellectual character or Battle Plans, but prevents getting
equipment that extends the effective control area, these deafened.
modifiers apply to the repeater range as well. A
warcasting repeater stops working when the steamjack's
cortex is disabled.
Watchman
Integrating a warcasting repeater into a steamjack requires
Cost: 250 gc (including an integral clockwork capacitor)
the proper tools, six hours of labour, and a successful
INT+Mechanikal Engineering roll against a target number Description: The watchman modification is a back-up
of 14. If the roll fails, it can be repeated after another hour power source and relay that enables a steamjack's cortex
of labour. to remain powered and aware even when its heartfire is
out. The main benefit is that the steamjack can warn its
Paying to have a warcasting repeater installed in a
warcaster when it is being tampered with. The watchman
steamjack costs an additional 80 gc.
relay is powered by an integral clockwork capacitor,
which is sufficient to power the cortex for a night.
Rune Points: 3
War Horn Special Rules: A steamjack equipped with a watchman
Cost: 85 gc modification is considered to be stationary while its
Description: A small measure of steam is diverted from heartfire is out but may still make perception rolls to
the 'jack's engine into a steam-powered horn, which emits notice intruders passing through its field of vision (though
an ear-shattering blare that makes most living enemies a stationary steamjack's field of vision is restricted, it
keep their distance, at least for a moment. makes up for this by being able to better utilize its sense
of hearing; since a steamjack without pressure in its boiler
Special Rules: The war horn may be triggered as part of a is very quiet indeed compared to a steamjack running at
drive or at a warcaster's orders. Any living character who full power, the steamjack may easily hear intruders).
wants to make a free strike against the 'jack in the turn the When a bonded steamjack passes its PER roll to notice an
war horn is on must pass a Willpower roll against target intruder, its controlling warcaster is notified, which will
number 16 or be unable to make the free strike. Any even wake him from sleep (but not unconsciousness).
resistances to fear apply to this roll. At the gamemaster's
Watchman modifications are also useful if a steamjack

82
Morgan's Liber Mechanika V – Steamjack Gear, Upgrades and Weapons

should become submerged and its heartfire be stormsmith summons or dismisses weather phenomena
extinguished, since the steamjack can then still relay within 20” of himself by extending his area of effect, for
information to its controlling warcaster, possibly helping example, the area within 10” of the steamjack with the
a salvage crew locate it, even if it cannot move. weathermaker will be affected by the stormsmith's efforts
as well as long as the steamjack is within the original 20”.
A watchman modification must be wound up for fifteen
minutes before it can be used. A steamjack outfitted with a weathermaker gains two
additional damage boxes on its damage grid. Additionally,
Mounting the watchman modification takes four hours
the lowest boxes in columns 3 and 4 that do not already
and requires the proper tools as well as a successful
contain letters for systems become “W” boxes for the
INT+Mechanikal Engineering roll against a target number
weathermaker system.
of 14. On a failed roll, the character can try again after
another hour of labour. Before a weathermaker can be used, it must be tuned to a
stormsmith's stormcaller and lightning rod (see IKKNG,
Paying to have a watchman modification installed costs
pp. 93-94). This requires no test and can be accomplished
an additional 60 gc.
by a character with the Mechanikal Engineering skill
Fabrication: The material cost of the watchman within half an hour. A single stormsmith can have any
modification's parts is 35 gc. It takes one week and a number of weathermakers tuned to his stormcaller and
successful INT+Mechanikal Engineering roll against a lightning rod, but usually no more than two
target number of 15 to fabricate the modification's weathermakers are tuned to a single stormcaller – the
conduits, relay and power source (the device does not device is still rare, and, of course, if a stormsmith should
require runeplates to function). fall, all weathermakers attuned to his stormsmithing
devices will become useless until they are retuned or
another stormsmith picks up his fallen colleague's tools.
Paying to have a weathermaker mounted on a steamjack
Weathermaker costs an additional 50 gc.
Cost: 1,110 gc (storm chamber not included)
Fabrication: The material cost of the weathermaker's
Description: Developed for the use of stormsmith squads parts is 160 gc (not including storm chamber parts). It
that routinely accompany Sebastian Nemo, the heavy and takes four weeks to construct the device. The pertinent
still experimental weathermakers with their odd arrays of Craft skill for construction is Craft (metalworking).
vanes must be carried into battle mounted on a steamjack. The weathermaker's runeplate requires four weeks to
By resonating with the energies manipulated by the inscribe and requires a successful INT+Mechanikal
stormsmiths, weathermakers significantly extend the area Engineering roll against a target number of 16.
of effect of a stormsmith's abilities. Weathermakers are
powered by dedicated storm chambers, as they draw more
power than a steamjack can spare.
Rune points: 4
Special Rules: As long as a steamjack equipped with a
powered and non-disabled weathermaker is within the
area of effect of a friendly stormsmith's abilities, the
abilities affect an additional area of effect equal to half
their normal range, measured from the steamjack with the
weathermaker system. The stormsmith does not have to
be the steamjack's controller.
As long as a steamjack with a weathermaker is within the
command range of a friendly stormsmith, for example,
every character within a number of inches from the
steamjack equal to half the stormsmith's command range
will benefit from the stormsmith's Eye of the Storm and
Storm Booster abilities (see IKKNG, p. 90). A stormsmith
may also make single strike stormsmithing attacks against
any target within 5” of the steamjack with the
weathermaker as long as the steamjack is within 10” of
the stormsmith (weathermakers offer no benefit to surge
and triangulation stormsmithing attacks; see IKKNG, p.
91 for details on stormsmithing in combat). When a

83
Morgan's Liber Mechanika VI – Warcaster Armour

Warcaster Armour increased demands on fuel compared to regular suits of


warcaster armour render the “Iron Bear” more of an
expensive curiosity rather than something that could be
widely adopted by the warcasters of the Motherland.
Warcaster Armour, Fortress
Cost: 5,280 gc Rune Points: 5
SPD Modifier: -2 Special Rules: “Iron Bear” warcaster armour includes an
DEF Modifier: -3 arcane turbine that provides 8 rune points of power. The
ARM Modifier: +10 armour itself has a power draw of 5 rune points for the
Description: Fortress warcaster armour is only ever worn bond plate, the power field and the mechanikal assist
by the very strongest individuals, like the famous Rhulic systems. Additional devices may be connected to the
warcaster Gorten Grundback, as it is extremely turbine as described in the arcane turbine rules.
cumbersome even with its mechanikal assists running (not A warcaster who wants to wear “Iron Bear” warcaster
to mention prohibitively expensive to produce). Layered, armour must have the Ironhead ability (see IKKNG, p.
massive plates enclose the warcaster's body, head, and 181). In addition to the benefits of warcaster armour, like
limbs in rigid shells that need considerable time, the assist systems and the generation of a power field, “Iron
assistance of aides and a few simple tools to put on. Bear” warcaster armour grants all the benefits of standard
Rune Points: 5 man-o-war armour (see IKKNG, p. 183). Additionally,
any points of damage that are absorbed by the armour's
Special Rules: Fortress warcaster armour includes an power field do not count when determining if internal
arcane turbine that provides 8 rune points of power. The systems get damaged.
armour itself has a power draw of 5 rune points for the
bond plate, the power field and the mechanikal assist If this armour's mechanikal systems become unpowered,
systems. Additional devices may be connected to the the wearer suffers -6 DEF and -4 SPD (this happens when
turbine as described in the arcane turbine rules. the result of a roll on the internal damage table is “Loss of
Power,” see IKKNG, p. 183). These penalties are applied
Only characters with the Load Bearing or Divine in place of the usual DEF and SPD penalties of wearing
Fortitude (see IKKNG, p. 361) abilites can wear fortress man-o-war armour as long as the armour's non-
warcaster armour. If fortress warcaster armour becomes mechanikal systems are still running.
unpowered, the wearer suffers -8 DEF and -4 SPD. If
SPD becomes 0 because of this, the character is When applying upgrades to the armour's mechanikal
considered stationary until he can be freed from the systems, treat “Iron Bear” warcaster armour as
armour by outside assistance. superheavy warcaster armour.
Fabrication: The material cost of fortress warcaster Fabrication: The material cost of the “Iron Bear”
armour housing is 1,370 gc. The pertinent Craft skill for warcaster armour housing is 3,170 gc (these are the costs
construction is Craft (metalworking). of retrofitting a suit of man-o-war armour rather than the
Fortress warcaster armour runeplates require five weeks cost of building “Iron Bear” warcaster armour from
to inscribe and require a successful INT+Mechanikal scratch, and include the cost of a working suit of man-o-
Engineering roll against a target number of 17. Note that war armour). The pertinent Craft skill for construction is
fortress warcaster armour runeplates integrate bond runes Craft (metalworking). Retrofitting the suit of man-o-
into their makeup. armour takes two weeks.
“Iron Bear” warcaster armour runeplates require five
weeks to inscribe and require a successful
INT+Mechanikal Engineering roll against a target number
Warcaster Armour, “Iron of 17. Note that “Iron Bear” warcaster armour runeplates
integrate bond runes into their makeup.
Bear”
Cost: 8,760 gc
SPD Modifier: -2
DEF Modifier: -2
ARM Modifier: +9
Warcaster Armour, Ironhead
Cost: 8,760+ gc (see “A Rocky Upgrade Path;” usually
Description: Built by the Khadoran arcane mechanik and suits of ironhead warcaster armour are never sold but
warcaster Barak Zhivo, “Iron Bear” warcaster armour is remain the ongoing projects of their operator-
the traditional Khadoran suit of man-o-war steam armour constructors)
retrofitted as a suit of warcaster armour. Though SPD Modifier: -2
impressive in the abilities it provides, the specialised DEF Modifier: -2
training required to operate steam armour as well as the ARM Modifier: +8

84
Morgan's Liber Mechanika VI – Warcaster Armour

(see NQ52, pp. 36-38). These additional costs apply no


Description: When the mechanical inclinations of an
matter whether they are added to a completed suit of
ironhead go hand in hand with the abilities of a warcaster,
ironhead warcaster armour or included at the time of
it only needs a heavy dash of expertise in mechanikal
construction.
engineering and the injection of monstrous amounts of
cash to allow the construction of ironhead steam-powered Fabrication: The material cost of the ironhead warcaster
warcaster armour – though the expense of the result is armour housing is at least 3,170 gc (see also “A Rocky
considered far beyond its merits by even the most affluent Upgrade Path;” these are the costs of constructing and
mercenary companies or national treasurers. Just ask retrofitting a standard suit of ironhead armour with no
Captain E. Dominic Darius. upgrades rather than the cost of building a mechanikal
ironhead warcaster armour housing from scratch, and
Rune Points: 5
include the cost of the parts for building a working suit of
Special Rules: Ironhead warcaster armour includes an ironhead armour). The pertinent Craft skill for
arcane turbine that provides 8 rune points of power. The construction is Craft (metalworking). Retrofitting the suit
armour itself has a power draw of 5 rune points for the of ironhead armour takes two weeks.
bond plate, the power field and the mechanikal assist Ironhead warcaster armour runeplates require five weeks
systems. Additional devices may be connected to the to inscribe and require a successful INT+Mechanikal
turbine as described in the arcane turbine rules. Engineering roll against a target number of 17. Note that
ironhead warcaster armour runeplates integrate bond
A warcaster who wants to wear ironhead warcaster
runes into their makeup.
armour must have the Ironhead ability (see IKKNG, p.
181). In addition to the benefits of warcaster armour, like
assist systems and the generation of a power field,
ironhead warcaster armour grants all the benefits of
standard ironhead armour (see NQ52, pp. 35-36). Warcaster Armour,
Additionally, any points of damage that are absorbed by Superheavy
the armour's power field do not count when determining if Cost: 3,110 gc
internal systems get damaged. SPD Modifier: -1
DEF Modifier: -2
If this armour's mechanikal systems become unpowered,
ARM Modifier: +9
the wearer suffers -6 DEF and -4 SPD (this happens when
the result of a roll on the internal damage table is “Loss of Description: Superheavy warcaster armour encloses the
Power,” see NQ52, p. 35). These penalties are applied in warcaster's body, head, and limbs in thick plates that
place of the usual DEF and SPD penalties of wearing surpass even the thickness of heavy plate mail, and are on
ironhead armour as long as the armour's non-mechanikal par with the armour worn by the likes of stormblades.
systems are still running. Even with its mechanikal assist systems, the armour's
weight and bulk significantly inhibit the wearer, but some
When applying upgrades to the armour's mechanikal
warcasters consider the additional armour well worth the
systems, treat ironhead warcaster armour as superheavy
encumbrance.
warcaster armour.
Rune Points: 5
A Rocky Upgrade Path: Ironheads are well known for
constantly tinkering with their suits of armour. Special Rules: Superheavy warcaster armour includes an
Unfortunately, the delicate mechanikal systems of arcane turbine that provides 8 rune points of power. The
warcaster armour are less than forgiving, so extra care armour itself has a power draw of 5 rune points for the
must be taken, as well as more expensive parts used (for bond plate, the power field and the mechanikal assist
example, some upgrade parts must include mechanikal systems. Additional devices may be connected to the
conduits in order not to interfere with the mechanikal turbine as described in the arcane turbine rules.
assist systems or the projection of the power field). The
If this armour becomes unpowered, the wearer suffers -6
following upgrades are twice as expensive when installed
DEF and -3 SPD.
in suits of ironhead warcaster armour (or five times as
expensive when a completed suit is bought, as per the Fabrication: The material cost of superheavy warcaster
Retrofitting rules on IKRPG, p. 281; most ironhead armour housing is 760 gc. The pertinent Craft skill for
warcasters tinker with their own suits, so they usually pay construction is Craft (metalworking).
the lesser cost – only the suit's arcane turbine and its Superheavy warcaster armour runeplates require five
runeplates require the Inscribe Formulae abilities of a true weeks to inscribe and require a successful
arcane mechanik, after all): Ablative Armour, Amphibious INT+Mechanikal Engineering roll against a target number
Construction, Artillery Mount, Cargo Crane, Failsafes, of 17. Note that superheavy warcaster armour runeplates
Force Amplifier, Hardened Case, Weight Compensators integrate bond runes into their makeup.

85
Morgan's Liber Mechanika VII – Warcaster Armour Upgrades

Warcaster Armour Upgrades


Warcaster armour upgrades can be installed in a suit of Arcantrik Accelerator
warcaster armour to improve its performance by utilising Cost: 300 gc
the excess power generated by the armour's arcane Effect: The warcaster wearing a suit of warcaster armour
turbine. These upgrades only provide their benefits when equipped with an arcantrik accelerator can spend 1 focus
the arcane turbine is running at full steam (IKRPG, p. to gain +2 SPD for one round. This SPD bonus does not
289). grant increased DEF.
Every upgrade has a power requirement. This power
requirement must be met by the armour's arcane turbine, Power Requirement: 2
limiting the total number of upgrades to 3. Installation: Installing an arcantrik accelerator upgrade
requires 1 day of labour followed by a successful
INT+Mechanikal Engineering roll against a target number
Fabricating Upgrades of 14.
Constructing the upgrade systems requires parts
costing one third of the final cost of the upgrade and a Fabrication: The material cost of an arcantrik accelerator
mechanik's workshop. Crafting some parts requires upgrade is 100 gc. It takes two weeks to construct the
additional expertise, like the Inscribe Formulae ability. device. Fabricating an arcantrik accelerator upgrade
requires a successful INT+Mechanikal Engineering roll
against a target number of 14.
Installing Upgrades
Since warcaster armour is already one of the most
complex pieces of mechanika in existence, installing
further upgrades is difficult and risks unbalancing or Blast Shield
damaging the armour's systems. The target number for Cost: 150 gc
installing upgrades is increased by +1 for the second Effect: As long as at least one power field damage box is
upgrade, and by +2 for the third upgrade. When an unmarked, a suit of warcaster armour equipped with the
upgrade test is failed, a roll on the upgrade failure table blast shield upgrade grants its wearer +2 ARM against
must be made: blast damage rolls. If a blast damage roll depletes the
D6 Result power field, the ARM bonus is only lost once the blast
1 No significant failure – the character can retry damage roll has been completely resolved.
the roll after two hours spent reworking the Power Requirement: 1
armour
2 Botched installation – the upgrade does not Installation: Installing a blast shield upgrade requires 1
work, and the upgrade somehow interferes day of labour followed by a successful INT+Mechanikal
with the wearer's movements, inflicting a -1 Engineering roll against a target number of 17.
DEF penalty until the upgrade is removed and
reworked.
Fabrication: The material cost of a blast shield upgrade
3 Upgrade damaged – the upgrade itself is
is 50 gc. It takes one week to construct the device.
damaged and requires replacement parts Fabricating a blast shield upgrade requires the Inscribe
costing 20% of its price before it can be Formulae ability and a successful INT+Mechanikal
repaired and reinstalled. Engineering roll against a target number of 17.
4 Boiler leak – the armour's arcane turbine
leaks, venting steam into the armour and
causing 1 point of damage to the wearer at the
end of each turn. Outside of combat this Concussion Field
damage is suffered once per minute. Cost: 300 gc
5 Assist Failure – the armour's assists stop
working, giving the armour the SPD and DEF Effect: The warcaster can partially deplete his power field
penalties of unpowered warcaster armour. to generate a burst that staggers nearby characters,
Repairing the assists takes 1 day and a potentially enabling a cornered warcaster to escape.
successful INT+Mechanika roll against a target Depleting 1 power field box is enough to stagger all
number of 15. small-based characters within 2” of the warcaster,
6 Power Field Failure – the armour's power field preventing them from making free strikes for one round.
stops working. Repairing the power field takes To stagger medium-based characters, 2 power field boxes
1 day and a successful INT+Mechanika roll must be depleted, and staggering large-based characters
against a target number of 17. requires the warcaster to deplete 3 power field boxes. If

86
Morgan's Liber Mechanika VII – Warcaster Armour Upgrades

the power field does not have the required number of Installation: Mechanikal weapons drawing power from
damage boxes and the warcaster cannot recharge it to the the arcane turbine via an enhanced conduit infrastructure
required number, the concussion field cannot be used in do not suffer the -1 attack roll penalty that weapons linked
the current round. to an external power source via conductive tubing usually
suffer. It takes four quick actions to switch the tubing to
Power Requirement: 2
another weapon – one to power down the conduit, one to
Installation: Installing a concussion field upgrade unhook the first weapon, one to attach the conduit to the
requires 1 day of labour followed by a successful new weapon, and one more to power up the conduit again.
INT+Mechanikal Engineering roll against a target number
If a character wearing armour equipped with enhanced
of 17.
conduit infrastructure drops his weapon or is forced to
Fabrication: The material cost of a concussion field switch to another weapon in a hurry, he suffers -2 to all
upgrade is 100 gc. It takes two weeks to construct the attack rolls with that hand while the first weapon or piece
device. Fabricating a concussion field upgrade requires of equipment is still dangling from the conduit extending
the Inscribe Formulae ability and a successful from his vambrace. If the weapon dangling from the
INT+Mechanikal Engineering roll against a target number conduit is a shield, great weapon or rifle, the penalty
of 17. increases to -4. It takes a quick action to uncouple the
weapon and drop it or retrieve it, though it is not
advisable to attach another weapon in a hurry without
shutting down the conduit first (see above).
Emergency Power Booster This upgrade may be installed in regular suits of
Cost: 450 gc mechanikal armour as well in order to feed power from a
Effect: After an attack that depletes the power field has back-mounted arcane turbine or other powerful capacitor
been completely resolved, the power field immediately to hand-held weapons or devices. A separate upgrade
recovers 1d6 damage boxes. The accumulators of the must be installed in each arm. Installation takes a day and
emergency power booster require about half an hour to requires a successful INT+Mechanikal Engineering roll
recharge, so the device requires the suit of warcaster against a target number of 15.
armour to run for at least that long on full steam before Fabrication: The material cost of an enhanced conduit
the booster can be triggered again. Once fully charged, infrastructure upgrade is 15 gc. It takes one week to
the booster's internal accumulators hold their charge for construct the device. Fabricating an enhanced conduit
one day before it dissipates. infrastructure upgrade requires a successful
Power Requirement: 3 INT+Mechanikal Engineering roll against a target number
of 15.
Installation: Installing an emergency power booster
requires 1 day of labour followed by a successful
INT+Mechanikal Engineering roll against a target number
of 17. Enhanced Power Field
Fabrication: The material cost of an emergency power Cost: 450 gc
booster upgrade is 150 gc. It takes three weeks to
Effect: Adding an enhanced power field adds +2 damage
construct the device. Fabricating an emergency power
boxes to the warcaster armour's power field. This upgrade
booster upgrade requires the Inscribe Formulae ability
may be taken twice.
and a successful INT+Mechanikal Engineering roll
against a target number of 17. Power Requirement: 1 (cumulative for each power field
enhancement)
Installation: Installing an enhanced power field requires
1 day of labour followed by a successful
Enhanced Conduit INT+Mechanikal Engineering roll against a target number
Infrastructure of 17.
Cost: 50 gc (per arm)
Fabrication: The material cost of an enhanced power
Effect: By integrating conduit links into the armour's field upgrade is 150 gc. It takes three weeks to construct
frame and installing connectors extending from its the device. Fabricating an enhanced power field upgrade
vambraces, feeding power from an arcane turbine into requires the Inscribe Formulae ability and a successful
attached mechanikal weaponry becomes less of a hassle. INT+Mechanikal Engineering roll against a target number
of 17.
Power Requirement: none

87
Morgan's Liber Mechanika VII – Warcaster Armour Upgrades

completely resolving a damage roll that triggered the


Feedback Stabiliser field-feedback overbooster, the device shuts down if the
Cost: 300 gc power field is completely depleted.

Effect: When the power field of a warcaster whose Power Requirement: 2


armour is equipped with a feedback stabiliser suffers Installation: Installing a field-feedback overbooster
damage, the character may lose unspent focus points requires 1 day of labour followed by a successful
instead of losing power field damage boxes, offsetting the INT+Mechanikal Engineering roll against a target number
damage to the power field at a 1:1 ratio. Only after the of 17.
attack has been completely resolved is the warcaster's
ARM recalculated, using his current focus points to Fabrication: The material cost of a field-feedback
determine whether he still gets an overboosting ARM overbooster upgrade is 100 gc. It takes two weeks to
bonus. construct the device. Fabricating a field-feedback
overbooster upgrade requires the Inscribe Formulae
A warcaster who has prevented damage to his power field ability and a successful INT+Mechanikal Engineering roll
by losing focus points is not considered to have been against a target number of 17.
damaged by the attack. The feedback stabiliser does not
work when the warcaster's power field is currently Warmachine Mark III Note: This upgrade may only be
depleted. utilised if resolving power field overboosting according to
the Warmachine Mark III power field overboosting rules.
Power Requirement: 2
Installation: Installing a feedback stabiliser requires 1
day of labour followed by a successful INT+Mechanikal
Engineering roll against a target number of 17. Force Condenser
Cost: 450 gc
Fabrication: The material cost of a feedback stabiliser
upgrade is 100 gc. It takes two weeks to construct the Effect: This device harvests the force of attacks that
device. Fabricating a feedback stabiliser upgrade requires impact the warcaster's power field and feeds the energy
the Inscribe Formulae ability and a successful back into the wearer of the armour in order to enhance his
INT+Mechanikal Engineering roll against a target number abilities. Unfortunately, the current iteration of the device
of 17. is unstable. Iosan versions (which are warjack-sized, and
from which this device has been reverse-engineered) do
Warmachine Mark III Note: If using the Warmachine
not suffer from instability issues, and neither does the
Mark III power field overboosting rules, this upgrade no
version employed by the Rhulic warcaster Durgen
longer offers meaningful benefits, and is no longer
Madhammer, which hasn't been made available for study
available.
by non-Rhulic mechaniks yet (or, for that matter, to
anyone beside Durgen and his personal mechaniks).
When a warcaster whose suit of warcaster armour is
Field-Feedback Overbooster equipped with a force condenser suffers a damage roll, he
Cost: 300 gc gains one power token. A force condenser may store a
maximum of three power tokens. During the warcaster's
Effect: This modification must be activated by spending a next Control Phase, after receiving focus points but before
quick action and then remains activated until the power allocating focus points or paying spell upkeep, each
field is depleted or the warcaster shuts it down again with power token is replaced by a focus point. The warcaster's
another quick action. focus points may exceed ARC in this fashion.
While a field-feedback overbooster is activated, whenever If the warcaster's power field is depleted by a damage roll
the warcaster suffers a damage roll, the power field is while the force condenser is engaged, all power tokens on
depleted by 1 box before applying the damage, and the the device are lost, and the device shorts out completely
warcaster then gains +5 ARM against that damage roll (It on 1-2 on 1d6, causing 1d3 damage points to the
should be noted that the field-feedback overbooster works warcaster plus one additional point of damage for every
well when facing few, powerful attacks, but will quickly power token that was on the device when the power field
cause the power field to crumple to rapid fire or massed collapsed. The shorted force condenser is destroyed and
attacks, even if the attacks cannot overcome the must be replaced.
overboosted ARM, so caution is advised when deciding to
activate the overbooster). While a field-feedback Power Requirement: 3
overbooster is activated, the warcaster cannot overboost Installation: Installing a force condenser requires 1 day
his power field by spending focus points. After of labour followed by a successful INT+Mechanikal

88
Morgan's Liber Mechanika VII – Warcaster Armour Upgrades

Engineering roll against a target number of 17. labour followed by a successful INT+Mechanikal
Engineering roll against a target number of 15.
Fabrication: The material cost of a force condenser
upgrade is 150 gc. It takes three weeks to construct the Fabrication: The material cost of an improved assist
device. Fabricating a force condenser upgrade requires the upgrade is 75 gc for medium warcaster armour, 100 for
Inscribe Formulae ability and a successful heavy warcaster armour, and 140 gc for superheavy
INT+Mechanikal Engineering roll against a target number warcaster armour. It takes one week to construct the
of 17. device. Fabricating an improved assist upgrade requires ta
successful INT+Mechanikal Engineering roll against a
target number of 15.

Gas Ward
Cost: 220 gc
Overboost Stabilizer
Effect: The warcaster wearing a suit of warcaster armour
Cost: 300 gc
equipped with a gas ward may spend a quick action to
make his power field impervious to gases (the cost of the Effect: When the warcaster spends a point of focus to
gas ward enhancement includes the cost of a longer overboost his power field, the overboost bonus to ARM is
smokestack that extends beyond the perimeter of the also applied to the next damage roll the warcaster suffers.
power field). As long as the power field does not get If the warcaster does not suffer another damage roll
depleted, the warcaster is immune to gas effects as long as before the end of his next Maintenance Phase, this free
the gas ward was activated while the warcaster was still overboost expires.
surrounded by clean air. However, the gas ward will also
An overboost stabilizer is not compatible with a power
prevent the air inside the power field from being
field overbooster upgrade.
replenished; this is the reason why activating the gas ward
requires turning the key of a small clockwork timer Power Requirement: 2
mounted on the armour's chest or arm. The timer runs
Installation: Installing an overboost stabilizer upgrade
down very quickly (usually within 6 rounds) in order to
requires 1 day of labour followed by a successful
prevent the warcaster from suffocating in his own power
INT+Mechanikal Engineering roll against a target number
field (a realistic danger considering the presence of an
of 17.
active arcane turbine and boiler) if he should fall
unconscious or simply forget about the gas ward. Fabrication: The material cost of an overboost stabilizer
upgrade is 100 gc. It takes two weeks to construct the
Power Requirement: 1
device. Fabricating an overboost stabilizer upgrade
Installation: Installing a gas ward upgrade requires 1 day requires the Inscribe Formulae ability and a successful
of labour followed by a successful INT+Mechanikal INT+Mechanikal Engineering roll against a target number
Engineering roll against a target number of 17. of 17.
Fabrication: The material cost of a gas ward field Warmachine Mark III Note: The overboost stabilizer
upgrade is 60 gc. It takes one week to construct the upgrade is intended exclusively for resolving the effects of
device. Fabricating a gas ward upgrade requires the power field overboosting according to the Warmachine
Inscribe Formulae ability and a successful Mark III power field rules, and has no purpose when
INT+Mechanikal Engineering roll against a target number resolving overboosting the power field according to
of 17. IKRPG, p. 289.

Improved Assist Power Assist, Heavy


Cost: 225 gc (medium warcaster armour), 300 gc (heavy Cost: 450 gc
warcaster armour), 420 gc (superheavy warcaster armour)
Effect: Installing a heavy power assist in the suit of
Effect: Adding improved assists reduces the DEF penalty warcaster armour provides a +2 bonus to STR to the
of a suit of warcaster armour by 1, to a minimum penalty armour's wearer.
of +0. This upgrade may be installed more than once.
Power Requirement: 3
Power Requirement: 1 (cumulative for each improved
Installation: Installing a heavy power assist requires 1
assist)
day of labour followed by a successful INT+Mechanikal
Installation: Installing improved assists requires 1 day of Engineering roll against a target number of 15.

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Morgan's Liber Mechanika VII – Warcaster Armour Upgrades

Heavy power assist upgrades cannot be installed in light 1 undepleted field box, the warcaster receives +1 ARM.
warcaster armour. When an attack or damage roll depletes the power field,
the ARM bonus is only lost once that attack or damage
Fabrication: The material cost of a heavy power assist
roll has been completely resolved. This upgrade may be
upgrade is 150 gc. It takes two weeks to construct the
installed twice; the ARM bonuses are cumulative.
device. Fabricating a heavy power assist upgrade requires
a successful INT+Mechanikal Engineering roll against a Power Requirement: 1 (cumulative for each power field
target number of 15. overbooster upgrade)
Installation: Installing a power field overbooster requires
1 day of labour followed by a successful INT+Mechanikal
Engineering roll against a target number of 17.
Power Assist, Light
Cost: 300 gc Fabrication: The material cost of the power field
overbooster upgrade is 50 gc. It takes one week to
Effect: Installing a light power assist in the suit of construct the device. Fabricating a power field
warcaster armour provides a +1 bonus to STR to the overbooster upgrade requires the Inscribe Formulae
armour's wearer. ability and a successful INT+Mechanikal Engineering roll
Power Requirement: 2 against a target number of 16.

Installation: Installing a light power assist requires 1 day Warmachine Mark III Note: If using the Warmachine
of labour followed by a successful INT+Mechanikal Mark III power field rules, this upgrade improves the
Engineering roll against a target number of 15. ARM bonus for overboosting to +6 for one point of focus
spent for a 1-point overbooster, or to +7 for a 2-point
Light power assist upgrades cannot be installed in light overbooster.
warcaster armour.
Fabrication: The material cost of a light power assist
upgrade is 100 gc. It takes one week to construct the
device. Fabricating a light power assist upgrade requires a Power Field Regenerator
successful INT+Mechanikal Engineering roll against a Cost: 450 gc
target number of 15.
Effect: If a warcaster's suit of warcaster armour is
equipped with a power field regenerator, its power field
regains 1d3 power field boxes at the end of each
maintenance phase. This upgrade is not compatible with
Power Field Charger the power field stabiliser (see below).
Cost: 300 gc
Power Requirement: 2
Effect: When a warcaster spends focus to recharge his
power field, he regenerates two power field boxes per Installation: Installing a power field regenerator requires
point of focus. 1 day of labour followed by a successful
INT+Mechanikal Engineering roll against a target number
Power Requirement: 2 of 17.
Installation: Installing a power field charger requires 1 Fabrication: The material cost of the power field
day of labour followed by a successful INT+Mechanikal regenerator upgrade is 150 gc. It takes two weeks to
Engineering roll against a target number of 17. construct the device. Fabricating a power field regenerator
Fabrication: The material cost of the power field charger upgrade requires the Inscribe Formulae ability and a
upgrade is 100 gc. It takes two weeks to construct the successful INT+Mechanikal Engineering roll against a
device. Fabricating a power field charger upgrade requires target number of 17.
the Inscribe Formulae ability and a successful
INT+Mechanikal Engineering roll against a target number
of 17.
Power Field Stabiliser
Cost: 225 gc
Effect: If a warcaster's suit of warcaster armour is
Power Field Overbooster equipped with a power field stabiliser, its power field
Cost: 150 gc regains 1 power field box at the end of each maintenance
Effect: As long as the warcaster's power field has at least phase. This upgrade can only be installed once, and is not
compatible with the power field regenerator (see above).

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Morgan's Liber Mechanika VII – Warcaster Armour Upgrades

the field towards any arc, at which point the normal


Power Requirement: 1
overboosting rules resume.
Installation: Installing a power field stabiliser requires 1
day of labour followed by a successful INT+Mechanikal
Engineering roll against a target number of 17.
Fabrication: The material cost of the power field Power Shield
stabiliser upgrade upgrade is 75 gc. It takes one week to Cost: 300 gc
construct the device. Fabricating a power field stabiliser Effect: Instead of generating an all-encompassing power
upgrade requires the Inscribe Formulae ability and a field, this upgrade allows the warcaster to reshape his
successful INT+Mechanikal Engineering roll against a power field into a power shield that only protects his front
target number of 17. or back arc (warcaster's choice; the warcaster must decide
which shape his power field is going to have for the next
round in his Control Phase).

Power Field Tuner When the power field becomes shield-shaped, it grants +1
ARM against attacks originating in the shielded arc and
Cost: 150 gc
gains a number of additional damage boxes equal to one-
Effect: The power field tuner allows the warcaster to half its regular damage boxes (rounding up; most power
make his warcaster armour project an uneven power field. shields thus have 9 boxes rather than 6. These boxes are
When overboosting a tuned power field, the warcaster can considered marked when they are generated, and must be
choose one arc (usually back arc or front arc, though the regenerated by spending focus or using appropriate
warcaster may just as easily choose his left or right arc). upgrades to the suit of warcaster armour). However, the
That arc gains +1 ARM from overboosting, while the power shield does not provide any protection against
opposite arc suffers a -1 ARM penalty (e.g. if a warcaster attacks originating in the unprotected arc (by the same
overboosts his power field's front arc with 4 focus, he token, ARM bonuses from overboosting the power field
gains +5 ARM in his front arc but only +3 ARM in his only apply in the shielded arc). Additionally, the
back arc). warcaster does not gain any protection from continuous
effects while using the power shield (for example, the
The power field tuner provides no benefit when the
Corrosion or Fire continuous effects apply their damage
warcaster is not overboosting his power field, unless the
directly to the warcaster's unmodified ARM and life spiral
suit of warcaster armour is also equipped with a power
rather than first depleting the power field, even if the
field overbooster upgrade. The power field tuner is not
attacks that inflicted these continuous effects originated in
compatible with the power shield upgrade.
the shielded arc. Other effects that require an all-
Power Requirement: 1 encompassing power field, like the air retention of naval
warcaster armour (see IKKNG, p. 307), also do not work
Installation: Installing a power field tuner requires 1 day
while the power shield is being used).
of labour followed by a successful INT+Mechanikal
Engineering roll against a target number of 17. When a power shield is remodelled into a power field, all
marked boxes are transferred directly to the power field's
Fabrication: The material cost of a power field tuner
regular damage boxes, but any excess damage is simply
upgrade is 50 gc. It takes one weeks to construct the
lost (for example, if a power shield with 9 damage boxes
device. Fabricating a power field tuner upgrade requires
absorbs 7 damage before being returned to its power field
the Inscribe Formulae ability and a successful
shape (6 damage boxes), the power field collapses as soon
INT+Mechanikal Engineering roll against a target number
as it assumes its regular shape, but the seventh point of
of 17.
damage of the power shield is simply ignored).
Warmachine Mark III Note: If using the Warmachine
Power Requirement: 2
Mark III power field rules, this upgrade increases the
power field's overboosting ARM bonus by +1 for attacks Installation: Installing a power shield requires 1 day of
originating in the arc the field is tuned to, and reduces it labour followed by a successful INT+Mechanikal
by -1 in the arc the power field is not tuned to (normally, Engineering roll against a target number of 17.
this means the warcaster gains +6 ARM against attacks
Fabrication: The material cost of a power shield upgrade
originating in one arc and +4 ARM in the opposite arc).
is 100 gc. It takes two weeks to construct the device.
The warcaster must decide in his Maintenance Phase Fabricating a power shield upgrade requires the Inscribe
towards which arc the field is tuned, and can only change Formulae ability and a successful INT+Mechanikal
the arc in his next Maintenance Phase, potentially leaving Engineering roll against a target number of 17.
himself vulnerable to flanking attacks that strike at the
detuned arc. The warcaster may also decide not to tune

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Morgan's Liber Mechanika VII – Warcaster Armour Upgrades

Installation: Installing a sound-eater field requires 1 day


Resonance Transfer of labour followed by a successful INT+Mechanikal
Modulator Engineering roll against a target number of 17.
Cost: 160 gc
Fabrication: The material cost of the sound-eater field
Effect: Instead of relying on clumsy conduit cabling, the upgrade is 100 gc. It takes two weeks to construct the
suit of warcaster armour utilises its power field to transfer device. Fabricating a sound-eater field upgrade requires
power to a resonance converter keyed to the resonance the Inscribe Formulae ability and a successful
transfer modulator instead of a spell (see mechanika INT+Mechanikal Engineering roll against a target number
power sources for more information on resonance of 14.
converters). Since only excess power produced by the
arcane turbine can be transferred, this usually constrains
what kind of devices can receive the power. Additionally,
as long as the power field is depleted, the resonance Warcasting Conduit
converter does not receive any power. Cost: 300 gc
Power Requirement: 3 (see above) Effect: While this upgrade is powered, friendly characters
Installation: Installing a resonance transfer modulator can target the warcaster with the Power Booster spell (see
requires 1 day of labour followed by a successful IKRPG, p. 242). The focus point the spell normally grants
INT+Mechanikal Engineering roll against a target number to a steamjack controlled by the caster is instead
of 15. channelled through the warcaster bonded to the
warcasting conduit-equipped suit of armour into one of
Fabrication: The material cost of the resonance transfer the steamjacks bonded to the warcaster and in his Control
modulator upgrade is 60 gc. It takes one week to construct Area.
the device. Fabricating a resonance transfer modulator
upgrade requires the Inscribe Formulae ability and a Power Requirement: 2
successful INT+Mechanikal Engineering roll against a Installation: Installing a warcasting conduit requires 2
target number of 15. hours of labour followed by a successful
INT+Mechanikal Engineering roll against a target number
of 15.
Fabrication: The material cost of the warcasting conduit
Sound-Eater Field upgrade is 100 gc. It takes two weeks to construct the
Cost: 300 gc
device. Fabricating a warcasting conduit upgrade requires
Effect: By spending 1 focus in his Control Phase, the the Inscribe Formulae ability and a successful
warcaster wearing a suit of warcaster armour equipped INT+Mechanikal Engineering roll against a target number
with this upgrade may cause all noises generated within of 14.
the power field to become nullified for one round,
granting the warcaster a +3 Sneak bonus and negating
Sneak penalties for carrying active mechanika (including
mechanikal weapons or other mechanikal equipment) as
long as potential observers cannot see the warcaster. The
sound-eater field will also completely silence gunshots
fired by the warcaster, but will not silence the impact of
the bullet nor any noises made by the target.
However, while this upgrade is active, the warcaster must
halve his command range since his allies cannot hear him,
either. The sound-eater field does not impair the
warcaster's own hearing, so he may make Detection rolls
normally and benefit from other characters' command
range-based abilities, like the bonuses granted by an ally
with the Intellectual Archetype.
If the power field is currently depleted, this upgrade
cannot be used until at least a single power field box has
been regenerated.
Power Requirement: 2

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Morgan's Gearbook VIII – Cyriss-Tech

Vessels and Devices of Cyriss When a character with this upgrade casts a non-offensive
spell at an allied clockwork vessel, servitor or vector, the
character can use the Increase the Range of a Spell ability
(see IKRPG, p. 229) for free.
Burst Fire Aperture Beam
Clockwork Vessel Upgrade
Prerequisite: Aperture Beam clockwork vessel upgrade
(see NQ48, p. 68) Induction Relay Clockwork
Once during each of his turns a character who has this
Vessel Upgrade
upgrade and makes an aperture beam attack can make 1d3 Prerequisite: Focuser
attacks instead of his regular attack. The burst fire attacks
must target a primary target and any number of secondary Vectors within 6” of a controlling warcaster who is
targets within 2” of the primary target or the last character equipped with an induction relay are considered to be
attacked with the aperture beam. A secondary target within 6” of each other for the purposes of focus
cannot be targeted by more attacks than the primary induction (see NQ48, p. 74). If the warcaster's vessel has
target, and the clockwork vessel must have line of sight to suffered the essence chamber damage internal damage
all targets, which all need to be in range. Attack and result, the induction relay no longer works until the
damage rolls are made separately for each target. essence chamber is repaired or replaced.

The burst fire aperture beam upgrade cannot be used in


the same turn as the AOE aperture beam upgrade, though
the clockwork vessel may have both upgrades and decide Runespike Launcher
each turn which upgrade to use. Like all aperture beam
upgrades, the burst fire upgrade can only be taken once. Clockwork Vessel Upgrade
Ammo: 5 (rune spikes)
Effective Range: 60 feet (10”)
Extreme Range: –
Essence Repository Skill: Pistol
Clockwork Vessel Upgrade Attack Modifier: 0
POW: 10
When a faithful Cyrissist character, including a clockwork AOE: –
vessel with a damaged essence chamber (see NQ48, p
67), is destroyed within the command range of a Developed by the Cyrissist gunmage Jaspar Morello after
clockwork vessel with an essence repository upgrade, the his ascension to clockwork immortality, the runespike
destroyed character's soul is stored in the essence launcher allows Cyrissist gunmages to continue using
repository and may later be transferred to an essence their specialised magic while doing away with the
chamber at a temple of Cyriss. reliance on old-fashioned powder weapons. The runespike
launcher, which is built into a clockwork vessel's lower
An essence repository can store up to five souls. The arm and powered by the essence chamber, allows the
device is very delicate, however, and if the essence firing of rune-engraved metal spikes in place of rune
chamber of the clockwork vessel with the essence bullets, with otherwise identical effects. The runespike
repository gets damaged, the stored souls are lost. The launcher has an internal magazine that can be reloaded by
same happens when the clockwork vessel with the spending one quick action for each rune spike, or by
essence repository is destroyed, even if its own essence swapping out the ammo wheel, which also takes one
chamber survives. quick action. Ammo wheels for runespike launchers are
Some specialised vessels of Cyriss like the Enigma generally not available for sale, but can be acquired at
Foundry carry both spare essence chambers as well as the temples of Cyriss for 15 gc.
divine mechanisms required to transfer the gathered souls A character can hold another weapon in the hand of the
of the faithful to their own essence chambers right away. arm equipped with a runespike launcher, but can only
attack with either the weapon wielded in his hand or with
a rune spike.
Rune spikes have the same cost and are prepared in the
Harmonic Transmitter same way as magelock pistol bullets. Firing a rune shot-
Clockwork Vessel Upgrade imbued rune spike burns out the runes, so even if the
spike can be recovered it must be reworked before it can
Prerequisite: Will Weaver
be used for another rune shot.

93
Morgan's Gearbook VIII – Cyriss-Tech

to more readily locate such sites). Once set up, the device
This upgrade can be taken a second time to add a second
must be tuned before it can be used. Tuning takes a full
runespike launcher in another of the character's arms.
action and a roll against INT+Mechanikal Engineering or
Additionally, the runespike launchers can receive a +4
INT+Lore (Cyriss), whichever is lower, against a target
RNG upgrade; if this upgrade is taken, it is applied to all
number of 15 (if using a leyline node) or 19 (if using a
runespike launchers the character is equipped with.
leyline, but not a node). If the roll is failed, it may be
However, firing a rune spike with the +4 RNG bonus
reattempted by spending another full action working on
means only one rune spike launcher may be fired that
the device (only a successful tuning roll will reveal that
turn.
the device is incorrectly planted, however).
Once tuned, the device may be used to send vibrations
along the leyline. The vibrations can be picked up by any
Tuning Array Clockwork Cyrissist facility on the same leyline, though the range is
restricted (generally speaking, no roll is required to pick
Vessel Upgrade up the message if the Cyrissist facility is on an
Skill: Hand Weapon immediately adjacent node, but the more nodes intervene
Attack Modifier: 0 between the communicator and Cyrissist facilities, the
POW: 4 harder PER+Mechanikal Engineering rolls should be for
monitoring priests and mechaniks, starting at a target
The tuning array, which is a complex array of
number of 10 and increasing by 1 per intervening node).
manipulators and tools on individual small articulated
Perceptor vessels may also pick up the vibrations if they
arms, replaces one of the arms of a clockwork vessel (and
stand on the leyline or node and have the Magic
is therefore usually only used by Cyrissists inhabiting
Sensitivity Gifted Archetype benefit, though they must
clockwork vessels with more than two arms). Though the
succeed at PER+Detection rolls to do so, starting at a
tuning array cannot be used to hold any kind of weapon, it
target number of 12 and suffering a +2 increase to the
can be used as a melee weapon in its own right.
target number per intervening node. The ley-pulse
Additionally, a clockwork vessel equipped with a tuning
communicator may also be used in turn to receive
array receives a +1 bonus to Mechanikal Engineering
messages, though successfully reading a message requires
rolls to fabricate, repair, disassemble or perform
an INT+Mechanikal Engineering or INT+Lore(Cyriss)
maintenance on mechanika, steamjacks, servitors,
roll, whichever is lower, against a target number of 13,
clockwork vessels and vectors, and may bodge
which increases by +2 for every intervening node. If the
mechanikal constructs whether or not the character has
signal's source is a Cyrissist facility, the much more
the Bodge ability.
powerful signal can be picked using the same rules as for
The bonuses are cumulative (so two tuning arrays provide a Cyrissist facility (see above).
a +2 bonus to Mechanikal Engineering). This upgrade
Characters intending to use a ley-pulse communicator
cannot be taken more than twice.
must know an appropriate Signal Language, or they must
have the Cryptography skill or a codebook.
Blackclads may also happen to sense the odd vibrations in
Ley-Pulse Communicator the flow of ley energies, though they usually do not
Cost: 970 gc (power source not included) understand that these are messages sent by mortals. If
they found out, they would take a very dim view of using
Description: This rod-like device must be inserted into a leylines for mortal communications, especially by those
leyline or leyline node and operated by a priest of Cyriss, not worshipping Orboros. Ios also has access to arcanika
who may send small pulses of energy through the leyline that can pick up leyline vibrations, though they usually do
that may be detected by nearby Cyrissist installations. not care too much about this apart from learning that
This way of communication is undetectable to anybody human users of magic are nearby.
who is not sensitive to leyline fluctuations. Since the
devices are intended to be mobile, they are usually Fabrication: The material cost of the ley-pulse
powered by arcanodynamic accumulators or arcane communicator's housing is 118 gc (not including a power
interval generators rather than ambient accumulators. source). It takes four weeks to construct the device. The
pertinent Craft skill for construction is Craft (metalwork).
Rune Points: 4 The ley-pulse communicator's runeplate requires four
Special Rules: The device can only be operated in a weeks to inscribe and a successful INT+Mechanikal
leyline or leyline node (the GM decides whether an Engineering roll against a target number of 16.
appropriate site is nearby, though Cyrissists with Lore
(Cyriss) 3+ or characters with Lore (Orboros) may be able

94
Morgan's Gearbook VIII – Cyriss-Tech

Initiative DEF ARM WIL


Matrix Retuner 12 12 13 7
(Armour -1) (Armoured Hull +7)
Cost: 1,185 gc (including an internal ambient
accumulator, see NQ48, p. 69 for details) Damage Boxes: 6
Description: This strange-looking, multi-pronged spear is Command Range: 1
actually much too delicate to be used as a weapon. Its
Base Size: Small
purpose is retuning power fields and kinetic drives,
allowing friendly Cyrissists to improve the performance Construct: This character is not a living character and
of their warcasters and constructs. The device is powered never flees.
by a built-in ambient accumulator.
Focussing Array: A fluxcaster servitor may use its
Rune Points: 4 focussing array to assist a friendly vessel of Cyriss or
vector within 2” that is making electrical attacks against
Special Rules: A character wielding this device (which
targets in the fluxcaster servitor's front arc. Each assist
requires two hands) may retune the power fields of
consumes 1 point from the servitor's power reserves, and
friendly warcasters within 2” by taking a full action and
each attack may only gain the benefit of one assist. The
making an INT+Mechanikal Engineering roll against a
servitor may perform as many assists in one round as its
target number of 14. On a success, the warcaster's power
power reserves allow. Available assists are Virtuoso (this
field replenishes a number of field boxes equal to this
grants a single electrical attack the Virtuoso Skilled
character's skill level in Mechanikal Engineering.
Archetype benefit, see IKRPG, p. 117), +4 RNG, +2
The character wielding the matrix retuner may also bonus to the attack roll, or +2 POW.
attempt to improve the performance of a friendly
Non-Combatant: The fluxcaster servitor has no melee
construct of Cyriss within 2” that has the ability to hover
range and cannot make free strikes.
(usually represented by the Flight or Pathfinder abilities).
This takes a quick action and an INT+Mechanikal Pathfinder: This character can move over rough terrain
Engineering roll against a target number of 14. On a without penalty.
success, the construct gains +2 SPD on its next activation.
Power Reserves: A fluxcaster servitor may perform 5
Using a matrix retuner requires the character to be able to assists before it needs to recharge its internal
perceive the lattices of energy fields. This is accumulators at a temple of Cyriss. It takes 10 minutes for
accomplished by integrating a proprietary Cyrissist the servitor to regain 1 point of charge.
runeplate into a suit of optifex armour (see NQ48, p. 69).
Steady: This character cannot be knocked down.
This runeplate costs 300 gc and adds 2 rune points to the
optifex armour's power draw. Volatile: If a fluxcaster servitor is incapacitated while it
still has unspent power reserves, center a 4” AOE on the
Fabrication: The material cost of the matrix retuner's
servitor. All characters in the AOE suffer an electrical
parts (including parts for the integral ambient
blast damage roll with a POW equal to double the number
accumulator) is 190 gc. It takes four weeks to construct
of unspent charges. After resolving all damage rolls, the
the device. The pertinent Craft skill for construction is
servitor is completely destroyed.
Mechanikal Engineering.
The matrix retuner's runeplate requires four weeks to Skills
inscribe and requires a successful INT+Mechanikal Detection (PER + Rank 2 = 5)
Engineering roll against a target number of 16. Sneak (AGL + Rank 2 = 5)

Fluxcaster Servitor Integration Servitor


These vane-studded servitors can assist vessels of Cyriss The special way the Cyrissist vectors' interface nodes
and certain types of vectors with focussing their electrical interact with warcasters and each other are both a strength
attacks. The drain this causes on the fluxcaster servitor's and a weakness, emphasizing the need for precise
internal accumulators is substantial, limiting the servitor's coordination and combat formations while allowing the
utility, and the power reserves stored in the servitor's controlling warcasters to use their powers with
internal accumulators make it a potential risk to its allies significantly greater efficiency than regular warcasters.
as well if the containment systems should fail. The integration servitor, an unassuming hovering sphere
studded with transceiver tines, is one way of building on
PHY SPD STR AGL PRW POI INT PER
6 6 3 3 3 3 1 3 the strengths of the interface node.

95
Morgan's Gearbook VIII – Cyriss-Tech

PHY SPD STR AGL PRW POI INT PER Construct: This character is not a living character and
6 6 3 3 3 3 1 3 never flees.
Initiative DEF ARM WIL Interface Link: A mobilization servitor in B2B with an
12 12 13 7 uncontrolled vector may assume control over the vector if
(Armour -1) (Armoured Hull +7) its interface node system is not crippled. The vector
Damage Boxes: 6 activates on the mobilizer servitor's Initiative and may
stand up or move up to its SPD, but may not perform any
Command Range: 1 other actions or attack. At the end of its activation, the
Base Size: Small vector becomes uncontrolled again. A mobilizer servitor
can only control one vector in each of its activations.
Circular Vision: This character's front arc extends 360°.
Non-Combatant: The mobilizer servitor has no melee
Construct: This character is not a living character and range and cannot make free strikes.
never flees.
Pathfinder: This character can move over rough terrain
Dedicated Servitor: The integration servitor must be without penalty.
assigned to a warcaster. This can be accomplished by a
character with Mechanikal Engineering 1 and Lore Steady: This character cannot be knocked down.
(Cyriss) 1 without the need for a roll in about 10 minutes, Skills
for which the warcaster needs to be present. The Detection (PER + Rank 2 = 5)
integration servitor can only use its Induction Relay Sneak (AGL + Rank 2 = 5)
ability to benefit vectors bonded to that warcaster.
Induction Relay: Vectors which belong to the same
warcaster's battlegroup and which are within 6” of the
integration servitor are considered to be within 6” of each Triangulation Servitor
other for the purposes of focus induction (see NQ48, p.
These small servitors aid Cyrissist warcasters and vectors
74).
in aiming ranged attacks by providing additional targeting
Non-Combatant: The integration servitor has no melee and range information.
range and cannot make free strikes.
PHY SPD STR AGL PRW POI INT PER
Pathfinder: This character can move over rough terrain 6 6 3 3 3 3 1 3
without penalty.
Initiative DEF ARM WIL
Steady: This character cannot be knocked down. 12 13 13 7
(Armour -1, (Armoured Hull +7)
Skills Size +1)
Detection (PER + Rank 2 = 5)
Sneak (AGL + Rank 2 = 5) Damage Boxes: 6
Command Range: 1
Base Size: Small
Mobilizer Servitor Construct: This character is not a living character and
never flees.
Sometimes it may become necessary to shift vectors
without having a Convergence warcaster on hand. A Dedicated Servitor: The triangulation servitor must be
mobilizer servitor can then be used to exert limited assigned to a warcaster. This can be accomplished by a
control over a vector's interface node, just enough to character with Mechanikal Engineering 1 and Lore
make it mobile. (Cyriss) 1 without the need for a roll in about 10 minutes,
for which the warcaster needs to be present. The
PHY SPD STR AGL PRW POI INT PER
triangulation servitor can only use its Rangefinder ability
6 6 3 3 3 3 1 3
to benefit vectors bonded to that warcaster, or the
Initiative DEF ARM WIL warcaster himself. Triangulation servitors activate on their
12 12 12 7 warcaster's Initiative and only use their own Initiative
(Armour -1) (Armoured Hull +6) when not assigned to a warcaster, or when their warcaster
Damage Boxes: 6 is unconscious or disabled.

Command Range: 1 Non-Combatant: The triangulation servitor has no melee


range and cannot make free strikes.
Base Size: Small

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Pathfinder: This character can move over rough terrain collateral damage rolls. Additionally, when performing
without penalty. push or slam power attacks, a Collider with a non-
crippled Head system may spend 1 focus to push or slam
Rangefinder: During its activation, the triangulation
as if it was a large-based model (i.e. push or slam
servitor may as a full action use this ability for the benefit
distances are not halved when pushing or slamming a
of a single vector bonded to its warcaster or the
large-based model. Add +2 to the slam distance when
warcaster's own ranged weapon. The triangulation
slamming a smaller-based model).
servitor must have line of sight to the target character and
may not be further from the target character than the RNG Base Size: Medium
of the weapon for which it is triangulating. The vector or
Construct: This character is not a living character and
warcaster for whom the servitor is triangulating receives a
never flees.
+2 attack roll bonus to its ranged attacks against the target
character in this round's activation. No single vector or Pathfinder: This character can move over rough terrain
warcaster may benefit from more than one triangulation without penalty.
servitor per round.
Peak Operational Duration: 2.5 hours combat
Steady: This character cannot be knocked down.
Tactical Redeployment: Once per turn, either at the start
Skills or at the end of its activation, the Collider may spend 1
Detection (PER + Rank 2 = 5) focus point to be placed completely within 5” of its
Sneak (AGL + Rank 2 = 5) current location. The Collider loses Tactical
Redeployment if its Movement system is crippled, if it is
knocked down, if it must forfeit either its movement or
action during its activation, or if it is stationary.
Collider
[Convergence Light Vector]
Using a simple but sturdy design based on the Corollary Deflector
chassis, this hovering vector is a blunt instrument of war [Convergence Light Vector]
that perfectly suits the sensibilities (or lack thereof) of
Axis, the Harmonic Enforcer, its purported designer. Another variant of the Corollary chassis, the hovering
While most Convergence warcasters scoff at the Deflector acts as a kinetic sink for nearby vectors,
unsophisticated vector, the sight of a Collider launching absorbing the force of impacts inflicted on them.
itself at an enemy to send them flying before beating an
PHY SPD STR AGL PRW POI
elegant retreat leaves few witnesses unimpressed. 7 6 6 4 X X
PHY SPD STR AGL PRW POI
Initiative DEF ARM
7 6 6 4 X X
- 12 16
Initiative DEF ARM
- 12 16 DAMAGE
1 2 3 4 5 6
DAMAGE
1 2 3 4 5 6

M M
M H H M
M M
I I
M H H M
I I Armament: Armoured Ram (Head location, Melee, POW
2, P+S 8). The Deflector adds the armoured ram's POW to
Armament: Kinetic Lensing Array (Head location, the damage it inflicts with bash, head butt and slam power
Melee, POW 3, P+S 9). As long as its Head system is not attacks.
crippled, a Collider may perform push or slam power
Base Size: Medium
attacks without spending focus, and uses the Kinetic
Lensing Array's POW+S for slam damage rolls and Buckler: The armoured ram adds +1 to the Deflector's

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ARM against attacks originating in its front arc as long as


Armament: Ram Shield (Head location, Melee, POW 3,
its Head system is not crippled.
P+S 13). The Localizer adds the ram shield’s POW to the
Construct: This character is not a living character and damage it inflicts with bash, head butt and slam power
never flees. attacks.
Girded: The Deflector gains Girded as long as its Head Base Size: Large
system is not crippled (a character with Girded does not
Construct: This character is not a living character and
suffer blast damage, nor do friendly characters in B2B
never flees.
with this character suffer blast damage).
Girded: The Localizer gains Girded as long as its Head
Kinetic Sink: Friendly vectors within 6” of the Deflector
system is not crippled (a character with Girded does not
and the Deflector may spend focus points on the Deflector
suffer blast damage, nor do friendly characters in B2B
to gain +5 ARM against a single damage roll (however,
with this character suffer blast damage).
Kinetic Sink cannot be used to absorb damage rolls that
ignore magical ARM bonuses, like damage rolls caused Local Positioning System: By spending 1 focus, a
by blessed attacks or attacks made by Arcane Assassins Localizer can grant its Spatial Lock ability to up to three
(see IKRPG, p. 157)). Friendly vectors and the Deflector small- or medium-based friendly vectors, servitors or
may spend any number of focus points from the Deflector clockwork vessels within 5” of itself, or to one large-
per turn, but can only spend a single focus point per based friendly vector, servitor or clockwork vessel within
damage roll, no matter how many Deflectors are within 5” of itself. A Localizer may spend up to three points of
6”. Focus points spent using Kinetic Sink cannot be focus per activation on using its Local Positioning
inducted into other vectors. If the Deflector's Head system System. If its Head system is crippled, the Localizer loses
is crippled, it loses the Kinetic Sink ability until the Head the Local Positioning System ability.
system has been repaired.
Pathfinder: This character can move over rough terrain
Pathfinder: This character can move over rough terrain without penalty.
without penalty.
Shield: The ram shield adds +2 to the Localizer’s ARM
Peak Operational Duration: 2.5 hours combat against attacks originating in its front arc as long as its
Head system is not crippled.
Spatial Lock: The Localizer is immune to being
slammed, pushed, thrown or knocked down by characters
Localizer with small, medium or large bases. If its Head system is
[Convergence Heavy Vector] crippled, the Localizer loses the Spatial Lock ability.
Developed as an offshoot of the Collider and Peak Operational Duration: 2 hours combat
Supercollider vectors, the hovering Localizer focuses on
defending the lines of Convergence forces from being
disrupted by foes crashing into them by extending its
geomantic field to lock nearby allies in place, turning Supercollider
them into unmovable obstacles. [Convergence Heavy Vector]
PHY SPD STR AGL PRW POI
12 5 10 3 X X
Another of the few vectors designed by Axis, the
Harmonic Enforcer, the Supercollider is another blunt
Initiative DEF ARM instrument of war strangely at odds with the usual
- 11 19 elegance of Convergence technology. While not as mobile
as the smaller Collider, the Supercollider's ability to
DAMAGE disrupt enemy infantry lines is spectacular indeed.
1 2 3 4 5 6 PHY SPD STR AGL PRW POI
12 5 10 3 X X
Initiative DEF ARM
- 11 19

M H H H H M
M I I M

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DAMAGE Special Rules: A vector equipped with a sympathetic


interlink doubles the range at which other vectors can
1 2 3 4 5 6 induct focus into it as long as it currently has at least 1
point of focus.
Integrating a sympathetic interlink into a vector requires
the proper tools, four hours of labour, and a successful
INT+Mechanikal Engineering roll against a target number
of 14. If the roll fails, it can be repeated after another hour
of labour.
M H H H H M
Paying to have a sympathetic interlink installed in a
M I I M vector costs an additional 60 gc.
Armament: Kinetic Ram (Head location, Melee, POW 4,
P+S 14). As long as its Head system is not crippled, a
Supercollider may perform push, slam or trample power
attacks without spending focus, and uses the Kinetic Adept Vessel
Ram's POW+S for slam damage rolls and collateral In contrast to the more common clockwork priest vessel,
damage rolls. the adept vessel is humanoid in appearance, with merely
Base Size: Large two arms and two legs, and may actually pass as human
when the vessel is covered by cloak, cowl and shawl. The
Concussion Burst: A Supercollider with a non-crippled adept vessel is intended for use by those among the
Head system may make a concussion burst attack instead faithful whose strength does not lie in their gift for magic,
of making its initial melee attack. Every character within but in the skill of their bodies (though few members of the
2” of the Supercollider suffers a damage roll with a POW Inner Circle would be prepared to admit that physical
equal to the Supercollider's STR. This damage may be skills hold any merit in the eyes of the Maiden). Adept
boosted. vessels are far superior to run-of-the-mill warrior vessels,
Concussion Wave: A Supercollider making a trample and are usually reserved for specialists that need to move
power attack may spend 1 focus to project a concussion unseen and unnoticed.
wave as long as its Head system is not crippled. When PHY SPD STR AGL PRW POI ARM
executing the trample attacks, the Supercollider may 7 6 5 4 4 4 13
make trample attacks against any character within 2” of
the path covered by its base as well as against characters Base Size: Small
it contacted. Targets that are critically hit by a concussion Damage Boxes: 12
wave attack are knocked down.
Enhanced Coordination: Characters who had the Skilled
Construct: This character is not a living character and Archetype when they were alive retain all Skilled
never flees. Archetype benefits when inhabiting an adept vessel after
Field Distortion: The Supercollider always has their transcendence, and may continue acquiring Skilled
concealment as long as its Head system is not crippled. Archetype benefits normally. If the character already had
the Ambidextrous Skilled Archetype benefit before their
Pathfinder: This character can move over rough terrain clockwork transcendence, they may choose an additional
without penalty. Skilled Archetype benefit upon becoming a clockwork
Peak Operational Duration: 2 hours combat adept.
Light Frame: The Adept Vessel can only receive the
following clockwork vessel upgrades twice (see NQ48, p.
68): Hardened, Increased ARM, Increased STR.
Sympathetic Interlink
Optimised Gear Train: Adept vessels do not suffer the
[Vector Upgrade] -2 penalty to DEF that vessels of Cyriss usually suffer
Cost: 300 gc from. Additionally, the internal mechanisms of the vessel
Description: Working by the alchemical principle of “like are so quiet that the vessel does not suffer any penalties to
attracts like,” the sympathetic interlink vector upgrade Sneak rolls, and cannot be identified as a clockwork
enhances the ranges at which vectors can relay the vessel by ear.
energies their controlling warcasters have imbued them Pre-Allocated Resources: Adept vessels cannot receive
with. the AOE or Burst Fire Aperture Beam upgrades (see
NQ48, p. 68).

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Morgan's Gearbook VIII – Cyriss-Tech

Enigma Foundries), and are only used to charge up


Boon of the Maiden: At the GM's discretion, Skilled
accumulators and other devices when the conditions are
characters who belong to a Cyrissist adventuring group
reasonably safe.
(see NQ48, p. 72) may take the Clockwork
Transcendence ability and become clockwork adepts PHY SPD STR AGL PRW POI ARM
(technically, any character could take an adept vessel, but 9 5 6 3 3 3 16
the vessel's abilities are optimised for Skilled characters). Base Size: Medium
Damage Boxes: 18
Ambient Field: The Soul Choir can generate a field the
Perceptor Vessel size of the character's control area that recharges ambient
The perceptor vessels appear very similar to the accumulators (see NQ48, p. 69) and vectors. Total the
clockwork priest vessels, though they do appear more ARC stats of the essences in the Soul Choir (see Divine
delicate, and their heads sport multiple eye lenses, some Harmony; most Soul Choirs contain a total of four souls
of which are mounted on vanes extending from the with ARC 4 each, for a total of 16). For each point of
temples. The main purpose of perceptor vessels is ARC, one ambient accumulator can be recharged
surveying, charting and analysing the geomantic sites the according to the standard rules. Small-based servitors
Convergence requires for its temples and engines. The require 2 points of ARC, light vectors require 3 points of
Perceptors also commonly supervise experiments, their ARC, and heavy vectors require 5 points of ARC (if any
sensitivity and acute perception allowing them to spot vectors have weapons or devices which draw power from
flaws and dangers before they have catastrophic results. their own accumulators, these must be charged
separately). If too many devices attempt to draw on the
PHY SPD STR AGL PRW POI ARM ambient field, the character controlling the vessel decides
7 5 6 4 4 3 14 which devices are getting recharged. While the Soul
Base Size: Medium Choir is projecting its ambient field, the character
inhabiting it is incapable of casting spells and largely
Damage Boxes: 15 oblivious to his surroundings (the Soul Choir is
Light Frame: The Perceptor Vessel can only receive the considered stationary during this time, and cannot upkeep
following clockwork vessel upgrades twice (NQ48, p. any spells or direct any vectors. Even if the Soul Choir is
68): Hardened, Increased ARM, Increased STR notified by attending Cyrissists of any developments or it
is attacked, it remains stationary for another 1d3 rounds,
Pre-Installed Upgrades: All Perceptor Vessels start with and during its first turn the character inhabiting the soul
the upgrades Circular Vision and Optical Array. choir is considered to have a number of fatigue points
Hyper Perception: Perceptor Vessels gain the Hyper equal to his ARC minus 1 (if a will weaver) or one focus
Perception Intellectual Archetype benefit. points (if a focuser; usually focusers are considered too
valuable as warcasters to use in Soul Choirs, however).
Sensitive: Gifted characters inhabiting a Perceptor Vessel
double their ARC when determining the range of the Characters with the Magic Sensitivity Gifted Archetype
Magic Sensitivity Gifted Archetype benefit (few benefit will automatically detect a Soul Choir projecting
characters who do not have the Magic Sensitivity benefit an ambient field.
to start with ever choose to inhabit Perceptor Vessels). Circular Vision: This character's front arc extends 360°.
Divine Harmony: The Soul Choir is not equipped with
melee weapons (in fact, it doesn't have any arms at all), so
it does not have a melee range and cannot make free
Soul Choir Vessel strikes. However, apart from the essence chamber of the
One of the major weaknesses of the military forces of character inhabiting the vessel, the Soul Choir contains up
Cyriss is their dependence on the ambient energies to three additional essence chambers containing the
generated by their facilities to charge their accumulators essences of priests of Cyriss. The souls can all perceive
and vectors. The Soul Choir vessel is one way the and communicate with each other or with individuals
Convergence has of remedying this weakness. A floating, addressing the vessel, though only one of these souls is
statuesque vessel topped with the brilliantly lit face of the considered to be the soul which has transcended to being
Maiden, the soul choir can generate an energy field that a Soul Choir, and only this soul can direct the vessel’s
can be used to recharge ambient accumulators and actions. Because all of the souls contained in these
vectors. However, these vessels are neither agile nor essence chambers gain the Choir ability while they are
physically powerful, so they require careful protection by installed in the soul choir (see IKRPG, p. 159), the
Cyrissist forces (perhaps not dissimilarly so to the essence in control of the Soul Choir Vessel gains +3 to

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magic attack rolls. The souls in the supplementary


essence chambers enshrined in the Soul Choir Vessel
cannot use their Choir ability to benefit characters other
than the Soul Choir itself, however, and cannot act
independently of the Soul Choir. If the Soul Choir suffers
the Essence Chamber Damaged result on the Clockwork
Vessel Critical Damage chart, this result applies to all
essence chambers installed in the Soul Choir.
Heavy Frame: The Soul Choir Vessel can only receive
the following clockwork vessel upgrades twice (see
NQ48, p. 68): Increased AGL, Increased POI, Increased
PRW. The Soul Choir Vessel cannot receive the Increased
SPD upgrade.
Pathfinder: The Soul Choir hovers, and therefore can
move over rough terrain without penalty. The vessel does
not have any legs.
Share the Load: When the character controlling the Soul
Choir Vessel removes fatigue points in their Maintenance
Phase, they remove 1 additional point of fatigue for each
essence chamber beyond the one of the character
controlling the Soul Choir (usually, this means Soul
Choirs remove 3 extra fatigue each Maintenance Phase).

101
Morgan's Liber Mechanika IX – Arcanomechanikal Tools

Arcanomechanikal Tools
These specialised pieces of dedicated mechanika are Arcantrik Expressor Staff
specifically designed to augment spellcasting. While Cost: 770 gc (accumulator cost not included), plus 400 gc
some other devices like the conduit pistol also augment or for every additional spell (see Special Rules)
affect spellcasting, the conduit pistol primarily is a Skill: Great Weapon
handgun with the ability to aid spellcasting if the bullet Attack Modifier: -1
hits. The arcanomechanikal tools included in this section POW: 4
primarily augment spellcasting and are only used as melee Description: Based on simplified schematics derived
or ranged weapons in a back-up capacity, if at all. from the unique echo spear, the arcantrik expressor staff
assists a spellcaster in performing the mnemonic
techniques used in spellcasting. Since these techniques
can differ considerably from one caster to another, these
Arcane Realignment Staff devices are usually custom-built. Most are powered by
Cost: 910 gc (accumulator cost not included) arcanodynamic accumulators, though the most powerful
Skill: Great Weapon staves need higher-yield power sources like storm
Attack Modifier: -1 chambers.
POW: 4
Rune Points: 3 (+1 for each additional spell; see Special
Description: The arcane realignment staff is a long staff Rules)
with complex mechanikal resonators embedded along its
armoured length. The staff is powered by an Special Rules: An arcantrik expressor staff contains
arcanodynamic accumulator. mnemonic assists for one to three spells, chosen at the
time of the staff's construction. When the character
Rune Points: 4 wielding the arcantrik expressor staff casts one of these
Special Rules: While the arcane realignment staff has spells, he does not need to use a quick action to do so
power, a spellcaster wielding it may re-roll failed magic (though he still cannot cast spells when running,
attack rolls. The arcane realignment staff requires two performing full actions or being otherwise prevented from
hands to wield, and can be used as a battle staff in performing any quick action).
combat, though the additional weight of the mechanika Adapting an arcantrik expressor staff for a different
ruins its balance as a weapon. spellcaster, especially when trained in a different school
The arcane realignment staff does not allow re-rolls for (e.g. the Greylords Covenant rather than the Fraternal
magic attacks that are being channelled. Order), requires a new runeplate and some adaptations to
the staff's mechanisms. The cost of the new runeplate is
Arcane realignment staves are Reach weapons and must 450 gc, plus 150 gc for each additional spell the staff
be used two-handed. facilitates. Adapting the mechanisms costs 50 gc, plus 50
A character wielding an arcane realignment staff can gc for each additional spell. Successfully making these
spend 1 feat point to make a trip attack instead of a adaptations takes a day for every spell and requires a
normal attack. If the attack hits, the target is knocked successful INT+Mechanikal Engineering or INT+Lore
down instead of suffering damage. (Arcane) roll whichever is lower, against a target number
of 13. On a failure, this roll can repeated after an
On a critical hit, a living target has a chance of being additional six hours per spell spent reworking the
knocked out by the attack. If the target suffers damage mechanism.
from the attack, he must make a Willpower roll against a
target number equal to the attacking character's STR+9. If Arcantrik expressor staves do not allow channelled spells
the target succeeds, he stays conscious. If he fails, he is to be cast without using quick actions.
knocked out. Arcantrik expressor staves are Reach weapons and must
Fabrication: The material cost of the arcane realignment be used two-handed. However, the workings of these
staff's housing is 100 gc. It takes four weeks to construct staves are exceedingly delicate even though they are
the device. The pertinent Craft skill for construction is intended to be used in combat. If a character hits another
Craft (metalworking). character with an arcantrik expressor staff, the staff's
The arcane realignment staff's runeplate requires four workings are damaged on a result of 1 on 1d6 (the staff
weeks to inscribe and requires a successful does not count as unpowered, but no longer offers
INT+Mechanikal Engineering roll against a target number benefits to spellcasting).
of 16. A character wielding an arcantrik expressor staff can
spend 1 feat point to make a trip attack instead of a
normal attack. If the attack hits, the target is knocked

102
Morgan's Liber Mechanika IX – Arcanomechanikal Tools

down instead of suffering damage. housing is 85 gc. It takes three weeks to construct the
device. The pertinent Craft skill for construction is Craft
On a critical hit, a living target has a chance of being
(metalworking).
knocked out by the attack. If the target suffers damage
The baleflame staff's runeplate requires three weeks to
from the attack, he must make a Willpower roll against a
inscribe and requires a successful INT+Mechanikal
target number equal to the attacking character's STR+9. If
Engineering roll against a target number of 15.
the target succeeds, he stays conscious. If he fails, he is
knocked out.
Fabrication: The material cost of the arcantrik expressor
staff's parts is 109 gc plus 75 gc for every additional spell Casting Wand
beyond the first the staff is designed to facilitate. It takes Cost: 640 gc (including clockwork capacitor)
three weeks to construct the device, plus one week for
each additional spell. The pertinent Craft skills for Description: The casting wand is a short baton with an
construction are Craft (metalworking) and Lore (Arcane). integral clockwork capacitor. The tip of the baton contains
The arcantrik expressor staff's runeplate requires three an arcane targeting relay that assists spellcasters in aiming
weeks to inscribe and requires a successful offensive spells.
INT+Mechanikal Engineering roll against a target number Rune Points: 3
of 15. For every additional spell, the time required to
inscribe the runeplate increases by one week, and the Special Rules: While the casting wand has power, a
target number for the INT+Mechanikal Engineering roll spellcaster wielding it gains an additional die for magic
increases by 1. attack rolls, and discards the lowest die in each magic
attack roll. If the spellcaster also has the Combat Caster
Archetype ability, he gains two additional dice on magic
attack rolls and discards the two lowest dice.
Baleflame Staff A casting wand's arcane relay is too delicate for the wand
to be used as a weapon. The casting wand also does not
Cost: 710 gc (capacitor cost not included)
confer any bonuses to magic attacks that are being
Skill: Great Weapon
channelled.
Attack Modifier: -1
POW: 4 Fabrication: The material cost of the casting wand's
housing and power source is 60 gc. It takes three weeks to
Description: Usually constructed with either a Morrowan
construct the device. The pertinent Craft skill for
sunburst or a crook at the end, this staff was developed by
construction is Craft (metalworking).
the Order of Illumination to enhance spells cast against
The casting wand's runeplate requires three weeks to
the walking dead. The staff is powered by an alchemical
inscribe and requires a successful INT+Mechanikal
capacitor set into the haft.
Engineering roll against a target number of 15.
Rune Points: 3
Special Rules: When a character wielding a baleflame
staff casts spells against undead characters, one additional
die is rolled on magic attack and damage rolls, and the Convector Staff
lowest die is removed from each roll. Cost: 660 gc (810 gc for the 2-point version, 960 gc for
the 3-point version; see Special Rules for details.
The baleflame staff offers no benefits to channelled spells. Capacitor cost not included)
Baleflame staves are Reach weapons and must be used Skill: Great Weapon
two-handed. Attack Modifier: -1
POW: 4
A character wielding a baleflame staff can spend 1 feat
point to make a trip attack instead of a normal attack. If Description: A spellcaster who kills a living being with a
the attack hits, the target is knocked down instead of spell while using this staff can channel some of the
suffering damage. energies released by the target's death into the next spell
he casts. Needless to say, many spellcasters and
On a critical hit, a living target has a chance of being mechaniks are quick to point out that this process borders
knocked out by the attack. If the target suffers damage on necromancy, and are understandably wary of the
from the attack, he must make a Willpower roll against a wielders of such staves, while users point out the not-too-
target number equal to the attacking character's STR+9. If uncommon use of spells like Convection. The device is
the target succeeds, he stays conscious. If he fails, he is normally powered by an alchemical capacitor, though the
knocked out. more advanced versions require better power sources (see
Fabrication: The material cost of the baleflame staff's Special Rules).

103
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built to be used as weapons.


Rune Points: 3 (4 for the 2-point version, 5 for the 3-
point version; see Special Rules for details) Rune Points: 3
Special Rules: When a spellcaster wielding a convector Special Rules: While an elemental enhancer wand has
staff destroys a living character with a magic damage roll, power, it grants its wielder the Elemental Mastery ability
he reduces his current fatigue by 1 (if a will weaver) or (see IKRPG, p. 161) for spells from one of the elemental
gains 1 focus (if a focuser) or 1 fury (if a harnesser). A spell lists (see IKRPG, p. 236), determined when the
convector staff has limited capacity for gathering the wand's runeplate is inscribed. However, in contrast to
energies released by death, and can only provide this sorcerers who possess this ability, elemental enhancer
benefit once per activation. There are versions around, wands will not enhance spells that are being channelled.
however, which can reduce the current fatigue by or
Fabrication: The material cost of the elemental enhancer
provide a number of points of focus or fury of up to two
wand's housing and power source is 90 gc. It takes three
or three per activation, respectively, though those staves
weeks to construct the device. The pertinent Craft skill for
are more costly, more difficult to produce, and more
construction is Craft (metalworking).
power-hungry.
The elemental enhancer wand's runeplate requires three
Convector staves cannot be used to harvest energy from weeks to inscribe and requires a successful
living characters destroyed by channelled spells. INT+Mechanikal Engineering roll against a target number
of 15.
Convector staves are Reach weapons and must be used
two-handed when used as a weapon. For spellcasting,
they can be wielded in one hand.
A character wielding a convector staff can spend 1 feat Elemental Escalation Staff
point to make a trip attack instead of a normal attack. If Cost: 860 gc (accumulator cost not included)
the attack hits, the target is knocked down instead of Skill: Great Weapon
suffering damage. Attack Modifier: -1
On a critical hit, a living target has a chance of being POW: 4
knocked out by the attack. If the target suffers damage Description: These heavily reinforced staves are topped
from the attack, he must make a Willpower roll against a with an emitter that shows their elemental affinity (a fire
target number equal to the attacking character's STR+9. If escalation staff might have an array of coils glowing with
the target succeeds, he stays conscious. If he fails, he is heat, while an ice escalation staff would have a freezing
knocked out. mist seeping from the emitter), and powered by an
Fabrication: The material cost of the convector staff's arcanodynamic accumulator. Elemental escalator staves
housing is 70 gc. It takes three weeks to construct the are most effective when used by several arcanists working
device. The pertinent Craft skill for construction is Craft in tandem, making spells increasingly powerful with each
(metalworking). additional hit on the same target.
The basic convector staff's runeplate requires three weeks Rune Points: 4
to inscribe and requires a successful INT+Mechanikal
Engineering roll against a target number of 15. Increase Special Rules: When a character wielding an elemental
the time required to inscribe the runeplate by one week escalation staff casts a spell from the sorcerer spell list the
and the target number for successfully inscribing the staff is attuned to (see IKRPG, p. 236), the character gains
runeplate by 1 for each additional point of energy the staff +1 to his magic damage roll for each time the target
can gather, up to a maximum of five weeks' time and a character has previously suffered a damage roll from a
target number of 17 for the most powerful convector spell from that spell list. Bonuses to magic damage rolls
staves. accrued that way are cumulative among several
spellcasters wielding elemental escalation staves attuned
to the same element (up to a maximum effective damage
roll bonus of +3, even if a single target has suffered more
Elemental Enhancer Wand than three damage rolls from spells enhanced by the same
type of elemental escalation staff). In the staff's wielder's
Cost: 740 gc (including clockwork capacitor)
Maintenance Phase, the number of damage rolls he
Description: Elemental enhancer wands boost a caused in his last activation are removed from the total,
spellcaster's ability to handle elemental spells. Their but bonuses accrued by other spellcasters remain till their
appearance usually reflect which element the wand is own Maintenance Phases.
attuned to – eletrical enhancer wands will shed a bluish-
Example: Two storm sorcerers equipped with storm
white glare, for example, while ice enhancer wands trail
escalation staves unleash a barrage of chain lightning on
vapour. In any case elemental enhancer wands are not

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Morgan's Liber Mechanika IX – Arcanomechanikal Tools

an enemy warcaster's battlegroup. The first sorcerer hits


with his first spell, granting his second chain lightning a Elemental Force Staff
+1 bonus to the damage rolls as long as the chain Cost: 660 gc (capacitor cost not included)
lightning arcs to characters that have previously been Skill: Great Weapon
struck by that sorcerer's chain lightning (even if those Attack Modifier: -1
characters have not actually suffered any damage from POW: 4
the first chain lightning). The second chain lightning spell
hits as well, increasing the damage bonus to +2, but the Description: The elemental force staff is a long staff with
first sorcerer has accumulated too much fatigue to cast mechanikal focussing apparatus embedded along its
another spell. length, which clearly show the staff's elemental type (e.g.
lightning-crowned coils for a lightning force staff, or
The second sorcerer then activates and unleashes his first arrays wreathed in icy vapor for an ice force staff). The
chain lightning spell, hitting and increasing the damage staff is powered by an alchemical capacitor.
roll bonus to +3. He casts a second chain lightning spell,
but the effective bonus remains at +3. However, each Rune Points: 3
target character has now suffered a total of four storm Special Rules: An elemental force staff must be
spell damage rolls. constructed for one specific elemental spell list (fire, ice,
When it's the first sorcerer's turn again, the two damage stone or storm; see IKRPG, p. 236), though the user of the
rolls he inflicted in his last activation are removed from staff need only cast a spell included on the correct list to
the tally in his Maintenance Phase. This leaves the gain the staff's benefits, rather than actually be a sorcerer
sorcerer with the two damage rolls his colleague has wielding the staff's element. While the elemental force
inflicted, meaning the damage rolls the first sorcerer now staff has power, the spellcaster wielding it gains an
inflicts start out with a +2 bonus. additional die on magic damage rolls caused by spells on
the staff's elemental spell list, and discards the lowest die
A spellcaster need not be a sorcerer to benefit from an from each damage roll.
elemental escalation staff, he merely needs to be able to
cast spells from a sorcerer's spell list. Elemental force staves offer no benefit to channelled
spells.
An elemental escalation staff offers no benefits to
channelled spells. Elemental force staves are Reach weapons and must be
used two-handed.
Elemental escalation staves are Reach weapons and must
be used two-handed, both when using them as a weapon A character wielding an elemental force staff can spend 1
and during spellcasting. feat point to make a trip attack instead of a normal attack.
If the attack hits, the target is knocked down instead of
A character wielding an elemental escalation staff can suffering damage.
spend 1 feat point to make a trip attack instead of a
normal attack. If the attack hits, the target is knocked On a critical hit, a living target has a chance of being
down instead of suffering damage. knocked out by the attack. If the target suffers damage
from the attack, he must make a Willpower roll against a
On a critical hit, a living target has a chance of being target number equal to the attacking character's STR+9. If
knocked out by the attack. If the target suffers damage the target succeeds, he stays conscious. If he fails, he is
from the attack, he must make a Willpower roll against a knocked out.
target number equal to the attacking character's STR+9. If
the target succeeds, he stays conscious. If he fails, he is Fabrication: The material cost of the elemental force
knocked out. staff's housing is 70 gc. It takes three weeks to construct
the device. The pertinent Craft skill for construction is
Fabrication: The material cost of the elemental Craft (metalworking).
escalation staff's housing is 85 gc. It takes four weeks to The elemental force staff's runeplate requires three weeks
construct the device. The pertinent Craft skill for to inscribe and requires a successful INT+Mechanikal
construction is Craft (metalworking). Engineering roll against a target number of 15.
The elemental escalation staff's runeplate requires four
weeks to inscribe and requires a successful
INT+Mechanikal Engineering roll against a target number
of 16.
Flux Regulator Staff
Cost: 910 gc (accumulator cost not included)
Skill: Great Weapon
Attack Modifier: -1
POW: 4

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Morgan's Liber Mechanika IX – Arcanomechanikal Tools

Description: This staff, which is covered with a complex Special Rules: While the force projection staff has power,
array of mechanikal triggers, inhibitors and focussing a spellcaster wielding it gains +1 to magic attack and
devices, greatly enhances an arcanist's ability to deploy damage rolls for the following spells (all spells except for
his energies with pinpoint accuracy, using only as much those with their own entry are from IKKRPG, pp. 236-
or as little power as needed to achieve an effect. The flux 245): Arcane Blast (IKKNG, p. 91), Arcane Bolt, Arcane
regulator staff is powered by an arcanodynamic Strike, Battering Ram, Force Hammer, Gallows (IKKNG,
accumulator. Its use as a weapon is not encouraged, as the p. 182), and Telekinesis. The force projection staff
complex staff would probably suffer damage as a result. requires two hands to wield, and can be used as a battle
staff in combat, though it is poorly balanced for use as a
Rune Points: 4
melee weapon.
Special Rules: While the flux regulator staff has power, a
The force projection staff does not enhance channelled
spellcaster wielding it may boost magic attack or damage
spells.
rolls after making the roll (i.e. boosting by spending 1
focus or gaining 1 fatigue only when the unboosted roll Force projection staves are Reach weapons and must be
did not achieve a useful result yet). The flux regulator used two-handed.
staff must be wielded in two hands to provide this bonus.
A character wielding a force projection staff can spend 1
It can also be used as a battle staff in combat, but after
feat point to make a trip attack instead of a normal attack.
each successful attack roll 1d6 must be rolled, and on a
If the attack hits, the target is knocked down instead of
roll of 1 the staff becomes non-functional until it is
suffering damage.
repaired, as its components have been knocked out of
alignment. On a critical hit, a living target has a chance of being
knocked out by the attack. If the target suffers damage
The flux regulator staff has no effect on channelled spells.
from the attack, he must make a Willpower roll against a
Flux regulator staves are Reach weapons, and must be target number equal to the attacking character's STR+9. If
wielded in two hands when used to strike. the target succeeds, he stays conscious. If he fails, he is
knocked out.
A character wielding a flux regulator staff can spend 1
feat point to make a trip attack instead of a normal attack. Fabrication: The material cost of the force projection
If the attack hits, the target is knocked down instead of staff's housing is 70 gc. It takes three weeks to construct
suffering damage. the device. The pertinent Craft skill for construction is
Craft (metalworking).
On a critical hit, a living target has a chance of being
The force projection staff's runeplate requires three weeks
knocked out by the attack. If the target suffers damage
to inscribe and requires a successful INT+Mechanikal
from the attack, he must make a Willpower roll against a
Engineering roll against a target number of 15.
target number equal to the attacking character's STR+9. If
the target succeeds, he stays conscious. If he fails, he is
knocked out.
Fabrication: The material cost of the flux regulator staff's Infused Strike Staff
housing is 100 gc. It takes four weeks to construct the Cost: 690 gc (accumulator cost not included)
device. The pertinent Craft skill for construction is Craft Skill: Great Weapon
(metalworking). Attack Modifier: +1
The flux regulator staff's runeplate requires four weeks to POW: 3
inscribe and requires a successful INT+Mechanikal
Engineering roll against a target number of 16. Description: This well-balanced mechanikal staff
improves the synergy between several older runeplate
designs that enhance spellcasting to allow spellcasters of a
martial inclination to easily channel spell energy through
Force Projection Staff the weapon's strikes. The staff is powered by an
arcanodynamic accumulator set into a housing in the
Cost: 660 gc (accumulator cost not included)
staff's center.
Skill: Great Weapon
Attack Modifier: -1 Rune Points: 4
POW: 4
Special Rules: While the infused strike staff has power, a
Description: This mechanikal staff, which is powered by spellcaster wielding it may make an Infused Strike attack
an alchemical capacitor, enhances spells that project pure against a target instead of making a normal attack. Infused
force without taking recourse to an elemental medium. Strike attacks gain an additional +1 attack roll bonus, for
a total of +2, since the target only needs to be touched. If
Rune Points: 3
the attack hits its target, the staff's wielder may cast an

106
Morgan's Liber Mechanika IX – Arcanomechanikal Tools

offensive spell against that target without the need for a bonus is not limited to spells the mastery staff is
quick action instead of making a normal damage roll. This specifically attuned to).
spell automatically hits unless target cannot be targeted by
Additional spell patterns may be added to the mastery
spells, in which case the Infused Strike has no effect
staff's runeplate while it is being crafted. Each additional
(fatigue is still gained, and focus or fury are still spent).
spell pattern, up to a maximum of 3 spell patterns in total,
While it is possible to make Infused Strikes with
increases the mastery staff's power draw by 1, to a
offensive spells with an AOE, the spellcaster is still
maximum of 5.
subject to the blast damage if he is too close to the target
(unless the spell's description says otherwise, as in the Mastery staves offer no benefits to channelled spells.
case of the Sunburst or Ashes to Ashes spells). Similarly,
Mastery staves are Reach weapons and must be used two-
spells like Chain Lightning might easily arc back to the
handed.
caster when used in an Infused Strike attack.
A character wielding a mastery staff can spend 1 feat
Infused strike staves offer no bonuses for channelled
point to make a trip attack instead of a normal attack. If
spells.
the attack hits, the target is knocked down instead of
Infused strike staves are Reach weapons and must be used suffering damage.
two-handed.
On a critical hit, a living target has a chance of being
A character wielding an infused strike staff can spend 1 knocked out by the attack. If the target suffers damage
feat point to make a trip attack instead of a normal attack. from the attack, he must make a Willpower roll against a
If the attack hits, the target is knocked down instead of target number equal to the attacking character's STR+9. If
suffering damage. the target succeeds, he stays conscious. If he fails, he is
knocked out.
If the infused strike staff becomes unpowered, it can no
longer be used to make Infused Strike attacks, and suffers Fabrication: The material cost of the mastery staff's
a total attack roll modifier of -1. housing is 130 gc. It takes three weeks to construct the
device. The pertinent Craft skill for construction is Craft
Fabrication: The material cost of the infused strike staff's
(metalworking).
housing is 34 gc. It takes three weeks to construct the
The mastery staff's runeplate requires three weeks to
device. The pertinent Craft skill for construction is Craft
inscribe and requires a successful INT+Mechanikal
(carpentry).
Engineering roll against a target number of 15. Every
The infused strike staff's runeplate takes four weeks to
additional rune increases the time it takes to inscribe the
inscribe and requires a successful INT+Mechanikal
runeplate by one week and increases the target number of
Engineering roll against a target number of 16.
the INT+Mechanikal Engineering roll by +1, to a
maximum of five weeks and a target number of 17 for a
mastery staff that enhances three different spells.
Mastery Staff
Cost: 860 gc (accumulator cost not included), +150 gc for
every additional spell pattern (1,160 gc total for a mastery Powerblaster Staff
staff that enhances three different offensive spells)
Cost: 670 gc (accumulator cost not included)
Skill: Great Weapon
Skill: Great Weapon
Attack Modifier: -1
Attack Modifier: -1
POW: 4
POW: 4
Description: A mastery staff is a long staff with complex
Description: The powerblaster staff is a long staff with
mechanikal conduits embedded along its armoured length.
armoured mechanikal coils embedded along its length. A
The power requirements of mastery staves vary, but most
powerblaster staff is usually powered by an alchemical
can still be powered by an arcanodymanic accumulator.
capacitor.
Only the most advanced mastery staves require storm
chambers or other advanced mechanikal capacitors. Rune Points: 3
Rune Points: 3+ (see below) Special Rules: While the powerblaster staff has power, a
spellcaster wielding it gains +2 to all his magic attacks'
Special Rules: A character wielding a mastery staff
blast damage rolls. The damage to targets directly hit by
receives a +1 bonus to attack and damage rolls for a
AOE spells is not increased.
single offensive spell, determined at the point of time
when the staff is crafted. Additionally, the spellcaster may Powerblaster staves offer no bonuses for channelled
give up their movement and regular attack to receive the spells.
aiming bonus to all magic attack rolls for one round (this

107
Morgan's Liber Mechanika IX – Arcanomechanikal Tools

Powerblaster staves are Reach weapons and must be used the target succeeds, he stays conscious. If he fails, he is
two-handed. knocked out.
A character wielding a powerblaster staff can spend 1 feat Fabrication: The material cost of the resonator staff's
point to make a trip attack instead of a normal attack. If housing is 85 gc. It takes three weeks to construct the
the attack hits, the target is knocked down instead of device. The pertinent Craft skill for construction is Craft
suffering damage. (metalworking).
The resonator staff's runeplate requires three weeks to
On a critical hit, a living target has a chance of being
inscribe and requires a successful INT+Mechanikal
knocked out by the attack. If the target suffers damage
Engineering roll against a target number of 15.
from the attack, he must make a Willpower roll against a
target number equal to the attacking character's STR+9. If
the target succeeds, he stays conscious. If he fails, he is
knocked out.
Retributor Staff
Fabrication: The material cost of the powerblaster staff's Cost: 660 gc (accumulator cost not included)
housing is 85 gc. It takes three weeks to construct the Skill: Great Weapon
device. The pertinent Craft skill for construction is Craft Attack Modifier: -1
(metalworking). POW: 4
The powerblaster staff's runeplate takes three weeks to
inscribe and requires a successful INT+Mechanikal Description: A somewhat venerable and (as of today)
Engineering roll against a target number of 15. unpopular design that requires its user to expose himself
to significant risks, wielding a retributor staff grants a
spellcaster additional power when facing enemy
spellcasters. Retributor staves were most common with
Resonator Staff members of Vinter Raelthorne's Inquisition, but they still
find use among the Order of Illumination today.
Cost: 670 gc (accumulator cost not included)
Retributor staves are powered by alchemical capacitors.
Skill: Great Weapon
Attack Modifier: -1 Rune Points: 3
POW: 4
Special Rules: When a character wielding a powered
Description: The resonator staff is a long staff with retributor staff is the target of a successful magic attack
complex mechanikal conduits embedded along its roll, he gains a +2 bonus to his next magic attack roll
armoured length. A resonator staff is usually powered by against the spellcaster who attacked him. If the wielder of
an alchemical capacitor. the retributor staff suffered damage from being directly
hit by a spell cast against him, he also gains a +2 bonus to
Rune Points: 3
his next magic attack damage roll against the attacking
Special Rules: While the resonator staff has power, a spellcaster. If these bonuses are not used by the end of the
spellcaster wielding it may upkeep one spell for free each wielder's next activation, they are lost.
turn (in addition to the free upkeep granted by the Great
The bonuses provided by retributor staves cannot be used
Power ability). The spellcaster must hold on to the
on channelled spells; if the user was affected by a
resonator staff with one hand in order to use this ability; if
channelled spell, the bonuses can be applied against the
he is forced to drop the staff the spell upkept by the
channeller, but not against the caster.
resonator staff expires at once.
Retributor staves are Reach weapons and must be used
In contrast to many arcanomechanikal tools, the benefits
two-handed.
provided by a resonator staff apply to channelled spells as
well as spells cast without using a channeller. A character wielding a retributor staff can spend 1 feat
point to make a trip attack instead of a normal attack. If
Resonator staves are Reach weapons and must be used
the attack hits, the target is knocked down instead of
two-handed.
suffering damage.
A character wielding a resonator staff can spend 1 feat
On a critical hit, a living target has a chance of being
point to make a trip attack instead of a normal attack. If
knocked out by the attack. If the target suffers damage
the attack hits, the target is knocked down instead of
from the attack, he must make a Willpower roll against a
suffering damage.
target number equal to the attacking character's STR+9. If
On a critical hit, a living target has a chance of being the target succeeds, he stays conscious. If he fails, he is
knocked out by the attack. If the target suffers damage knocked out.
from the attack, he must make a Willpower roll against a
Fabrication: The material cost of the retributor staff's
target number equal to the attacking character's STR+9. If

108
Morgan's Liber Mechanika IX – Arcanomechanikal Tools

housing is 70 gc. It takes three weeks to construct the knocked out.


device. The pertinent Craft skill for construction is Craft
Fabrication: Since the spellblight staff has only been
(metalworking).
analysed, rather than fabricated, by non-Cryxian
The retributor staff's runeplate requires three weeks to
mechaniks, there is no perfectly reliable estimate of the
inscribe and requires a successful INT+Mechanikal
costs of fabrication.The material cost of the spellblight
Engineering roll against a target number of 15.
staff's housing is probably around 90 gc, and it should
take four weeks to construct the device. The pertinent
Craft skill for construction would be Craft
(metalworking).
Spellblight Staff The spellblight staff's runeplate probably requires four
Cost: unknown (see below), though in all likelihood weeks to inscribe and would require a successful
around 900 gc (accumulator cost not included) INT+Mechanikal Engineering roll against a target number
Skill: Great Weapon of 16.
Attack Modifier: -1
POW: 4
Description: Salvaged from the remains of an iron lich
overseer and subsequently taken to a mechanikal Stormfury Staff
laboratory for analysis, this black iron staff sheds a Cost: 660 gc (accumulator cost not included)
baleful radiance that sickens the living. Harmful spells Skill: Great Weapon
channelled with the help of the staff are enhanced by POW: 4
those blighted energies, but using the staff also causes
Description: The stormfury staff is covered in copper and
living spellcasters to suffer a measure of the same effects.
glass coils that constantly crackle and sparkle while the
The spellblight staff is powered by an arcanodynamic
staff has power. The staff, which is powered by an
accumulator set into the haft.
internal alchemical accumulator, makes certain
Rune Points: 4 electricity-based spells that are common with Cygnaran
sorcerers more effective.
Special Rules: When a character wielding a spellblight
staff casts spells against living, non-blighted characters, Rune Points: 3
one additional die is rolled on spell damage rolls against
Special Rules: A spellcaster must wield the stormfury
targets directly hit, and the lowest die is removed from
staff in at least one hand to gain its benefits, which are
each roll. Additionally, living, non-blighted characters hit
that electrical damage spells gain a +1 bonus to their
by a spell enhanced by a spellblight staff or in the AOE of
magic attack rolls, and that electrical damage spells that
such a spell lose Tough, cannot heal or be healed, and
arc to a random number of additional targets (e.g. Chain
cannot transfer damage for one round.
Lightning, IKRPG p. 237) roll twice for the additional
If the character casting a spell with the aid of a spellblight number of targets hit and use the better result.
staff is a living, non-blighted character, he also loses
Stormfury staves offer no benefit to channelled spells.
Tough, cannot heal or be healed, and cannot transfer
damage for one round after casting a blighted spell. Stormfury staves are Reach weapons and must be used
Immorese arcanists and mechaniks also warn of the risk two-handed.
of becoming permanently blighted through prolonged
A character wielding a stormfury staff can spend 1 feat
reliance on spellblight staves.
point to make a trip attack instead of a normal attack. If
The spellblight staff offers no benefits to channelled the attack hits, the target is knocked down instead of
spells. suffering damage.
Spellblight staves are Reach weapons and must be used On a critical hit, a living target has a chance of being
two-handed. knocked out by an attack with the staff. If the target
suffers damage from the attack, he must make a
A character wielding a spellblight staff can spend 1 feat
Willpower roll against a target number equal to the
point to make a trip attack instead of a normal attack. If
attacking character's STR+9. If the target succeeds, he
the attack hits, the target is knocked down instead of
stays conscious. If he fails, he is knocked out.
suffering damage.
If the stormfury staff becomes unpowered, it no longer
On a critical hit, a living target has a chance of being
enhances electrical damage spells, and its attack modifier
knocked out by the attack. If the target suffers damage
becomes -1.
from the attack, he must make a Willpower roll against a
target number equal to the attacking character's STR+9. If Special: A variant of the stormfury staff that enhances fire
the target succeeds, he stays conscious. If he fails, he is damage spells, the wildfire staff (which has identical

109
Morgan's Liber Mechanika IX – Arcanomechanikal Tools

benefits for fire damage spells and the Ashes to Ashes


spell, IKRPG p. 236) has been devised, but there is less Swathecaster Staff
demand for such a mechanikal enhancer, especially since Cost: 810 gc (accumulator cost not included)
the most likely beneficiaries, the fire sorcerers and priests Skill: Great Weapon
of the Protectorate, are biased against using mechanika. Attack Modifier: -1
Fabrication: The material cost of the stormfury staff's POW: 4
housing is 70 gc. It takes four weeks to construct the Description: This conduit-wrapped staff allows a
device. The pertinent Craft skill for construction is Craft spellcaster casting area-of-effect spells to imbue these
(metalworking). spells with exceptional lethality. The device is powered
The stormfury staff's runeplate takes three weeks to by an arcanodynamic accumulator.
inscribe and requires a successful INT+Mechanikal
Engineering roll against a target number of 15. Rune Points: 4
Special Rules: When a spellcaster wielding a powered
swathecaster staff resolves the effects of an offensive spell
he has cast, he can spend a single point of focus or fury or
Subtle Gauntlet gain a single point of fatigue to boost two attack or two
Cost: 390 gc (capacitor not included) damage rolls caused by the spell. Swathecaster staves
have no effect on channelled spells or rune shots.
Description: This finely-crafted thin metal gauntlet is
often concealed under a regular glove (which is usually A swathecaster staff has Reach and must be wielded two-
ostentatiously ornamented to hide the still slightly greater handed when used as a weapon. For spellcasting it can be
than normal bulk). The device, which uses a variant of the wielded in one hand.
more commonly employed obscuration runeplate,
A character wielding a swathecaster staff can spend 1 feat
dampens stray arcane energies, making it significantly
point to make a trip attack instead of a normal attack. If
more difficult to detect the wearer is casting spells. An
the attack hits, the target is knocked down instead of
alchemical capacitor worn on a bracer powers the device.
suffering damage.
Rune Points: 2
On a critical hit, a living target has a chance of being
Special Rules: When a character wearing a subtle knocked out by an attack with the staff. If the target
gauntlet casts spells with a COST of 1 or 2, the spell suffers damage from the attack, he must make a
runes are only visible up to 24 feet (4”) away, and Gifted Willpower roll against a target number equal to the
individuals with the Magic Sensitivity archetype benefit attacking character's STR+9. If the target succeeds, he
(see IKRPG, p. 115) can only sense the spell being cast if stays conscious. If he fails, he is knocked out.
they are within a distance equal to their ARCx10 in feet.
Fabrication: The material cost of the swathecaster staff's
A subtle gauntlet neither hides a focuser from other housing is 70 gc. It takes four weeks to construct the
focusers who have the Magic Sensitivity archetype device. The pertinent Craft skill for construction is Craft
benefit (nor does it hide a harnesser from other (metalworking).
harnessers, though harnessers are usually much less likely The swathecaster staff's runeplate takes four weeks to
to use mechanika), nor does it conceal spells with a COST inscribe and requires a successful INT+Mechanikal
of 3 or 4. Engineering roll against a target number of 16.
Figuring out that a spellcaster is wearing a subtle gauntlet
can be nigh impossible, given the right costume, unless
the character wearing the gauntlet is touched or shaken by
the hand. Even then, all the investigator can ascertain Virtuoso's Wand
without viewing the gauntlet is that his opposite is Cost: 510 gc (capacitor not included)
wearing a metal gauntlet under a glove. Description: This short conduit-covered baton allows a
Fabrication: The material cost of the subtle gauntlet's spellcaster to channel their efforts more precisely,
housing is 34 gc. It takes two weeks to construct the sacrificing some accuracy for additional power. The
device. The pertinent Craft skill for construction is Craft device is powered by an alchemical capacitor, and cannot
(metalworking). be used as a melee weapon.
The subtle gauntlet's runeplate requires two weeks to Rune Points: 3
inscribe and requires a successful INT+Mechanikal
Engineering roll against a target number of 14. Special Rules: A spellcaster wielding a powered
virtuoso's wand in one hand during spellcasting may
spend a point of focus or fury, or gain a point of fatigue if

110
Morgan's Liber Mechanika IX – Arcanomechanikal Tools

a will weaver, to add a die to their magic attack roll, and point to make a trip attack instead of a normal attack. If
discards the lowest die from the roll. The spellcaster gains the attack hits, the target is knocked down instead of
the same bonus to the magic damage roll against the suffering damage.
target directly hit by the magic attack. A spell that has
On a critical hit, a living target has a chance of being
been enhanced by a virtuoso's wand cannot have its attack
knocked out by an attack with the staff. If the target
or damage rolls boosted by gaining fatigue or spending
suffers damage from the attack, he must make a
focus or fury. This restriction also applies to blast damage
Willpower roll against a target number equal to the
rolls or secondary damage rolls generated by spells like
attacking character's STR+9. If the target succeeds, he
Chain Lightning and Ashes to Ashes.
stays conscious. If he fails, he is knocked out.
Fabrication: The material cost of the virtuoso's wand's
Fabrication: The material cost of the warcasting staff's
housing is 25 gc. It takes two weeks to construct the
housing is 82 gc. It takes four weeks to construct the
device. The pertinent Craft skill for construction is Craft
device. The pertinent Craft skill for construction is Craft
(metalworking).
(metalworking).
The virtuoso's wand's runeplate requires three weeks to
The warcasting staff's runeplate requires four weeks to
inscribe and requires a successful INT+Mechanikal
inscribe and requires a successful INT+Mechanikal
Engineering roll against a target number of 15.
Engineering roll against a target number of 16.

Warcasting Staff
Cost: 850 gc (accumulator cost not included)
Skill: Great Weapon
Attack Modifier: -1
POW: 4
Description: Though warcasters have unique abilities for
handling mechanika, they are at the same time poor
spellcasters compared to will weavers. However, some
warcasters are still more inclined to spellcasting than to
using mechanikal weapons, and for those mystically
inclined focusers a warcasting staff acts as a welcome aid.
A warcasting staff is a two-handed staff equipped with
amplification devices in armoured housings. It is powered
by an arcanodynamic accumulator set into the staff near
its head.
Rune Points: 4
Special Rules: When a warcaster who has bonded to a
warcasting staff casts a spell while holding the warcasting
staff and spends 1 focus to boost his magic attack roll, the
damage roll is boosted as well (for area-of-effect spells,
only the target directly hit by the spell gains the damage
boost. Spray effect spells boost magic attack rolls and
damage rolls individually for each target. Spells that
automatically hit do not receive special benefits from the
warcasting staff).
Warcasters bonded to a warcasting staff may also boost
melee attacks and damage rolls and gain additional melee
attacks with the warcasting staff by spending focus
normally.
The spellcasting bonuses provided by warcasting staves
do not apply to channelled spells.
Warcasting staves are Reach weapons and must be used
two-handed.
A character wielding a warcasting staff can spend 1 feat

111
Morgan's Gearbook X – From the Workshop of Doctor Arkadius

From the Workshop of Dr. Arkadius A warbeast can only have one brain enhancement grafted
to it.

Cerebral Bypass
[Brain Enhancement] Destabilizer
Cost: This item is manufactured exclusively in the [Brain Enhancement]
workshops of Dr. Arkadius. It is usually only available to
farrow warlocks with Connections: Thornfall Alliance. Cost: This item is manufactured exclusively in the
Only Dr. Arkadius knows how to successfully graft this workshops of Dr. Arkadius. It is usually only available to
device onto the brain of a farrow warbeast. farrow warlocks with Connections: Thornfall Alliance.
Only Dr. Arkadius knows how to successfully graft this
Description: The cerebral bypass is grafted onto the back device onto the brain of a farrow warbeast.
of the neck and spine of a living warbeast (this usually
involves replacing the top of the skull with a bolted-on Description: The destabilizer is grafted onto the brain of
steel plate and mounting protective plates on the back of a living warbeast (this usually involves replacing the top
the neck) and allows the warlock controlling the warbeast of the skull with a bolted-on steel plate) and expands the
to maintain his control of the warbeast even when it has warbeast's capacity for primal rage at the cost of
suffered substantial cranial trauma. potentially causing brain damage.

Special Rules: A warbeast with a cerebral bypass may be Special Rules: The warbeast gains +1 FURY as long as
forced even when its Intellect aspect is crippled (it still its Intellect aspect is not crippled (please note that the
suffers the DEF penalty of a crippled Intellect aspect, warbeast's THR is not changed, inherently making the
however). warbeast more unstable). If the number of the warbeast's
fury points at the end of its activation equals its FURY
A warbeast can only have one brain enhancement grafted stat, including the bonus from the destabilizer, the
to it. warbeast suffers 1 point of damage to its first available
Intellect branch.
A warbeast can only have one brain enhancement grafted
to it.
Cerebral Lockdown
[Brain Enhancement]
Cost: This item is manufactured exclusively in the
workshops of Dr. Arkadius. It is usually only available to Empathic Transference Link
farrow warlocks with Connections: Thornfall Alliance. [Brain Enhancement]
Only Dr. Arkadius knows how to successfully graft this
device onto the brain of a farrow warbeast. Cost: This item is manufactured exclusively in the
workshops of Dr. Arkadius. It is usually only available to
Description: The cerebral lockdown is grafted onto the farrow warlocks with Connections: Thornfall Alliance.
brain of a living warbeast (this usually involves replacing Only Dr. Arkadius knows how to successfully graft this
the top of the skull with a bolted-on steel plate) and device onto the brain of a farrow warbeast. Farrow
provides a warlock with the means to temporarily shut warlocks desiring an empathic transference link for their
down a warbeast that is getting out of control. warbeasts should expect to do the doctor a favour worth at
Special Rules: As long as the farrow warbeast equipped least 300gc per warbeast.
with the cerebral lockdown brain enhancement is in its Description: The empathic transference link is grafted
warlock's control area and does not have a crippled onto the brain of a living warbeast (this usually involves
Intellect aspect, the warbeast may be rendered stationary replacing the top of the skull with a bolted-on steel plate)
when it frenzies. The warlock may decide to engage the and improves a warlock's ability to shed damage onto his
cerebral lockdown before or after the warbeast's bonded warbeasts.
movement, but must engage the device before the
warbeast makes any attacks if he wants to place his Special Rules: A warbeast equipped with an empathic
warbeast in lockdown. transference link gains the Empathic Transference ability
(a warbeast with the Empathic Transference ability can
Remember that the warbeast is still considered to have have damage transferred to it by its controlling warlock
frenzied, even if it is in lockdown, so it does not activate even when it has a number of fury points equal to its
in the current round, and cannot be forced to shake the FURY stat).
stationary effect.
A warbeast can only have one brain enhancement grafted

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to it. points of damage equal to the COST of the animus +1 to


the first available branch of the warbeast's Physique
aspect. The flesh conversion engine can only be used once
per activation, and it cannot be used if the warbeast's
Empathic Tuner Physique is currently crippled. If the warbeast becomes
disabled by the vitality cost of using the flesh conversion
[Brain Enhancement] engine, its animus does not take effect.
Cost: This item is manufactured exclusively in the
workshops of Dr. Arkadius. It is usually only available to
farrow warlocks with Connections: Thornfall Alliance.
Only Dr. Arkadius knows how to successfully graft this Lateral Transference Link
device onto the brain of a farrow warbeast. Farrow [Brain Enhancement]
warlocks desiring an empathic tuner for their warbeasts
should expect to do the doctor a favour worth at least Cost: This item is manufactured exclusively in the
300gc per warbeast. workshops of Dr. Arkadius. It is usually only available to
farrow warlocks with Connections: Thornfall Alliance.
Description: The empathic tuner is grafted onto the brain
Only Dr. Arkadius knows how to successfully graft this
of a living warbeast (this usually involves replacing the
device onto the brain of a farrow warbeast.
top of the skull with a bolted-on steel plate) and
substantially improves the range at which a farrow Description: The lateral transference link is grafted onto
warlock may direct the creature. the brain of a living warbeast (this usually involves
replacing the top of the skull with a bolted-on steel plate)
Special Rules: Double the warlock's ARC when
and grants the warbeast the ability to transfer some of the
determining whether the warbeast equipped with an
damage it suffers to another warbeast in a lesser imitation
empathic tuner is in the warlock's Control Area as long as
of a warlock's ability to transfer the injuries he suffers to
the warbeast's Intellect aspect is not crippled. If the
his warbeasts.
warbeast gets bonded to a new warlock, a character with
the Mechanikal Engineering skill must adjust the Special Rules: Two warbeasts must be equipped with
empathic tuner for the new warlock after the warbeast has lateral transference links, and they must both be in the
been bonded in order to grant the new warlock the warlock's Control Area to use the link. When one of the
device's benefits. This requires no roll or special tools but two warbeasts is injured, it can gain a point of fury and
takes about half an hour. transfer half the damage it has suffered (rounded up) to
the other warbeast equipped with a lateral transference
A warbeast can only have one brain enhancement grafted
link. If the warbeast transferring the damage has a number
to it.
of fury points on it equal to its FURY stat, it cannot use
the lateral transference link. Similarly, if the warbeast that
has damage transferred to it has a number of fury points
on it equal to its FURY, it cannot have damage transferred
Flesh Conversion Engine to it through the lateral transference link.
Cost: Based on the schematics of the parasitic generator The lateral transference link cannot be used to transfer
(see NQ51, pp. 36-37), this highly experimental item is damage if the warbeast transferring the damage has a
manufactured exclusively in the workshops of Dr. crippled Intellect.
Arkadius. It is usually only available to farrow warlocks
with Connections: Thornfall Alliance. Only Dr. Arkadius A warbeast can only have one brain enhancement grafted
knows how to successfully graft this device onto a farrow to it.
warbeast. Farrow warlocks desiring a flesh conversion
engine for their warbeasts should expect to do the doctor a
favour worth at least 300gc per warbeast.
Pacificator
Description: The flesh conversion engine is installed in
the chest cavity of a warbeast, close to the heart. Apart [Brain Enhancement]
from the sutures there is little outward sign of its Cost: This item is manufactured exclusively in the
presence. workshops of Dr. Arkadius. It is usually only available to
Special Rules: When a farrow warbeast grafted with a farrow warlocks with Connections: Thornfall Alliance.
flesh conversion engine is forced to use its animus, Only Dr. Arkadius knows how to successfully graft this
instead of gaining fury equal to the COST of the animus device onto the brain of a farrow warbeast.
the warlock may decide to instead cause a number of Description: The pacificator is grafted onto the brain of a

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living warbeast (this usually involves replacing the top of


the skull with a bolted-on steel plate) and enhances a
warlock's ability to manage his warbeast, especially when
more than one warbeast must be controlled at the same
time.
Special Rules: At the beginning of the warbeast's
activation, the warlock may decide to activate the
pacificator if the warbeast is in his Control Area. If the
pacificator is active, the warbeast loses 1 fury at the end
of its activation but suffers 1 point of damage to its first
available Intellect branch. If the warbeast's Intellect
aspect is crippled, the pacificator cannot be used.
A warbeast can only have one brain enhancement grafted
to it.

Pain Compensator
[Dial]
Cost: This item is manufactured exclusively in the
workshops of Dr. Arkadius. It is usually only available to
farrow warlocks with Connections: Thornfall Alliance.
Only Dr. Arkadius knows how to successfully graft this
device to a farrow warbeast.
Description: The pain compensator is grafted onto the
chest of a giant hog and connected to its heart. A farrow
warlock can trigger the dial to release a flood of
alchemical substances into the warbeast's bloodstream to
make it momentarily impervious to pain at the cost of
aggravating existing injuries, potentially to the point of
killing the warbeast.
Special Rules: A warbeast with a pain compensator can
be forced during its activation to ignore all crippled
aspects for one round (this includes aspects crippled for
reasons other than injury; a warbeast equipped with a pain
compensator can be forced to activate the pain
compensator even when its Intellect aspect is crippled as
long as its current number of fury points does not equal its
FURY stat). At the end of its activation the warbeast
suffers 1d3 damage points.
A warbeast can only have one dial grafted to it.

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Alchemy was cleaning up after brewing bottled light. The resinous


compound responds to being rubbed or struck by lighting
up, and the light will quickly travel throughout the resin
before fading out.
Aidanite
Cost: 12 gc per vial Special Rules: A jar's worth of alchemical telegraph can
be applied with a stiff brush to create a line up to 12” (72
Description: Named after the Thamarite Scion of the feet) long, though particularly uneven ground will
hunted, Aidan, this very fine powder is popular with significantly shorten the length of the line. It can also be
spies, saboteurs and anybody else who has to reckon with soaked into a thick flaxen thread instead. The compound
having bloodhounds on their trail. has a dark green colour, so it is quite noticeable, but under
Special Rules: Aidanite only works when scattered on most circumstances the line is easily concealed by
dry ground which isn't exposed to strong winds, so it is a painting it into corners or covering it with rugs when
lot more effective in urban areas than in the wilderness. indoors.
The user simply scatters the powder in his path as he runs, By spending a quick action to strike the resin with a
and when bloodhounds or other animals that track by hammer or similar hard, flat surface, it can be made to
scent pass through the area seeded with Aidanite, they glow firefly-bright for a brief moment (it requires a
breathe in a measure of the powder, which will distort PER+Detection roll against a target number of 15 to
their sense of smell within PHY rounds after inhalation notice the glowing point travelling along the resin in
and make the animals incapable of tracking anything for darkness; if trouble has been taken to conceal the line or
the next 1d3+1 hours, which is usually enough to the area is lit, the target number may a lot higher. The
significantly expand the fugitive's lead, especially when usual procedure is to paint somewhat larger areas at the
no other tracking animals can be brought in. Dousing end of the line to make the glow more noticeable for
Aidanite with water or other liquids binds it and renders it potential recipients of the “telegraphed” message). The
harmless, but the fine layer of dust is very hard to spot, glow travels the length of the line within one round as
especially in dim lighting, and since the powder is long as the line is unbroken, and then fades out. Once the
completely scentless and only becomes active when resin has reacted, it does not respond to being struck again
exposed to the moisture in a tracking animal's nostrils, for 1d3+3 rounds. The resin also decays rather quickly,
animals usually do not notice anything until it is too late. becoming inert after one day, or within the space of 1d3
hours in particularly dry or humid conditions. In an
At the gamemaster's discretion, animals that track via airtight jar, alchemical telegraph remains fresh and usable
scent but do not breathe in (e.g. cataphract beetles using for three weeks.
their antennae) are unaffected by Aidanite. Similarly,
Aidanite is less effective against Argus because usually Brewing Requirements: Alchemy
only one head sniffs the ground, though laying down a Ingredients: 2 units of alchemical stone, 1 unit of arcane
second patch of Aidanite at a distance is usually enough minerals, 2 units of bioluminescent extract, 1 unit of
to take care of the two-headed wolves as well. mineral crystals, 2 units of organic oil
Brewing Requirements: Alchemy Total Material Cost: 17 gc
Ingredients: 1 unit of alchemical stone, 1 unit of Alchemical Formula: Creating alchemical telegraph
alchemical waste (crystal), 1 unit of heavy metals requires an alchemy lab and two hours of labour spent
Total Material Cost: 4 gc combining, cooking and stabilising the ingredients. At the
end of this time, the alchemist makes an INT+Alchemy
Alchemical Formula: Creating Aidanite requires an roll against a target number of 15. If the roll succeeds, the
alchemy lab and two hours of labour spent grinding and character creates one jar of alchemical telegraph. If the
stabilising the ingredients. At the end of this time, the roll fails, he creates two units of alchemical waste
alchemist makes an INT+Alchemy roll against a target (liquid).
number of 14. If the roll succeeds, the character creates
one vial of Aidanite. If the roll fails, he creates one unit of
alchemical waste (crystal).
Allegiant's Blessing
Cost: 33 gc per vial (sufficient for two limbs; see Special
Rules for details)
Alchemical Telegraph
Cost: 51 gc per jar Description: Most widely used in the Protectorate,
rubbing this oil on hands and feet (and, sometimes, on the
Description: This strange concoction was a chance head as well) allows those gifted with the ability to
discovery the alchemist Gianna Borgho made while she channel magical energies into weapons to use the same

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Morgan's Liber Alchemica I – Alchemy

ability to channel such energy into unarmed strikes.


Special Rules: Living focusers or harnessers can spend Anchorstone
focus or fury to boost attack and damage rolls and buy Cost: 39 gc per crystal (alchemists usually charge for
additional attacks when making unarmed melee attacks each attempt to grow an anchorstone)
with a body part rubbed with allegiant's blessing (the Description: This strange crystal feels cold to the touch,
compound seems to have been developed in the and seems to glitter oddly in light. Grown from arcane
Protectorate, but has already found its way abroad, even if minerals and ectoplasm, it is useful in some efforts to deal
most users still live in the Protectorate). Additionally, with the shades of the departed.
attacks made with a limb treated with allegiant's blessing
count as magical unless the user isn't a focuser or Special Rules: An anchorstone is most useful when
harnesser. Undead or construct characters cannot use this dealing with shades and spectres with the Bound or
compound. Temporal Existence deathly burdens (see IKMN, p. 79),
as these spirits can act as if they are bound to the
Rubbing both hands (or, if the user wishes, the head by anchorstone as well as the places, things or times they
using one hand) with allegiant's blessing takes a single normally haunt. Restless shades with the Afraid deathly
quick action (plus another quick action to get out and burden also seem less afraid of characters carrying an
open the vial). Rubbing the feet takes at least a full action, anchorstone made from their ectoplasm on the skin (the
possibly two if shoes have to be removed first. Gatormen sympathy this affords the character wearing the stone
can also rub their tails with the compound, which requires grants them +1 to all Social rolls made to interact with the
a separate quick action from applying the compound to Afraid spirit).
their hands and heads. One application of allegiant's
blessing remains in effect for about ten minutes. Once formulated, anchorstones decay over time, usually
becoming useless after a month.
One vial of allegiant's blessing contains enough of the
compound for two limbs, and can be split according to the Brewing Requirements: Alchemy
user's needs and preferences. A hand, a foot, the head and Ingredients: 1 unit of alchemical stone, 1 unit of arcane
a tail count as one limb each. Some individuals can make minerals, 1 unit of ectoplasm (this must be from the spirit
do with significantly less of the compound: Focusers who whose anchorstone this is going to be), 1 unit of heavy
have a free bond slot available (see IKRPG, p. 158), metals, 1 unit of mineral crystals
harnessers with the Empower Weapon ability (see IKU, p.
159) who currently have no other empowered weapon, Total Material Cost: 13 gc (the cost for ectoplasm
individuals with the Imbue Weapon ability (see IKUA, p. generally does not apply, since it must be harvested from
68) who have no currently imbued weapon, and the spirit on site)
individuals with the Fist of God ability (see IKKNG, p. Alchemical Formula: Creating an anchorstone requires
361) double the effective number of applications they get an alchemy lab and two hours of labour spent cooking,
from one vial of allegiant's blessing. These bonuses are combining and stabilising the ingredients, as well as
cumulative (e.g. a focuser with a free bond slot who also 1d3+1 days spent growing the crystal. At the end of this
has the Fist of God ability triples the number of time, the alchemist makes an INT+Alchemy roll against a
applications he gets from one vial of the compound, target number of 16. If the roll succeeds, the character
meaning he can split a vial of allegiant's blessing and use creates an anchorstone for the spirit whose ectoplasm was
it on both his hands in the course of three combat used in formulating the crystal. If the roll fails, he creates
encounters). one unit of alchemical waste (crystal).
Brewing Requirements: Alchemy If the anchorstone is removed from the domain of a
Ingredients: 1 unit of alchemical stone, 1 unit of arcane Bound spirit or a spirit's Temporal Existence elapses
extract, 1 unit of mineral crystals, 2 units of organic oil before the stone is fully grown, the attempt to formulate
an anchor stone for this spirit automatically fails.
Total Material Cost: 11 gc
Alchemical Formula: Creating allegiant's blessing
requires an alchemy lab and two hours of labour spent
combining, cooking and stabilising the ingredients. At the Arcane Irritant
end of this time, the alchemist makes an INT+Alchemy Cost: 27 gc per vial
roll against a target number of 16. If the roll succeeds, the
character creates one vial of allegiant's blessing. If the roll Description: Arcane irritant is a glittering, glowing
fails, he creates one unit of alchemical waste (liquid). powder that significantly dampens the ability of arcanists
and other users of magic to draw on the energy they
require to cast and upkeep spells. It is usually utilised in
the form of alchemical grenades.

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Morgan's Liber Alchemica I – Alchemy

remains viable for more than a year.


Special Rules: A character with an ARC stat hit by a
thrown vial of arcane irritant either takes 1d3 points of Brewing Requirements: Alchemy and Lore (Arcane) or
fatigue at the beginning of his control phase if he is a will Lore (Religion)
weaver, loses 1d3 points of focus if he is a focuser, or
Ingredients: 1 unit of arcane minerals, 1 unit of heavy
loses 1d3 points of fury if he is a harnesser. This effect
metals
lasts for 1d3 rounds, and multiple doses of arcane irritant
do not have any cumulative effects. Total Material Cost: 9 gc
The usual method of delivery, however, is an alchemical Alchemical Formula: Creating arcane reagent requires
grenade. An arcane irritant grenade creates a 3” AOE that an alchemy lab and two hours of labour spent cooking and
affects all characters with an ARC stat caught in the AOE. grinding the ingredients. At the end of this time, the
Alchemical grenades filled with arcane irritant cost 36 gc alchemist makes an INT+Alchemy or INT+Lore (Arcane
each. or Religion) roll, whichever is lower, against a target
number of 15. If the roll succeeds, the character creates
Brewing Requirements: Alchemy
one vial of arcane reagent. If the roll fails, he creates one
Ingredients: 1 unit of alchemical stone, 1 unit of unit of alchemical waste (crystal).
alchemical waste (crystal), 1 unit of arcane minerals
Total Material Cost: 9 gc
Alchemical Formula: Creating arcane irritant requires an Arcanoconductive Jelly
alchemy lab and two hours of labour spent cooking and Cost: 45 gc per jar
grinding the ingredients. At the end of this time, the
alchemist makes an INT+Alchemy roll against a target Description: This silvery, glittering paste can be applied
number of 14. If the roll succeeds, the character creates to the leads connecting a steamjack's cortex to its sensory
one vial of arcane irritant. If the roll fails, he creates one apparatus during routine maintenance. The jelly improves
unit of alchemical waste (crystal). the reliability of channelling signals to the cortex,
enhancing the 'jack's perceptions and receptiveness to
being marshalled.
Special Rules: A steamjack that has undergone
Arcane Reagent maintenance using arcanoconductive jelly gains a +2
Cost: 27 gc per vial bonus to its PER rolls, and increases the distance at which
it can be marshalled by 2 + PER tabletop inches (or 12 +
Description: Arcane reagent is usually a silvery powder,
PERx6 feet) – for example, a character with a command
though Gifted individuals adhering to a particular faith
range of 6 can normally marshal a steamjack with a
more commonly suspend the powder in oils. The
ferrum-grade cortex at a distance of 36 feet, or 6 tabletop
compound is highly unstable, but spellcasters can channel
inches. If this 'jack has received maintenance using
the energy released by its decay into the spells they cast.
arcanoconductive jelly, the marshalling range increases by
Special Rules: A Gifted character must spend a quick 2+1=3 inches, or 12+6x1=18 feet (since the 'jack's cortex
action to either pour some of the reagent onto his palm or has PER 1).
smear it on his fingers, though this can be done before
Warcasters do not benefit from using arcanoconductive
actual spellcasting is performed.
jelly on their 'jacks, unless the 'jack is equipped with an
When casting a spell while holding arcane reagent, the augmented cortex receiver (IK:KNG, p. 110), in which
COST of the spell is reduced by 1, though it cannot be case the command range bonus provided by the
reduced below 1 this way. The arcane reagent is arcanoconductive jelly is added to the extended control
consumed during the spellcasting. range as well.
Different versions of arcane reagent must be prepared for Arcanoconductive jelly must be reapplied every time a
different spellcasters. Most versions can be prepared steamjack's cortex or sensory apparatus undergo
using Lore (Arcane), though arcane reagents for priests or maintenance or repair. The jelly will slowly decay over
other characters who draw on their faith for magic must time, generally lasting 1d6 months before it loses its
use the Lore of the intended user's faith instead (e.g. Lore effectiveness, or 1d6 weeks if the steamjack is used in
(Morrow) for arcane reagent intended for a priest of combat routinely, since the stress of combat causes the
Morrow). 'jack's internal systems to get hotter, speeding up the
decay of the jelly.
Arcane reagent must be stored in a lead-coated flask to
slow its breakdown from being exposed to ambient arcane Brewing Requirements: Alchemy
energies. Even in a lead flask, however, the reagent rarely
Ingredients: 1 unit of alchemical stone, 1 unit of arcane

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Morgan's Liber Alchemica I – Alchemy

extract, 1 unit of arcane minerals, 1 unit of heavy metals


Total Material Cost: 15 gc Arcanostatic Solution
Cost: 30 gc per vial
Alchemical Formula: Creating arcanoconductive jelly
requires an alchemy lab and two hours of labour spent Description: Developed as a means to improve long-term
cooking, combining and stabilising the ingredients. At the storage of arcanodynamic accumulators (and thus the
end of this time, the alchemist makes an INT+Alchemy reliability of supply lines), introducing this compound
roll against a target number of 15. If the roll succeeds, the into slightly modified arcanodynamic accumulators
character creates one jar of arcanoconductive jelly. If the arrests the reactions that produce energy.
roll fails, he creates one unit of alchemical waste (liquid). Special Rules: An arcanodynamic accumulator can be
designed or modified to allow the introduction of
arcanostatic solution for about 3 gc in addition to the
accumulator's usual cost. An arcanodynamic accumulator
Arcanodynamic Accelerator filled with arcanostatic solution does not produce any
Cost: 27 gc per canister energy, but neither does it decay over time. By draining
the fluid from the accumulator, it can be activated.
Description: Introducing this gaseous compound into a
Draining an accumulator without damaging it requires the
specially modified arcanodynamic accumulator speeds up
Mechanikal Engineering skill and an alchemist's kit as
the reactions that cause the accumulator to generate
well as a mechanik's tool kit. The process takes about ten
power, increasing its output but drastically reducing its
minutes, but requires no roll.
lifespan.
An arcanodynamic accumulator loses 1d3+1 days from its
Special Rules: An arcanodynamic accumulator can be
lifespan each time the arcanostatic solution is drained
designed or modified to allow the introduction of
from the accumulator (generally, the compound is
arcanodynamic accelerator for about 3 gc in addition to
introduced directly after fabrication, drained when the
the accumulator's usual cost. Arcanodynamic accelerator
accumulator is installed, and never reintroduced). The
is usually transferred from the canister to the accumulator
compound may be reused, but larger accumulators (e.g.
by using a large syringe. The arcanodynamic accumulator
those installed in steamjack weapons) may require two or
then provides one additional point of power, but every
even three vials per accumulator.
day the accumulator is running while containing the
accelerator reduces its lifespan by two days. A character Arcanostatic solution slowly decays over time, and
with the Mechanikal Engineering and Alchemy skills may generally cannot be reused after a year or so. Decayed
flush the arcanodynamic accumulator using a simple arcanostatic solution appears noticeably cloudy.
solution of alchemical stone and mineral crystals before
Brewing Requirements: Alchemy
this time (successfully doing this takes about a minute and
requires an INT+Alchemy or INT+Mechanikal Ingredients: 1 unit of alchemical stone, 1 unit of
Engineering roll, whichever is lower, against a target alchemical waste (liquid), 1 unit of arcane extract, 1 unit
number of 14; on a failure, the accumulator is destroyed), of mineral crystals
slowing down the accelerated reaction and restoring the
Total Material Cost: 10 gc
accumulator to its normal power output and remaining
normal lifespan. Usually, however, the accumulator is Alchemical Formula: Creating arcanostatic solution
allowed to keep running at the accelerated output in order requires an alchemy lab and two hours of labour spent
to power a particularly demanding piece of mechanika combining, cooking and stabilising the ingredients. At the
when no better power source is available. end of this time, the alchemist makes an INT+Alchemy
roll against a target number of 15. If the roll succeeds, the
Brewing Requirements: Alchemy
character creates one vial of arcanostatic solution. If the
Ingredients: 1 unit of arcane minerals, 1 unit of mineral roll fails, he creates one unit of alchemical waste (liquid).
acid
Total Material Cost: 9 gc
Alchemical Formula: Creating arcanodynamic Arcanoluminant Crystal
accelerator requires an alchemy lab and two hours of Cost: 54 gc for one arcanoluminant crystal
labour spent combining, cooking and stabilising the
ingredients. At the end of this time, the alchemist makes Description: These alchemically grown crystals focus the
an INT+Alchemy roll against a target number of 15. If the energies of light-generating spells, allowing Gifted users
roll succeeds, the character creates one canister of to maintain such illumination with little effort.
arcanodynamic accelerator. If the roll fails, the ingredients Special Rules: When a character casts the Light in the
evaporate in a runaway reaction and are wasted.

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Darkness spell (see IKRPG, p. 241) while holding an does not react if the originator of the magical event has
arcanoluminant crystal, they may upkeep the spell for free the Shadow Magic ability (see IKRPG, p. 167).
as long as they keep the arcanoluminant crystal on their
Brewing Requirements: Alchemy
person. If they are forced to drop the crystal, the spell
expires at once. Ingredients: 1 unit of alchemical waste (crystal), 1 unit
of arcane minerals, 1 unit of mineral crystals
Arcanoluminant crystals slowly decay over time, whether
they are used to channel the light spell or not. Roll 1d6 Total Material Cost: 11 gc
when a year has passed since the crystal was made. On a
Alchemical Formula: Creating arcanoresidual assay
1-2 the crystal has decayed too much to further respond to
requires an alchemy lab and two hours of labour spent
spells and counts as a unit of crystalline alchemical waste.
grinding, combining and stabilising the ingredients. At the
If the roll is a 3-6, repeat it every month afterwards until
end of this time, the alchemist makes an INT+Alchemy
the crystal has decayed.
roll against a target number of 15. If the roll succeeds, the
Brewing Requirements: Alchemy character creates one vial of arcanoresidual assay, which
contains ten applications of the compound. If the roll
Ingredients: 2 units of alchemical stone, 1 unit of arcane
fails, he creates one unit of alchemical waste (crystal).
minerals, 2 units of bioluminescent extract, 1 unit of
heavy metals, 1 unit of mineral crystals
Total Material Cost: 18 gc
Alchemical Formula: Growing an arcanoluminant Arcanotropic Elixir
crystal requires an alchemy lab and two days of labour Cost: 63 gc per vial
spent stabilising the ingredients and growing the crystal. Description: This clear, bluish solution enhances a user's
At the end of this time, the alchemist makes an arcane abilities for a limited time if it is injected into the
INT+Alchemy roll against a target number of 15. If the bloodstream, at the cost of significantly weakening the
roll succeeds, the character creates one arcanoluminant user afterwards. It has also been known for arcanists to
crystal. If the roll fails, he creates one unit of alchemical develop a psychological addiction to the rush of power
waste (crystal). the elixir provides.
Special Rules: Administering a dose of arcanotropic
elixir requires a syringe.
Arcanoresidual Assay A living Gifted character injected with arcanotropic elixir
Cost: 33 gc per vial (one vial contains ten applications of gains +2 ARC at the start of his turn two turns after being
the compound) injected. This bonus lasts for a number of rounds equal to
the character's PHY stat. Immediately after the ARC
Description: Sprinkling a little of this glittering powder
bonus wears off, the character suffers a -2 penalty to ARC
onto an object or individual that has recently been
and all INT or PER rolls for a number of rounds equal to
exposed to magical energies causes the crystals to
the character's PHY.
evaporate, with the speed of evaporation indicative of the
power and recency of exposure. While occasionally If a non-Gifted character should be injected with the
helpful, there are too many factors that throw off the elixir, he simply suffers -2 to all INT and PER rolls for a
reliability of the assay to make it a standard tool of number of rounds equal to twice their PHY, starting two
investigation. Because of its sensitivity to magical turns after injecting the elixir.
energies, arcanoresidual assay must be stored in a lead
Brewing Requirements: Alchemy
vial, and even then slowly evaporates over the course of a
year or two. Ingredients: 1 unit of alchemical stone, 1 unit of arcane
extract, 1 unit of arcane minerals, 1 unit of mutagenic
Special Rules: Arcanoresidual assay evaporates when
extract
coming into contact with a character or object that has
been the target of or directly affected by a spell within the Total Material Cost: 21 gc
last 24 hours. The assay will also evaporate when
Alchemical Formula: Creating arcanotropic elixir
sprinkled on a character who was fabricating runeplates,
requires an alchemy lab and two hours of labour spent
inscribing magical runes, wearing or handling magical
combining, cooking and stabilising the ingredients. At the
objects or active mechanika, crafting bone grinder
end of this time, the alchemist makes an INT+Alchemy
fetishes, or brewing alchemical compounds that contained
roll against a target number of 16. If the roll succeeds, the
arcane extract or arcane minerals within the same
character creates one vial of arcanotropic elixir. If the roll
timeframe. The assay also reacts to spellcasters who have
fails, he creates one unit of alchemical waste (liquid).
cast a spell within the last 24 hours. Arcanoresidual assay

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injected into its brain loses its old Resonance and gains
Arcantrik Assay Resonance: Farrow instead. This also damages the
Cost: 39 gc per vial warbeast's brain, reducing THR and FURY by 1 (to a
minimum of 1; if this means the warbeast can no longer
Description: Basically a more inert form of the more gain fury points equal to the COST of its animus, it can
commonly used bottled light formula, holding a vial of no longer use that animus, though the warlock controlling
arcantrik assay close to a magical object causes it to glow, the warbeast can still use it). This brain damage is
the strength of the glow providing a handy way of permanent.
measuring the object's power.
Unless a warbeast that has gained Resonance: Farrow
Special Rules: Under dim lighting conditions, a vial of through an Arkadine injection is bonded, it reverts to its
arcantrik assay can be seen to light up when held close to original Resonance after about one hour. However, as
a magical object. This is a handy and cheap way of long as a warlock maintains the bond, the effects of
quickly checking over an inventory of objects when Arkadine do not expire. It is also possible to pass the
looking for magical, haunted or cursed items. A vial of warbeast to a new warlock after the initial hour has passed
arcantrik assay will also light up when held by a Gifted if this is done very quickly (i.e. in the same turn), but on a
character (unless the character has the Shadow Magic roll of 1-2 on 1d6 the warbeast's Resonance reverts in the
ability, see IKRPG, p. 167) or when held close to powered attempt. Another dose of Arkadine may be injected at this
mechanika (incidentally providing a means of checking point, but the brain damage is cumulative, quickly
for damage or design flaws by using a minuscule glass rendering the warbeast too unstable to use (because its
bulb filled with arcantrik assay mounted on a long handle THR keeps getting lower and lower until the warbeast
and slowly passing it over a powered runeplate or exists in a permanent state of frenzy once THR reaches 1;
conduits). its FURY will have deteriorated past usefulness long
Like bottled light, arcantrik assay is an unstable before then).
compound, and will not respond to the presence of magic Administering an Arkadine injection requires the
any more two weeks after it has been synthesised. warbeast to be restrained, or, better, unconscious, as
Brewing Requirements: Alchemy drilling a syringe through the skull is risky even with an
unmoving subject.
Ingredients: 1 unit of alchemical stone, 1 unit of
alchemical waste (crystal), 1 unit of arcane extract, 2 units Brewing Requirements: Alchemy
of bioluminescent extract, 1 unit of heavy metals Ingredients: 1 unit of alchemical stone, 1 unit of
Total Material Cost: 13 gc alchemical waste (liquid), 2 units of arcane extract, 1 unit
of heavy metals, 1 unit of organic toxin
Alchemical Formula: Creating arcantrik assay requires
an alchemy lab and two hours of labour spent combining, Total Material Cost: 19 gc
cooking and stabilising the ingredients. At the end of this Alchemical Formula: Creating Arkadine requires an
time, the alchemist makes an INT+Alchemy roll against a alchemy lab and four hours of labour spent combining,
target number of 15. If the roll succeeds, the character cooking and stabilising the ingredients. At the end of this
creates one vial of arcantrik assay. If the roll fails, he time, the alchemist makes an INT+Alchemy roll against a
creates one unit of alchemical waste (liquid). target number of 17. If the roll succeeds, the character
creates one vial of Arkadine. If the roll fails, he creates
one unit of alchemical waste (liquid).

Arkadine
Cost: 57 gc per vial
Description: Probably inofficially named, the formula for Bald-Bomb
this compound is currently only known by the twisted Cost: 27 gc per vial
anatomical genius Dr. Arkadius. True to the cruel Description: Probably named for its surprising and
inclinations of its inventor, Arkadine must be injected sudden effect rather than its explosive properties, the
directly into the brain to be effective, which requires some near-instant hair loss caused by this compound has made
skill and specialised tools if the subject is to survive. it popular with socialite saboteurs and pranksters, and has
Once injected, Arkadine affects the subject's brain also been surprisingly effective at disrupting the activities
chemistry in such a way that it can be controlled by of species like warpwolves and Farrow.
certain warlocks allied with Dr. Arkadius, though the
compound causes long-term damage. Special Rules: A character hit by a thrown vial of bald-
bomb or sprayed with the compound (e.g. after having
Special Rules: A living warbeast that has Arkadine had your favourite bottle of perfume replaced by a sprayer

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full of bald-bomb) starts losing all their body hair in the until the compound is washed off or breaks down
sprayed area and the area of skin 1d6+3 inches around the naturally. Usually used in some of the more extravagant
sprayed area after PHY+1W6 rounds unless they wash the theatrical productions, in the right (or wrong) hands the
compound off before then (e.g. by taking a dive into a compound can easily be used for pranks and cons of all
body of water or thoroughly wiping their face with a wet kinds as well.
cloth).
Special Rules: One jar of baleface contains enough of the
Another form of delivery is an alchemical grenade. A true compound to cover the entire head and both hands of the
bald-bomb creates a 3” AOE. Characters who are hit by a user. The compound is hardly visible in full light except
bald-bomb AOE suffer the effects described above, for a somewhat pale tinge to the face, but glows
though wearing even ordinary clothing significantly noticeably green in moderate light and becomes starkly
lessens the effect – at least on the body. True bald-bombs radiant in full darkness, creating an eerie effect useful for
cost 40 gc each (such grenades are slightly more impressing theatre-goers and spooking unsuspecting
expensive than usual because some form of propellant, onlookers (baleface will only work on living characters,
usually pressurised gases, must be added to the non- and could potentially even be used to determine whether
volatile compound). an individual was alive or dead, since it would always
glow, if faintly, on the skin of a comatose individual who
Tharn and Farrow chieftains in particular are known to
might otherwise be mistaken for dead. Baleface light is a
have suffered significant loss of face (not to mention an
little less bright than a standard alchemical lantern,
even more significant loss of hair) after being hit with
providing as much illumination as a torch). One
bald-bombs – after all, losing hair while gaining
application of baleface remains viable for about 1d3+1
impressive scars from acid or fire would be far less
hours before slowly dimming over the course of the next
dishonourable to such individuals than the fresh pinkness
hour or so from natural breakdown; in hot environments,
left behind by a bald-bomb. At the very least, the
breakdown is twice as fast from sweating.
subsequent strife has temporarily rendered such
chieftains' troops disorganised and hindered their ability Brewing Requirements: Alchemy
to respond to new developments on the battlefield as the
Ingredients: 1 unit of alchemical stone, 1 unit of arcane
chieftains struggle to maintain their position of power.
extract, 2 units of bioluminescent extract, 1 unit of
Similarly, creatures like warpwolves and giant hogs tend
organic oil
to become extremely irritable and hard to manage when
skin that used to be protected by fur is suddenly exposed Total Material Cost: 11 gc
to the elements.
Alchemical Formula: Creating baleface requires an
Brewing Requirements: Alchemy alchemy lab and two hours of labour spent cooking,
combining and stabilising the ingredients. At the end of
Ingredients: 1 unit of alchemical stone, 1 unit of
this time, the alchemist makes an INT+Alchemy roll
alchemical waste (liquid), 1 unit of heavy metals, 1 unit of
against a target number of 14. If the roll succeeds, the
organic toxin
character creates one jar of baleface. If the roll fails, he
Total Material Cost: 9 gc creates one unit of alchemical waste (liquid).
Alchemical Formula: Creating bald-bomb requires an
alchemy lab and two hours of labour spent combining,
cooking and stabilising the ingredients. At the end of this
time, the alchemist makes an INT+Alchemy roll against a Bale-Lead
target number of 15. If the roll succeeds, the character Cost: 18 gc + bullet costs for five rounds of ammunition
creates one vial of bald-bomb. If the roll fails, he creates Description: This alchemically treated lead disrupts the
one unit of alchemical waste (liquid). Accidental spatter energies animating the restless dead, putting them to rest
during the mishap will also cause the growth of unsightly, more reliably than regular firearm ammunition.
bristly hair on any exposed skin, though fortunately such
hair will fall out after 1d6+3 days and not grow again. Special Rules: When an undead character is hit by a bale-
lead round, add a die to the damage roll and remove the
lowest die from the result. Bale-lead rounds are
considered magical, so they can hurt incorporeal undead
Baleface as well. They can also be crafted into rune shot by a gun
mage.
Cost: 33 gc per jar
Alchemically speaking, bale-lead is not very stable. Once
Description: A variant of the established bottled light
the bullets have been fired, their special properties
formula, this nearly translucent greasy paste must be
quickly dissipate, so even if a bale-lead bullet can be
applied to the skin and will then maintain a constant glow
recovered and recast, it will only be a regular bullet

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afterwards. applications.
Bale-lead bullets can only be pistol or rifle ammunition, Even spies who use the compound must be careful to hide
the process is both unsuitable and insufficient for it, because being found with a vial of beard in a bottle is
manufacturing artillery or other heavier rounds. It is immediate grounds for suspicion when espionage is
possible to create scattergun grapeshot, but the yield is already being investigated.
only one round of shot ammunition instead of five rounds
Brewing Requirements: Alchemy
of rifle or pistol ammunition.
Ingredients: 1 unit of alchemical stone, 1 unit of
Brewing Requirements: Alchemy and Craft
mutagenic extract, 1 unit of organic oil
(gunsmithing)
Total Material Cost: 10 gc
Ingredients: 1 unit of alchemical stone, 1 unit of heavy
metals, 1 unit of mineral crystals, bullet materials for five Alchemical Formula: Creating beard in a bottle requires
rounds of ammunition an alchemy lab and two hours of labour spent cooking,
combining and stabilising the ingredients. At the end of
Total Material Cost: 6 gc + bullet materials for five
this time, the alchemist makes an INT+Alchemy roll
rounds of ammunition
against a target number of 14. If the roll succeeds, the
Alchemical Formula: Creating bale-lead requires an character creates one vial of beard in a bottle. If the roll
alchemy lab and a gunsmithing kit and two hours of fails, he creates one unit of alchemical waste (liquid), and
labour spent melting, combining and casting the the gases the mixture gives off will cause all the
ingredients. At the beginning of the procedure, the alchemist's hair to fall out unless he is wearing a gas mask
ingredients and equipment must be blessed by a priest of or similar protection.
Veteran level or higher. At the end of this time, the
alchemist makes an INT+Alchemy or INT+Craft
(gunsmithing) roll, whichever is lower, against a target
number of 15. If the roll succeeds, the character creates 5 Berserker Brew
rounds of bale-lead ammunition. If the roll fails, the Cost: 33 gc per vial
character creates five normal rounds of ammunition as
long as he has scored at least a result of 9 on his roll, but Description: This deep red compound both looks and
the alchemical materials are wasted. On a roll of less than tastes uncannily like blood. Downing a vial causes the
9, he has not only wasted the alchemical materials, but the drinker to briefly become extremely aggressive and
ammunition he has attempted to manufacture is also bloodthirsty. The danger this poses to allies is the reason
unusable. It may be reworked according to standard why the compound does not see a lot of use except in the
crafting rules, however (see IKRPG, p. 176). hands of the most unscrupulous fighters.
Special Rules: A character who has drunk a dose of
berserker brew will gain the Berserk ability two rounds
later (each round, characters with Berserk must make
Beard in a Bottle another melee attack against any other character in their
Cost: 30 gc per vial melee range, no matter whether friend or foe, once a
melee attack incapacitating or destroying one or more
Description: This peculiar alchemical compound, a
characters has been completely resolved). This effect lasts
slightly viscous, pungent-smelling oil, will promote
for a number of rounds equal to the character's PHY+1d3.
extremely rapid hair growth. It is extremely popular with
spies throughout the Iron Kingdoms, though its Brewing Requirements: Alchemy
expensiveness limits how widespread its use is.
Ingredients: 1 unit of alchemical stone, 1 burrow mawg
Special Rules: When the compound is applied to skin, it adrenal gland, 1 unit of organic toxin
will cause rapid hair growth, about 1d3+1 inches per
Total Material Cost: 11 gc
application, at a rate of about one inch in five minutes. It
does cause a burning sensation in the skin, however, that Alchemical Formula: Creating berserker brew requires
will inflict a -1 penalty to all actions for about an hour, an alchemy lab and two hours of labour spent combining,
and will render further applications ineffective for 24 cooking and stabilising the ingredients. At the end of this
hours. One vial contains enough of the compound to time, the alchemist makes an INT+Alchemy roll against a
cover the scalp and face. target number of 14. If the roll succeeds, the character
creates one vial of berserker brew. If the roll fails, he
To the everlasting regret of the vain throughout the Iron
creates one unit of alchemical waste (liquid), and if the
Kingdoms, the compound will never cause hair to grow
alchemist does not wear a gas mask and fails a WIL roll
where no hair would grow naturally. Additionally, hair
against a target number of 16, the fumes will incite him
will become prematurely grey through repeated

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into a brief rage that will lead to 1d6x5 gc of broken target number of 14. If the roll succeeds, the character
glassware. creates one jar of boiler salts. If the roll fails, he creates
one unit of alchemical waste (crystal).

Boiler Salts
Cost: 39 gc per jar (sufficient for a steamjack with a PHY Bokor Dust
of 8; for more powerful steamjacks, additional doses of Cost: 51 gc per jar
boiler salts must be used)
Description: When this grayish-green dust is inhaled by a
Description: Mixing this compound with the water in a living creature, it temporarily dulls their reflexes and
steamjack's boiler causes the water to evaporate more weakens their instincts. Bokor dust is most commonly
readily, allowing the boiler to run for the same time with used by swamp warlocks attempting to break one of the
less coal or to operate at normal efficiency on inferior notably ornery swamp-dwelling creatures for use as a
fuel. However, the steam a boiler generates when using warbeast.
boiler salts is corrosive, potentially damaging the
The formula for bokor dust is well-known among
steamjack's pneumatic systems. The compound is
gatormen bokors (which gave it its name), though almost
therefore usually only used in emergencies (e.g. when no
unknown outside of the swamps.
coal or too little coal is available but it is imperative to get
steamjacks running, or when it is vitally important to fire Special Rules: Bokor dust must be blown into the face of
steamjacks up more quickly than usual). a living target creature, which requires the user to be in
the creature's front arc and an attack using POI against the
Special Rules: A steamjack whose boiler contains a
target's DEF. If the attack is a success, the target creature
sufficient concentration of boiler salts may be run
suffers a -2 penalty to attack rolls for 1d3+3 rounds, and
normally when using inferior coal or even wood, or may
will also suffer a -2 penalty to their Willpower when
be run normally on about two thirds of the usual amount
resisting mind-controlling effects like the influence or
of coal. Firing up a steamjack using coal in the firebox
overmind spells, or when resisting an attempt by a swamp
and boiler salts in the boiler takes about half the usual
warlock to bond to the creature in question. Using
time.
additional doses of bokor dust on the same creature before
After a steamjack has used a full load of water containing previous doses have run their course extends the duration
boiler salts, 1d6 must be rolled for every Arm, Head or of the effect but inflicts no additional penalty. However, if
Movement system the steamjack has on its damage grid. more doses are used against a creature in one day than its
On a result of 1, that system suffers the Damaged Weapon PHY, the creature suffers a permanent loss of 1 INT and 1
or Damaged Boiler result on the catastrophic damage PER from brain damage if it cannot pass a PHY roll
tables (i.e. the result of a roll of 5-6 on these tables; see against a target number of 16. A creature damaged in this
IKRPG, pp. 316-317). This damage may be repaired way is usually useless as a warbeast, and can barely be
normally. If a steamjack has run less than a full boiler used as more than a beast of burden.
using boiler salts, having the steamjack run a full boiler
Bokor dust usually is not too useful against intelligent
using clean water may potentially flush the corrosive
adversaries as even a simple cloth worn over the nose and
residue from the systems before the damage can occur
mouth will prevent the dust from entering the target's
(This must be begun within a number of hours of running
body.
the steamjack on boiler salts equal to the steamjack's
PHY; when doing this, only roll for systems damage after Brewing Requirements: Alchemy
the cleaning run, and any roll of 1 may be re-rolled once.
Ingredients: 1 unit of arcane minerals, 2 units of organic
The second roll stands and must be repaired normally if a
toxin
result of 1 is rolled).
Total Material Cost: 17 gc
Brewing Requirements: Alchemy
Alchemical Formula: Creating bokor dust requires basic
Ingredients: 2 units of alchemical stone, 1 unit of
cooking utensils and two hours of labour spent grinding,
alchemical waste (crystal), 1 unit of arcane minerals, 1
combining and stabilising the ingredients. At the end of
unit of mineral crystals
this time, the alchemist makes an INT+Alchemy roll
Total Material Cost: 13 gc against a target number of 15. If the roll succeeds, the
character creates one jar of bokor dust. If the roll fails, he
Alchemical Formula: Creating boiler salts requires an
creates one unit of alchemical waste (crystal).
alchemy lab and four hours of labour spent combining,
stabilising and firing the ingredients. At the end of this
time, the alchemist makes an INT+Alchemy roll against a

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has been applied. An alchemical grenade filled with bone


Bonding Catalyst eater, which is the usual form of delivery, creates a 3”
Cost: 27 gc for one jar of bonding catalyst (counts as AOE and inflicts its effects on every character in the
three units of alchemical stone; see below) AOE. Alchemical grenades filled with bone eater cost 45
gc each.
Description: Bonding catalyst, also sometimes called
Kerwin's catalyst, can replace alchemical stone when Bone eater does not affect metal, so it does no damage to
preparing alchemical compounds, making the process of metal constructs like steamjacks, vessel of Cyriss, or iron
alchemical synthesis significantly more reliable. Since it liches. Undead wearing armour are still susceptible, as the
is vastly more expensive than regular alchemical stone, acid seeps through the gaps between the armour plates to
bonding catalyst is usually only used when working with get at the bones and dead flesh underneath.
exceptionally rare or expensive compounds, or when an Brewing Requirements: Alchemy
alchemist of little skill but plenty of gold crowns needs to
synthesize a compound in a pinch. Ingredients: 2 of alchemical stone, 1 unit of arcane
extract, 1 unit of mineral acid, 1 unit of organic acid
Special Rules: Bonding catalyst replaces alchemical
stone in another alchemical formula, granting the Total Material Cost: 12 gc
alchemist a +2 bonus to his INT+Alchemy skill roll. If the Alchemical Formula: Creating bone eater requires an
formula uses more than one unit of alchemical stone, alchemy lab and two hours of labour spent combining,
more of the catalyst must be used; a single preparation of cooking and stabilising the ingredients. At the end of this
bonding catalyst yields enough of the compound to time, the alchemist makes an INT+Alchemy roll against a
replace three units of alchemical stone. target number of 15. If the roll succeeds, the character
Brewing Requirements: Alchemy creates one vial of bone eater. If the roll fails, he creates
one unit of alchemical waste (liquid).
Ingredients: 2 units of alchemical stone, 1 unit of arcane
minerals
Total Material Cost: 9 gc
Bonewell Balm
Alchemical Formula: Creating bonding catalyst requires
Cost: 42 gc per jar
an alchemy lab and two hours of labour spent cooking,
combining and stabilizing the ingredients. At the end of Description: This sticky greyish compound must be
this time, the alchemist makes an INT+Alchemy roll applied to a broken limb and then covered with bandages.
against a target number of 14. If the roll succeeds, the One jar contains enough bonewell balm for one course of
character creates one jar of bonding catalyst, which can treatment for one limb.
replace three units of alchemical stone (see above). If the
Special Rules: Bonewell balm significantly reduces the
roll fails, he creates one unit of alchemical waste (crystal)
time it takes for a broken limb to heal; reducing the time
instead.
required to heal a broken limb (IKRPG, p. 217) by the
patient's PHY plus the INT+Medicine skill level of the
character who set the broken bone. Additionally, for the
remainder of the recovery time every full day spent
Bone Eater recovering counts as two days (Example: A character
Cost: 36 gc per vial (PHY 6) breaks a leg, and the roll says it will take him 27
Description: This variant of the standard formulation of days to regain the use of his limb. He is treated by a
alchemical acid is particularly potent against bones but competent physician (INT 4, Medicine 2) using bonewell
powerless against metals. A welcome side-effect is that balm, which reduces the healing time by
when undead coated with bone eater are damaged PHY+INT+Medicine=12 days, to 15 days. And if the
severely enough, the acid seeps into the injuries and the injured character gets uninterrupted rest, he can walk
process of breaking down the bones is significantly again after only 8 days).
speeded up. There is one significant risk to using bonewell balm,
Special Rules: A thrown vial of bone eater causes a POW however: If the character with the broken limb cannot
12 corrosion damage roll and inflicts the Corrosion maintain strict rest (e.g. because he has to travel), the
continuous effect on the target hit. Additionally, when a character treating him must make an INT+Medicine roll
corporeal undead character currently suffering from bone against target number 14 at the end of each day during
eater's Corrosion effect takes at least 3 points of damage which the injured character's rest was disturbed. If the roll
from a source other than the bone eater, an additional 1d3 fails, the broken limb will heal crooked, which will inflict
of corrosion damage are inflicted as well once the damage a -1 penalty to rolls requiring the use of the arm if an arm
was broken, or -1 SPD, DEF and Initiative if a leg was

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broken. These penalties are permanent unless the limb is against a target number of 15. If the roll succeeds, the
deliberately broken again and straightened, which character creates one vial of Boon of Doleth. If the roll
requires a successful INT+Medicine roll against target fails, he creates one unit of alchemical waste (liquid).
number 14 and starts the healing process again from the
beginning.
Brewing Requirements: Alchemy
Boon of Gordenn
Ingredients: 2 units of alchemical stone, 1 unit of arcane Cost: 18 gc per jar
minerals, 1 unit of mineral crystals, 2 units of organic oil
Description: Named after the Ascendant patron of
Total Material Cost: 14 gc farmers, this musky but not unpleasant-smelling salve has
Alchemical Formula: Creating bonewell balm requires a calming effect on most animals. Today it is mostly used
an alchemy lab and two hours of labour spent cooking, by the drivers in military convoys, especially when their
combining and stabilising the ingredients. At the units have to face warbeasts or Cryxian abominations.
beginning of the process the equipment and ingredients Special Rules: A character who has covered his hands
must be blessed by a priest of Veteran level or higher. At with Boon of Gordenn gains a +2 bonus to Animal
the end of the process the alchemist makes an Handling and Riding rolls when he attempts to get
INT+Alchemy roll against a target number of 15. If the spooked animals to calm down, as long as he can get his
roll succeeds, the character creates one jar of bonewell hands close to the animal's head (usually simply by
balm. If the roll fails, he creates one unit of alchemical grabbing hold of the bridle or patting the animal on the
waste (liquid). head). Although it's possible to apply Boon of Gordenn
directly to the animal's muzzle, most users prefer to use it
on their hands so they can move from animal to animal if
need be.
Boon of Doleth
A single application of Boon of Gordenn retains its
Cost: 51 gc per vial
efficacy for 1d3 hour. Applying it to a glove extends the
Description: Having a vial of this compound can be a duration to 1d3+1 hours since it prevents sweat from
lifesaver for those unfortunates who find themselves slowly washing the compound off.
adrift on the open seas. The compound alters the drinker's
Brewing Requirements: Alchemy
metabolism, enabling them to drink salt water and live.
Ingredients: 1 unit of alchemical stone, 1 unit of organic
Special Rules: A character who has drunk a dose of Boon
acid, 2 units of organic oil
of Doleth can drink salt water without suffering
dehydration for a number of days equal to his PHY. Total Material Cost: 6 gc
However, once the compound has worn off, the character
Alchemical Formula: Creating Boon of Gordenn
loses 1d3 PHY (remember to alter the character's life
requires an alchemy lab and two hours of labour spent
spiral, ARM and Willpower accordingly until he recovers.
cooking, combining and stabilising the ingredients. At the
If the character currently has any damage in the Physique
end of this time, the alchemist makes an INT+Alchemy
branches of his life spiral that now exceeds the reduced
roll against a target number of 14. If the roll succeeds, the
branches, it is pushed onwards into the Agility and
character creates one jar of Boon of Gordenn. If the roll
Intellect branches, potentially killing the character if this
fails, he creates one unit of alchemical waste (liquid).
causes him to become disabled). If PHY reaches 0 (from
using several doses of Boon of Doleth end to end, for
example), the character dies. Lost PHY is recovered at the
rate of 1 per day as long as the character has access to
plenty of fresh water. Boon of Markus
Cost: 42 gc per vial
Brewing Requirements: Alchemy
Description: Named after the indefatigable soldier-
Ingredients: 1 unit of alchemical stone, 1 unit of become-Ascendant who single-handedly stalled the
mutagenic extract, 1 unit of mineral crystals, 1 unit of invasion of Midfast, drinking this effervescent liquid
organic toxin allows the user to postpone the need for sleep.
Total Material Cost: 17 gc Special Rules: By drinking a dose of Boon of Markus, a
Alchemical Formula: Creating Boon of Doleth requires character postpones his need for sleep for a number of
an alchemy lab and two hours of labour spent cooking, hours equal to his Willpower, and suffers no ill effects
combining and stabilising the ingredients. At the end of from not being able to rest during this time, apart from
this time, the alchemist makes an INT+Alchemy roll having to sleep an additional hour the next time he does

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get rest, and being very hard to wake during this time. If of heavy metals
necessary, more than dose may be used end to end, but
Total Material Cost: 14 gc
there is an increasing risk of collapse: When a character
consumes further doses without having got any sleep in Alchemical Formula: Creating bottled storm brew
between, roll 1d6 for each dose. If the result is less than requires an alchemy lab and two hours of labour spent
the number of doses that have been used end to end, combining, cooking and stabilising the ingredients. At the
including the current dose, the character collapses after end of this time, the alchemist makes an INT+Alchemy
1d6 minutes, and remains unconscious for a number of roll against a target number of 15. If the roll succeeds, the
hours equal to his Willpower, plus one hour for each dose character creates one vial of bottled storm brew. If the roll
of Boon of Markus used before the collapse. Even if no fails, he creates one unit of alchemical waste (liquid).
collapse occurs, natural sleep after prolonged use of Boon
of Markus often lasts for more than 12 hours.
Brewing Requirements: Alchemy
Breath of Menoth
Ingredients: 1 unit of alchemical stone, 1 burrow mawg Cost: 60 gc per flask
adrenal gland, 1 unit of mineral crystals, 1 unit of organic
toxin Description: This highly flammable liquid must be
burned in a small brazier to take effect. Priests of Menoth
Total Material Cost: 14 gc gain greater facility with directing their god's wrath when
Alchemical Formula: Creating Boon of Markus requires they are bathed in the aromatic smoke given off by the
an alchemy lab and two hours of labour spent cooking, burning compound.
combining and stabilising the ingredients. At the end of Special Rules: A single dose of Breath of Menoth burns
this time, the alchemist makes an INT+Alchemy roll for about 30 minutes in an appropriate brazier (like a
against a target number of 14. If the roll succeeds, the flame spear, see IKKNG, p. 366). During this time, any
character creates one vial of Boon of Markus. If the roll character who is a Priest of Menoth or Scrutator (see
fails, he creates one unit of alchemical waste (liquid). IKKNG, p. 360) gains +1 to their magic attack and
damage rolls for spells cast from the Priest of Menoth or
Scrutator spell lists as long as he stands within 2” of the
burning brazier. Breath of Menoth has no effect on non-
Bottled Storm Brew offensive spells, and strong winds (or the effects of
From Wulfgar's Liber Alchemica concussion grenades (see IKRPG, p. 263) or the wind
blast spell (see IKRPG, p. 245)) negate the bonus until the
Cost: 42 gc per vial
priest can find shelter (or, in the case of grenades or
Description: This light blue liquid readily generates spells, the interference by the attacker ceases).
massive amounts of energy when exposed to open air or
Brewing Requirements: Alchemy
heated.
Ingredients: 2 units of alchemical stone, 1 unit of arcane
Special Rules: A character hit by a thrown vial of bottled
extract, 1 unit of arcane mineral, 1 unit of Menoth's fury,
storm brew suffers a POW 12 electrical damage roll.
3 units of organic oil
Steamjacks that are hit by bottled storm brew further
suffer Disruption (A steamjack suffering Disruption loses Total Material Cost: 20 gc
all focus points and cannot be allocated focus or channel
Alchemical Formula: Creating Breath of Menoth
spells for one round).
requires an alchemy lab and two hours of labour spent
The usual form of delivery is an alchemical grenade. A combining, cooking and stabilising the ingredients. At the
bottled storm bomb creates a 3” AOE, which is a cloud beginning of the process the equipment and ingredients
effect that remains in play for one round. Characters who must be blessed by a Priest of Menoth or Scrutator of
are hit by a bottled storm AOE or end their turn in the Veteran level or higher. At the end of this time, the
cloud effect suffer a POW 12 electrical damage roll. alchemist makes an INT+Alchemy roll against a target
Steamjacks that are hit by the AOE or end their turn in the number of 16. If the roll succeeds, the character creates
cloud effect also suffer Disruption (A steamjack suffering one flask of Breath of Menoth. If the roll fails, he creates
Disruption loses all focus points and cannot be allocated two units of alchemical waste (liquid).
focus or channel spells for one round). Bottled storm
bombs cost 51 gc each.
Brewing Requirements: Alchemy
Ingredients: 2 units of alchemical stone, 1 unit of
alchemical waste (liquid), 1 unit of arcane minerals, 1 unit

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for a brief period of time. Unfortunately, some users are


Brew of Bragg also rumoured to have keeled over dead a minute or so
Cost: 39 gc per vial after taking the compound, and Bruce and Rufalo have
since had to leave Five Fingers in a hurry.
Description: This compound, which must be gargled to
take effect and is toxic to anyone but trollkin (and even Special Rules: Infusion of endurance must be injected
they will suffer poisoning if they should accidentally with a syringe. One round after the injection, the user
swallow any of the brew), soothes the throat (though gains one additional circle in each branch of his life spiral
some say it actually just deadens the nerves) and (for a total of six circles). This bonus lasts for PHY
temporarily enhances a fell caller's ability to forcefully rounds. If any of the additional circles in the user's life
project their voice by the simple expedient of making the spiral are marked when the compound's effect expires,
fell caller oblivious to the injuries he is causing himself in this damage is transposed onto the next available free
the process. circle on the life spiral. If the user gets incapacitated this
way, he suffers a roll on the Injury Table normally. If the
Special Rules: In the turn after gargling Brew of Bragg, user is already incapacitated when the compound expires,
and for PHY rounds afterwards, a fell caller is considered there is no additional roll on the Injury Table, however.
to have 2 extra levels in Fell Calling (since this is only a
temporary bonus, the fell caller does not gain access to Multiple doses of Bruce & Rufalo's Incredible Infusion of
any new fell calls because of this). If the fell caller makes Endurance may be used end to end without ill effect.
any fell calls during this time, he will strain his throat, and Under normal circumstances, the effects of the expiration
be unable to speak or make fell calls at all for 1 hour once of this compound's effects are applied before recovering
the Brew of Bragg has worn off. Non-fell callers gain no vitality at the end of a combat (so the user is advised to
benefit except for being able to shout a little louder (and Walk It Off or Revitalize first, or receive some sort of
gaining +2 to their command range as long as they shout healing like being Empowered by a priest of Morrow; if
their commands). Since they simply can't strain their the user can keep injecting himself with the compound,
voices the way fell callers can, they will not be rendered taking 1d3 additional doses should be enough to allow
mute, but they usually get very hoarse for an hour or so. him to survive until the normal vitality recovery sets in
If a trollkin accidentally swallows Brew of Bragg, they when resting after a combat encounter).
suffer a POW 10 damage roll, which is only reduced by GM's Note: It is recommended that only NPCs with full
PHY. All other races take a boosted POW 10 damage roll life spirals use Bruce & Rufalo's Incredible Infusion of
instead, or a normal POW 10 damage roll if they merely Endurance. If the GM wants to give this compound to
gargle Brew of Bragg (which will automatically make the NPCs who simply use vitality points equal to their PHY, it
character unable to speak for a full day if they aren't is recommended to grant such NPCs 3 additional points
trollkin). of vitality. If the NPC uses vitality points equal to the sum
Brewing Requirements: Alchemy of their PHY, AGL and INT, the full 6 additional points of
vitality can be granted.
Ingredients: 1 unit of alchemical stone, 1 unit of arcane
extract, 1 unit of heavy metals, 1 unit of organic toxin Brewing Requirements: Alchemy

Total Material Cost: 13 gc Ingredients: 1 unit of alchemical stone, 1 unit of arcane


extract, 1 burrow-mawg adrenal gland
Alchemical Formula: Creating Brew of Bragg requires
an alchemy lab and two hours of labour spent combining, Total Material Cost: 11 gc
cooking and stabilising the ingredients. At the end of this Alchemical Formula: Creating Bruce & Rufalo's
time, the alchemist makes an INT+Alchemy roll against a Incredible Infusion of Endurance requires an alchemy lab
target number of 15. If the roll succeeds, he creates one and two hours of labour spent cooking, combining and
vial of Brew of Bragg. If the roll fails, he creates one unit stabilising the ingredients. At the end of this time, the
of alchemical waste (liquid). alchemist makes an INT+Alchemy roll against a target
number of 14. If the roll succeeds, the character creates
one vial of the compound. If the roll fails, he creates one
unit of alchemical waste (liquid).
Bruce & Rufalo's Incredible
Infusion of Endurance
Cost: 33 gc per vial
Brush of Delesle
Description: Originally formulated and marketed by two
Cost: 36 gc per vial (sufficient for 8 points of thrall runes,
alchemists working out of a small Five Fingers workshop,
see IKUA, pp. 72-75)
this bright green compound grants incredible endurance

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Description: This acidic compound, which gives off an the spell.


unpleasant greenish glow and fumes when exposed to air,
If a spellcaster pours burst catalyst into his hand but is
can be added to the normal inks used in crafting
then forced to cast a spell without AOE:CTRL before
necromantic thrall runes. While significantly more
using another quick action to return to the catalyst to its
expensive, the ready way in which the Brush of Delesle
vial first, the catalyst is wasted.
causes necromantic inks to sear flesh and bone
significantly speeds up the process of crafting thralls. Brewing Requirements: Alchemy
Special Rules: A necromancer creating a thrall (see Ingredients: 1 unit of alchemical stone, 1 unit of arcane
IKUA, p. 69 and pp. 70-75) may use Brush of Delesle to minerals, 1 unit of heavy metals
craft thrall runes in half the normal time (this is
Total Material Cost: 10 gc
cumulative with abilities like Dark Scribe (see IKUA, p.
68) – a necromancer who is also a Dark Scribe can Alchemical Formula: Creating burst catalyst requires an
inscribe thrall runes in one quarter of the normal time). alchemy lab and two hours of labour spent grinding,
Brush of Delesle doesn't replace the regular inks used in combining and stabilizing the ingredients. At the end of
the process, but is mixed in with them, so a necromancer this time, the alchemist makes an INT+Alchemy roll
must pay both the cost for the regular inks as well as against a target number of 16. If the roll succeeds, the
Brush of Delesle when utilising the compound. character creates one vial of burst catalyst. If the roll fails,
he creates one unit of alchemical waste (crystal) instead.
Brewing Requirements: Alchemy
Ingredients: 2 units of alchemical stone, 1 unit of arcane
extract, 1 unit of mineral acid, 1 unit of organic acid
Total Material Cost: 12 gc Calder's Tears
Cost: 63 gc per vial (generally not for sale)
Alchemical Formula: Creating Brush of Delesle requires
an alchemy lab and two hours of labour spent cooking, Description: Few alchemists know the formula for this
combining and stabilising the ingredients. At the end of innocuous-looking, whitish-green compound, though the
this time, the alchemist makes an INT+Alchemy roll recipe is widely known among the druids of the Circle
against a target number of 15. If the roll succeeds, the Orboros. Administering this compound helps those
character creates one vial of Brush of Delesle. If the roll afflicted by the warpwolf curse to retain control and
fails, he creates one unit of alchemical waste (liquid). remain human.
Special Rules: A character able to shapeshift (this
includes those characters afflicted with the warpwolf
curse, but it is not widely known that any other character
Burst Catalyst capable of shapeshifting is also affected) assumes his
Cost: 30 gc for one vial of burst catalyst birth shape 1d3+1 hours after ingesting Calder's Tears (if
the character was shapeshifted when he took the
Description: Tossing this compound into the air when
compound) and cannot shapeshift again for WIL+1d3
casting certain spells vastly extends the area affected by
days. The effect of Calder's Tears lessens for characters
the spell, at least for a few moments – but sometimes that
who spend a lot of time shapeshifted; for every full month
is all the time it takes for a decisive advantage. Burst
(28 days) a shapeshifter has spent not in his birth shape,
catalyst is very susceptible to decay when exposed to
the duration of the effect is lessened by 1 day, until the
arcane energies, and is usually stored in a lead vial.
compound becomes completely ineffective. The time
Special Rules: A Gifted character may spend a quick spent shapeshifted does not have to be consecutive.
action to pour burst catalyst into his palm before casting a
Brewing Requirements: Alchemy or Lore (Circle
spell with AOE:CTRL. Tossing the compound into the air
Orboros) 3
when casting the spell then grants the spellcaster the
Gifted archetype benefit Feat: Dominator for that one Ingredients: 1 unit of alchemical stone, 1 unit of arcane
spell, without the need for spending a feat point (see extract, 1 unit of mutagenic extract, 1 unit of organic
IKRPG, p. 115). If the character already has that toxin
archetype benefit, he may make do with significantly less
Total Material Cost: 21 gc
of the burst catalyst, and a single vial contains enough of
the compound to extend the AOE of three spells, without Alchemical Formula: Creating Calder's Tears is only
requiring the user to use a feat point. The AOE of an possible at night during Newcalder (every 28 days) and
upkeep spell extended through the use of burst catalyst requires basic cooking utensils and four hours of labour
returns to normal after one round, and cannot be extended spent combining, cooking and stabilising the ingredients.
through the use of burst catalyst again without recasting At the end of this time, the alchemist makes an

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INT+Alchemy or Lore (Circle Orboros) roll against a the spell as it is unleashed. The AOE created by the spell
target number of 16. If the roll succeeds, the character then lingers for one round, effectively becoming an
creates one vial of Calder's Tears. If the roll fails, he obstacle or denied area, depending on the spell (if the
creates one unit of alchemical waste (liquid). spell causes damage, entering the lingering AOE or
ending your movement in the AOE causes the character to
suffer damage as if they had not been directly hit by the
spell, using the spell's continuous effects, and damage
Caustic Catalyst type as normal, but characters will not suffer continuous
Cost: 36 gc per jar (one jar contains three doses of caustic effects caused by the spell if those are normally only
catalyst) caused by critical hits or direct hits. Spells that affect or
deal damage to characters in their AOE in non-standard
Description: Holding a pinch of this blackish powder in ways, like the tempest and tornado spells, use their own
one's hand while casting certain spells stabilizes their special rules to determine what happens to the characters
lingering effects. The compound itself is somewhat in the AOE). If the spell already causes a cloud effect, that
unstable and usually stored in a small lead jar to prevent cloud effect now lasts for 1d3+1 rounds before it
decay from exposure to ambient arcane energies. disperses on its own, but may be dispersed before then by
Special Rules: A spellcaster may use a quick action effects that end cloud effects like concussion grenades.
before casting an offensive spell that causes a continuous Cloudbinder only affects spells with AOE 3”, 4” or 5”. It
effect to pick up a pinch of caustic catalyst. When casting cannot be used to affect rune shots.
the spell, the continuous effect does not expire in the
target's next Maintenance Phase, though it can expire Brewing Requirements: Alchemy
normally in subsequent Maintenance Phases, and can still Ingredients: 2 units of alchemical stone, 1 unit of arcane
be shaken, e.g. by spending a feat point (if the target minerals, 1 unit of heavy metals, 1 unit of mineral crystals
character has access to feat points or other methods of
shaking continuous effects, that is). If the spell only Total Material Cost: 14 gc
causes continuous effects on a critical hit but no critical Alchemical Formula: Creating cloudbinder requires an
hit is scored, the caustic catalyst is wasted. alchemy lab and two hours of labour spent grinding,
Caustic catalyst cannot enhance channelled spells or rune combining and stabilising the ingredients. At the end of
shots. this time, the alchemist makes an INT+Alchemy roll
against a target number of 16. If the roll succeeds, the
Brewing Requirements: Alchemy character creates one vial of cloudbinder. If the roll fails,
Ingredients: 1 unit of alchemical stone, 1 unit of he creates one unit of alchemical waste (crystal).
alchemical waste (crystal), 1 unit of arcane minerals, 1
unit of mineral crystals
Total Material Cost: 12 gc Cloudseed
Alchemical Formula: Creating caustic catalyst requires Cost: 18 gc per vial
an alchemy lab and two hours of labour spent grinding,
Description: A simplified version of a compound used to
combining and stabilising the ingredients. At the end of
enhance stormsmithing, this powder enhances a
this time, the alchemist makes an INT+Alchemy roll
stormcaller's ability to manipulate air moisture only. In
against a target number of 16. If the roll succeeds, the
order to be effective, the powder must be launched high
character creates one vial of caustic catalyst. If the roll
into the air (e.g. by the use of an alchemical blastgun, a
fails, he creates one unit of alchemical waste (crystal).
rocket, or simply a sling and a well-timed grenade).
Special Rules: A stormsmith must start manipulating the
weather within one turn of deploying a dose of cloudseed,
Cloudbinder or the powder will simply settle to the ground and be
Cost: 42 gc per vial wasted. Cloudseed will stay afloat for 1d6 rounds, plus an
additional number of rounds equal to the Stormsmithing
Description: Scattering this powder when casting area- skill rank of the most skilled stormsmith in the area of
affecting spells causes these effects to linger, granting a effect, as long as some kind of weather manipulation
spellcaster the option to set up obstacles or deny an takes place every turn. During this time the compound
enemy avenues of approach. grants any stormsmith standing within 4” of the point
Special Rules: A spellcaster may use a quick action where the powder was deployed +2 to all Stormsmithing
before casting an AOE spell to use cloudbinder, which skill rolls that involve calling or dismissing clouds, rain,
requires a free hand to scatter the compound in the path of snow or fog only.

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Enemy stormsmiths may disperse cloudseed deployed by puts the envenomed clothing back on before another hour
an opponent by making a Stormsmithing roll against a has elapsed, however, the toxin will still build up to
target number of 13, as long as the point from which the effective levels by the time the rest of the original onset
cloudseed was deployed is within range (see IKKNG, p. time has elapsed.
91). At the GM's discretion certain spells like Tempest
A toxin mixed with Coat of Khorva remains viable for
and Winter Storm may be used for the same purpose.
1d3+3 days, or until the clothing gets washed (or soaked
Brewing Requirements: Alchemy in water, at least).
Ingredients: 2 units of alchemical stone, 1 unit of Brewing Requirements: Alchemy
alchemical waste (crystal), 1 unit of mineral crystal
Ingredients: 2 units of alchemical stone, 1 unit of mineral
Total Material Cost: 6 gc crystals, 1 unit of organic acid, 1 unit of organic toxin
Alchemical Formula: Creating cloudseed requires an Total Material Cost: 13 gc
alchemy lab and two hours of labour spent grinding,
Alchemical Formula: Creating Coat of Khorva requires
combining and stabilising the ingredients. At the end of
an alchemy lab and two hours of labour spent combining,
this time, the alchemist makes an INT+Alchemy roll
cooking and stabilizing the ingredients. At the end of this
against a target number of 14. If the roll succeeds, the
time, the alchemist makes an INT+Alchemy roll against a
character creates one vial of cloudseed. If the roll fails, he
target number of 15. If the roll succeeds, the character
creates one unit of alchemical waste (crystal).
creates one vial of Coat of Khorva. If the roll fails, he
creates one unit of alchemical waste (liquid).

Coat of Khorva
Cost: 39 gc per vial Cobb’s Webs
Description: This clear, thin liquid can be mixed with Cost: 21 gc per vial (one vial contains one application of
most toxins that need to be absorbed into the bloodstream the compound, though being careful about leaving tracks
in order to take effect. A piece of clothing can then be could stretch one vial to yield two applications)
soaked in the resulting toxic compound and, once it has
Description: Devised by the covert investigator Cobb
dried, gain the ability to slowly poison whoever wears it.
Ironside, spraying this compound into the air will cause it
Though supposedly popular with assassins, the fact that
to quickly coalesce into a mass of stringy and particulate
skin contact is needed coupled with the slow action of the
matter that convincingly reproduces the appearance of
Coat of Khorva makes it a not very reliable method of
dust and old cobwebs. By using different amounts of the
assassination.
compound and adapting the spraying nozzle of an
Special Rules: Any toxin that requires injection to take alchemical mister, the exact appearance of the residue can
effect can be mixed with the Coat of Khorva before being be varied. The compound is most commonly employed by
applied to a piece of clothing (wool or linen works best; Mr. Ironside after investigating neglected archives and
the compound cannot soak into leather). Once the secret passages in order to erase any traces of his
envenomed piece of clothing has dried, the presence of presence.
the toxin is nigh undetectable, though a slight stain is
Special Rules: By spending a full action a character
usually noticeable on undyed cloth. A character who
equipped with a simple sprayer can lay down enough of
wears this piece of clothing slowly becomes poisoned
this compound to erase evidence of a small-based
over 1d3 hours (halve this time in hot weather or when
character’s presence in a dusty environment, like torn
exercising, as sweat causes the compound to become
cobwebs and finger- or footprints in the dust (though
more active). After half the onset time has elapsed, the
eliminating footprints along a dusty corridor takes one
character may make a PER+Detection roll against a target
application of the compound for every eighteen feet the
number equal to the difficulty of resisting the toxin. On a
character has walked through dust; having dragged
success, the character feels some discomfort related to the
objects along might require even more of the compound
toxin (e.g. drowsiness or numbness when affected by
to eliminate all tracks). Spotting that tracks have been
somnolence elixir); on a critical success, the character
concealed by the use of Cobb’s Webs usually requires a
also notices the sensation is centered in the area of his
PER+Detection roll against a target number of 18, though
body in contact with the envenomed garment. Once the
even a successful roll usually only reveals that dust has
full onset time has elapsed, the toxin takes effect
been disturbed by something (possibly a mouse) unless a
normally, and may be resisted as usual. If the character
critical success has been rolled.
takes the clothing off before then, the toxin does not take
effect, and any toxin remaining in the clothing is It should be noted that in some situations cunning
effectively too diluted to be dangerous. If the character investigators could conceivably spot the fake nature of the

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alchemically produced cobwebs, since they do not include character creates one vial of Corben's Fury. If the roll
any traces of a spider’s presence, like the husks of its fails, he creates one unit of alchemical waste (liquid).
meals, and do not have a recognizable pattern, like many
(but not all) spiderwebs. At the GM’s discretion,
characters with ranks in Lore (Extraordinary Zoology) or
Lore (Zoology) lower the target number required to notice Corben's Gate
something unusual about a dusty area to 15. Cost: 33 gc per vial
Brewing Requirements: Alchemy Description: Drinking this shimmering elixir causes a
Ingredients: 1unit of alchemical stone, 1 unit of spellcaster's power to flow more freely, “as if a floodgate
alchemical waste (crystal), 1 unit of alchemical waste had been opened,” as most users claim, somewhat
(liquid), 2 units of mineral acid mitigating the dangers of overtaxing one's inner reserves.
Total Material Cost: 7 gc Special Rules: Starting 1d3+1 rounds after drinking
Corben's Gate and for WIL rounds afterwards, will
Alchemical Formula: Creating Cobb’s Webs requires an weavers add 1 die to their fatigue rolls and remove the
alchemy lab and two hours of labour spent combining, lowest die from the roll. Once the effect of the compound
cooking and stabilizing the ingredients. At the end of this has worn off, “the gate closes,” as spellcasters say, and the
time, the alchemist makes an INT+Alchemy roll against a effect is reversed for WIL rounds: Add 1d6 to fatigue rolls
target number of 14. If the roll succeeds, the character and remove the highest die from the roll. No additional
creates one vial of Cobb’s Webs. If the roll fails, he dose of Corben's Gate will take effect during this time.
creates one unit of alchemical waste (liquid).
Brewing Requirements: Alchemy
Ingredients: 1 unit of alchemical stone, 1 unit of arcane
extract, 1 unit of organic toxin
Corben's Fury
Total Material Cost: 11 gc
Cost: 36 gc per vial
Alchemical Formula: Creating Corben's Gate requires an
Description: This pungent oil must be snorted into the
alchemy lab and two hours of labour spent cooking,
nostrils to take effect (technically, it could be held in one's
combining and stabilising the ingredients. At the end of
mouth, but the taste is foul, and swallowing it nauseating.
this time, the alchemist makes an INT+Alchemy roll
It is the fumes that carry the active components, not the
against a target number of 15. If the roll succeeds, the
oil base). Spellcasters gain a brief surge of magical
character creates one vial of Corben's Gate. If the roll
aggression from using Corben's Fury.
fails, he creates one unit of alchemical waste (liquid)
Special Rules: Starting one turn after inhaling Corben's instead.
Fury and for WIL rounds afterwards, spellcasters gain the
Combat Caster Gifted archetype benefit (IKRPG, p. 115).
If the character already has Combat Caster, he also
applies the effect of the Combat Caster benefit to the Corben's Well
damage rolls of his magic attacks. Once the compound Cost: 42 gc per vial
has run its course, the effect is reversed: For the following
WIL rounds, an additional die is rolled on all magic Description: This faintly glowing liquid evaporates
attacks, but the highest die is removed from the roll each almost instantaneously when exposed to air, and when the
time. If the character had the Combat Caster ability to fumes are inhaled by spellcasters following the will
start with, he simply loses Combat Caster during this weaver tradition they find their ability to draw on their
time. No additional dose of Corben's Fury can take effect reserves greatly strengthened.
during this time. Special Rules: Starting one turn after inhaling Corben's
Brewing Requirements: Alchemy Well and for WIL rounds afterwards, will weavers may
reroll every failed fatigue roll once. Once the effect of the
Ingredients: 1 unit of alchemical stone, 1 units of arcane compound has worn off, will weavers find their inner
extract, 1 unit of organic oil, 1 unit of organic toxin reserves exhausted, and will automatically fail all fatigue
Total Material Cost: 12 gc rolls they have to make for the following WIL rounds
(characters with the Strength of Will Gifted Archetype
Alchemical Formula: Creating Corben's Fury requires an ability may still spend feat points to automatically pass
alchemy lab and two hours of labour spent cooking, failed fatigue rolls, as usual).
combining and stabilising the ingredients. At the end of
this time, the alchemist makes an INT+Alchemy roll Brewing Requirements: Alchemy
against a target number of 16. If the roll succeeds, the

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Ingredients: 1 unit of alchemical stone, 2 units of arcane


extract, 1 unit of mineral crystals Corpus Dust
Total Material Cost: 14 gc Cost: 33 gc per application
Alchemical Formula: Creating Corben's Well requires an Description: This compound is a cheaper but less
alchemy lab and two hours of labour spent cooking, effective alternative to the Ashes of Urcaen. Instead of
combining and stabilising the ingredients. At the end of fully manifesting incorporeal undead, corpus dust merely
this time, the alchemist makes an INT+Alchemy roll makes them semi-tangible – but having at least some
against a target number of 16. If the roll succeeds, the chance to take on a ghost is better than facing a spectre
character creates one vial of Corben's Well. If the roll completely impervious to non-magical attack.
fails, the ingredients evaporate and are wasted. Special Rules: A character may spend a quick action to
toss a dose of corpus dust into the air, creating a 3” AOE
in B2B with himself. Any incorporeal undead caught in
the AOE treats all damage rolls made against it as magic
Corpseskin damage rolls for 1d3 rounds, and has difficulties passing
Cost: 60 gc per jar through obstacles during this time, treating them as rough
terrain. Damage rolls that are already magical receive no
Description: Applying this greyish paste to one's skin is
further benefit from corpus dust.
no ride in the park, since its icy embrace causes most
people to constantly shiver even during the hottest day. It Brewing Requirements: Alchemy
does have the sometimes quite useful effect of making the
Ingredients: 1 unit of alchemical stone, 1 unit of arcane
character appear to not be alive to most undead, allowing
minerals, 1 unit of mineral crystals
for easier infiltration and investigation.
Total Material Cost: 11 gc
Special Rules: One jar of corpseskin contains enough of
the compound to cover a human-sized character's entire Alchemical Formula: Creating corpus dust requires an
body. Once removed from its airtight jar, the compound alchemy lab and two hours of labour spent grinding,
slowly evaporates, but for 1d3+1 hours the character combining and stabilizing the ingredients. At the end of
wearing corpseskin is not treated like a living character by this time, the alchemist makes an INT+Alchemy roll
most undead and thus ignored (particularly intelligent against a target number of 15. On a success, the alchemist
undead like thrall lieutenants, skarlocks and iron liches creates one application of corpus dust. If the roll fails, the
are not fooled by this, however, as are some of the more alchemist creates one unit of alchemical waste (crystal).
powerful ghosts). Corpseskin washes off, so users are
well advised to be careful in the rain.
It is strongly advised not to interact with any undead
while wearing corpseskin. Watching, listening and Counter-Concussive
passing by within arm's reach are usually unproblematic,
but any undead but the most basic thrall can recognise a
Concoction
Cost: 21 gc per vial
character as not truly being dead by making a successful
PER+Detection roll against target number 11 when they Description: This clear, watery substance significantly
are being interacted with. raises the user's pain threshold, helping him resist getting
The clammy touch of corpseskin will inflict a -1 penalty knocked out by strikes to the head more effectively.
to the wearer's INT and PER rolls. The penalty lasts until Needless to say, the compound is both popular and
the corpseskin has evaporated. frowned upon in prizefighting circles.
Brewing Requirements: Alchemy Special Rules: Two turns after the counter-concussive
concoction has been swallowed, the character receives a
Ingredients: 3 units of alchemical stone, 1 unit of arcane
+2 bonus to Willpower rolls to resist knockout that lasts
extract, 1 unit of ectoplasm, 2 units of organic oil
for approximately one hour. If the character does suffer
Total Material Cost: 20 gc knockout during the concoction's duration, he does not
receive a bonus to any rolls to regain his consciousness,
Alchemical Formula: Creating corpseskin requires an
and does in fact receive a -2 penalty instead.
alchemy lab and two hours of labour spent cooking,
combining and stabilising the ingredients. At the end of Brewing Requirements: Alchemy
this time, the alchemist makes an INT+Alchemy roll
Ingredients: 1 unit of alchemical stone, 1 burrow mawg
against a target number of 16. If the roll succeeds, the
adrenal gland, 1 unit of organic oil
character creates one jar of corpseskin. If the roll fails, the
ingredients are wasted. Total Material Cost: 7 gc

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Alchemical Formula: Creating counter-concussive


concoction requires an alchemy lab and two hours of Death-Light
labour spent cooking, combining and stabilising the Cost: 30 gc per flask
ingredients. At the end of this time, the alchemist makes
an INT+Alchemy roll against a target number of 14. If the Description: “How ill this taper burns,” a famous
roll succeeds, the character creates one vial of counter- classical play alludes to the superstition that the presence
concussive concoction. If the roll fails, he creates one unit of the restless dead causes flames to dim. This
of alchemical waste (liquid). alchemically treated oil makes truth of that particular
superstition.
Special Rules: An oil lamp burning this compound
becomes noticeably dim (providing dim lighting at the
Deadpan Drops range at which it would normally provide bright light, and
Cost: 24 gc per vial no illumination beyond that; see IKRPG, p. 225, for
details) when an undead character enters within a number
Description: This compound causes the character who
of feet equal to its PHYx6 (PHY tabletop inches), and
imbibes it to become outwardly calm, greatly enhancing
brightens again if the undead leave or are destroyed.
his skill at deception.
While not a foolproof method of giving early warning of
Special Rules: 1d3 minutes after drinking deadpan drops, the presence of the restless dead because of its limited
and for the next PHY or INT hours (whichever is greater), range, the fact that the dimming flame doesn't indicate the
a character gains a near-perfect grip on their body type or number of undead, and that having the lights go
language and responses, eliminating the usual involuntary out when the living dead come closer isn't exactly a
telltale tics and other signs of nervousness that are usually morale booster, death-light does have some utility in
triggered by lying. The character gains a +2 bonus to all determining the nexus of a haunting, and might just offer
Deception skill rolls. Once the compound has worn off, a few crucial seconds of early warning in the event of a
however, the character starts shivering uncontrollably, Cryxian raid.
which doesn't make his body language any easier to read
One flask of death-light oil allows a lantern or oil lamp to
but imposes a -2 penalty to all POI and AGL rolls for
keep burning for about an hour.
1d3+3 hours.
Brewing Requirements: Alchemy
Deadpan drops do not actually change a character's
emotions in any way (e.g. a character suffering from Ingredients: 1 unit of alchemical stone, 1 unit of
terror will still become frantic and eventually run, though alchemical waste (liquid), 1 unit of arcane extract, 3 units
you couldn't tell from looking at his face or listening to of organic oil
his voice).
Total Material Cost: 10 gc
The use of deadpan drops isn't too difficult to detect as
Alchemical Formula: Creating death-light requires an
long as an investigator knows what to look for. Since the
alchemy lab and two hours of labour spent combining,
user lacks involuntary responses, pricking him with a
cooking and stabilising the ingredients. At the end of this
needle will always elicit an oddly delayed yelp and twitch
time, the alchemist makes an INT+Alchemy roll against a
(the user feels the pain, but the compound prevents the
target number of 15. If the roll succeeds, he creates one
normal reflexive response to pain). Of course, pricking
flask of death-light oil. If the roll fails, he creates one unit
suspects with needles isn't always an option, and some
alchemical waste (liquid).
people are just too thick-skinned to make too much of a
fuss.
Brewing Requirements: Alchemy
Ingredients: 1 unit of alchemical stone, 1 unit of heavy Delousing Draught
metals, 1 unit of organic toxin Cost: 30 gc per vial
Total Material Cost: 8 gc Description: If a character can make himself ingest this
foul-smelling syrup, it alters the properties of his blood
Alchemical Formula: Creating deadpan drops requires and sweat, causing nearly all known parasites to detach
an alchemy lab and two hours of labour spent combining, themselves from the character. The draught will not
cooking and stabilising the ingredients. At the end of this remove eggs present in or on the character's body, and
time, the alchemist makes an INT+Alchemy roll against a internal parasites may be unable to leave the character's
target number of 15. If the roll succeeds, he creates one body before the compound's effect fades and subsequently
vial of deadpan drops. If the roll fails, he creates one unit reattach themselves.
alchemical waste (liquid).
Special Rules: Drinking this compound leaves a

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character quite nauseated for one hour (-1 to STR, PER, requires an alchemy lab and two hours of labour spent
and INT rolls, -1 DEF). The drug is quite effective against cooking, combining and stabilising the ingredients. At the
nearly all parasites, and will also prevent parasites from end of this time, the alchemist makes an INT+Alchemy
attaching themselves during this time. In order to get rid roll against a target number of 14. If the roll succeeds, the
of internal parasites, several doses of the drug have to be character creates one vial of de-scenting draught. If the
taken end to end (an unpleasant prospect indeed), or other roll fails, he creates one unit of alchemical waste (liquid).
means of speeding the uninvited guests' departure must be
used instead (at the least a very thorough scrub is
advised).
Brewing Requirements: Alchemy Dispelling Dust
Cost: 36 gc per vial
Ingredients: 1 unit of alchemical stone, 1 unit of
alchemical waste (liquid), 1 unit of organic acid, 1 unit of Description: This blackish powder, which is either
organic toxin simply poured on the subject or dispensed via alchemical
grenades, has a disruptive effect on completed spell
Total Material Cost: 10 gc patterns, evaporating in a shower of sparks upon contact
Alchemical Formula: Creating delousing draught with an ensorcelled subject.
requires an alchemy lab and two hours of labour spent Special Rules: All upkeep spells on a character hit by a
cooking, combining and stabilising the ingredients. At the thrown vial of dispelling dust, whether they were cast by
end of this time, the alchemist makes an INT+Alchemy allies or enemies, immediately expire.
roll against a target number of 14. If the roll succeeds, the
character creates one vial of delousing draught. If the roll The usual form of delivery is an alchemical grenade,
fails, he creates one unit of alchemical waste (liquid). however. A dispelling dust grenade creates a 3” AOE, and
all upkeep spells on characters caught in the AOE
immediately expire, no matter whether they were cast by
allies or enemies. Alchemical grenades filled with
De-Scenting Draught dispelling dust cost 45 gc each.
Cost: 36 gc per vial Brewing Requirements: Alchemy
Description: Although this compound has an unpleasant Ingredients: 1 unit of alchemical stone, 1 unit of
acrid smell and flavour, once it has been ingested it alchemical waste (crystal), 1 unit of arcane minerals, 1
eliminates body odour, rendering it nigh impossible to unit of mineral crystal
track a character using dogs or similar animals.
Total Material Cost: 12 gc
Unsurprisingly, the compound is popular with spies,
saboteurs and assassins. Alchemical Formula: Creating dispelling dust requires
an alchemy lab and two hours of labour spent combining
Special Rules: The de-scenting draught takes effect PHY
and grinding the ingredients. At the end of this time, the
minutes after it has been drunk, and will remain effective
alchemist makes an INT+Alchemy roll against a target
for about an hour. During this time the character loses his
number of 15. If the roll succeeds, the character creates
characteristic body odour and cannot be tracked by
one vial of dispelling dust. If the roll fails, he creates one
animals using their sense of smell (if the character is
unit of alchemical waste (crystal).
injured, the scent of blood will still allow tracking by
scent, albeit at +4 to the normal difficulty).
Since the compound does not eliminate smells clinging to
a character's clothes, it is advisable to strip before taking
the potion. A well-prepared user therefore has some Distress Dust
clothes stored in a place where he can strip, use the Cost: 15 gc per vial
compound, and then change into new clothes. In a pinch, Description: This innocuous-looking powder can be
a character might have to resort to making his escape easily mixed with most foods and drink. Very shortly after
naked, of course. In either case, it is vital not to leave it has been ingested, it will cause substantial intestinal
other tracks. distress, rendering the victim quite incapable of seeing to
Brewing Requirements: Alchemy his duties.
Ingredients: 2 units of alchemical stone, 1 unit of mineral Special Rules: 1d6 minutes after ingesting any food or
acid, 1 unit of organic acid, 1 unit of organic toxin drink laced with this compound, the character has to make
a PHY roll against target number 15. If the roll fails, the
Total Material Cost: 12 gc character suffers severe stomach cramps and runs, and
Alchemical Formula: Creating de-scenting draught will be effectively incapacitated for 1d3+1 hours, unless

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he is willing to put up with the unpleasant and humiliating However, the warbeast cannot be trained at all thereafter,
consequences (though most victims have thoroughly or gain experience and develop its abilities in any way, so
emptied their guts after an hour, and will only suffer the the compound is best used to quickly “promote” untrained
cramps for the rest of the time). During this time, a new warbeasts to enhanced cannon fodder status (A tactic the
bout of cramps occurs every 1d3+PHY minutes, with farrow are usually quite comfortable with. Doctor
every bout lasting 1d3+PHY minutes. If the character Arkadius refuses to waste his mechanikal enhancements
doesn't forfeit either his movement or action during a by injecting his altered warbeasts with the compound,
cramp, there is likely to be an, um, accident. To say the however, and he has made it plain he will never again do
least. The less said the better, really. business with any farrow who should treat the doctor's
work with such disregard. No pearls before swine indeed).
Distress dust can also be used as a purgative, though the
experience is substantially more painful than the effects of Since the brain damage caused by the compound prevents
most other purgatives, if still quite thorough. further training, it can only be sensibly used on razor
Brewing Requirements: Alchemy boars, giant hog tuskers, and brute boar battle boars (see
IKU, pp. 281-283),. These warbeasts do not gain the
Ingredients: 1 unit of alchemical stone, 1 unit of Armour Trained or Weapon Trained abilities, but battle
alchemical waste (crystal), 1 unit of mineral crystals boars created from untrained brute boars by using the
Total Material Cost: 5 gc ascension accelerant still gain the Rabid ability (see IKU,
p. 281).
Alchemical Formula: Creating distress dust requires an
alchemy lab and two hours of labour spent cooking, Brewing Requirements: Alchemy
combining and stabilising the ingredients. At the end of Ingredients: 2 units of alchemical stone, 1 unit of
this time, the alchemist makes an INT+Alchemy roll alchemical waste (liquid), 1 unit of arcane extract, 1 unit
against a target number of 14. If the roll succeeds, the of mutagenic extract, 1 unit of organic toxin
character creates one vial of distress dust. If the roll fails,
he creates one unit of alchemical waste (crystal), and Total Material Cost: 21 gc
should wash his hands very carefully before touching any Alchemical Formula: Creating Doctor Arkadius'
food with them. Ascension Accelerant requires an alchemy lab and two
hours of labour spent combining, cooking and stabilising
the ingredients. At the end of this time, the alchemist
makes an INT+Alchemy roll against a target number of
Doctor Arkadius' Ascension 17. If the roll succeeds, the character creates one vial of
Accelerant ascension accelerant. If the roll fails, he creates one unit
of alchemical waste (liquid).
Cost: 63 gc (but not for sale to anyone who is not a
member of the Thornfall Alliance)
Description: This drug can be injected into the brain of a
Farrow warbeast to cause a sudden, drastic increase in Doctor Joseph Earnes's Patent
potential (though it might be possible to formulate
versions for other warbeasts, no-one has attempted to do
Sanitary Bandages
Cost: 15 gc per set of bandages (enough to treat one
so yet, and the original formula is kept a secret by its
grievously injured character or up to three characters who
inventor). Unfortunately, it has been found that the
have suffered injuries but did not have to roll on the injury
compound also causes severe brain damage, preventing
table; see below for details)
the injected warbeast from ever increasing its abilities
beyond the enhancements granted by the injection. Description: These unspectacular-looking bandages are
basically boiled strips of linen that are then impregnated
Special Rules: An untrained living farrow warbeast must
with an alchemical compound and stored in tightly sealed
have this compound injected directly into its brain (a
containers. Wrapping a thoroughly cleaned injury in these
tricky proposition at best unless the beast is restrained and
bandages often causes a somewhat unpleasant burning
sedated and the user has a measure of surgical skill and
sensation in the wound, but significantly reduces the risk
the proper implements). The injection causes the warbeast
of infection.
to immediately (i.e. within 1d6x10 minutes) gain the
FURY and THR stats of a fully trained version of its kind, Special Rules: A character whose injuries have been
but no other abilities that would normally come with wrapped with these alchemically treated bandages gains
training. Additionally, the warbeast's raw potential gains a boosted rolls to resist infections or parasites that may
randomly determined, permanent enhancement (roll 1d6 enter the wounds. If the wounds have not been cleaned by
to determine whether they gain a point of SPD, STR, a character with the Medicine skill (e.g. they still contain
PRW, FURY, or THR, or the ability to use their animus). dirt, shrapnel or other potentially harmful material), the

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bandages are a lot less effective, granting a flat +1 bonus Special Rules: Imbibing the inversion elixir causes a
to any rolls made to resist infections or parasites. dramatic shift in the user's personality after 1d6+6 rounds
if a Willpower roll against a target number of 18 is failed.
Characters who have been treated with these bandages
This effect can take any form or shape, and can turn
recover one less point of vitality in their next phase of
heroes into villains and the other way round, or go
recovery (e.g. a character who has not yet regained his
completely sideways in thoroughly unexpected directions
PHY points of vitality by briefly resting after a combat
instead (in game terms, the GM may allow a user to swap
recovers PHY-1 points of vitality instead; a character who
a point between PER and INT, and to also swap a number
has already recovered his PHY vitality points does not
of points of Social skills equal to INT or PER after the
recover a vitality point after resting for another hour, and
change, whichever is higher, to reflect this). There is also
so on).
often a more or less subtle change in body shape and
One set contains enough bandages for one character who facial features that accompany this shift, sometimes to the
had to roll on the injury table during the fight (see point that eyewitnesses will be unable to recognize the
IKRPG, pp. 216-217). Alternatively, the bandages may be user when not under the effect of the inversion elixir. The
split up between multiple patients; a character who has effect usually lasts for 1d3+3 hours, and users have a
suffered damage but only had one or no crippled aspects somewhat dreamlike recollection of what they did while
at the end of the combat requires one third of the under the compound's effect. Taking another dose while
bandages, while a character who had two crippled aspects the first one lasts ends the effect after another 1d6+6
needs two thirds of the bandages provided by one set. rounds, returning the user to his normal mindset and
features.
Brewing Requirements: Alchemy
Mostly, users undergo the same shift when drinking the
Ingredients: 1 unit of alchemical stone, 1 unit of
compound several times (the GM determines what exactly
alchemical waste (crystal), 1 unit of mineral acid, strips of
happens; see below for suggestions on how to handle
linen
this). However, when using arcane minerals from a
Total Material Cost: 5 gc different source in the preparation of the compound, the
change may be somewhat or even radically different (it
Alchemical Formula: Creating Doctor Joseph Earnes's
should be noted that the alchemists who have
Patent Sanitary Bandages requires an alchemy lab and one
experimented with the compound have not realized the
hour of labour spent combining, cooking and stabilising
cause of this problem yet, if they have run into the issue at
the ingredients. At the end of this time, the alchemist
all). There are also rumours that long-term use could lead
makes an INT+Alchemy roll against a target number of
to longer, spontaneous or even permanent inversion
14. If the roll succeeds, the character creates one set of
episodes.
sanitary bandages. If the roll fails, he creates one set of
bandages impregnated with alchemical waste (liquid), Suggestions for GMs: This compound can be played for
which will not help a recovering patient at all but cause a intrigue, horror, drama, or even for hilarious effect. When
powerful burning sensation in the wound, inflicting a -1 the subject is an NPC, the effects are handled easily
penalty to all actions for 1d3+1 hours. Removing the enough, and may be used to discredit an individual or, as
bandages and cleaning the wound again causes this the originator of the idea, Mr. Robert Louis Stevenson,
penalty to disappear after 1d3x10 minutes. implied, to explore the crevices of the human mind (and,
less honorably, to enjoy the freedom from moral restraint
the elixir allowed). An unscrupulous researcher or
madman may subject others to the effect and then take
Doctor Robert Reilly's notes, or a revolutionary may use it to sow confusion.
Inversion Elixir When using this compound on player characters, it might
Cost: 60 gc per vial offer the most role-playing enjoyment to have the
compound slipped into the characters' food and secretly
Description: Inofficially named, this strange effervescent
make the resistance rolls. Then, the GM describes the
elixir's formula was discovered scrawled, of all places, on
world and other characters' behaviour in a much different
the underside of a table when helpers cleared out the
way that is coloured by the effects of the drug (e.g. if the
disappeared doctor's burned-out residence. Though thank
GM wants to play the compound for laughs, put words
Morrow temporary in nature, the concoction has a
that seem less authoritative into NPCs' mouths, describe
powerful effect on the imbiber's mind, seemingly bringing
their clothes as shoddier and less imposing as they are,
to the fore a person who can, at times, be radically
and generally make them appear happy and carefree,
different from who an individual normally is. There is
inviting such behaviour from the players – even when the
further evidence that the formula was highly experimental
guards come in and arrest them, describe it as a friendly
as well, as the results seem unstable at best.
invitation to a drink in a different tavern until the

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compound wears off. are only hinted at in the notes).


If the compound is to be played for horror, you might
Special Rules: Before applying the somatic restorative,
describe NPCs as suddenly becoming hostile at the drop
the wound must be reopened if it has already healed over,
of a hat or goading the players with insults and threats
and all scar tissue must be cut away. No procedures,
and drawing weapons at little provocation (while in truth,
alchemicals or drugs that slow bleeding may be used
none of this is happening, it is all in the characters' minds
during the surgery, which can easily prove life-threatening
based on what is really going on, which might simply be
(The surgeon must make an INT+Medicine roll against a
someone asking the player characters to allow him to
target number of 16. On a success, the patient is
pass through. The player characters' reactions, however,
considered incapacitated and must make a roll on the
are genuine, and may lead to the player characters killing
injury table (see IKRPG, p. 217), but may adjust the result
people with little provocation, and then fleeing the scene
by adding or subtracting 1 (results like broken bones or
dismayed by the impression that suddenly everybody
destroyed limbs or eyes are ignored, of course, though
seems to be out to get them).
other effects like bleeding and slow healing still apply)
When running an inversion episode this way, you should On a failure, the patient must also make a roll on the
allow characters for whom the GM passed the resistance injury table but may not adjust the result, and the patient
roll some clarity, while still imposing on them the same must make two rolls for side-effects and take the higher
narrative in order to maintain the effect. For example, a result).
character who has resisted the compound might still
At the end of the surgical procedure, the somatic
perceive a character who is in truth merely telling the
restorative must be injected into the tissue of the stump or
group to get lost as pulling a knife, but while the others
where an eye used to be; a single dose is sufficient for an
see murder in his eyes, the character who has managed to
eye or a hand, while two doses must be used for legs or
maintain some degree of his senses also sees the sweat
arms. The limb or organ will start growing after 1d6
running down the attacker's face, clearly indicating that
rounds, which will stop all bleeding immediately, and
that individual is afraid and merely grandstanding, and
once all vitality has been recovered the growth is
giving that player the chance to persuade the others to
complete. However, the patient must also roll on the Pain
back off instead of killing the hapless man.
of Healing table (see IKRPG, p. 240), and add +5 to the
Brewing Requirements: Alchemy roll (this roll suffers no additional penalties for having
used magical healing before, and side-effects usually
Ingredients: 1 unit of alchemical stone, 1 unit of arcane
affect the regenerated limb or eye first, if applicable – a
minerals, 1 unit of heavy metals, 1 unit of mutagenic
regrown arm could be withered, reducing STR, or a
extract
regrown eye might look different from the other eye).
Total Material Cost: 20 gc
A single body part can only be regrown once using Doctor
Alchemical Formula: Creating Doctor Robert Reilly's Watt's Somatic Restorative No. 9 (though in the case of a
Inversion Elixir requires an alchemy lab and two hours of lost hand, for example, losing the entire arm later might
labour spent combining, cooking and stabilizing the allow the compound to be used to regrow the arm from
ingredients. At the end of this time, the alchemist makes the shoulder down, if the patient is willing to submit to
an INT+Alchemy roll against a target number of 16. If the the procedure a second time in the first place).
roll succeeds, the character creates one vial of inversion
Brewing Requirements: Alchemy
elixir. If the roll fails, he creates one unit of alchemical
waste (liquid). Ingredients: 2 units of alchemical stone, 1 unit of arcane
extract, 1 burrow-mawg adrenal gland, 1 unit of mineral
crystals, 1 unit of mutagenic extract
Total Material Cost: 23 gc
Doctor Watt's Somatic
Alchemical Formula: Creating Doctor Watt's Somatic
Restorative No. 9 Restorative No. 9 requires an alchemy lab and four hours
Cost: 69 gc per vial (sufficient for a hand or eye; two
of labour spent combining, cooking and stabilizing the
vials must be used for an arm or leg)
ingredients. At the end of this time, the alchemist makes
Description: Found in the notes left by the disappeared an INT+Alchemy roll against a target number of 17. If the
physiologist Orlando Watt, this experimental compound roll succeeds, the character creates one vial of somatic
offers the prospect of regrowing lost limbs or body parts restorative. If the roll fails, he creates one unit of
like eyes. However, applying the compound requires a alchemical waste (liquid).
risky surgical procedure, and the side-effects described in
the notes can be horrendous (though perhaps not as
horrendous as those caused by batches one to eight, which

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Morgan's Liber Alchemica I – Alchemy

administering this compound he invites the same penalties


Doleth's Bounty as if he had been caught practicing actual witchcraft, the
Cost: 24 gc per vial usurpation of a person's will through magic.

Description: This sludgy compound gives off a strong Special Rules: 1d6 minutes after the target has swallowed
odor unpleasantly reminiscent of rotting fish. While Dram of Drayce, or after 1 round if the poison enters the
unpleasant for landlubbers, predatory fish do find this victim's bloodstream, the target character becomes
smell irresistible, and are invariably drawn to the place extremely susceptible to magical suggestion. Whenever
where the lure has been poured into the water, generally the character is target by the spells Influence or Overmind
giving it preference even over blood. While this is useful (IKRPG, p. 241) and fails the contested Willpower roll,
when hunting for marine predators, fishing, and the spellcaster takes over the victim's next activation
attempting to rescue swimmers in shark-infested waters, completely and can move them and dictate their actions as
users are advised that they may easily lure something too they see fit (this enhanced control supersedes the usual
big for them to handle from the depths. effects of the Influence and Overmind spells). The target
character will use all his normal abilities and knowledge
Special Rules: Generally, it takes at least 1d6+6 minutes to accomplish the command.
for a dose of Doleth's Bounty poured into water to
sufficiently spread out to draw nearby marine predators to The effects of Dram of Drayce end when the victim has
the centre of the affected area (when not poured over nets passed three consecutive Willpower rolls against
intended to capture predatory fish or wildlife, Doleth's Influence or Overmind, or after 1d3+1 hours.
Bounty is generally put into a bottle and launched out to Brewing Requirements: Alchemy
sea with a slingshot to draw away predators). A single
dose remains effective for about 1d3x10 minutes, though Ingredients: 1 unit of alchemical stone, 1 unit of arcane
this may differ wildly depending on the weather and other extract, 1 unit of heavy metals, 1 unit of organic toxin
conditions (calm seas or using the compound in still lakes Total Material Cost: 13 gc
may easily double or triple both the time it takes for the
compound to take effect and how long the effect lasts, Alchemical Formula: Creating Dram of Drayce requires
while choppy water, powerful currents or strong winds an alchemy lab and two hours of labour spent cooking,
may halve the duration or reduce it even further). The GM combining and stabilising the ingredients. At the end of
is the final arbiter as to what creatures are drawn in by the this time, the alchemist makes an INT+Alchemy roll
compound; as a rule of thumb, a single use adds a die to a against a target number of 16. If the roll succeeds, the
Survival skill roll made to find food if a body of water character creates one vial of Dram of Drayce. If the roll
with fish in it is available. Doleth's Bounty has no effect fails, he creates one unit of alchemical waste (liquid), and
on sentient or unliving creatures. the fumes reduce the alchemist's INT and WIL by -2 for
1d3+1 hours.
Brewing Requirements: Alchemy
Ingredients: 1 unit of alchemical stone, 1 unit of mineral
crystals, 1 unit of organic acid, 1 unit of organic oil
Droughtstones
Total Material Cost: 8 gc
Cost: 39 gc per jar
Alchemical Formula: Creating Doleth's Bounty requires
Description: These unassuming white crystals must be
an alchemy lab and two hours of labour spent cooking,
stored in a very carefully sealed jar. When the jar is
combining and stabilising the ingredients. At the end of
opened, the crystals voraciously absorb all moisture in the
this time, the alchemist makes an INT+Alchemy roll
vicinity, significantly expanding in size in the process.
against a target number of 14. If the roll succeeds, the
Droughstones are useful for intelligence agents who need
character creates one vial of Doleth's Bounty. If the roll
to get into a building via the sewers or when it is raining
fails, he creates one unit of alchemical waste (liquid).
but must take care not to dribble water all over the place
in order to avoid discovery. Some scout forces and
explorers have also been known to carry droughtstones, as
they can be a lifesaver when individuals find themselves
Dram of Drayce unexpectedly thrown into a body of water, especially
Cost: 39 gc per vial when firewood is hard to get, fires would give away the
Description: This tasteless, odourless compound, named presence of the user, or there is no time to make camp and
after the manipulative Scion of Thamar, Drayce, is a dry clothes and equipment by traditional means.
sinister poison that only reveals its true power when the Special Rules: When a jar of droughtstones is opened, a
victim is affected by specific mind-controlling spells. 3” AOE is centered on the jar. All clothes and equipment
Needless to say, if a person is caught possessing or of characters completely within the AOE are considered

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to be immediately dried even if they were thoroughly


If the undead has been successfully hit, it is removed from
water-logged to start with. Living users are advised to
the game, but it is still present – it is simply temporarily
close their eyes tightly or wear goggles and to hold their
contained in the liquid compound spattered on the ground.
breath when using droughtstones, or the compound will
The target cannot be harmed while in this form, and
also drain moisture from their eyeballs and lungs, leading
cannot take any actions or move except when using
to severely irritated eyes (-2 on PER and attack rolls
abilities that allow it to instantly move itself to another
requiring sight) and coughing fits (which, apart from
location like the Grave Summons or Phase deathly
being quite audible, will cause the character to lose a
endowments (see IKMN, p. 78). Similarly, if an
quick action every activation). These penalties persist for
incorporeal undead with the Bound deathly burden (see
1d6+3 minutes (but may be alleviated through the
IKMN, p. 79) is transported out of the area it is bound to,
application of some simple medicines, if available).
it will be torn from its liquid prison and freed. Undead
Droughtstones turn bright blue when used and expand, abilities that do not require actions will still work,
spilling from the jar to form a pile that may have several potentially rendering the proximity of a bottled spectre
times the size of the original jar (which usually is about extremely dangerous to the living if the captured undead
the size of a pint jug), depending on the amount of has abilities like Aura of Sickness or Malignant Presence
moisture absorbed. Intelligence agents using (see IKMN, pp. 78-79).
droughtstones generally take care to do so in a place
It the user is quick about it, he can soak up the liquid with
where they can be assured of the crystals not being
a sponge or similar tool and store it in an airtight
discovered quickly, though simply using a brush or broom
container, thus preventing the compound from
to sweep the crystals under pieces of furniture is also
evaporating and, theoretically, containing the trapped
easy, since the expanded stones tend to stick together.
undead forever (ectoplasmic precipitator that already
When distilling droughtstones for ingredients, it is always contains an undead cannot be used to trap another).
possible to recover all of the ingredients except for the Unfortunately, gathering up the spattered liquid is often
arcane minerals. Alternatively, an alchemist may recover impossible on a battlefield, and even outside combat the
the arcane minerals alone. conditions of the ground may prevent gathering up the
compound (e.g. when the undead is encountered on loose
Brewing Requirements: Alchemy
soil that can soak up the precipitator). Unless stored in an
Ingredients: 2 units of alchemical stone, 1 unit of airtight container, ectoplasmic precipitator evaporates
alchemical waste (crystal), 1 unit of arcane minerals, 1 after 1d3+3 minutes, freeing the captive undead. To
unit of mineral crystals successfully store an incorporeal undead, at least two
thirds of the compound must be gathered up again, which
Total Material Cost: 13 gc
usually takes at least 1d3+1 minutes for a single character
Alchemical Formula: Creating droughtstones requires an with a sponge, a flask and a funnel. A character who is
alchemy lab and four hours of labour spent grinding, busy gathering up a liquified undead is considered
combining, stabilising and drying the ingredients. At the knocked down and must take full actions each turn in
end of this time, the alchemist makes an INT+Alchemy order to make any progress.
roll against a target number of 16. If the roll succeeds, the
Special: After witnessing the use of ectoplasmic
character creates one jar of droughtstones. If the roll fails,
precipitator on a void spirit, skorne chymists and extollers
he creates two units of alchemical waste (crystal).
arranged for the capture of the alchemist in order to study
how to formulate a chymical ectoplasmic precipitator
compound for use against kovaas, the maddened spirits
that result from the destruction of a sacral stone.
Ectoplasmic Precipitator However, it turned out that the desiccating presence
Cost: 75 gc per vial kovaas are known for breaks down ectoplasmic
Description: Developed by the Thamarite scholar of the precipitator at once upon contact, making it useless as a
undead Jedediah Gyser, this grey oil will temporarily bind tool for capturing these insane spectres.
the essence of an incorporeal undead and, with the right Brewing Requirements: Alchemy
tools, even allows prolonged storage.
Ingredients: 3 units of alchemical stone, 1 units of
Special Rules: This compound must be applied through alchemical waste (liquid), 1 unit of arcane minerals, 1 unit
some kind of squirtgun or by emptying a vial over an of ectoplasm, 1 unit of mineral crystals, 1 unit of organic
incorporeal undead (the latter requires the character to be oil
with 0.5” of the target and succeed at a POI roll against
his target's DEF). One vial of ectoplasmic precipitator Total Material Cost: 25 gc
contains enough of the compound for a small-based Alchemical Formula: Creating ectoplasmic precipitator
incorporeal undead.

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requires an alchemy lab and four hours of labour spent


Special Rules: A Gifted character may spend a quick
combining, distilling and stabilising the ingredients. At
action to pour elemental catalyst into his palm before
the end of this time, the alchemist makes an
casting an offensive spell from an elemental spell list (see
INT+Alchemy roll against a target number of 17. If the
the sorcerer spell lists in IKRPG, p. 236; the caster does
roll succeeds, the character creates one vial of
not have to be a sorcerer to use elemental catalyst,
ectoplasmic precipitator. If the roll fails, he creates one
however, as long as he knows an offensive spell from the
unit of alchemical waste (liquid).
correct list). When he casts the spell, the catalyst is
consumed, and grants the caster the Elemental Mastery
ability for that one spell only (see IKRPG, p. 161).
Ekrisal If a spellcaster pours elemental catalyst into his hand but
Cost: 42 gc per vial is then forced to cast a spell which is not from the
catalyst's elemental spell list, the catalyst remains inert
Description: This blackish, tar-like syrup, which is and is not used up. Casting a spell from the catalyst's
named after the Thamarite Scion of secrets, can be elemental list that is not an offensive spell, however, still
ingested by those bearing the Gift of magic to hide their causes the catalyst to react, wasting it. It takes a quick
abilities. action to return a handful of elemental catalyst to the vial.
Special Rules: 1d6+3 minutes after swallowing Ekrisal, Elemental catalyst has no effect on channelled spells.
the character gains the Shadow Magic ability (see
IKRPG, p. 167). However, while the compound is in Brewing Requirements: Alchemy
effect the character also loses the Magic Sensitivity Gifted Ingredients: 1 unit of alchemical stone, 1 unit of arcane
archetype benefit (see IKRPG, p. 115), if he has it, and minerals, 2 units of mineral crystals
suffers a -2 RNG penalty to all spells. Spells that have
RNG:SP (spray attack) or CTRL (control area) are not Total Material Cost: 14 gc
affected. The compound's effects last for 1d3+1 hours. Alchemical Formula: Creating elemental catalyst
Brewing Requirements: Alchemy requires an alchemy lab and two hours of labour spent
grinding, combining and stabilizing the ingredients. At
Ingredients: 1 unit of alchemical stone, 1 unit of arcane the end of this time, the alchemist makes an
extract, 1 unit of mineral crystals, 1 unit of organic toxin INT+Alchemy roll against a target number of 16. If the
Total Material Cost: 14 gc roll succeeds, the character creates one vial of a single
type of elemental catalyst. If the roll fails, he creates one
Alchemical Formula: Creating Ekrisal requires an unit of alchemical waste (crystal) instead.
alchemy lab and two hours of labour spent cooking,
combining and stabilising the ingredients. At the end of
this time, the alchemist makes an INT+Alchemy roll
against a target number of 15. If the roll succeeds, the Essence of Purity
character creates one vial of Ekrisal. If the roll fails, he
Cost: 33 gc per vial (see below)
creates one unit of alchemical waste (liquid).
Description: This golden liquid enhances the ability of
Menite priests to remove the effects of unclean sorcery by
touch. While it is most often used ritually, it can be
Elemental Catalyst utilised just as easily in combat, and is especially popular
Cost: 42 gc for one vial of elemental catalyst (one vial with priests of the Creator who are also Allegiants of the
contains three applications of one type of elemental Order of the Fist.
catalyst) Special Rules: A character with the Dispel ability (see
Description: Different versions of this arcane catalyst IKRPG, p. 160) may use it without the need for spending
exist, which are specific to different elements and visually a feat point by either painting the target character with the
distinct (fire catalyst, for example, glows red in the dark, compound (which is usually done by inscribing a prayer
while ice catalyst glitters like sunlight on snow when or menofix using a brush or one's fingertip), or by
viewed in the light. Storm catalyst emits sparks when touching the target character with a hand smeared with
stirred or crushed. Only stone catalyst looks completely some of the compound (applying the compound to one's
unassuming – like a handful of grainy sand). Casting hand can be accomplished by using a quick action. The
elemental spells with a pinch of the right catalyst grants Dispel ability is triggered with the character's next
the spell additional power. Elemental catalyst is more unarmed melee attack against a character who has an
stable than most arcane catalysts, but is still susceptible to upkept spell on them. It should be noted that while it is
gradual decay if not stored in a lead vial. technically possible to paint the compound on one's feet,

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as a rule Menites are unwilling to do so out of respect for Alchemical Formula: Creating essence of quicksilver
Menoth's gift of the ability to dispel sorcery). requires an alchemy lab and two hours of labour spent
cooking, combining and stabilising the ingredients. At the
Essence of purity must be applied by hand to be effective
end of this time, the alchemist makes an INT+Alchemy
(it cannot be applied via coated weapons).
roll against a target number of 15. If the roll succeeds, the
One vial of essence of purity contains enough doses for character creates one vial of essence of quicksilver. If the
ARC applications (characters with greater divine powers roll fails, he creates one unit of alchemical waste (liquid).
can make do with less, but since this is difficult to judge
in combat and experience shows most vials are good for
three or so doses, most users err on the side of generosity
and split one vial into three doses. When applying the Essence of Urcaen
compound outside of combat, it usually becomes clear Cost: 126 gc per vial
when enough has been applied when the magic affecting
the target character fades). Description: This strange compound is so transparent it is
easy to think it is not there at all. It evaporates completely
Brewing Requirements: Alchemy when it gets in contact with air, and must be injected with
Ingredients: 1 unit of alchemical stone, 1 unit of arcane a syringe to take effect – but it allows characters to briefly
minerals, 1 unit of heavy metals, 1 unit of organic oil become incorporeal, just as if they were ghosts. The
compound is popular with spies and assassins, who can
Total Material Cost: 11 gc use it for a nearly perfect getaway – as long as they don't
Alchemical Formula: Creating essence of purity requires mind running away naked, that is.
an alchemy lab and two hours of labour spent cooking, Special Rules: 1d3 rounds after injecting Essence of
combining and stabilising the ingredients. At the Urcaen, a character becomes incorporeal and remains so
beginning of the process the equipment and ingredients for PHY rounds. The compound will not affect any worn
must be blessed by a priest of Menoth with the Dispel or carried equipment, which will simply fall to the
ability. At the end of the process, the alchemist makes an ground. Similarly, a character using Essence of Urcaen is
INT+Alchemy roll against a target number of 15. If the completely unable to interact with corporeal entities while
roll succeeds, the character creates one vial of essence of the compound's effect lasts (though they will not drop
purity. If the roll fails, he creates one unit of alchemical through floors unless they make efforts to do so, in which
waste (liquid). case they will have to contend with falling damage as
usual). The unpleasant side-effects of the compound
consist of powerful chills and tremors that last for one
hour after the injection and inflict a -2 penalty to all rolls
Essence of Quicksilver and DEF during this time.
Cost: 39 gc per vial
Should the character be killed while under the effect of
Description: Injecting this pale liquid into the Essence of Urcaen, it is very likely he will become an
bloodstream grants highly increased coordination and actual ghost – and usually a rather crazed ghost as well.
speed of movement at the cost of mental focus.
If a character using Essence of Urcaen should be within a
Special Rules: Two rounds after injecting essence of solid obstacle or another character when the effect ends,
quicksilver via a syringe and for about ten minutes both the character and the obstacle take each other's
afterwards, the character receives an additional quick PHY+3d6 damage which is only reduced by PHY, spell
action during every activation. However, users also effects, and heroic dodges (inanimate obstacles like walls
become jittery and have difficulty concentrating. use ARM instead of PHY both for the damage they inflict
Consequently, they take a -1 penalty to all INT and PER and against the damage they take). If this is insufficient to
rolls and cannot receive an aiming bonus. These penalties destroy either the obstacle or the character, both take the
last for one hour after injecting essence of quicksilver. same damage again until one is destroyed. This damage is
Additional injections of the compound during this time always inflicted simultaneously to both the character and
grant no benefits, though the duration of the penalties the obstacle.
stacks.
Brewing Requirements: Alchemy
Brewing Requirements: Alchemy
Ingredients: 1 unit of alchemical stone, 2 units of
Ingredients: 1 unit of alchemical stone, 1 burrow mawg ectoplasm, 2 units of mutagenic extract, 1 unit of organic
adrenal gland, 1 unit of heavy metals, 1 unit of organic toxin
toxin
Total Material Cost: 42 gc
Total Material Cost: 13 gc
Alchemical Formula: Creating Essence of Urcaen

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requires an alchemy lab and four hours of labour spent


combining, distilling and stabilising the ingredients. At Eversober Elixir
the end of this time, the alchemist makes an Cost: 30 gc per vial
INT+Alchemy roll against a target number of 17. If the
roll succeeds, the character creates one vial of Essence of Description: This elixir is an oily, foul-tasting liquid. In
Urcaen. If the roll fails, the ingredients evaporate and are order to be effective, it must be swallowed at least a few
wasted. minutes before any alcohol is imbibed.
Special Rules: A character who has drunk eversober
elixir will be able to resist the usual side-effects of
drinking alcohol for a number of hours equal to their PHY
Essence Stone stat (whenever the character has to make a roll to prevent
Cost: usually not for sale (see Special Rules); can fetch getting inebriated during this time, the roll is
more than a hundred gold crowns or a death sentence in automatically boosted). Apart from winning drinking
the right place contests, this elixir is sometimes used by spies who try to
loosen others' tongues through strong drink, but need to
Description: This small crystal, usually no larger than a
remain sober enough to be able to make use of their
fingertip, sheds a vile greenish glow, and when living
marks' state.
beings touch it, they hear a keening wail – unsurprisingly
so, considering the crystal contains the stolen soul of a Once a dose of eversober elixir has been used, no other
slain mortal. dose can take effect before 24 hours have elapsed.
Special Rules: As a quick action, an essence stone can be Brewing Requirements: Alchemy
crushed to yield 1 soul token, which must be claimed
Ingredients: 1 unit of alchemical stone, 1 burrow mawg
according to the standard rules. The main use for these
adrenal gland, 1 unit of mineral crystals, 1 unit of organic
crystals is storage of souls for use in rituals or as a back-
oil
up for characters who fuel their abilities with souls. It is
generally assumed that this formula predates the invention Total Material Cost: 10 gc
of the more versatile soul cage.
Alchemical Formula: Creating eversober elixir requires
It should be noted that few alchemists know the formula an alchemy lab and two hours of labour spent cooking,
for this compound, that even fewer have the capabilities combining and stabilising the ingredients. At the end of
required for creating essence stones, and that even less are this time, the alchemist makes an INT+Alchemy roll
willing to do so. against a target number of 14. If the roll succeeds, the
character creates one vial of eversober elixir. If the roll
Brewing Requirements: Alchemy and the ability to
fails, he creates one unit of alchemical waste (liquid).
handle souls (like the Soul Taker ability, see IKUA, p. 68;
though abilities like Reclaim could theoretically allow the
creation of essence stones as well, most characters will
refrain from doing so for moral reasons)
Eyes of Lukas
Ingredients: 2 units of alchemical stone, 2 units of arcane Cost: 48 gc per vial
minerals, 1 unit of mineral crystals, 1 soul token
Description: This scentless, clear compound can be
Total Material Cost: 19 gc dispensed as vapor or injected into the bloodstream. The
Alchemical Formula: Creating an essence stone requires victim is soon overcome with rabid paranoia, becoming
an alchemy lab and one day of labour spent combining, mortally afraid of every other person they see as their
cooking and crystallizing the ingredients. At the end of senses are twisted into portraying every other character as
this time, the alchemist makes an INT+Alchemy roll horrific and menacing.
against a target number of 16. If the roll succeeds, the Special Rules: A character who has inhaled Eyes of
character creates one essence stone. If the roll fails, he Lukas (e.g. after being hit by a thrown vial of Eyes of
creates one unit of alchemical waste (crystal), and the soul Lukas) or been injected with it treats every other character
used in the process escapes to Urcaen unless the alchemist as having Terror with a target number equal to his own
wins a contested Willpower roll against it. PER plus the other character's ARM or the POW(+STR)
of his most impressive-looking weapon, whichever is
higher (Example: A trollkin (PHY 8) in full plate armour
(+8 ARM), when viewed by a character under the effects
of Eyes of Lukas who has PER 4, has Terror[8+8+4=20].
The same trollkin may also have a longsword strapped on
his back (POW 6) and be quite brawny (STR 7), and be

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carrying a heavy rifle (POW 12), but to the character underneath the falseflesh and still draw blood).
poisoned with Eyes of Lukas neither of these appears
Using falseflesh doubles a character's effective Disguise
nearly as threatening as the trollkin's up-armoured
skill level as long as the character can take at least an hour
physique). As a matter of fact, even seeing himself in a
applying the falseflesh disguise in front of a mirror using
mirror can make a character poisoned with this compound
gloves and a fine sculpting tool (since he cannot touch the
back gibbering into a corner.
salve with bare flesh without causing it to set). If the
Eyes of Lukas lasts until the character has passed three character's attempt to apply the falseflesh is interrupted or
Terror tests in a row (characters who drop all weapons otherwise interfered with, no bonus is gained, and a
and take off their armour can usually calm down their penalty of 1d3+1 is instead applied to the character's
paranoid friends without too much trouble), or for 1d3+1 Disguise result. One jar of falseflesh contains enough
hours, whichever comes first. salve to disguise a character's head and hands.
Alchemical grenades filled with Eyes of Lukas cost 57 gc. A falseflesh disguise is usually good for 24+PHY hours.
A thrown grenade of Eyes of Lukas creates a 3” AOE that After this time the falseflesh starts to dry up and crack,
affects everybody inside unless they are wearing gas ruining the disguise and making the character look
masks. A thrown vial of the compound only affects the extremely disturbing. It takes another PHY hours for the
character directly hit by the vial. falseflesh disguise to flake off completely, though
vigorous scrubbing with plenty of warm water and soap
Brewing Requirements: Alchemy
can significantly speed this process up, even if it is
Ingredients: 1 unit of alchemical stone, 1 unit of arcane extremely unpleasant.
extract, 1 burrow mawg adrenal gland, 1 unit of organic
Brewing Requirements: Alchemy
toxin
Ingredients: 2 units of alchemical stone, 1 unit of arcane
Total Material Cost: 16 gc
extract, 1 unit of mutagenic extract, 2 units of organic oil
Alchemical Formula: Creating Eyes of Lukas requires
Total Material Cost: 17 gc
an alchemy lab and two hours of labour spent cooking,
combining and stabilising the ingredients. At the end of Alchemical Formula: Creating falseflesh requires an
this time, the alchemist makes an INT+Alchemy roll alchemy lab and two hours of labour spent cooking,
against a target number of 16. If the roll succeeds, the combining and stabilising the ingredients. At the end of
character creates one vial of Eyes of Lukas. If the roll this time, the alchemist makes an INT+Alchemy roll
fails, the ingredients are wasted and the alchemist must against a target number of 16. If the roll succeeds, the
make a Willpower test against a target number of 16+his character creates one jar of falseflesh. If the roll fails, he
own PER or suffer a fit of screaming terror that lasts for creates one unit of alchemical waste (liquid). The smell
1d3+1 rounds (and likely wakes everybody in the and appearance of the failed concoction will also likely
building). put the character off eating meat for a day or two.

Falseflesh Falsescent Drops


Cost: 51 gc per jar Cost: 39 gc per vial
Description: This disconcertingly flesh-tinted thick salve Description: This highly concentrated, syrupy compound
is prized by spies and infiltrators, since it can be used to alters the imbiber's scent so that it becomes identical to
create amazingly lifelike disguises that will stand up to that of another. The compound leaves a floury aftertaste in
even the closest inspection. the drinker's mouth, so unless the user is knowingly
drinking the compound, it must be mixed with some other
Special Rules: It takes a bit of practice to apply falseflesh
strongly flavoured food to mask this (strong liquor or a
since any mistake will likely create a horrible caricature
hearty stew are popular choices).
of a face. A few minutes after coming into contact with
living flesh, falseflesh bonds with the skin and assumes Special Rules: PHY minutes after a character has
the same skin tone, texture and warmth as the skin it swallowed falsescent drops, his body odour becomes
covers. Once falseflesh has fully set, it cannot be removed identical to that of another character (see below) for 1d3
without tearing off the skin underneath, and is virtually hours. The main use of the compound, apart from general
indistinguishable from real skin and flesh except for its mischief, is laying false trails for dogs – for example, by
hairlessness and the fact that it does not bleed (so careful making a guard's body odour identical to a saboteur's, any
cutting with a knife may reveal that a spy's large dogs that attempt to sniff out the saboteur will likely track
falseflesh nose is actually a disguise; however, if the the guard instead.
wielder of the knife isn't careful he may cut the skin

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Brewing Requirements: Alchemy


Ingredients: Hair and skin from the character whose Fascinostrum
scent is going to get duplicated, 1 unit of alchemical Cost: 51 gc per vial
stone, 1 unit of mineral crystals, 1 unit of mutagenic Description: Of potentially invaluable use to spies, using
extract, 1 unit of organic oil this compound requires some careful planning. For a few
Total Material Cost: 13 gc minutes after dripping fascinostrum into his eyes, the user
gains the ability to transfix a single person who meets
Alchemical Formula: Creating falsescent drops requires their gaze, making the target temporarily oblivious and
an alchemy lab and two hours of labour spent cooking, allowing allies to slip past unnoticed.
combining and stabilising the ingredients. At the end of
this time, the alchemist makes an INT+Alchemy roll Special Rules: 1d3 minutes after dripping fascinostrum
against a target number of 15. If the roll succeeds, the into his eyes, the user may attempt to transfix a single
character creates one vial of falsescent drops. If the roll living character meeting his gaze as long as the target is
fails, he creates one unit of alchemical waste (liquid), and within 2” and reasonably still (i.e. not engaged in
the stench will likely put him off eating for the next few fighting). The user makes social skill rolls, which gain a
hours. +2 bonus, and which are contested by the Willpower of
the target. As soon as the user of the fascinostrum wins,
the target becomes transfixed and completely oblivious to
his surroundings as long as the user of the fascinostrum
Fangblunter maintains eye contact and no strong stimuli intrude (i.e. a
nearby gunshot, or striking the transfixed character. The
Cost: 12 gc per jar
user can easily tell when he has been successful because
Description: A character who has coated their clothes or the pupils in the target's eyes become enormously
armour with this tar-like salve gains some protection from enlarged and their conversation trails off once they are
beasts that try to bite him, as the noxious smell of the transfixed). Once the user of the fascinostrum breaks eye
compound makes most animals reluctant to bite down. contact or the effect is otherwise interrupted, the target
resumes the conversation as if nothing had happened,
Special Rules: Fangblunter is usually applied to the
unaware that any time has passed. The user of
chest, to the neck, to the arms, and to the boots (the latter
fascinostrum may keep trying to transfix targets for
against animals that are small enough to go for the legs).
10+PHY minutes after the compound has taken effect.
One application lasts for 1d3+1 hours before too much of
the noxious content has evaporated. Any living animal The eyes of a fascinostrum user seem to gleam and catch
that attacks by biting will take a -2 penalty to attack rolls the light easily (in fact, in full darkness they really do
against a character wearing fangblunter, though the glow softly, which ruins the user's night vision and adds
character will also take a -2 penalty to Detection rolls +2 to the target number for all actions undertaken in dim
using his sense of smell as well as a -1 penalty to Animal lighting or darkness that rely on vision). Taking more than
Handling and Riding rolls due to the animals shying away one dose of fascinostrum within 24 hours damages the
from the smell. Most people will not respond too kindly user's eyes: Though the compound still offers its benefits,
to the smell, either, though they generally consider it the user loses 1 PER and DEF, which are only recovered
irritating rather than nauseating. after the user has rested their eyes in darkness for 12
hours. Taking a third dose within 24 hours blinds the user
Brewing Requirements: Alchemy
completely for 24 hours once the compound has worn off.
Ingredients: 1 unit of alchemical stone, 1 unit of At least half the time spent in recovery must be spent in
alchemical waste (crystal), 1 unit of alchemical waste darkness.
(liquid), 1 unit of organic oil.
Goggles or visors worn by the target do not block the
Total Material Cost: 4 gc transfixing effects of fascinostrum, but goggles or glasses
worn by the user do. Also, fascinostrum is of little use if
Alchemical Formula: Creating fangblunter requires an
there are multiple targets (e.g. two guards at a gate),
alchemy lab and one hour of labour spent cooking,
because it's unlikely they can both be transfixed by two
combining and stabilising the ingredients. At the end of
users at the same time, and the non-transfixed guard will
this time, the alchemist makes an INT+Alchemy roll
likely become suspicious when his colleague suddenly
against a target number of 14. If the roll succeeds, the
falls silent in the middle of a conversation.
character creates one jar of fangblunter. If the roll fails, he
creates one unit of alchemical waste (liquid). Brewing Requirements: Alchemy
Ingredients: 1 unit of alchemical stone, 1 unit of arcane
extract (black tatzylwurm eye fluid), 1 unit of mineral
crystals, 1 unit of mutagenic extract

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Total Material Cost: 17 gc


Field-Dampener
Alchemical Formula: Creating fascinostrum requires an Cost: 39 gc per vial
alchemy lab and two hours of labour spent combining,
cooking and stabilising the ingredients. At the end of this Description: This glittering powder, which is usually
time, the alchemist makes an INT+Alchemy roll against a dispensed via alchemical grenades, disrupts the power
target number of 16. If the roll succeeds, the character fields generated by warcaster armour and many Iosan
creates one vial of fascinostrum. If the roll fails, he myrmidons.
creates one unit of alchemical waste (liquid). Special Rules: A power field-equipped character (usually
a warcaster wearing warcaster armour or an Iosan
myrmidon) hit by a thrown vial of field-dampener loses
1d3 power field boxes, and cannot regain any power field
Field-Binder boxes or overboost their power field for 1d3 rounds.
Cost: 33 gc per application Field-dampener has no effect on characters who do not
have power fields.
Description: Tossing this glittering powder onto an active
power field temporarily stabilizes the field, making it The usual form of delivery is an alchemical grenade. A
more resistant to damage. The origin of the compound's field-dampener bomb creates a 3” AOE. Characters who
formula is obscure, but is suspected it was reverse- are hit by a field-dampener AOE suffer the effects of
engineered from a compound used by Iosan arcanists, field-dampener powder described above. Field-dampener
since Iosan forces make a lot more use of power field bombs cost 48 gc each.
technology than the militaries of the Iron Kingdoms.
Brewing Requirements: Alchemy
Special Rules: A single application of field-binder is
Ingredients: 2 units of alchemical stone, 2 units of
sufficient for a small- or medium-based character. Two
alchemical waste (crystal), 1 unit of arcane minerals, 1
applications of field-binder are required for large-based
unit of heavy metals
characters like heavy myrmidons, while huge-based
characters like myrmidon colossals require three Total Material Cost: 13 gc
applications.
Alchemical Formula: Creating field-dampener requires
Applying field-binder requires the character to be within an alchemy lab and two hours of labour spent grinding,
B2B with the target character and expend a quick action combining and stabilising the ingredients. At the end of
to toss the compound onto the power field (a character this time, the alchemist makes an INT+Alchemy roll
wearing warcaster armour can also apply field-binder to against a target number of 15. If the roll succeeds, the
himself). An application of field-binder grants the character creates one vial of field-dampener. If the roll
character +2 ARM for 1d3 rounds or until his power field fails, he creates one unit of alchemical waste (crystal).
is depleted, whichever comes first. Field-binder has no
effect on characters whose power fields are currently
depleted.
A power field under the effects of field-binder sparks and Firefighter Foam
glitters noticeably, making it possible for savvy From Irisheathen's Liber Alchemika
commanders to order their troops to either hold their fire Cost: 24 gc per flask
until the effect wears off, or start a massed assault if the
glitter suddenly disappears under fire, indicating the Description: This watery, blue-tinted alchemical mixture
power field has just collapsed. reacts aggressively when exposed to air by expanding into
a sticky, bright blue heavy foam that can quickly
Brewing Requirements: Alchemy extinguish most flames. Firefighter foam is regularly
Ingredients: 1 unit of alchemical stone, 1 unit of arcane employed in industrialised areas as well as on some
minerals, 1 unit of mineral crystals battlefields to contain and control fires and prevent them
from spreading out of control. It is common that
Total Material Cost: 11 gc firefighter foam is created in large batches by order of the
Alchemical Formula: Creating field-binder requires an military or by larger cities to protect its citizens, but it can
alchemy lab and two hours of labour spent grinding, also be found in many alchemists' shops to guard against
combining and stabilising the ingredients. At the end of accidents. While it is an extremely useful weapon against
this time, the alchemist makes an INT+Alchemy roll fires it is, unfortunately, also an extremely heavy dye,
against a target number of 15. If the roll succeeds, the which will leave all organic surfaces it touches dyed a
character creates one vial of field-binder. If the roll fails, shade of blue until they are scrubbed clean.
he creates one unit of alchemical waste (crystal).

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Special Rules: Flasks of firefighter foam can be thrown, ability (see IKUA, p. 68) who is in B2B with a thrall he
but it is usually deployed via modified grenades or controls may use a full action to inscribe a single
alchemical misters for a more even application. When additional thrall rune on the thrall's body in the Fires of
firefighter foam is deployed it creates a 3” AOE cloud Delesle (usually on the thrall's forehead). The character
effect that remains in play for one round. Firefighter foam must make an INT+Thrall Crafting roll against a target
does not provide any protection against fire damage number of 12 plus the rune point cost of the thrall rune
caused by an attack (it does not grant Immunity: Fire) but (see IKUA, pp 74-75 for thrall rune costs). On a success,
will cause all fire continuous effects in the AOE to expire the thrall gains the abilities granted by the additional
in the round it is deployed, as well as negate any fire thrall rune for a number of rounds equal to the thrall's
cloud effects that overlap with the firefighter foam AOE. PHY, but also immediately suffers a number of points of
Additionally, objects and characters caught in the damage equal to the rune points of the temporary rune (if
firefighter foam cloud effect, and thus coated with the the thrall in question has a life spiral, this damage is
compound, are immune to the fire continuous effect for applied to a randomly determined branch). If the roll to
1d3x10 minutes, or until doused with water. inscribe the rune was failed, the thrall simply suffers 1d3
points of damage, and no benefit is gained.
Any exposed skin of characters who are caught in the
firefighter foam cloud effect is dyed a shade of blue for The Fires of Delesle cannot be used to duplicate thrall
1d3+1 days. Any non-living organic matter inside the runes the thrall already possesses, but can be used any
AOE is dyed a shade of blue for 1d3+1 weeks. However, number of times as long as the thrall survives. As long as
vigorous scrubbing and lots of hot water and soap can one rune inscribed through the Fires of Delesle is active,
remove the dye more quickly. all other attempts to inscribe temporary thrall runes are
automatic failures.
The firefighter foam AOE remains in play for 1d3x10
minutes, but isn't a cloud effect after the first round. If the character inscribing the temporary thrall rune has
Characters that go prone or are knocked down in the AOE the Dark Scribe ability (see IKUA, p. 68), it takes only a
automatically cause any fire continuous effect on them to quick action to attempt to inscribe a temporary thrall rune,
expire, but are also dyed blue. rather than a full action.
Alchemical grenades filled with firefighter foam are Brewing Requirements: Alchemy
available for 29 gc per grenade.
Ingredients: 1 unit of alchemical stone, 1 unit of arcane
Brewing Requirements: Alchemy extract, 1 unit of mineral crystals, 1 unit of mineral acid
Ingredients: 1 unit of alchemical stone, 1 unit of Total Material Cost: 11 gc
alchemical waste (liquid), 1 unit of mineral crystals, 1
Alchemical Formula: Creating Fires of Delesle requires
unit of organic acid
an alchemy lab and two hours of labour spent combining,
Total Material Cost: 8 gc cooking and stabilising the ingredients. At the end of this
time, the alchemist makes an INT+Alchemy roll against a
Alchemical Formula: Creating firefighter foam requires
target number of 16. If the roll succeeds, he creates one
an alchemy lab and two hours of labor spent cooking,
vial of Fires of Delesle, which is sufficient to attempt to
combining and stabilizing the ingredients. At the end of
inscribe 6 rune points' worth of thrall runes. If the roll
this time, the alchemist makes an INT+Alchemy roll
fails, the alchemist creates one unit of alchemical waste
against a target number of 14. If the roll succeeds, the
(liquid).
character creates one flask of firefighter. If the roll fails,
the alchemist suffers all dye effects as if he was inside a
firefighter foam AOE, and the ingredients are wasted.
Fires of Stacia
Cost: 33 gc per vial
Fires of Delesle Description: Inhaling the roiling, fiery-looking vapours
Cost: 33 gc per vial (sufficient for 6 points' worth of of this compound causes a spellcaster's powers to flow
thrall runes) with the utmost ease, though users also become prone to
headaches and nausea if they cannot constantly grant their
Description: Necromancers use this compound to briefly
Gift the release it hungers for with maddening intensity.
alter or enhance the abilities of their undead thralls by
inscribing temporary runes on them. While offering a lot Special Rules: A character who inhales Fires of Stacia
in terms of versatility, the energies unleashed by this gains one additional quick action during each activation
compound cause thralls to deteriorate rapidly. that can only be used to cast spells for 1d6+WIL minutes.
If the characters did not cast an offensive spell during his
Special Rules: A character with the Inscribe Thrall Rune
previous activation (e.g. because he was Fatigued, or

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there were no enemy targets within range), he suffers a -2 characters who do not have line of sight to a flash grenade
penalty to all rolls not related to casting spells. If the going off.
character casts an offensive spell again, the penalty is
The character throwing a vial of flash powder or a flash
removed in his next Maintenance Phase. After the
powder grenade is not considered to have line of sight to
compound has worn off, the spellcaster has difficulty
his own dose of flash powder. The same applies to allies
concentrating and can only cast spells by forfeiting his
who are aware of the plan and are not stationary when the
attacks for the same duration, casting one spell at most
grenade goes off.
per activation with no respite from the penalties for
casting, unless he takes another dose of Fires of Stacia. Flash grenades cost 42 gc each.
Needless to say, using this compound can easily lead to
Brewing Requirements: Alchemy
magical rampages not unlike the conflagration attributed
to the Scion of Thamar after which this compound is Ingredients: 1 unit of alchemical waste (crystal), 1 unit
named. of arcane minerals, 1 unit of mineral crystals
Brewing Requirements: Alchemy Total Material Cost: 11 gc
Ingredients: 1 unit of alchemical stone, 1 unit of arcane Alchemical Formula: Creating flash powder requires an
extract, 1 burrow-mawg adrenal gland alchemy lab and two hours of labour spent grinding,
combining and stabilising the ingredients. At the end of
Total Material Cost: 11 gc
this time, the alchemist makes an INT+Alchemy roll
Alchemical Formula: Creating Fires of Stacia requires against a target number of 14. If the roll succeeds, the
an alchemy lab and two hours of labour spent combining, character creates one vial of flash powder. If the roll fails,
cooking and stabilising the ingredients. At the end of this he creates one unit of alchemical waste (crystal).
time, the alchemist makes an INT+Alchemy roll against a
target number of 16. If the roll succeeds, he creates one
vial of Fires of Stacia. If the roll fails, the alchemist
creates one unit of alchemical waste (liquid), and if the Flash-Bond Fumes
alchemist is a spellcaster the fumes will cause him to cast Cost: 36 gc per vial
his highest-POW offensive spell at his workbench in a
sudden arcane rage if he fails a WIL roll against a target Description: Inhaling this compound temporarily
number of 16, likely causing significant damage to his enhances a focuser's ability to attune to mechanika, which
equipment as well as catching himself in a blast area. can be useful indeed when a warcaster needs to mobilize
quickly using unfamiliar equipment.
Special Rules: Opening a vial of flash-bond fumes and
inhaling them takes a quick action. For ARC rounds
Flash Powder afterwards, a warcaster may then bond to mechanika or
Cost: 33 gc per vial steamjacks by using a quick action instead of a full action
to form the bond. Once the compound has worn off, the
Description: This innocuous-looking grey powder gives
warcaster's ability to concentrate on bonding becomes
off an extremely bright light when it is lit on fire or
compromised for another ARC rounds, and the warcaster
struck. It is consumed much too quickly to be useful as a
can only form bonds during this time by spending a full
light source, but can blind people without causing much
action and passing an ARC roll against a target number of
of a noise beyond a soft “pop” or significant collateral
14. The warcaster cannot benefit from another dose of
damage.
flash-bond fumes during this time.
Special Rules: A thrown vial of flash powder or a flash
Brewing Requirements: Alchemy
grenade blinds every character within 5” who has line of
sight to the location where the powder ignites (use Ingredients: 1 unit of alchemical stone, 1 unit of arcane
standard deviation rules even though flash powder does extract, 1 unit of mineral crystals, 1 unit of organic acid
not have an AOE in the standard sense). Blinded
Total Material Cost: 12 gc
characters take a -4 penalty to DEF and all visual-based
Detection or attack rolls for one turn and lose either their Alchemical Formula: Creating flash-bond fumes
action or their movement during their next activation. If requires an alchemy lab and two hours of labour spent
the character is wearing goggles or similar eye protection, combining, cooking and stabilising the ingredients. At the
he is only partially blinded and suffers -2 to DEF and end of this time, the alchemist makes an INT+Alchemy
Detection or attack rolls for one turn and does not lose his roll against a target number of 15. If the roll succeeds, the
action or movement during his next activation. At the character creates one vial of flash-bond fumes. If the roll
gamemaster's discretion, enough light might reflect off fails, he creates one unit of alchemical waste (crystal) and
surfaces in a small room to at least partially blind a cloud of vapor.

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Brewing Requirements: Alchemy and Craft


Flesh Fury (gunsmithing)
Cost: 39 gc per vial
Ingredients: 1 unit of alchemical stone, 1 unit of arcane
Description: When warlocks draw upon their own life minerals, 1 unit of heavy metals, bullet materials for five
energies to fuel their magic, they may inadvertently cause rounds of ammunition
themselves debilitating damage. Drinking this acrid
compound helps a warlock gain greater control over the Total Material Cost: 10 gc + bullet materials for five
risks. rounds of ammunition

Special Rules: 1d3+3 minutes after drinking flesh fury Alchemical Formula: Creating foeslayer lead requires an
and for ARC or PHY hours afterwards, whichever is alchemy lab and a gunsmithing kit and two hours of
higher, whenever the warlock expends his own vitality to labour spent melting, combining and casting the
gain fury the vitality damage is always applied to the first ingredients. At the end of this time, the alchemist makes
available branch of his Physique, rather than being an INT+Alchemy or INT+Craft (gunsmithing) roll,
applied to a randomly chosen branch of his life spiral. If whichever is lower, against a target number of 15. If the
the warlock's Physique branch is already filled with roll succeeds, the character creates 5 rounds of foeslayer
damage, any damage caused by generating fury from lead runeshot ammunition attuned to a single type of
vitality is automatically applied to the first available target. If the roll fails, the character creates five normal
branch of his Agility instead. After having used flesh fury, rounds of runeshot ammunition as long as he has scored at
a warlock must wait for ARC or PHY hours, whichever is least a result of 9 on his roll, but the alchemical materials
higher, before another dose can take effect. are wasted. On a roll of less than 9, he has not only
wasted the alchemical materials, but the ammunition he
Brewing Requirements: Alchemy has attempted to manufacture is also unusable. It may be
Ingredients: 1 unit of alchemical stone, 1 unit of arcane reworked according to standard crafting rules, however
extract, 1 unit of organic acid, 1 unit of organic toxin (IKRPG, p. 176), but only counts as standard rune bullets.

Total Material Cost: 13 gc


Alchemical Formula: Creating flesh fury requires an
alchemy lab and two hours of labour spent combining, Fortificant of Delesle
cooking and stabilising the ingredients. At the end of this Cost: 51 gc per jar
time, the alchemist makes an INT+Alchemy roll against a
Description: Dissolving this compound in water and then
target number of 15. If the roll succeeds, the character
soaking bones in the solution for a week allows the
creates one vial of flesh fury. If the roll fails, he creates
creation of undead thralls with superior longevity and
one unit of alchemical waste (liquid).
strength. Needless to say, formulating this compound,
possession of it, or even just having a copy of the formula
will usually lead to serious attention from the authorities
if discovered. Thralls created with this compound are
Foeslayer Lead known to exhibit a distinctive metallic gleam if viewed in
Cost: 30 gc + bullet costs for five rounds of ammunition the proper light.
Description: These alchemically enhanced magelock Special Rules: In order to use this compound, bones need
bullets are more powerful when used on a specific kind of to be stripped of their flesh first and then immersed in the
foe, though less powerful when used against anybody solution for a week. After this period of time the bones
else. can be removed from their bath and used in the
Special Rules: Foeslayer lead is alchemically attuned to a construction of a thrall, which then gains +1 PHY and
certain type of creature and will cause more serious STR. One jar of Fortificant of Delesle contains enough
injuries to such creatures when fired by a gunmage (it is salts for one thrall. Using this compound is usually
not actually necessary to add any rune shot spells to a restricted to producing high-grade thralls like warriors or
foeslayer bullet, though it'd be waste not to do so). When lieutenants.
firing a foeslayer bullet, roll an additional die for the Brewing Requirements: Alchemy
attack and damage rolls. If the target is of the correct type,
remove the lowest die from the rolls. If the target isn't of Ingredients: 2 units of alchemical stone, 1 unit of arcane
the correct type, remove the highest die from the rolls. minerals, 1 unit of heavy metals, 1 unit of mineral
crystals, 1 unit of organic acid
At present foeslayer lead has been successfully
formulated for use against blighted individuals, undead, Total Material Cost: 17 gc
or grymkin. Alchemical Formula: Creating Fortificant of Delesle

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requires an alchemy lab and three hours of labour spent intelligence agents, who sometimes use the compound to
combining and stabilising the ingredients. Additionally, infiltrate areas (or escape from them) by diving through
the ingredients and equipment must be blessed by a moats or submerged tunnels.
Thamarite Advocate of Veteran level or higher at the
Special Rules: 1d3+3 rounds after injecting gator-aid, the
beginning of the process. At the end of the process, the
user becomes sluggish, losing one quick action per round.
alchemist makes an INT+Alchemy roll against a target
However, the user now also requires very little oxygen,
number of 16. If the roll succeeds, the character creates
allowing him to remain active for a number of rounds
one jar of Fortificant of Delesle. If the roll fails, he creates
equal to twice his PHY even when holding his breath.
one unit of alchemical waste (crystal).
Each injection lasts for 10+PHY minutes. Though taking
multiple injections end to end does not cause any ill
effects as such, using gator-aid to hold one's breath for
longer than PHY rounds at a stretch causes the user to feel
Furtivitation Fluid sore, suffering a -1 penalty to STR, SPD, AGL, POI and
Cost: 30 gc per vial PRW rolls, including melee and thrown weapon damage
Description: Drinking this unpleasantly musty-smelling rolls. These after-effects manifest after PHY hours and
and decidedly oddly-named compound causes the imbiber last for another PHY hours.
to temporarily gain a natural inclination to seek dark Special: Even bog trog and gatormen, who are already
corners and cover. While undoubtedly useful in battle, the amphibious, may benefit from using gator-aid (though the
distinctly shifty expression the compound impresses on compound must be formulated specially for these species
the user's features has given it a less flattering nickname: because of their very different metabolism), since gator-
rat tonic. aid allows the user to operate without breathing at all,
Special Rules: 1d6+3 rounds after drinking furtivitation rather than relying on oxygen intake through their skin (or
fluid, a living character gains the Cautious Advance gills). Gatormen may remain active for a number of
ability (see IKRPG, p. 159), regardless of whether he rounds equal to four times their PHY when using gator-
meets the prerequisites, for 1d6+10 minutes. However, aid.
during this time the character's constantly swiveling and Brewing Requirements: Alchemy
twitching eyes and head cause him to suffer a -2 penalty
to Social rolls and command range. The penalty to Ingredients: 1 unit of alchemical stone, 1 burrow-mawg
Intimidation rolls is -3 instead, as the user appears unsure adrenal gland, 1 unit of organic toxin
of himself. Once the compound wears off, the user suffers Total Material Cost: 11 gc
a mild headache for the same duration that inflicts a -2
penalty to all Social rolls from distraction. Alchemical Formula: Creating gator-aid requires an
alchemy lab and two hours of labour spent cooking,
Brewing Requirements: Alchemy combining and stabilising the ingredients. At the end of
Ingredients: 1 unit of alchemical stone, 1 unit of this time, the alchemist makes an INT+Alchemy roll
alchemical waste (liquid), 1 unit of organic acid, 1 unit of against a target number of 15. If the roll succeeds, the
organic toxin character creates one vial of gator-aid. If the roll fails, he
creates one unit of alchemical waste (liquid).
Total Material Cost: 10 gc
Alchemical Formula: Creating rat, uh, furtivitation fluid
requires an alchemy lab and two hours of labour spent
combining, cooking and stabilising the ingredients. At the Gauntlet of Stacia
end of this time, the alchemist makes an INT+Alchemy Cost: 39 gc per vial
roll against a target number of 14. If the roll succeeds, the
Description: This powerful alchemical, which takes the
character creates one vial of furtivitation fluid. If the roll
form of a reddish liquid that gives off an unpleasant
fails, he creates one unit of alchemical waste (liquid).
organic smell, allows spellcasters who have rubbed their
hands with it to draw power from their own lifeforce.
Using the compound leaves the skin raw and reddened,
with more pronounced damage the more the compound's
Gator-Aid benefits are utilised.
Cost: 33 gc per vial
Special Rules: Applying the Gauntlet of Stacia takes a
Description: Injecting this compound into the quick action, but it only affects Gifted characters. Starting
bloodstream makes the user somewhat sluggish but also in the current round and for WIL rounds, the spellcaster
alters his metabolism, allowing him to hold his breath for may spend vitality instead of gaining fatigue or spending
extended periods of time. The compound is popular with focus or fury when augmenting spells (e.g. boosting

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Morgan's Liber Alchemica I – Alchemy

attack or damage rolls, or boosting range). The basic cost


Special Rules: Ghost ink fades into nothingness within
of each spell and all upkeep costs must still be paid for in
about an hour when it is exposed to air. Usually, short
fatigue, focus or fury, however.
messages are written in the ink, and once the fading has
The spellcaster may remove vitality from any point of progressed noticeably, the message is put into an airtight
their life spiral. However, while the compound is in effect, container. When the message is removed from the
any vitality invested into spells cannot be regained via container by the recipient, it then remains legible for a
any means, and for the duration of the compound's effect few minutes at most.
and for another WIL rounds afterwards, any recovery of
Brewing Requirements: Alchemy
vitality is minimalised (e.g. Walking it Off by spending
feat points only recovers 2 points of damage. Characters Ingredients: 1 unit of alchemical stone, 1 unit of
with the Revitalize archetype benefit also cannot use it ectoplasm, ink
during this time, though they can still use Walk it Off to
Total Material Cost: 12 gc
full effect because of their hardier physiques).
Alchemical Formula: Creating ghost ink requires an
Using doses end to end extends the benefits, but the
alchemy lab and two hours of labour spent combining and
drawbacks become progressively more debilitating: A
stabilising the ingredients. At the end of this time, the
second dose used before the first one and its aftermath
alchemist makes an INT+Alchemy roll against a target
have expired negates regaining vitality altogether for the
number of 15. If the roll succeeds, the character creates
duration of the effect and the following WIL rounds
one well of ghost ink. If the roll fails, he creates one unit
(Revitalizing characters can still use Walk it Off, but must
of alchemical waste (liquid).
now minimise their results). A third dose inflicts Slow
Recovery (IKRPG, p. 216) on the character for all vitality
lost (Revitalizing characters merely cannot recover
vitality until the compound has run its course, and only
suffer Slow Recovery when they use a fourth dose too Ghost Shot
soon). Cost: 54 gc + bullet costs for five rounds of ammunition
Gauntlet of Stacia cannot be used by spellcasters who are Description: Ghost shot is basically alchemically treated
not alive. Spellcasters with no living hands (e.g. because lead that can affect incorporeal creatures as if they were
they have two prosthetics) must smear the compound on corporeal. A ghost shot bullet can be further enhanced by
their foreheads, which unfortunately causes a blinding gunmage runes or other abilities (e.g. a bonded
headache once the compound has worn off (-1 to DEF, mechanikal gun in a warcaster's hands), but even if the
and to INT, PER and WIL rolls in addition to the usual bullet can be recovered after firing it will have lost its
side-effects). ghost shot properties once it has hit an incorporeal
character.
Brewing Requirements: Alchemy
Special Rules: Ghost shot bullets can hit incorporeal
Ingredients: 1 unit of alchemical stone, 1 unit of arcane characters and inflict damage normally, just as if those
extract, 1 unit of heavy metals, 1 unit of organic toxin characters were fully corporeal. Hitting an incorporeal
Total Material Cost: 13 gc character burns out the ectoplasm content of the bullet,
destroying its special properties.
Alchemical Formula: Creating Gauntlet of Stacia
requires an alchemy lab and two hours of labour spent Ghost shot bullets can only be pistol or rifle ammunition,
cooking, combining and stabilising the ingredients. At the the process is both unsuitable and insufficient for
end of this time, the alchemist makes an INT+Alchemy manufacturing artillery or other heavier rounds. It is
roll against a target number of 16. If the roll succeeds, the possible to create scattergun grapeshot, but the yield is
character creates one vial of Gauntlet of Stacia. If the roll only one round of shot ammunition instead of five rounds
fails, he creates one unit of alchemical waste (liquid), as of rifle or pistol ammunition.
well as incurring the loss of 1d3+1 vitality from the fumes Brewing Requirements: Alchemy and Craft
and Slow Recovery unless he wears a gas mask. (gunsmithing)
Ingredients: 1 unit of alchemical stone, 1 unit of arcane
minerals, 1 unit of ectoplasm, bullet materials for five
Ghost Ink rounds of ammunition
Cost: 36 gc per inkwell Total Material Cost: 18 gc + bullet materials for five
rounds of ammunition
Description: Ghost ink evaporates when exposed to air,
and is thus used for secret messages that must quickly and Alchemical Formula: Creating ghost shot requires an
tracelessly disappear. alchemy lab and a gunsmithing kit and two hours of

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Morgan's Liber Alchemica I – Alchemy

labour spent melting, combining and casting the suppresses most of their supernatural properties, though
ingredients. At the end of this time, the alchemist makes the more powerful the object in question is, the more
an INT+Alchemy or INT+Craft (gunsmithing) roll, quickly the dampening jelly breaks down.
whichever is lower, against a target number of 16. If the
Special Rules: Coating a magical object in grade 13
roll succeeds, the character creates 5 rounds of ghost shot
arcane dampening jelly (or wrapping it in bandages
ammunition. If the roll fails, the character creates five
slathered with the jelly for greater ease of application)
normal rounds of ammunition as long as he has scored at
suspends all supernatural properties of the object in
least a result of 9 on his roll, but the alchemical materials
question as long as more than half of the object is covered
are wasted. On a roll of less than 9, he has not only
in the compound.
wasted the alchemical materials, but the ammunition he
has attempted to manufacture is also unusable. It may be As a rule, magical weapons coated with dampening jelly
reworked according to standard crafting rules, however are no longer counted as magical, suffer an additional
(see IKRPG, p. 176). attack modifier of -1, and lose all supernatural properties
like Blessed or curses. Dampened magical armour inflicts
an additional -1 DEF modifier and also loses any
additional properties bestowed by enchantments and
Ghostbane Salve curses, as determined by the gamemaster.
Cost: 45 gc per jar Once in contact with magical objects, grade 13
Description: Ghostbane salve is a greyish sticky oil that dampening jelly decays from absorbing arcane energies.
can be smeared on a melee weapon or the tip of an arrow The gamemaster determines how quickly this takes place;
or crossbow bolt. It can also be used to coat one's hands, on objects with minor arcane power (e.g. objects who do
though most users prefer to wear gloves when they do this not confer any bonuses except for being magical, like the
because the salve causes an unnerving sensation of knight exemplars' relic blades or magelocks), the jelly
coldness when applied to bare skin. Once it is exposed to may last for 1d3+1 months before it becomes useless. On
air, the salve rapidly evaporates. objects that provide bonuses like Blessed or Critical Fire,
or that inflict curses (like the knight exemplars' blessed
Special Rules: A character can use a quick action to lances, the Order of the Wall's Firebrands, or the
smear a weapon with ghostbane salve. The weapon can doomreavers' fell blades), the jelly is only effective for
then affect incorporeal characters as if they were 1d3+1 weeks. The magical properties of the most
corporeal for d3+1 turns (alternatively, a jar of ghostbane powerful magical items created by mortals may only by
salve allows d3+1 arrows or crossbow bolts to be dipped suppressed for 1d3+1 days, and artifacts created by forces
before the jar is spent; if such a missile isn't fired in the beyond the ken of mortals (like athancs, the Omegus or
same turn, the minute amount of salve dissolves before it Nyssor's sword Voass) simply cause grade 13 arcane
can be any use). dampening jelly to flash into violet steam on contact. The
Brewing Requirements: Alchemy gamemaster is always the final judge on how long an
item's magical properties may be suppressed by grade 13
Ingredients: 1 unit of alchemical stone, 1 unit of arcane dampening jelly.
ectoplasm, 1 unit of mineral crystals, 1 unit of organic oil
Cleaning off the jelly with a cloth is sufficient to restore a
Total Material Cost: 15 gc magical item's powers within a few minutes.
Alchemical Formula: Creating ghostbane salve requires One jar contains enough grade 13 arcane dampening jelly
an alchemy lab and two hours of labour spent combining, for a weapon made for a small-based character. For suits
cooking and stabilising the ingredients. At the end of this of armour, two jars are needed for a suit that fits a small-
time, the alchemist makes an INT+Alchemy roll against a based character.
target number of 16. If the roll succeeds, the character
creates one jar of ghostbane salve. If the roll fails, he Grade 13 arcane dampening jelly has no effect on
creates one unit of alchemical waste (liquid). mechanika. When used on magelocks, any attempts to fire
rune shots simply do not work (the rune bullet is still
fired, but does not have any supernatural effects), though
such failed attempts to fire rune shots still cause fatigue or
cost focus.
Grade 13 Arcane Dampening
Jelly Brewing Requirements: Alchemy
Cost: 39 gc per jar Ingredients: 1 unit of alchemical stone, 1 unit of
Description: The violet glow shed by this gel-like alchemical waste (crystal), 1 unit of arcane minerals, 1
compound clearly hints at its arcane properties. Coating unit of mineral crystals, 1 unit of organic oil
magical objects in dampening jelly temporarily

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Total Material Cost: 13 gc


Alchemical Formula: Creating grade 13 arcane Halo of Katrena
dampening jelly requires an alchemy lab and two hours of Cost: 48 gc per jar
labour spent combining, cooking and stabilising the Description: This golden salve offers protection against
ingredients. At the end of this time, the alchemist makes mind-affecting magic and curses. In order to be effective,
an INT+Alchemy roll against a target number of 15. If the the salve must be applied to the skin in a ring encircling
roll succeeds, the character creates one jar of grade 13 the head of the user, which is also the reason for the
arcane dampening jelly. If the roll fails, he creates one compound's name.
unit of alchemical waste (liquid).
Special Rules: It takes a full action to apply a Halo of
Katrena if the character is bald or has very short hair;
correctly applying a Halo on a character with long hair
Grave Dirt can take 1d3 minutes. A correctly applied Halo provides a
+4 bonus to all rolls made to resist mind-affecting magic
Cost: 36 gc per vial
and curses for 1d3+1 hours, after which enough of the
Description: The unassuming brownish compound that is compound has rubbed off for it to be effective. An
commonly known as grave dirt temporarily suspends the incorrectly or incompletely applied Halo provides only a
animation of the undead. It is sometimes used in grenades bonus of +2, as long as at least three quarters of the ring,
but more commonly dispensed silently via alchemical which need not be free of interruptions, are complete.
misters or thrown vials to sneak past undead sentries
A single jar of Halo of Katrena contains enough salve for
without alerting other monstrosities further ahead.
one character. There is usually enough of the salve left
Special Rules: An undead character hit by a thrown vial after one application for an assistant to touch up a Halo
of grave dirt becomes inanimate if he fails a Willpower that has started to show wear, extending the duration for
roll against a target number of 16, and remains inert until another 1d3 hours. Rain or simple immersion in water
attacked, violently shaken (stumbling over or being will not wash a Halo off.
knocked into an inanimate undead lying on the ground
Brewing Requirements: Alchemy
counts as shaking them violently), or doused with water,
which washes the grave dirt off. Loud noise or light, Ingredients: 1 unit of alchemical stone, 1 unit of arcane
however, will not wake undead affected by the compound. minerals, 1 unit of heavy metals, 1 unit of mineral
Inanimate undead are knocked down. Grave dirt has no crystals, 1 unit of organic oil
effect on incorporeal undead or the living.
Total Material Cost: 16 gc
The usual form of delivery is an alchemical grenade,
Alchemical Formula: Creating Halo of Katrena requires
however. A grave dirt grenade creates a 3” AOE. Undead
an alchemy lab and two hours of labour spent cooking,
characters who are hit by a grave dirt AOE become
combining and stabilising the ingredients. At the end of
inanimate if they fail a Willpower roll against a target
this time, the alchemist makes an INT+Alchemy roll
number of 16. Grave dirt grenades cost 45 gc each.
against a target number of 16. If the roll succeeds, the
Brewing Requirements: Alchemy character creates one jar of Halo of Katrena. If the roll
fails, he creates one unit of alchemical waste (liquid).
Ingredients: 1 unit of alchemical stone, 1 unit of
alchemical waste (crystal), 1 unit of arcane minerals, 1
unit of mineral crystals
Total Material Cost: 12 gc Hearth-Musk
Alchemical Formula: Creating grave dirt requires an Cost: 24 gc per vial
alchemy lab and two hours of labour spent grinding, Description: A deceptively simple concoction, the scent
combining and stabilising the ingredients. At the given off by hearth-musk acts on nearby people even
beginning of the process the equipment and ingredients when they cannot consciously identify it, creating an odd,
must be blessed by a priest of Veteran level or higher. At comforting sense of familiarity which, unsurprisingly,
the end of this time, the alchemist makes an makes hearth-musk very popular with intelligence agents.
INT+Alchemy roll against a target number of 16. If the The main drawbacks of the formula are that different
roll succeeds, the character creates one vial of grave dirt. variations of hearth-musk must be prepared for different
If the roll fails, he creates one unit of alchemical waste species, and that no currently known variation seems to
(crystal). work on farrow.
Special Rules: A character wearing hearth-musk
alleviates penalties to Social rolls by up to 2 if they are

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caused by other, living characters being unfamiliar with damage caused by blood loss due to surgical procedures is
and possibly suspicious of the wearer of the hearth-musk reduced by 1d3, to a minimum of 1, though the character
(however, no bonuses to Social rolls can be gained from will be subject to slow recovery (see IKRPG, p. 216) once
hearth-musk). The range of hearth-musk is normally 3” the effect of the drug has worn off. Without heartstiller,
(or 18 feet), but it can slowly pervade a small room some procedures – like replacing the organs of blighted
entirely or be smaller or greater depending on whether the characters or implanting a clockwork heart – would be
wearer of the musk is upwind or downwind of his mark. If impossible to perform without killing the patient.
the target character has a cold or is wearing a gas-mask,
Brewing Requirements: Alchemy
hearth-musk is ineffective against them. A single dose of
hearth-musk remains potent for approximately an hour Ingredients: 1 unit of alchemical stone, 1 unit of heavy
after it has been applied. It is also possible to split a vial metals, 1 unit of mineral crystals, 2 units of organic toxin
of hearth-musk between up to three applications, which
Total Material Cost: 16 gc
last for a proportionally shorter duration.
Alchemical Formula: Creating heartstiller requires an
While it is technically possible to layer different
alchemy lab and two hours of labour spent cooking,
variations of hearth-musk, the possible penalty reduction
combining and stabilising the ingredients. At the end of
is reduced to 1 if two different musks are worn
this time, the alchemist makes an INT+Alchemy roll
simultaneously, and three or more different musks
against a target number of 15. If the roll succeeds, the
generally do not work at all. Wearing hearth-musk along
character creates one vial of heartstiller. If the roll fails, he
with strong perfume also reduces the possible penalty
creates one unit of alchemical waste (liquid).
reduction to 1, making the compound less than ideal for
infiltrating high society.
Farrow are always immune to hearth-musk. They can
smell it, but they can always tell the character's true scent Hunger Salts
underneath the musk. Cost: 27 gc per jar (see below)
Brewing Requirements: Alchemy Description: Ingesting this compound causes intense
Ingredients: 1 unit of alchemical stone, 1 unit of mineral hunger pangs that will not abate no matter how much the
crystals, 1 unit of organic acid, 1 unit of organic oil victim eats. The compound finds many users, from
pranksters aiming to have a noble embarrass himself by
Total Material Cost: 8 gc gorging at a party to saboteurs who want to incite riots by
Alchemical Formula: Creating hearth-musk requires an convincing an entire mess hall of soldiers that they are not
alchemy lab and two hours of labour spent combining, getting the rations they are due, or destroying their stores
cooking and stabilising the ingredients. At the end of this of food in short order in a mutinous feeding frenzy.
time, the alchemist makes an INT+Alchemy roll against a Victims of hunger salts usually get ill from overeating
target number of 15. If the roll succeeds, the character after the compound has worn off.
creates one vial of hearth-musk. If the roll fails, he creates Special Rules: 1d3+3 minutes after ingesting hunger salts
one unit of alchemical waste (liquid) and, usually, gets a a living character starts feeling famished, and this feeling
good whiff of the failed compound that makes him will not abate for about one hour. While the compound is
desperately wish for a head cold. in effect, the victim is entirely preoccupied with eating
and suffers a -3 penalty to INT and WIL rolls. Social rolls
made to make the victim stop eating suffer a -2 penalty,
while Social rolls that encourage the victim to sate his
Heartstiller hunger gain a +2 bonus. The victim also suffers a -1
Cost: 48 gc per vial attack roll penalty from distraction.
Description: This compound is used by surgeons who The compound's effects can become truly dangerous
want to try experimental or possibly dangerous when it affects gatormen and trolls, who are both
procedures. Soon after heartstiller has been injected into infamous for responding badly to starvation (to say the
the bloodstream, the subject's heartbeat nearly stops, least; however, slag trolls are immune to the compound
effectively creating a state of suspended animation. due to their adaptation to a mineral diet). Similarly,
feeding living warbeasts with hunger salts causes them to
Special Rules: Heartstiller must be injected into the
generate 1 fury at the end of their Maintenance Phase
bloodstream with a syringe. PHY minutes later, the
each round from their intense hunger in addition to the
subject's heartbeat has practically stopped, and his entire
compound's other effects, which can easily cause frequent
metabolism is in a state of suspended animation, which
frenzies – a particularly grave threat when this happens
lasts for a number of hours equal to PHY or STR,
unexpectedly outside of combat, and when the warlock
whichever is lower. During this time, any instance of

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isn't close enough to clamp down on his warbeasts and more pronounced, even to the point that the casting runes
reign in their gluttonous impulses. of stealth spells or characters with the Shadow Magic
ability become visible, though those are still extremely
The GM determines the exact effects of overeating under
faint (a successful PER+Detection roll against a target
the effects of hunger salts (these should be painful rather
number of 17 minus the casting cost of a stealth or
than truly harm the character, though some animals in
Shadow spell is required to properly identify it with the
particular might overeat to dangerous degrees if given the
Rune Reader Gifted archetype benefit; Shadow spells are
opportunity and develop serious digestive problems. The
still undetectable to characters with the Magic Sensitivity
destruction of food stores or general environs might be
benefit unless they can see the spell runes with their eyes
the greater problem in the long run). The effects of hunger
and pass the PER+Detection roll).
salts can be ended prematurely by drinking excessive
amounts of water or vomiting until the stomach is empty, To the regret and relief of spies and governments
though few individuals under its effects can easily be everywhere, Iganaasi's Unveiler has no effect on
persuaded to do anything but eat. invisibility inks.
One jar of hunger salts contains enough of the compound Brewing Requirements: Alchemy
for three small-based characters or one large-based
Ingredients: 1 unit of alchemical stone, 1 unit of
character. Two jars contain enough hunger salts for three
alchemical waste (crystal), 1 unit of arcane minerals
medium-based characters.
Total Material Cost: 9 gc
Brewing Requirements: Alchemy
Alchemical Formula: Creating Iganaasi's Unveiler
Ingredients: 3 units of alchemical stone, 1 unit of
requires an alchemy lab and two hours of labour spent
alchemical waste (crystal), 1 unit of mineral crystals, 1
grinding, combining and stabilising the ingredients. At the
unit of heavy metals
end of this time, the alchemist makes an INT+Alchemy
Total Material Cost: 9 gc roll against a target number of 15. If the roll succeeds, the
character creates one jar of Iganaasi's Unveiler. If the roll
Alchemical Formula: Creating hunger salts requires an
fails, he creates one unit of alchemical waste (crystal).
alchemy lab and two hours of labour spent grinding,
combining and stabilizing the ingredients. At the end of
this time, the alchemist makes an INT+Alchemy roll
against a target number of 14. If the roll succeeds, the
character creates one jar of hunger salts. If the roll fails, Jack Juice
he creates one unit of alchemical waste (crystal). Cost: 42 gc per flask
Description: This highly volatile liquid must not be
exposed to open flames, or the resulting fire will
temporarily become nearly impossible to extinguish. It is
Iganaasi's Unveiler usually stored in metal bottles, and must be squirted into a
Cost: 27 gc per jar (each jar contains 1d3 pinches of the steamjack's heartfire using a large metal syringe.
powder (the random number is caused by the inaccuracy
Special Rules: Two turns after jack juice has been
of measuring the minute doses of powder). Very little is
squirted into a steamjack's heartfire, the heat in the 'jack's
required for the unveiler to take effect)
firebox has increased dramatically, boosting steam
Description: Assumed to be the invention of a Radiz pressure and allowing the 'jack to run or charge or make
alchemist, a pinch of this glittering powder, tossed into trample or slam attacks without being driven or spending
the air, briefly cancels out forms of invisibility for any focus for 1d3+1 turns. The heat will cause damage to the
character caught in the area of effect. 'jack's systems, however, inflicting 1d3 damage points to
a random location at the end of the effect's duration. If the
Special Rules: By spending a quick action, a character
'jack has a heavy boiler (IKRPG, p. 311), it will only
can toss a pinch of the powder into the air, which creates a
suffer 1 point of damage unless more than one dose of
3” AOE either centered on the character or in B2B with
jack juice is used end to end.
him. Invisible characters who are caught in the AOE, like
ghosts or certain grymkin, or other characters who use If a burning character is squirted with jack juice, or a
magical or mechanikal means to become hard to see, character has been squirted with jack juice and
become fully visible, losing Stealth and similar innate subsequently set on fire, no roll to check whether the fire
abilities that protect them from visual detection (if the burns out is made for 1d3 turns.
entity in question is also incorporeal, it becomes visible,
Brewing Requirements: Alchemy
but is still incorporeal).
Ingredients: 2 units of alchemical waste (crystal), 1 unit
The runic flashes caused by spellcasting also become
of alchemical waste (liquid), 1 unit of Menoth's Fury, 2

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units of mineral crystals, 2 units of organic oil people who constantly risk capture in their line of work,
this compound imparts bones, joints and tendons with
Total Material Cost: 14 gc
unusual flexibility, making it considerably easier to
Alchemical Formula: Creating jack juice requires an escape from bonds. Hiding a dose of this compound on
alchemy lab and two hours of labour spent cooking, one's body in such a way that it is accessible while tied up
combining and stabilising the ingredients. At the end of is more of a challenge; some people have even gone so far
this time, the alchemist makes an INT+Alchemy roll as to store a dose of the compound in a false tooth that
against a target number of 14. If the roll succeeds, the will break if bit down on hard enough.
character creates one flask of jack juice. If the roll fails,
Special Rules: 1d6+3 rounds after this compound has
he creates three units of alchemical waste (liquid).
been ingested, the imbiber's bones and joints have become
rubbery, granting a +2 bonus to Escape Artist rolls but
also inflicting a -1 penalty on SPD, STR and ARM (a
flexible skeleton isn't as good at protecting internal organs
Jellied Air like brain, heart and lungs, and doesn't allow muscles to
Cost: 50 gc per jellied air bomb apply their power as effectively). The bonuses and
penalties last for about half an hour (which is enough for
Description: This volatile compound reacts strangely to six trained or one untrained Escape Artist roll; needless to
being exposed to air, solidifying into a cloud of say, most people who think this compound worthwhile
shimmering, semi-solid vapours that, though they persist already have some skill in escaping bonds).
only briefly, can sometimes provide a unique tactical
advantage by restricting a foe's freedom of movement. Brewing Requirements: Alchemy

Special Rules: Jellied air must be deployed via Ingredients: 1 units of alchemical stone, 1 unit of
alchemical grenade to be effective, since pouring it from a mutagenic extract, 1 unit of organic acid
container or smashing a vial full of jellied air does not Total Material Cost: 12 gc
cause a sufficient spread of the compound to create a
useful effect. Alchemical Formula: Creating jellybone drops requires
an alchemy lab and two hours of labour spent combining,
A jellied air bomb creates a 3” AOE that persists for 1d3 cooking and stabilising the ingredients. At the end of this
rounds but is not considered a cloud effect and cannot be time, the alchemist makes an INT+Alchemy roll against a
dispersed by concussion grenades or spells like wind target number of 15. If the roll succeeds, he creates one
blast. The AOE is considered rough terrain, and vial of jellybone drops. If the roll fails, he creates one unit
characters lose Pathfinder while they are within the AOE. of alchemical waste (liquid).
Jellied air bombs cost 50 gc each.
Jellied air is ineffective in locations where the solidified
air cannot settle (e.g. rope bridges, floor grating).
Khorva's Blessing
Brewing Requirements: Alchemy
Cost: 33 gc per vial
Ingredients: 2 units of alchemical stone, 2 units of arcane
Description: Carefully adding this blackish, watery liquid
extract, 1 unit of organic oil
to a poison or venom significantly increases its potency.
Total Material Cost: 13 gc
Special Rules: Adding Khorva's Blessing to an
Alchemical Formula: Creating jellied air requires an alchemical or natural toxin requires some lab equipment
alchemy lab and two hours of labour spent cooking, (usually nothing more complex than a stoppered vial for
combining and stabilising the ingredients. At the end of liquid or gaseous compounds, or a mortar for crystalline
this time, the alchemist makes an INT+Alchemy roll substances). Correctly mixing the two compounds takes
against a target number of 15. If the roll succeeds, the about ten minutes and requires a successful
character creates one vial of jellied air, which is enough INT+Alchemy skill roll against a target number equal to
for one grenade. If the roll fails, he creates one unit of the target number required for making the toxin or 14
alchemical waste (liquid). (whichever is higher). If the roll succeeds, the target
number for any rolls made to resist the toxin's effects
increases by +2. If the roll fails, the toxin is not enhanced,
and the dose of Khorva's Blessing is wasted. If the roll is
Jellybone Drops failed by 4 or more, the toxin is also rendered inert and
Cost: 36 gc per vial harmless.

Description: Of some popularity with spies and other Khorva's Blessing does not have any effect on toxins that
do not affect living creatures.

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Brewing Requirements: Alchemy Brewing Requirements: Alchemy


Ingredients: 1 unit of alchemical stone, 1 unit of arcane Ingredients: 1 unit of alchemical stone, 1 unit of
extract, 1 unit of organic toxin bioluminescent extract, 1 unit of ectoplasm, 1 unit of
mineral acid
Total Material Cost: 11 gc
Total Material Cost: 15 gc
Alchemical Formula: Creating Khorva's Blessing
requires an alchemy lab and two hours of labour spent Alchemical Formula: Creating last sight drops requires
combining, cooking and stabilising the ingredients. At the an alchemy lab and two hours of labour spent cooking,
end of this time, the alchemist makes an INT+Alchemy combining and stabilising the ingredients. At the end of
roll against a target number of 15. If the roll succeeds, the this time, the alchemist makes an INT+Alchemy roll
character creates one vial of Khorva's Blessing. If the roll against a target number of 16. If the roll succeeds, the
fails, he creates one unit of alchemical waste (liquid). character creates one vial of last sight drops. If the roll
fails, the ingredients evaporate and are wasted.

Last Sight Drops


Cost: 45 gc per vial Laughter of Lukas
Cost: 39 gc per vial
Description: Authorities like the Church of Morrow and
the Order of Illumination frown on the manufacture or use Description: This strange poison, which gives off a scent
of this arcane compound, even if it has on occasion not unlike strong spirits, does not cause any serious
proven to be very useful. Dripping last sight drops into damage as such, but it is a great nuisance with possibly
the eyes of a fresh corpse makes the last thing they have life-threatening consequences because it causes its victims
seen momentarily appear in their pupils, which may to periodically erupt into uncontrollable laughter. Victims
provide just the clue needed in an investigation. of this poison also tend to grin inanely.
Special Rules: Only corpses that still have their eyeballs Special Rules: Whenever a character who has ingested
can be examined using last sight drops, and even then the Laughter of Lukas fails any roll (this does not include
evidence provided is hardly conclusive most of the time rolls where the failure is not apparent to the character, like
(quite apart from few authorities being willing to pass Detection rolls; damage rolls count, though, as long as no
judgment based solely on the evidence of a dead man's damage is inflicted on a target), he must also make a WIL
eyes, especially when this evidence is unearthed by a roll against a target number equal to the target number of
process that smacks so much of necromancy). One vial the roll he has failed, plus his own PER (so if the victim
contains enough of the compound to use on two eyes. The fails a roll against target number 13 and has PER 4, he
examination must take place in near-complete darkness, must make his WIL roll against target number 13+4=17,
and some kind of magnification device is required to see for example). If the WIL roll is failed, the character will
the image in the corpse's eyes. Once the last sight drops be shaken with laughter and lose either his movement or
are introduced, an image that made a powerful impression action for 1d3 rounds. The effect of Laugher of Lukas
on the dead person moments before they died appears for ends after 1d3+1 hours, or once three consecutive WIL
a few moments in their pupils (this may well have been rolls triggered by the poison have been passed.
the murderer, an accomplice, a witness, or the location of
Brewing Requirements: Alchemy
the murder). Recognising the image requires the
investigator to make a PER+Detection roll against a target Ingredients: 1 unit of alchemical stone, 1 burrow mawg
number of at least 12 (this already includes the bonus for adrenal gland, 1 unit of heavy metals, 1 unit of organic
using a magnification device). The difficulty increases by toxin
+1 for every six hours the character has been dead (the
Total Material Cost: 13 gc
difficulty increases faster in warm conditions, more
slowly in cold conditions). Using last sight drops destroys Alchemical Formula: Creating Laughter of Lukas
the eye, so no further attempts can be made to gain requires an alchemy lab and two hours of labour spent
information from the same eyeball. Since the evidence is cooking, combining and stabilising the ingredients. At the
thus irreproducible, most investigators willing to use last end of this time, the alchemist makes an INT+Alchemy
sight drops do so surreptitiously (since damaging corpses roll against a target number of 14. If the roll succeeds, the
is, to say the least, frowned upon) or with express but character creates one vial of Laughter of Lukas. If the roll
usually inofficial permission from interested parties, and fails, he creates one unit of alchemical waste (liquid).
then use what they have seen merely as pointers for
further investigations that may then turn up evidence that
will stand up in court.

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If the formula enhanced with longevity catalyst requires


Liquid Courage more than one unit of alchemical stone, more of the
Cost: 36 gc per vial catalyst must be used; a single preparation of longevity
catalyst yields enough of the compound to replace three
Description: This copper-coloured, tasteless liquid is units of alchemical stone.
quite popular with military commanders who have to face
incursions by Cryxians, Tharn, or similarly frightening Brewing Requirements: Alchemy
adversaries, as it allows them to strike an inspiring, Ingredients: 2 units of alchemical stone, 1 unit of arcane
undaunted pose for the troops no matter how frightening minerals, 1 unit of mineral crystals
their opponents. Prolonged use has been known to lead to
addiction, however. Total Material Cost: 12 gc

Special Rules: Two turns after liquid courage has been Alchemical Formula: Creating longevity catalyst
swallowed, the character receives a +2 bonus to requires an alchemy lab and two hours of labour spent
Willpower rolls against fear and intimidation that lasts for grinding, combining and stabilizing the ingredients. At
PHY hours (there is no bonus to rolls against other effects the end of this time, the alchemist makes an
like the Overmind spell, however). Once the effect has INT+Alchemy roll against a target number of 15. If the
worn off, the character develops a headache that inflicts roll succeeds, the character creates one jar of longevity
-2 to INT and PER rolls for 1d6 hours. catalyst, which can replace three units of alchemical stone
(see above). If the roll fails, he creates one unit of
Brewing Requirements: Alchemy alchemical waste (crystal) instead.
Ingredients: 1 unit of alchemical stone, 1 burrow mawg
adrenal gland, 1 unit of organic oil, 1 unit of organic toxin
Total Material Cost: 12 gc Louse Lure
Alchemical Formula: Creating liquid courage requires Cost: 27 gc per vial
an alchemy lab and two hours of labour spent cooking,
Description: This syrupy compound, which gives off a
combining and stabilising the ingredients. At the end of
slightly rancid smell and has a strong salty flavour, alters
this time, the alchemist makes an INT+Alchemy roll
the sweat of the imbiber, making him extremely attractive
against a target number of 14. If the roll succeeds, the
to insects of all kind.
character creates one vial of liquid courage. If the roll
fails, he creates one unit of alchemical waste (liquid). Special Rules: PHY minutes after louse lure has been
imbibed, and for the following PHY or STR hours
(whichever is higher), any insects that are after blood or
flesh and pass within PHYx6 or STRx6 feet (whichever is
Longevity Catalyst higher) of the drinker will invariably choose the drinker
Cost: 36 gc for one jar of longevity catalyst (counts as as their victim. Apart from the nuisance value, this can be
three units of alchemical stone; see below) a significant risk to the drinker's health in swamp or
jungle areas. The compound is mostly given to an animal
Description: Longevity catalyst, also sometimes called to protect other travellers from bites and infestation, or to
effect-stabilizing catalyst, can replace alchemical stone draw bugs from an infested locale (unscrupulous
when preparing alchemical compounds, and grants these travellers have also been known to trick their local guides
compounds' effects extended duration (though this will into taking the compound, and pranksters sometimes give
also extend the duration of side-effects). Since longevity their victims a few hours of swatting mosquitoes with this
catalyst is vastly more expensive than regular alchemical compound as well).
stone, it is usually only used when it is of vital importance
to have a compound's effects last for exceptionally long Brewing Requirements: Alchemy
periods of time. Ingredients: 1 unit of alchemical stone, 1 burrow-mawg
Special Rules: Longevity catalyst replaces alchemical adrenal gland, 1 unit of mineral crystals
stone in another alchemical formula, and extends the Total Material Cost: 9 gc
duration of that compound's effects by 50% (rounded up).
However, the duration of any side-effects and aftereffects Alchemical Formula: Creating louse lure requires an
is also extended by 50% (rounded up), as are cooldown alchemy lab and two hours of labour spent cooking,
times that may have to elapse before the compound can combining and stabilising the ingredients. At the end of
take effect again. Longevity catalyst has no effect on this time, the alchemist makes an INT+Alchemy roll
compounds with effects that only last one round, or that against a target number of 14. If the roll succeeds, the
cause continuous effects. character creates one vial of louse lure. If the roll fails, he
creates one unit of alchemical waste (liquid), and may

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well invite a few itchy guests of his own in the following


hours. Luminant
Cost: 39 gc per two-part dose
Description: This compound is derived from standard
Lucid Spirits alchemical lanterns, but is significantly brighter at the
cost of a low lifespan. It is usually used on battlefields to
Cost: 24 gc per vial
create short-lived pools of light in the ranks of night-time
Description: Drinking this compound has a calming and attackers.
stabilising effect on people suffering from psychological
Special Rules: Luminant is always dispensed via
problems. Unfortunately, the short-term effects are
alchemical grenades or similar devices. An alchemical
temporary, and the long-term effects debilitating.
grenade filled with luminant creates a 3” AOE. Non-
Special Rules: A character suffering from some kind of incorporeal characters caught in this AOE are coated with
psychological condition like hallucinations or luminant and lose stealth and Camouflage, and cannot
schizophrenia who has drunk a vial of lucid spirits gains regain them while the compound's effects last. They are
two benefits: Firstly, he may immediately make a roll to also clearly visible under all lighting conditions even if
shake off his condition, as determined by the gamemaster they move away from the original AOE. Additionally,
(e.g. a PER roll to differentiate between hallucinations characters within 8” of the center of the original AOE are
and reality). Secondly, all rolls made to resist the effects illuminated and lose any concealment granted by poor
of derangements are boosted; this includes rolls made by lighting conditions. In full darkness, characters within 8”
other characters who attempt to calm a raving character of the center of the original AOE lose stealth provided by
down, for example. Lucid spirits also counteract toxins darkness but do not lose concealment. These effects last
that inflict derangements on their victims by granting for 1d6+3 rounds. Alchemical grenades filled with
boosted resistance rolls. luminant cost 49 gc each, though the preferred methods of
delivery are rifle grenades or bow grenades, which cost 59
The effects of lucid spirits last for a number of hours
gc and have greater range.
equal to the character's Willpower. At the end of this time,
the character must make another roll to resist his Brewing Requirements: Alchemy
derangement. If this roll is failed, the condition returns in
Ingredients: 1 unit of alchemical stone, 1 unit of arcane
full force (unless other steps have been taken in the
extract, 2 units of bioluminescent extract, 1 unit of
meantime to help the patient). It is possible, if expensive,
mineral crystals
to use multiple doses of lucid spirits end to end, but the
long-term effects of the toxic ingredients of the compound Total Material Cost: 13 gc
can eventually become debilitating, usually manifesting
Alchemical Formula: Creating the two components of
as a slow erosion of the patient's PHY, INT and PER after
luminant that need to be mixed to start the reaction
prolonged use (details are up to the gamemaster; the ideal
requires an alchemy lab and two hours of labour spent
use of lucid spirits is to stabilise the patient sufficiently to
cooking and grinding the ingredients. At the end of this
allow him to start coming to terms with his condition by
time, the alchemist makes an INT+Alchemy roll against a
other means).
target number of 15. If the roll succeeds, the character
Brewing Requirements: Alchemy creates one two-part dose of luminant. If the roll fails, he
creates one unit of alchemical waste (liquid).
Ingredients: 1 unit of alchemical stone, 1 unit of heavy
metals, 1 unit of organic toxin
Total Material Cost: 8 gc
Alchemical Formula: Creating lucid spirits requires an Lungsoother
alchemy lab and two hours of labour spent combining, Cost: 18 gc per vial
cooking and stabilising the ingredients. At the end of this Description: Breathing this pleasant-smelling compound
time, the alchemist makes an INT+Alchemy roll against a alleviates pain and injuries caused by breathing dangerous
target number of 15. If the roll succeeds, the character substances or lung diseases, though the compound merely
creates one vial of lucid spirits. If the roll fails, he creates provides relief from illness rather than a cure.
one unit of alchemical waste (liquid). Use of a gas mask is
strongly recommended when making lucid spirits. Special Rules: A character who is suffering from injuries
inflicted by gas attacks, smoke, or other fumes regains
one additional point of vitality if he can spend a few
minutes inhaling lungsoother. Characters suffering from
diseases of the lungs recover no vitality, but the penalties

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caused by the disease's effects on the lungs are alleviated


by 1 for PHY hours (lungsoother does not actually Mind-Strength Tonic
promote recovery from the disease, however). Cost: 42 gc per vial
Lungsoother can only be used once every 24 hours to help
recovering from damage, but can be used end to end to Description: Drinking this brownish liquid, which doesn't
alleviate suffering caused by disease. smell unlike some kind of strong herbal liquor,
temporarily focuses the will of the drinker and grants
Brewing Requirements: Alchemy greater facility at using certain kinds of spells that need to
Ingredients: 1 unit of mineral crystals, 1 unit of organic overcome the willpower of the subject.
acid Special Rules: PHY rounds after a character has drunk
Total Material Cost: 6 gc mind-strength tonic, and for an hour afterwards, the
character adds +2 to his Willpower when casting spells
Alchemical Formula: Creating lungsoother requires an that cause Terror (like Cloak of Fear, IKUA, p. 69) or that
alchemy lab and one hour of labour spent cooking, otherwise use the caster's Willpower to overcome the
combining and stabilising the ingredients. At the end of resistance of a target or generate a target number that
this time, the alchemist makes an INT+Alchemy roll must be beaten (like the Overmind spell, IKRPG, p. 241).
against a target number of 14. If the roll succeeds, the During this time the character also has an oddly intense,
character creates one vial of lungsoother. If the roll fails, unblinking gaze that actually hinders his peripheral
he creates one unit of alchemical waste (liquid). vision, inflicting a -1 penalty to visual-based PER rolls as
well as a -1 penalty to DEF if the attacker does not stand
squarely in front of the character. Once the compound has
worn off, the character feels drained, and suffers -2
Mellowing Mead Willpower for another hour in addition to the penalties to
Cost: 33 gc per bottle (enough for one large-based PER and DEF, which remain for the same time.
warbeast; alternatively, two bottles are enough for three
It should be noted that mind-strength tonic provides no
medium-based warbeasts)
bonuses when resisting spells that generate fear or
Description: This sweet-smelling, mildly alcoholic otherwise use the caster's Willpower to influence their
compound is usually fed to warbeasts when their warlocks targets.
need an additional safeguard against their beasts
Brewing Requirements: Alchemy
frenzying in an upcoming battle. It is usually only
employed when warlocks are forced to control a larger Ingredients: 1 unit of alchemical stone, 1 unit of arcane
number of warbeasts than they can comfortably handle extract, 1 burrow-mawg adrenal gland, 1 unit of mineral
and can gauge the timing of the attack and the duration of crystals
the battle (for example, when making a sortie during a
Total Material Cost: 14 gc
siege or making a raid).
Alchemical Formula: Creating mind-strength tonic
Special Rules: When a living warbeast is fed mellowing
requires an alchemy lab and two hours of labour spent
mead, their THR is increased by 2 after 1d3+1 minutes.
cooking, combining and stabilising the ingredients. At the
THR remains increased for 1d3+1 hours. After this time
end of this time, the alchemist makes an INT+Alchemy
the warbeast suffers a painful hangover and reduces its
roll against a target number of 15. If the roll succeeds, the
THR by 2 for 1d3+3 hours.
character creates one vial of mind-strength tonic. If the
Brewing Requirements: Alchemy roll fails, he creates one unit of alchemical waste (liquid),
and if he should have breathed the fumes, may be
Ingredients: 2 units of alchemical stone, 1 unit of organic
somewhat gullible for an hour or so afterwards.
toxin, mead, sugar or honey
Total Material Cost: 11 gc
Alchemical Formula: Creating mellowing mead requires
an apothecary's kit and two hours of labour spent Mortician's Resin
combining, cooking and stabilising the ingredients. At the Cost: 33 gc per jar
end of this time, the alchemist makes an INT+Alchemy Description: Somewhat inappropriately named, this
roll against a target number of 15. If he succeeds, he sludgy compound is actually used by necromancers to
creates one bottle of mellowing mead. If the roll fails, he effect quick repairs to their thralls.
creates two units of alchemical waste (liquid).
Special Rules: As a full action, a character with the
Thrall Crafting skill may apply mortician's resin to a
damaged thrall. The character makes an INT+Thrall

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Crafting skill roll against a target number of 14. If the roll harder to control, inflicting a -1 penalty to all Drive or
fails, nothing happens, and the character can keep trying Ride rolls, because they think other predators are nearby.
for 1d3 additional rounds, after which the resin has set. However, predator mounts don't require special Animal
On a success, the repaired undead regains 1d3+2 points of Handling, Drive or Ride rolls to mount or harness when
vitality (if the undead in question uses a life spiral, the exposed to mountscare, or when commanded to walk
necromancer can spread the repairs around any way he through a mountscare-smeared gate.
likes. Skeletal thralls only regain 1d3 points of vitality
One jar of mountscare contains enough of the compound
from being patched together with mortician's resin).
for a large stable door or the bridles, harnesses and yokes
Brewing Requirements: Alchemy of up to 4 mounts.
Ingredients: 1 unit of alchemical stone, 1 unit of Brewing Requirements: Alchemy
alchemical waste (liquid), 1 unit of arcane extract, 1 unit
Ingredients: 1 unit of alchemical stone, 1 burrow mawg
of heavy metals, 1 unit of organic oil
adrenal gland, 1 unit of mineral crystals, 1 unit of organic
Total Material Cost: 11 gc oil
Alchemical Formula: Creating mortician's resin requires Total Material Cost: 10 gc
an alchemy lab and two hours of labour spent combining,
Alchemical Formula: Creating mountscare requires an
cooking and stabilising the ingredients. At the end of this
alchemy lab and two hours of labour spent combining,
time, the alchemist makes an INT+Alchemy roll against a
cooking and stabilising the ingredients. At the end of this
target number of 15. If the roll succeeds, the character
time, the alchemist makes an INT+Alchemy roll against a
creates one jar of mortician's resin. If the roll fails, he
target number of 14. If the roll succeeds, the character
creates one unit of alchemical waste (liquid).
creates one jar of mountscare. If the roll fails, he creates
one unit of alchemical waste (liquid).

Mountscare
Cost: 30 gc per jar Muffle-Gas
Description: This clear, oily liquid gives off a musty Cost: 27 gc per vial
scent that causes horses and similar mounts to become
Description: Spraying this strange compound into the air
skittish as though in the presence of predators. Its main
creates a short-lasting cloud that strongly muffles sound,
use is in sabotage and mischief.
potentially aiding break-ins and assassinations. Since
Special Rules: Mounts become skittish when they can muffle-gas only blocks sounds that pass through the
smell mountscare, inflicting a -2 penalty to Drive and cloud, it is of little use when breaking into an inhabited
Ride skill rolls, and probably requiring a Handle Animal, house, since any sounds penetrating into house through its
Drive or Ride skill roll against a target number of 13 walls, windowpanes and doors will not be muffled.
before an animal can be mounted or harnessed at all, or However, the gas is still useful to prevent guardsmen or
made to walk through a gate smeared with mountscare neighbours from hearing a window being smashed nearby.
(this target number already incorporates the modifier for a
Special Rules: Muffle-gas is usually deployed simply by
skittish mount). Humans and others can quite easily detect
putting a thumb over the vial and then shaking droplets of
a musty smell, but unless they have experience with
the gas's liquid phase all over the user and his immediate
predators they will probably not recognise it.
vicinity, since deploying it via grenade would definitely
Mountscare bonds quite well with organic materials like defeat its purpose. Deploying the gas, which requires a
leather or wood, though it can be easily washed off with quick action, creates a 3” cloud effect centered on the user
vinegar or spirits (vigorous scrubbing with soap and water that lasts for 1d3 rounds. All attempts to hear sounds
also works, but takes longer). Usually, saboteurs or originating from within the cloud effect or sounds that
pranksters rub mountscare onto bridles, saddles, the posts could penetrate the cloud effect suffer a -3 penalty to the
of the stable door, or a draft animals' yoke. Animals PER+Detection roll. Characters in the cloud also halve
usually respond to the scent of mountscare when they their command range (unless they use sign language to
pass within 18 feet or so (3”) of an object that has been start with), and characters outside the cloud halve their
smeared with it. Once exposed to air, mountscare remains command range when determining whether characters in
potent for about 1d3+3 hours, though high temperaturs the cloud are in their command range for abilities like
and sunlight halve this duration, and temperatures below Battle Plans, Drives or an Intellectual character's
freezing render the compound completely ineffective. Archetype abilities.
Mountscare has a different effect on mounts that actually Muffle-gas is ineffective when the temperature is below
are predators themselves. They become agitated and thus freezing, there are strong winds, or it is raining. Muffle-

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gas provides cover against a trollkin fell caller's fell calls, under the effects of the serum (which inflict a -1 penalty
but if a fell call's AOE or spray template overlaps the to AGL, PRW and POI rolls), it is strongly advised to
cloud effect, the cloud effect expires once the fell call has only use the serum in a well-heated environment, even if
been completely resolved. this is more for the user's comfort than anything else.
If characters in the cloud effect do not wear a gas mask, Brewing Requirements: Alchemy
breathing in the gas will significantly weaken their voices,
Ingredients: 1 unit of alchemical stone, 1 unit of arcane
inflicting a -3 penalty to their command ranges for 1d6+3
extract, 1 unit of ectoplasm, 1 unit of mutagenic extract
rounds.
Total Material Cost: 24 gc
Brewing Requirements: Alchemy
Alchemical Formula: Creating necroplasmic serum
Ingredients: 1 unit of alchemical stone, 1 unit of
requires an alchemy lab and two hours of labour spent
alchemical waste (liquid), 1 unit of arcane extract, 1 unit
combining, cooking and stabilising the ingredients. At the
of mineral acid
end of this time, the alchemist makes an INT+Alchemy
Total Material Cost: 9 gc roll against a target number of 16. If the roll succeeds, the
character creates one vial of necroplasmic serum. If the
Alchemical Formula: Creating muffle-gas requires an
roll fails, he creates one unit of alchemical waste (liquid).
alchemy lab and two hours of labour spent combining,
cooking and stabilising the ingredients. At the end of this
time, the alchemist makes an INT+Alchemy roll against a
target number of 15. If the roll succeeds, the character
creates one vial of muffle-gas. If the roll fails, he creates Necropyretic Agent
one unit of alchemical waste (liquid), and unless he is Cost: 57 gc per jar (enough for a human-sized skeleton or
wearing a gas mask breathing in the vapours from the four skulls)
failed synthesis will render him mute for 1d3 hours. Description: It is an unfortunate fact that a lot of Cryxian
innovations are actually stolen through forensic
necromancy – stealing the remains of dead inventors,
arcanists and mechaniks, and forcing their spirits to yield
Necroplasmic Serum up their secrets. It would be easier to deny Cryx access to
Cost: 72 gc per vial this resource if the beliefs of Morrowans and Menites did
not require the body to remain undisturbed, because
Description: Injecting this milky substance into a living
smashing the skulls of the dead would prevent
being's bloodstream causes them to become semi-tangible
necromantic animation and interrogation. By soaking a
to incorporeal undead (and, incidentally, to other beings
skull in necropyretic agent dissolved in a diluted solution
who have achieved an incorporeal state). Though this
of vinegar, a last-ditch defense can be erected against the
seems to have few useful applications at first glance, the
machinations of Cryx, which will cause the skull to burst
inventor of the compound, the Thamarite scholar of the
into flames when exposed to necromantic energies – a
undead Jedediah Gyser, seems to have had a specific
defense of the living that might possibly come at the cost
customer and his haunted family mansion in mind when
of the deceased's fate in Urcaen.
he developed this serum...
Special Rules: It takes about 24 hours to impregnate a
Special Rules: 1d3+1 rounds after injecting necroplasmic
skeleton with necropyretic agent, during which time the
serum with a syringe, the character becomes semi-
bones, which need to be substantially free of flesh, must
tangible to incorporeal characters and may touch them
be immersed in a solution of the compound. Anytime
and be touched by them. The user of the serum can strike
afterwards, using abilities or spells against the remains
incorporeal beings with unarmed attacks but inflicts one
that animate them or allow interrogation, like the Thrall
die less damage, and incorporeal characters treat the user
Crafting ability or the grave whispers spell, causes the
of the serum as rough terrain when they attempt to
bones to burst into alchemical flames, which will destroy
advance through them (a process which is painful to both
them in short order (the flames will appear even in the
of them, and inflicts a -2 penalty to all rolls for one round
absence of air or when the bones are submerged, and
on both the incorporeal character and the user of the
destroy the skeleton within 1d3 rounds if they are not
serum. The same happens when the user of the serum
stopped by alchemicals like a catalytic arrest (see Field
advances through an incorporeal character). Characters
Alchemy section here; on a roll of 1-2 even a catalytic
with the Ghostly ability (see IKMN, p. 43) treat the user
arrest cannot save the remains). It is possible to
of the serum as perfectly solid and can no longer advance
alchemically purge necropyretic agent from a skeleton,
through them.
but this process is difficult and lengthy, and requires
The effects of necroplasmic serum last for PHY+1d3 immersion in a solution of alchemical acids (the process
minutes. Since the user experiences strong chills while takes at least 1d3+1 days under ideal circumstances, and

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must be constantly supervised – if the monitoring


Special Rules: When a living character suffers any
alchemist fails an INT+Medicine or INT+Alchemy roll,
damage from a firearm firing necrotite ammunition, he
whichever is lower, against a target number of 16, roll
takes 1 additional box of damage and is automatically
1d6: On 1-3, the bones are destroyed by the acids to the
inflicted with slow recovery (see IKRPG, p. 216) until the
point of being necromantically useless, on 4-6 some of the
wound has been thoroughly cleaned by a physician.
necropyretic agent remains, and the bones will start
Living blighted characters take the additional damage but
burning again when another attempt at necromantic
do not suffer slow recovery.
manipulation is made).
Cleaning a wound requires an INT+Medicine roll against
It should further be noted that preparing bones with
a target number of 14 (16 if the injury was caused by
necropyretic agent is currently considered disturbing the
scattershot or similar small shrapnel). If the roll succeeds,
remains of the dead in the Iron Kingdoms, and punished
the character begins recovering normally. If the roll fails,
as such if discovered. Still, some pragmatically minded
the patient suffers 1d3 points of damage, and the wound
individuals have hired willing and unscrupulous
remains tainted. As long as the patient lives, the physician
individuals to break into the tombs of great minds of the
can continue attempting to cleanse the wound of all bullet
past and perform some unsanctioned “embalming.” It
fragments. Each attempt takes about an hour.
goes without saying that the employers of such operatives
are keenly aware that their missions might accidentally Handling necrotite shot is dangerous for living characters
point Cryxians towards juicy targets, though there are who are not already blighted, like Satyxis. There are no
many ways a canny intelligence agent can twist such set rules for blight effects caused by carrying necrotite
missions into creating labyrinths of misdirection by ammunition, though minor symptoms like pallor, flaking
sending operatives to the wrong graves or switching skin, hair loss and dark dreams are known to appear
bones, for example. quickly.
Brewing Requirements: Alchemy Brewing Requirements: Alchemy
Ingredients: 2 units of alchemical stone, 2 units of Ingredients: 1 unit of alchemical stone, 1 unit of arcane
alchemical waste (liquid), 1 unit of arcane minerals, 1 unit mineral (necrotite), raw materials for bullets or shot
of heavy metals, 1 unit of Menoth's Fury, 1 unit of
Total Material Cost: 8 gc + cost for bullets (1 gc for 1
mineral crystals
shot round, 2 gc for 5 light rounds, or 3 gc for 5 heavy
Total Material Cost: 19 gc rounds)
Alchemical Formula: Creating necropyretic agent Alchemical Formula: Creating necrotite shot requires an
requires an alchemy lab and two hours of labour spent alchemy lab and a gunsmith's kit, as well as two hours of
cooking, combining and stabilising the ingredients. At the labour spent combining, stabilising and casting the
end of this time, the alchemist makes an INT+Alchemy ingredients. At the end of this time, the alchemist makes
roll against a target number of 16. If the roll succeeds, the an INT+Alchemy or INT+Craft (gunsmithing) roll,
character creates one jar of necropyretic agent. If the roll whichever is lower, against a target number of 15. If the
fails, he creates one unit of alchemical waste (crystal). roll succeeds, the character creates five rounds of
necrotite ammunition, or one round of necrotite shot. If
the roll fails, the character creates five normal rounds of
ammunition or one normal round of shot as long as he has
Necrotite Ammunition scored at least a result of 9 on his roll, but the alchemical
Cost: 27 gc for 1 shot round, 30 gc for 5 light rounds, or materials are wasted. On a roll of less than 9, he has not
33 gc for 5 heavy rounds only wasted the alchemical materials, but the ammunition
he has attempted to manufacture is also unusable. It may
Description: This foul firearm ammunition, which is be reworked according to standard crafting rules, however
perhaps just as dangerous to its wielder as it is to its (IKRPG, p. 176).
victim, consists of lead alchemically bonded with
necrotite. Wounds inflicted by necrotite shot are A living, non-blighted character crafting necrotite
notoriously slow to heal, quite apart from the fear of ammunition will likely suffer some visible symptoms of
blight they inflict. Truly unscrupulous elements find blight for some time (3d6-PHY days), though most
wounding uncooperative folk – or their loved ones – with observers will not readily recognize what they are seeing.
necrotite ammunition to be an extremely effective way of
bringing them to heel. Some big game hunters with more
money than sense or honour have also been known to use
necrotite ammunition to bring down large, mobile prey
that might otherwise flee and recover before it can be
tracked down.

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fails, he creates one unit of alchemical waste (liquid).


Necrotropic Assay
Cost: 63 gc per vial
Description: Developed by the Strangelight Workshop, Nevermind
this grayish liquid must be stored in an airtight container,
Cost: 42 gc per vial
because it quickly evaporates as soon as it gets into
contact with air. However, by blowing small puffs of the Description: This vile toxin must be injected into the
vapours the compound gives off over objects, it is bloodstream to take effect. Unless the victim's system
possible to gather hints about objects relevant to successfully resists, he will not remember anything that
hauntings. happened while the toxin was running its course.
Special Rules: Necrotropic assay is usually dispensed Special Rules: Nevermind must be injected with a
with a simple sprayer or alchemical mister, though in a syringe, though technically it may be delivered via an
pinch blowing gently over the top of the open vial to envenomed weapon as well (some resins must be added
direct the vapours onto an object is also possible, though first, however, since nevermind is too watery to stick to a
inefficient. blade). Considering the injuries left by an envenomed
weapon are too easily detectable, however, using such
One vial of necrotropic assay contains enough of the
unsubtle methods of delivery defeats the toxin's purpose.
compound to thoroughly examine a large room or small
hovel (approximately one floor of 50 square yards), There is no telling whether nevermind has taken effect
though judiciously applying the assay allows an before it has run its course, which usually takes about half
investigator to be significantly more efficient. When the an hour. After this time, the victim makes an INT or PER
vapours are blown onto an object that serves as a ghostly roll, whichever is higher, against a target number of 14. If
anchor (see the Bound deathly burden in IKMN, p. 79), the roll fails, the victim enters a fugue state that lasts for
the vapours coalesce into a shape that yields a clue to the only a few moments (1d3+1 minutes), and will then have
ghost's attachment to the object. A PER+Detection roll is forgotten everything that took place while he was under
required to catch the brief apparition, with a target the toxin's effect plus a few minutes before (which
number determined by what can be seen (e.g. if the ghost includes getting injected). Successfully using nevermind
of a murderer is tied to his favourite weapon, blowing the can make interrogations frighteningly effective, as the
vapours could reveal a hand grasping the hilt (target interrogators seem to be able to read their victim's minds
number 10). If a ghost is tied to the weapon which killed (in fact, they only use what they learned during previous
him, the vapours could coalesce into the part of the sessions while their victim was under the effects of
victim's back where he was stabbed (target number 14, nevermind). However, if even a single dose of nevermind
since it is usually pretty hard to recognise a rather plain is successfully resisted, the victim will remember that he
surface as someone's back. If the victim was stabbed in has been drugged at least once, and possibly get wise to
the chest, what is revealed of the victim's clothes or his interrogators' gambit. However, resisting a dose of
anatomy might be significantly easier to recognise and nevermind does not undo the effects of previous doses of
lower the target number to 12). Ghostly ties to places are the compound that were not successfully resisted.
the hardest to identify since the apparitions tend to be
Rules Note: The way nevermind interacts with some
distorted all over the place, requiring a PER+Detection
abilities and archetype benefits requires special mention:
roll against a target number of 16 or 17 to identify, though
The Poison Resistance ability boosts the INT or PER roll,
using the assay on significant sites like doorways where
as normal. The Photographic Memory Intellectual
the ghost often pauses or windows the ghost habitually
archetype benefit offers no protection against nevermind,
looks out of might lower the target number to 14 or 15).
but a character who has both the Hyper Perception and
Brewing Requirements: Alchemy Genius Intellectual archetype benefits gains boosted rolls
to resist nevermind.
Ingredients: 1 unit of alchemical stone, 1 unit of
alchemical waste (crystal), 1 unit of arcane minerals, 1 Brewing Requirements: Alchemy
unit of ectoplasm, 1 unit of mineral acid
Ingredients: 1 unit of alchemical stone, 1 unit of
Total Material Cost: 21 gc alchemical waste (liquid), 1 unit of arcane extract, 1 unit
of heavy metals, 1 unit of organic toxin
Alchemical Formula: Creating necrotropic assay
requires an alchemy lab and two hours of labour spent Total Material Cost: 14 gc
cooking, combining and stabilising the ingredients. At the
Alchemical Formula: Creating nevermind requires an
end of this time, the alchemist makes an INT+Alchemy
alchemy lab and two hours of labour spent cooking,
roll against a target number of 16. If the roll succeeds, the
combining and stabilising the ingredients. At the end of
character creates one vial of necrotropic assay. If the roll
this time, the alchemist makes an INT+Alchemy roll

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against a target number of 16. If the roll succeeds, the must be blessed by a priest of Cyriss who is of Veteran
character creates one vial of nevermind. If the roll fails, level or higher. At the end of the process, the alchemist
he creates one unit of alchemical waste (liquid), and the makes an INT+Alchemy roll against a target number of
fumes the runaway reaction gives off make the alchemist 16. If the roll succeeds, the character creates one vial of
forgetful for 1d3+1 hours, inflicting a -1 penalty to INT, numenostatic jelly. If the roll fails, he creates one unit of
PER and DEF during this time unless he was wearing a alchemical waste (liquid).
gas mask while preparing the compound.

Old-Age Ointment
Numenostatic Jelly Cost: 24 gc per jar
Cost: 51 gc per vial
Description: To the regret of the vain everywhere, it is
Description: This viscous golden jelly only finds use far easier to create the appearance of old age than it is to
among the servants of Cyriss who have left behind their create the appearance of youth. Spies and other
flesh. One of the few dangers these so-called vessels of clandestine operators, however, appreciate the ability to
Cyriss still have to fear on Caen is damage to their apparently age a few decades in the space of mere
essence chambers, the mechanikal repositories of their minutes.
immortal souls. Applying numenostatic jelly with the help
Special Rules: Every jar of old-age ointment contains
of a syringe or spatula will temporarily stabilise a
enough of the compound to coat hands, feet, neck and
damaged essence chamber, preventing the vessel's soul
face, as well as a few strategic parts of the body. Skin
from becoming lost if the vessel should fall.
covered with the compound tightens and wrinkles over
Special Rules: This compound can either be squirted into the course of 1d6+6 minutes, making a character appear
the workings of a damaged essence chamber of a vessel of significantly older and generally providing a bonus of +3
Cyriss using a large syringe, which requires a quick to Deception skill rolls when the aim of the character is to
action, or forced into the cracks of the device with a appear like an old person or just too significantly different
spatula, which requires a full action. As long as the to evade recognition (though on occasion users do get
compound is used before the vessel loses its last box of mistaken for their parents). The affected skin is quite sore,
damage or in the round immediately following a vessel's but the common winces of pain this elicits actually help
destruction, the soul contained in a damaged essence with the disguise as they evoke the arthritic pains
chamber does not pass on to Urcaen. However, the soul common to old folk.
will suffer a -1 penalty to INT, PER, ARC and DEF while
The compound's effects wear off after 1d3+3 days, though
inhabiting an essence chamber patched together with this
it takes another 1d3 days for the skin to fully heal. Heavy
compound. This penalty is in addition to the usual effects
users will also find that their skin does age prematurely,
of a damaged essence chamber.
making the wrinkles permanent.
Numenostatic jelly slowly loses its potency once exposed
to air, so speedy repairs are still advisable – every Brewing Requirements: Alchemy
application of the jelly stabilises a damaged essence
Ingredients: 1 unit of alchemical stone, 1 unit of
chamber for a number of days equal to the soul's WIL.
alchemical waste (liquid), 1 unit of heavy metals, 1 unit of
Every further instance of damage to the essence chamber
organic acid, 1 unit of organic oil
(e.g. by getting another essence chamber damage result on
the clockwork vessel internal damage table) reduces this Total Material Cost: 8 gc
time by 1d6 days. It is not possible to apply a second
Alchemical Formula: Creating old-age ointment requires
coating of numenostatic jelly without cleaning the essence
an alchemy lab and two hours of labour spent cooking,
chamber first, which would be fatal to a soul not currently
combining and stabilising the ingredients. At the end of
inhabiting a vessel.
the process, the alchemist makes an INT+Alchemy roll
Brewing Requirements: Alchemy against a target number of 14. If the roll succeeds, the
character creates one jar of old-age ointment. If the roll
Ingredients: 2 units of alchemical stone, 1 unit of arcane
fails, he creates one unit of alchemical waste (liquid).
extract, 1 unit of arcane minerals, 1 unit of heavy metals,
1 unit of organic oil
Total Material Cost: 17 gc
Alchemical Formula: Creating numenostatic jelly
requires an alchemy lab and two hours of labour spent
cooking, combining and stabilising the ingredients. At the
beginning of the process the equipment and ingredients

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character creates one vial of pauper's palate. If the roll


Pauper's Palate fails, he creates one unit of alchemical waste (crystal).
Cost: 21 gc per vial (sufficient for serving three small-
based characters)
Description: Sprinkling a little of this compound onto Piercer Crystal
food or into drink causes a not unpleasant numbing of the
Cost: 63 gc per lens
taste buds of the character ingesting the food. The
compound is usually used by poisoners to prepare the Description: This innocuous-looking piece of glassware,
introduction of poisons that would potentially betray their enough to make a lens big enough to cover one eye, has
presence by their taste, though it can be used for more been alchemically treated to enhance contrast and
mischievous purposes as well (e.g. in order to serve rotten counteract both magical and mundane deception. Because
food, discredit a famed chef, or make people drink of the precise alterations to the properties of the glass,
stronger liquor than they think they are consuming). The however, any single piercer crystal lens only works under
compound has also been used medicinally on the victims very specific lighting conditions. Most users therefore
of some diseases or traumas that have lost their appetite (a utilise optical arrays that allow them to shuffle multiple
not uncommon condition with soldiers who have faced piercer crystal lenses and filters for optimum effect.
Cryxian bloat or bile thralls) in order to make it easier for
Special Rules: A character wearing a piercer crystal
them to start eating again.
eyepiece or using a piercer crystal spyglass or telescopic
Special Rules: 1d3+3 minutes after living characters have sight ignores concealment, Camouflage and Stealth.
ingested food which contains a dose of pauper's palate, However, a single piercer crystal lens can only provide
they lose most of their ability to taste acrid or bitter these bonuses under specific lighting conditions, like
flavours or notice an unusual texture of the food, causing sunlight, bright light that isn't sunlight, dim light, or near-
them to suffer a -3 penalty to taste- or smell-based PER darkness. Under all other circumstances, the lens provides
rolls (the same penalty applies to touch-based PER rolls no benefit whatsoever.
when the character is using his lips or tongue to notice
Brewing Requirements: Alchemy and Craft (glasswork)
unusual textures). Apart from masking poisoned food
served afterwards, this makes it possible for the victims of Ingredients: 1 unit of alchemical stone, 2 units of arcane
the compound to consume strong drink without tasting its minerals, 2 units of mineral crystal
alcoholic content and eat rotten food without becoming
Total Material Cost: 21 gc
nauseous (at least not immediately; the compound does
nothing to mitigate the effects of rotten food on the Alchemical Formula: Creating piercer crystal requires an
character's digestion). The compound can also break a alchemy lab and glassmaker's workshop and one day of
chef's reputation (or that of his employer) when all food labour spent melting, combining and stabilising the
served during a banquet seems to merely taste sort of ingredients. At the end of this time, the alchemist makes
sweetish and bland (ironically, this makes the compound an INT+Alchemy or INT+Craft (glasswork) roll,
less useful against the nobility and moneyed classes, who whichever is lower, against a target number of 16 . If the
tend to expect their food to taste good and may become roll succeeds, the character creates enough piecer crystal
suspicious or at least disgusted when it doesn't, while to grind one lens. If the roll fails, he creates two units of
common soldiers or sailors, who are often used to less alchemical waste (crystal).
than exquisite cuisine, might feel pleasantly surprised by
food that does not seem to have the usual tang of poor
preservation).
One dose of pauper's palate lasts for about half an hour. Pigment-Change Potion
Cost: 39 gc per vial
Brewing Requirements: Alchemy
Description: This liquid, notorious for its rancid smell
Ingredients: 1 unit of alchemical stone, 1 unit of and taste, comes in many varieties that share the same
alchemical waste (liquid), 1 unit of heavy metals, 1 unit of basic ingredients. Ingesting it causes a swift alteration in
mineral crystals the imbiber's hair and skin pigment depending upon the
Total Material Cost: 7 gc exact preparation of that particular dose. Needless to say,
this makes the compound very popular among spies, even
Alchemical Formula: Creating pauper's palate requires if its taste is significantly less endearing.
an alchemy lab and two hours of labour spent cooking,
combining and stabilising the ingredients. At the end of Special Rules: Within PHY minutes after a character has
this time, the alchemist makes an INT+Alchemy roll drunk a dose of pigment-change potion, skin and hair
against a target number of 14. If the roll succeeds, the colour change according to the specifications of that

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particular dose (generally, this is limited to darker skin otherwise unaffected, and can be carried through the AOE
and black or dark brown hair on the one end of the without ill effect. Skigs that have consumed blasting
spectrum, and pale skin and blondish or reddish hair on powder are, unfortunately, not rendered harmless by the
the other, or any state in between). This effect remains for gas, as it cannot reach the powder in their stomachs.
PHY days. After this period, skin and hair will slowly
The great advantage of powderdamp gas over simply
revert to their normal shades over the course of 1W6
dousing a charge with water is that the blasting powder
days, but look unsettlingly mottled during this time.
can be reused quickly, safely and easily, as the gas effect
Brewing Requirements: Alchemy dissipates within a few hours, which is usually enough
time to salvage most, if not all, of the powder and
Ingredients: 1 unit of alchemical stone, 1 unit of gobber
assemble a new charge.
skin flakes (usually for sale for 1 gc by the ever-
enterprising gobberkind, though individuals may request Powderdamp grenades cost 35 gc each.
more), 1 unit of mineral crystal, 1 unit of mutagenic
Brewing Requirements: Alchemy
extract
Ingredients: 1 unit of alchemical stone, 2 units of
Total Material Cost: 13 gc
alchemical waste (crystal), 1 unit of mineral acid, 1 unit
Alchemical Formula: Creating pigment-changing potion of organic acid
requires an alchemy lab and two hours of labour spent
Total Material Cost: 8 gc
combining, cooking and stabilising the ingredients. At the
end of this time, the alchemist makes an INT+Alchemy Alchemical Formula: Creating powderdamp gas requires
roll against a target number of 15. If the roll succeeds, the an alchemy lab and two hours of labour spent cooking,
character creates one vial of pigment-change potion. If the combining and stabilising the ingredients. At the end of
roll fails, he creates one unit of alchemical waste (liquid), this time, the alchemist makes an INT+Alchemy roll
and the vapours the mixture gives off will probably against a target number of 14. If the roll succeeds, the
bleach the alchemist's hair white in the process. character creates one flask of powderdamp gas. If the roll
fails, he creates one unit of alchemical waste (liquid).

Powderdamp Gas
Cost: 24 gc per flask Powerbinder
Cost: 33 gc per jar (containing one to three doses, see
Description: A recipe that may actually originate with the
below)
Orgoth and a failed attempt to counter the invention of the
firearm, the colourless, odourless powderdamp gas Description: Tossing a little of this glittering powder into
temporarily renders blasting powder unable to ignite. the air when casting offensive spells concentrates the
While not very useful against modern ammunition spells' power.
because the brass cases usually stop the gas from
Special Rules: When casting an offensive spell that
affecting the ammunition, it is still useful in mining
requires a magic attack roll, the caster may expend an
accidents or other situations in which an accidental
additional quick action to toss a pinch of powerbinder into
explosion must be avoided – if, for example, a mining
the path of the forming spell's energies. When rolling for
charge has failed to go off, it is far safer to first lob a
that spell's damage, add an additional die, and remove the
powderdamp grenade onto the charge than just go and
lowest die from the roll.
check.
One jar of powerbinder contains enough of the compound
Special Rules: Powderdamp gas is usually delivered in
for three spells, or for a single spell that has RNG:SP or
the form of an alchemical grenade (though a simple glass
an AOE.
or ceramic jar works just as well, even if it's not as easy or
safe to handle). The gas creates a 3” AOE that remains in Brewing Requirements: Alchemy
play for one round (but is not a cloud effect that affects
Ingredients: 1 unit of alchemical stone, 1 unit of arcane
line of sight or grants concealment). Blasting powder
minerals, 1 unit of mineral crystals
explosives that use silk or paper bags to contain the red
and black powders will not go off for 1d3+1 hours if they Total Material Cost: 11 gc
are encompassed by the AOE or carried into the AOE.
Alchemical Formula: Creating powerbinder requires an
Likewise, firearm ammunition that uses paper or silk
alchemy lab and two hours of labour spent grinding,
cartridges will fail to go off for the same period of time if
combining and stabilising the ingredients. At the end of
the gunman was exposed to the initial AOE, or ended his
this time, the alchemist makes an INT+Alchemy roll
movement in the AOE. Brass-cased ammunition will fail
against a target number of 15. If the roll succeeds, the
to go off on a 1 on 1d6 if fired from the AOE, but is

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character creates one jar of powerbinder. If the roll fails, Special Rules: An alchemical grenade that has its content
he creates one unit of alchemical waste (crystal). mixed with propellant enhancer increases its AOE by 1”
(usually, this means the grenade now has a 4” AOE rather
than the usual 3”). However, as the contents of the
grenade are spread more thinly over a larger area, the
Professor Stoyanovich's Nerve grenade also does not leave a cloud effect, even if a non-
enhanced grenade of the same type usually does.
Tonic Alchemical grenades that do not create cloud effects that
Cost: 42 gc per vial
last for at least 1 round cannot be enhanced with
Description: Though professional marksmen sneer at propellant enhancer, as their content would be spread too
anybody caught with a bottle of this clear, tasteless thinly to retain its potency.
compound in their possession, it does provide the drinker
Brewing Requirements: Alchemy
with a marvellously steady hand, which can be extremely
useful for those difficult shots. Ingredients: 1 unit of arcane minerals, 1 unit of mineral
acid
Special Rules: 1d3+1 minutes after having drunk a dose
of Professor Stoyanovich's Nerve Tonic, a character's Total Material Cost: 9 gc + the cost of the alchemical
movements grow unnaturally calm and precise, if grenade and its ingredients
somewhat slowed down. For the next hour, whenever the
Alchemical Formula: Creating propellant enhancer
character forfeits his movement to gain an aiming bonus,
requires an alchemy lab but very little time, as the
he rolls an additional die on the attack roll and discards
compound is formulated in the process of loading an
the lowest die of the roll (this is cumulative with the
alchemical grenade with the ingredients. The alchemist
Virtuoso Skilled archetype benefit; see IKRPG, p. 117).
makes an INT+Alchemy roll against a target number of
Additionally, the character is considered to have the Keen
14 when filling the grenade. If the roll succeeds, the
Eyed ability for that shot (see IKRPG, p. 164). However,
character creates one alchemical grenade with propellant
the character also suffers -1 DEF and AGL and loses one
enhancer. If the roll fails, the ingredients are wasted, but
quick action each turn because of his slowed reactions.
the alchemical grenade still has its normal effects. If the
The penalties persist for 1d3+1 hours after the nerve tonic
roll is failed by 5 or more, roll 1d6: On a 1-3, the
has worn off. Drinking another dose during this time
incorrectly formulated propellant enhancer renders the
provides no benefit but extends the duration of the
content of the alchemical grenade inert, effectively
penalties by 1d3+1 hours.
making it a dud. On 4-6, the ingredients of the propellant
Brewing Requirements: Alchemy enhancer react too vigorously and the grenade (with its
normal 3” AOE) goes off in the alchemist's hands,
Ingredients: 2 units of alchemical stone, 1 burrow mawg
subjecting him (and usually the lab) to its effects. The
adrenal gland, 1 unit of heavy metals, 1 unit of organic
alchemist is considered to have been directly hit by the
toxin
alchemical grenade.
Total Material Cost: 14 gc
Alchemical Formula: Creating Professor Stoyanovich's
Nerve Tonic requires an alchemy lab and two hours of
labour spent cooking, combining and stabilising the Purifire Elixir
ingredients. At the end of this time, the alchemist makes Cost: 51 gc per vial
an INT+Alchemy roll against a target number of 15. If the Description: Purifire elixir is a similar compound to
roll succeeds, the character creates one vial of nerve tonic. vitriolic fire but has special potency against the undead
If the roll fails, he creates one unit of alchemical waste and infernals. The flames of the burning liquid, which is
(liquid) and must pass a Willpower roll against a target usually used in the form of cinder bomb alchemical
number of 15 or pass out for 1d3 hours from the fumes. grenades (see IKRPG, p. 297), are noticeably green-
tinged.
Special Rules: A thrown vial of purifire elixir causes a
POW 12 fire damage roll against the character hit and
Propellant Enhancer inflicts the Fire continuous effect. If the character hit is
Cost: 27 gc in addition to the costs of the alchemical
undead or an infernal, both the initial fire damage roll and
grenade
the damage rolls for the fire continuous effect are boosted.
Description: This compound is usually added to some
The usual form of delivery of purifire elixir is an
types of alchemical grenade to spread another compound
alchemical grenade, however. A purifire bomb creates a
over a larger area than normal.
3” AOE, which is a cloud effect that remains in play for

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one round. Characters who are hit by a purifire bomb


Ingredients: 1 unit of alchemical stone, 1 unit of
AOE suffer a POW 12 fire damage roll; if the characters
alchemical waste (crystal), 1 unit of mineral crystals, 1
are undead or infernals, this damage is boosted.
unit of organic oil
Additionally, characters ending their turn in the AOE
suffer the Fire continuous effect; this damage is also Total Material Cost: 6 gc
boosted against undead and infernal characters. Purifire
Alchemical Formula: Creating quick-bond glue requires
bombs cost 60 gc each.
an alchemy lab and two hours of labour spent cooking,
Brewing Requirements: Alchemy combining and stabilising the ingredients. At the end of
this time, the alchemist makes an INT+Alchemy roll
Ingredients: 2 units of alchemical stone, 1 unit of arcane
against a target number of 14. If the roll succeeds, the
extract, 1 unit of arcane minerals, 1 unit of Menoth's Fury
character creates one vial of quick-bond glue. If the roll
Total Material Cost: 17 gc fails, he creates one unit of alchemical waste (crystal).
Alchemical Formula: Creating purifire elixir requires an
alchemy lab and two hours of labour spent combining,
cooking and stabilising the ingredients. At the beginning
of the process the equipment and ingredients must be Quick-Rune Acid
blessed by a priest who knows the Blade of Radiance Cost: 36 gc per vial
spell (see IKRPG, p. 237) and is of Veteran level or Description: Quick-rune acid, a smoking, syrupy liquid
higher. At the end of this time, the alchemist makes an that must be stored in glass or ceramic vials, is usually
INT+Alchemy roll against a target number of 16. On a used by gunmages on the battlefield when they do not
success, the alchemist creates one vial of purifire elixir. If have the luxury of spending hours crafting new rune shot
the roll fails, the compound catches fire and burns up, ammunition.
inflicting the Fire continuous effect on the alchemist, as
well as causing damaged equipment that costs 2d6 gc to Special Rules: Quick-rune acid must be applied using a
replace. glass or ceramic fountain pen (available for about 10 gc).
It eats readily into most metals, and allows a character
with the Craft Rune Shot ability to inscribe rune bullets
extremely rapidly, at a rate of five bullets in about 10
Quick-Bond Glue minutes. One vial contains enough quick-rune acid to
inscribe 5 rune bullets.
Cost: 18 gc per vial
Using quick-rune acid has two disadvantages: It is vastly
Description: This slightly viscous, innocuous-looking
more expensive than inscribing rune bullets using
liquid will quickly set once exposed to air, forming a
standard tools, and the fumes generated during the
strong bond between two surfaces. The bond forms even
inscribing process will cause burning eyes and sore
more quickly when two objects coated with the compound
fingers, which will make any fine work like inscribing
are pressed together for a moment.
runes with either quick-rune acid or conventional tools
Special Rules: Quick-bond glue takes 1d3 turns to set impossible after PHYx10 minutes of crafting rune bullets
once it has been applied. Tearing the bonded objects apart with quick-rune acid until the gunmage has been able to
afterwards requires a successful STR roll against a target rest for at least six hours. Unfortunately, the detailed work
number of 14 (this may be modified by how much of an of crafting rune bullets precludes the use of an alchemist's
object's surface has been covered with the glue). gas mask or gloves.
Apart from practical uses, quick-bond glue can be used Brewing Requirements: Alchemy
for mischief very effectively – squirting it into a lock will
Ingredients: 1 unit of alchemical waste (liquid), 1 unit of
effectively prevent the lock from being picked (though the
arcane minerals, 1 unit of heavy metals, 1 unit of mineral
door can still be forced, of course), applying it to a
acid
scabbarded weapon will prevent the weapon from being
drawn, and smashing a vial on the floor may trip pursuers Total Material Cost: 12 gc
as long as the floor is sturdy enough not to tear apart once
Alchemical Formula: Creating quick-rune acid requires
it is bonded to the victims' bootsoles (simply walking over
an alchemy lab and two hours of labour spent cooking and
the glue does apply sufficient pressure to make it set at
combining the ingredients. At the end of this time, the
once, and if the pursuers fail their STR roll, they are
alchemist makes an INT+Alchemy roll against a target
tripped. This is generally only useful if pursuers cannot
number of 16. If the roll succeeds, the character creates
evade the patch of glue, e.g. because they are in a narrow
one vial of quick-rune acid. If the roll fails, he creates one
corridor).
unit of alchemical waste (liquid).
Brewing Requirements: Alchemy

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If a living warbeast is hit by a thrown vial of rage gas, it


Radiant Flame simply must make a Frenzy check in its next Maintenance
Cost: 27 gc per flask Phase, even if it does not have any fury points on it.
Warbeasts do not make a Willpower roll to resist rage gas.
Description: When this fragrant oil is used to fuel the
wick of a lantern, the light shed by the flame does not The usual form of delivery for rage gas is an alchemical
merely dispel darkness but also dispels the restless dead, grenade. A rage gas grenade has a 3” AOE and affects any
weakening their rotting flesh and making them more living character within that AOE. Rage gas grenades are
susceptible to damage. available for 42 gc per grenade.

Special Rules: An undead character who is within 2” of a Brewing Requirements: Alchemy


character carrying a radiant flame lantern suffers -2 ARM. Ingredients: 1 unit of alchemical stone, 1 burrow mawg
One flask of radiant flame provides light for about an adrenal gland, 1 unit of acid, 2 units of organic oil
hour.
Total Material Cost: 11 gc
Brewing Requirements: Alchemy
Alchemical Formula: Creating rage gas requires an
Ingredients: 1 unit of alchemical stone, 1 unit of arcane alchemy lab and two hours of labour spent combining,
extract, 3 units of organic oil cooking and stabilising the ingredients. At the end of this
Total Material Cost: 9 gc time, the alchemist makes an INT+Alchemy roll against a
target number of 15. If the roll succeeds, the character
Alchemical Formula: Creating radiant flame requires an creates one vial of rage gas. If the roll fails, he creates one
alchemy lab and two hours of labour spent grinding, unit of alchemical waste (liquid), and if the alchemist
combining and stabilising the ingredients. At the does not wear a gas mask and fails a WIL roll against a
beginning of the process the equipment and ingredients target number of 16, the fumes will incite him into a brief
must be blessed by a priest of Veteran level or higher. At rage that will lead to 2d6x5 gc of broken glassware and
the end of this time, the alchemist makes an household items.
INT+Alchemy roll against a target number of 16. If the
roll succeeds, the character creates one flask of radiant
flame. If the roll fails, he creates one unit of alchemical
waste (liquid). Red Haze
Cost: 57 gc per vial
Description: Warlocks, who usually have to draw on their
Rage Gas their warbeasts or their own lifeforce to power their
Cost: 33 gc per vial magic, can resort to inhaling this fuming compound
instead, if they can afford paying an alchemist, and if they
Description: Intended to sow confusion as well as soften are willing to take the risk of occasionally succumbing to
up enemy lines, breathing in this compound's red-tinged crippling bouts of incoherent rage.
vapours causes the victims to briefly feel an overpowering
rage that they will usually unleash against the next best Special Rules: Starting two rounds after inhaling red
target, i.e. their fellow soldiers. haze, a warlock gains a point of fury at the end of each
Maintenance Phase if his current fury points are less than
Special Rules: A living character hit by a thrown vial of his ARC. This effect lasts for about an hour. If the
rage gas must make a Willpower roll against a target warlock cannot gain a point of fury this way because he
number of 16 or make a melee attack against the closest already has a number of fury points equal to his ARC at
target within their field of vision in their next activation, the end of his Maintenance Phase, the warlock must roll
charging them if necessary, or running towards them even 2d6. If the result of this roll is equal to or greater than the
if they cannot reach them for a melee attack. If no target warlock's ARC then nothing happens. If the result is less
is within sight, the affected characters simply direct their than the warlock's ARC, he must forfeit either his
rage against the nearest breakable object and bellow with movement or his actions during this activation as he
fury. bellows with rage (this doesn't help efforts to be stealthy,
If the Willpower roll to resist rage gas is successful, the either, but is usually only a problem if the warlock is
character can activate normally but still suffers a -1 leaching fury from warbeasts while under the effect of red
penalty to attack rolls from his trembling hands in his next haze).
activation. If the character makes melee attacks in his next When red haze wears off, the warlock becomes exhausted
activation, he does gain a +1 bonus to his damage rolls, for another hour, and suffers -1 to SPD, STR, AGL and
however. DEF during this time. Taking another dose of red haze
before the aftereffects have worn off is possible, and will

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negate the exhaustion caused by red haze for the duration


Ingredients: 1 unit of arcane minerals, 1 unit of mineral
of the compound's effect, but when the red haze wears off
crystals, 1 unit of organic oil
the duration and effects of the subsequent exhaustion are
cumulative (so after taking three doses of red haze end to Total Material Cost: 11 gc
end, the warlock is exhausted for three hours and suffers
Alchemical Formula: Creating runestorm oil requires an
-3 to SPD, STR, AGL and DEF during this time). If a stat
alchemy lab and two hours of labour spent combining,
drops to 0 because of exhaustion, the warlock passes out.
cooking and stabilising the ingredients. At the end of this
Only time not spent under the effect of red haze is
time, the alchemist makes an INT+Alchemy roll against a
counted for determining the duration of the exhaustion if
target number of 15. If the roll succeeds, he creates one
multiple doses of the compound are taken.
vial of runestorm oil. If the roll fails, the alchemist creates
Brewing Requirements: Alchemy one unit of alchemical waste (crystal) instead.
Ingredients: 1 unit of alchemical stone, 1 unit of arcane
extract, 1 burrow mawg adrenal gland, 1 unit of organic
acid, 1 unit of organic toxin
Salt-Eater
Total Material Cost: 19 gc Cost: 15 gc per stick
Alchemical Formula: Creating red haze requires an Description: These slightly translucent crystals are
alchemy lab and two hours of labour spent combining, usually grown on thin wooden sticks. By stirring a
cooking and stabilising the ingredients. At the end of this container of water with the crystal-laden stick for some
time, the alchemist makes an INT+Alchemy roll against a time, the crystals will absorb salts and many other mineral
target number of 16. If the roll succeeds, he creates one contaminants, making briny water safe to drink. In a
vial of red haze. If the roll fails, he creates one unit pinch, salt-eater will even make urine potable, though the
alchemical waste (liquid), and must make a Willpower taste remains off-putting, to say the least (not to mention
roll against a target number of 16 if he is not wearing a the effect of knowing what the liquid in the container
gask mask. If the Willpower roll fails, the alchemist will actually is).
destroy 2d6 gc's worth of glassware in a fit of rage, which
must be replaced before the alchemy lab can be used Special Rules: One stick of salt-eater crystals will free
again. enough water from salts to last a single human-sized
character for a day. It takes about half an hour of stirring
for the salt-eater to do its work. Once used, a salt-eater is
considered to be crystalline alchemical waste, though an
Runestorm Oil alchemist may still recover some of the original
ingredients by distillation as normal (see IKRPG, p. 291).
Cost: 33 gc per vial (enough for two pistols or one rifle)
Brewing Requirements: Alchemy
Description: Intended as a stopgap measure for gun
mages who find themselves without their signature Ingredients: 3 units of alchemical stone, 1 unit of mineral
weapons, applying this glittering oil to the barrel and acid, one thin wooden stick
mechanisms of a gun can temporarily shield it from being
Total Material Cost: 5 gc
consumed by the energies the gun mage infuses into the
rune bullets he fires. Alchemical Formula: Creating salt eaters requires an
alchemy lab and two hours of labour spent grinding,
Special Rules: It takes a quick action to apply a coating
combining and stabilising the ingredients, followed by
of runestorm oil to a non-magelock gun. When a gun
two days in which the crystals grow and another two
mage then fires a rune bullet from the gun and the roll is
hours of firing the crystals in a kiln (this does not actually
made to determine if the rune shot damages the gun (see
require great heat, and can be done by putting the crystal-
IKKNG, p. 244), the runestorm oil coating is consumed
covered stick in a metal pot and heating it over a
instead if the result would normally damage the gun. This
campfire. It is advisable not to use dried wood for the
causes the sparkling crystals in the oil to blacken and give
stick holding the crystals, or the stick might become
off wisps of smoke, visibly warning the gun mage that the
charcoal during the firing. Some alchemists grow the
oil no longer protects his weapon. Before another coating
crystals on metal rods, bones or clay rods instead, which
of runestorm oil can take effect, the gun must first be
are a lot more forgiving during the firing process). At the
cleaned with a rag, which takes a full action for a pistol,
end of this time, the alchemist makes an INT+Alchemy
or two full actions for a rifle.
roll against a target number of 14. If the roll succeeds, the
Runestorm oil has no additional effect when applied to a character creates one stick of salt-eater. If the roll fails, he
magelock gun. creates one unit of alchemical waste (crystal).
Brewing Requirements: Alchemy

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Morgan's Liber Alchemica I – Alchemy

alchemical waste (liquid), 1 unit of heavy metals, 1 unit of


Salve of Solovin organic toxin
Cost: 42 gc per jar (each jar contains 3 uses) Total Material Cost: 9 gc
Description: Dabbing a little of this salve, which is Alchemical Formula: Creating scale-eater requires an
named after the Ascendant patron of healing, onto an alchemy lab and two hours of labour spent combining,
injury greatly enhances the ability of a Priest of Morrow cooking and stabilising the ingredients. At the end of this
to restore the injured. time, the alchemist makes an INT+Alchemy roll against a
Special Rules: By spending a quick action to dab a little target number of 14. If the roll succeeds, the character
of the Salve of Solovin onto an injury, a Priest of Morrow creates one vial of scale-eater. If the roll fails, he creates
using the Empower ability can restore a number of vitality one unit of alchemical waste (liquid), and unless he is
points equal to his ARC rather than the usual 1d3+1. wearing gloves and a gas mask the alchemist will break
out in an ugly rash that is sore to the touch and will cause
Alternatively, using Salve of Solovin allows the priest to him to suffer -1 to all rolls for 3+d3 hours.
use the Empower ability without having to spend a feat
point, though in this case the priest does not gain the
improved healing the compound normally grants.
Brewing Requirements: Alchemy Screaming Candle
Cost: 9 gc per candle
Ingredients: 1 unit of alchemical stone, 1 unit of arcane
extract, 1 unit of arcane minerals, 1 unit of organic oil Description: This waxy compound must be kept in a
airtight container at all times, because it will react quite
Total Material Cost: 14 gc
violently with air and start evaporating as well as giving
Alchemical Formula: Creating Salve of Solovin requires off a loud hissing noise reminiscent of some large beast.
an alchemy lab and two hours of labour spent combining, Screaming candles are popular attachments for clockwork
cooking and stabilising the ingredients. At the beginning rats, with the cork sealing the candle affixed to something
of the process the equipment and ingredients must be so it pops out as soon as the rat starts moving.
blessed by a Priest of Morrow of Veteran level or higher
Special Rules: Once a screaming candle, which is usually
who has the Empower ability (IKRPG, p. 161) or knows
about the size of a fountain pen, is uncapped, it will start
the Heal spell (IKRPG, p. 240). At the end of this time,
giving off smoke and hiss loudly. The smoke dissipates
the alchemist makes an INT+Alchemy roll against a target
almost immediately and only leaves a musty smell
number of 16. If the roll succeeds, the character creates
behind. Capping a screaming candle again will stop the
one jar of Salve of Solovin. If the roll fails, he creates one
reaction within 1d3 rounds. If left uncapped, most
unit of alchemical waste (liquid).
screaming candles will burn for 6+d3 rounds, though
larger and smaller candles can be manufactured – short,
fat candles make a louder noise, and long, thin candles
burn longer. Although the candles become hot, they will
Scale-Eater not become hot enough to set anything on fire, and even
Cost: 27 gc per vial holding a screaming candle to exposed skin won't inflict
Description: This compound briefly weakens organic more than first- or second-degree burns (effectively, the
tissues it touches, and is usually used to soften up candle deals 1d6+6 fire damage, which is reduced by
monstrous fauna for their hunters' attentions. PHY and armour as usual; unless the candle is shifted to
another area of the body, no more damage is inflicted).
Special Rules: A living character with the Flesh of Steel
ability or natural armour (see the individual creature By mixing other compounds like hair or oils with the
entries for details) hit by a thrown vial of scale-eater candle during synthesis, the compound can be made to
suffers -2 ARM for one round. Creatures that have Poison give off different smells. Altering the shape of the
Resistance or a similar ability to be especially resistant to container can also alter the sound the candle makes.
toxins are not affected. Brewing Requirements: Alchemy
The usual form of delivery for scale-eater is an alchemical Ingredients: 1 unit of alchemical stone, 1 unit of
grenade. A scale-eater bomb has a 3” AOE and affects alchemical waste (crystal), 1 unit of organic oil
any living character within that AOE. Scale-eater bombs
are available for 36 gc per grenade. Total Material Cost: 3 gc

Brewing Requirements: Alchemy Alchemical Formula: Creating a screaming candle


requires an alchemy lab and two hours of labour spent
Ingredients: 1 unit of alchemical stone, 1 unit of cooking, combining and stabilising the ingredients. At the

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end of this time, the alchemist makes an INT+Alchemy longer absorb stray energies. In order to prevent decay
roll against a target number of 15. If the roll succeeds, the through exposure to ambient arcane energies, shadow
character creates one screaming candle. If the roll fails, catalyst crystals are usually stored in lead boxes.
the ingredients will burn up and be wasted.
Special Rules: When a spellcaster casts a spell while
holding a shadow catalyst crystal in his hand, the spell
runes are only visible to characters within 4” of the
spellcaster, and characters with the Magic Sensitivity
Seeds of Khorva Gifted archetype benefit can only sense the casting of a
Cost: 27 gc per vial spell if they are within ARCx10 feet. A shadow catalyst
Description: These whitish crystals absorb and bind crystal slowly bleaches as it absorbs spell energies,
liquids, only releasing them in the course of the digestive becoming fully transparent and unable to provide any
process. They are popular with poisoners because they more bonuses once it has absorbed spells with a total
allow them to introduce poisons into their victims' food COST of 10 (do not count fatigue gained or focus or fury
and only have them take effect hours later, when they spent on boosting spells or extending spell range for this).
have already made their escape. Brewing Requirements: Alchemy
Special Rules: Seeds of Khorva will absorb any liquid Ingredients: 2 units of alchemical stone, 2 units of
compound and bind it harmlessly and undetectably in alchemical waste (crystal), 2 units of mineral crystals
themselves. By grinding the crystals in a mortar, they can
then be rendered into a fine powder and introduced into Total Material Cost: 10 gc
food (the crystals will not dissolve in any liquid, however, Alchemical Formula: Growing shadow catalyst crystals
so they must be introduced into food where their presence requires an alchemy lab and two hours of labour spent
can be somehow concealed, like thick stews). Once the cooking, combining and stabilizing the ingredients,
crystals have been ingested, they will decay and release followed by 1d3+6 days of growing the crystal. At the
the bound liquid after 1d3 hours. Before this time, end of this time, the alchemist makes an INT+Alchemy
purgatives may still save the patient. roll against a target number of 15. If the roll succeeds, the
Seeds of Khorva have also been known to be used for less character has created one shadow catalyst crystal. If the
than nefarious purposes, e.g. by soaking them in strong roll fails, he has created one unit of alchemical waste
spirits, so that the victims will inexplicably become (crystal) instead.
inebriated rather than killed. Still, most authorities frown
on alchemists making Seeds of Khorva, or accuse them of
being poison-peddlers right away.
Sharde Mints
Brewing Requirements: Alchemy
Cost: 24 gc per bag of 30 lozenges
Ingredients: 2 units of alchemical stone, 1 unit of mineral
Description: Formulated by an experienced Cygnaran
crystals, 1 unit of organic acid, 1 unit of organic oil
alchemist and battlefield surgeon after seeing too many of
Total Material Cost: 9 gc his young colleagues, fresh from medical training, lose it
when faced with the visceral horros wrought by the
Alchemical Formula: Creating Seeds of Khorva requires
Dragonfather's forces (and thus, unfortunately, sometimes
an alchemy lab and two hours of labour spent cooking,
losing patients as well), sucking on these mints deadens
combining and stabilising the ingredients. At the end of
the nerves in the nose and mouth, allowing those who
this time, the alchemist makes an INT+Alchemy roll
face the works of the living dead for the first time to at
against a target number of 14. If the roll succeeds, the
least escape some of the horrors they must endure. Few
character creates one vial of Seeds of Khorva. If the roll
battlefield surgeons who do not eventually learn to cope
fails, he creates one unit of alchemical waste (crystal).
without resorting to such aids last for long in the
profession, but Sharde mints have also become popular
with researchers who need to investigate Cryxian remains
but otherwise are not used to facing such vile assaults on
Shadow Catalyst their senses.
Cost: 30 gc for one shadow catalyst crystal (see Special
Rules) Special Rules: A character who sucks on a Sharde mint
loses their senses of smell and taste after 1d3+1 minutes,
Description: Holding this blackish crystal in one's hand and does not regain them for 1d3+1 hours. This is
while casting spells significantly dampens stray energies, generally sufficient to grant a +3 bonus to any rolls
making spellcasting more difficult to detect. Each spell required to avoid throwing up or otherwise becoming
cast causes the crystal to decay, however, until it can no discomfited when exposed to vile smells and flavours

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(incidentally, the user will also not have any memories of


Brewing Requirements: Alchemy and Craft
these bad smells, which may really help his peace of
(gunsmithing)
mind).
Ingredients: 1 unit of alchemical stone, 1 unit of arcane
Some care must be taken not to overdose on Sharde
minerals, 1 unit of heavy metals, bullet materials for five
mints, though few individuals would be prepared to chew
rounds of ammunition
their way through a bag of sweets that cause them to not
taste anything. If a character takes more Sharde mints in Total Material Cost: 10 gc + bullet materials for five
24 hours than twice their PHY, the toxins in the mint start rounds of ammunition
deadening all nerves, which generally means the character
Alchemical Formula: Creating shifter shot requires an
becomes paralysed and unable to see or hear (though the
alchemy lab, a gunsmithing kit and two hours of labour
toxins thankfully don't seem to inhibit breathing or the
spent melting, combining and casting the ingredients. At
heart). These effects generally wear off after 1d6+3 hours,
the end of this time, the alchemist makes an
though the character will suffer another -2 penalty to all
INT+Alchemy or INT+Craft (gunsmithing) roll,
actions for the next 24 hours until his system has purged
whichever is lower, against a target number of 15. If the
all the toxins.
roll succeeds, the character creates 5 rounds of shifter shot
Brewing Requirements: Alchemy ammunition. If the roll fails, the character creates five
normal rounds of ammunition as long as he has scored at
Ingredients: Powdered sugar, 1 unit of achemical stone, 1
least a result of 9 on his roll, but the alchemical materials
unit of organic oil (mint oil), 1 unit of organic toxin
are wasted. On a roll of less than 9, he has not only
Total Material Cost: 8 gc wasted the alchemical materials, but the ammunition he
has attempted to manufacture is also unusable. It may be
Alchemical Formula: Creating Sharde mints requires an
reworked as standard ammunition according to the
alchemy lab and two hours of labour spent cooking,
standard crafting rules, however (see IKRPG, p. 176).
combining and stabilising the ingredients. At the end of
this time, the alchemist makes an INT+Alchemy roll
against a target number of 14. If the roll succeeds, the
character creates one bag of Sharde mints, which usually
contains 30 lozenges. If the roll fails, he creates one unit Shock Foam
of alchemical waste (crystal). Cost: 51 gc per jar (including the catalyst)
Description: This compound is usually sold in a jar and a
vial, with the jar containing the main compound and the
vial containing a catalyst that causes the main compound
Shifter Shot to expand into a greyish foam that hardens to a leathery
Cost: 30 gc + bullet costs for five rounds of ammunition consistency. By pouring the main compound into the
cortex bay of a steamjack and then adding the reagent, it
Description: Bullets cast from this alchemically treated
is possible to grant a steamjack's cortex a measure of
lead temporarily hamper the abilities of some creatures
protection from attacks that directly target the cortex.
that can alter their physiology, like warpwolves and trolls.
Special Rules: Applying shock foam requires access to a
Special Rules: If a living creature with an ability to
steamjack's cortex bay but no special tools. It takes about
shapeshift in some manner, like a warpwolf's Controlled
half an hour minutes for the shock foam to expand and
Warping ability, a Tharn's Feat: Transformation ability, or
set; after this time the shock foam will usually last for
an earthborn dire troll's Elemental Communion ability,
about a week if other circumstances don't cause it to
takes damage from shifter shot, it loses control over its
degrade first.
abilities for 1d3 rounds (if the creature also has special
resistance to toxins, it is only inhibited for 1d3-1 rounds, When a steamjack's cortex is enveloped in shock foam,
meaning there is a chance it is not inhibited at all). Shifter the steamjack ignores Disruption (see the electrocutioner
shot does not cause such a character's current runeplate in IKRPG, p. 285) or direct cortex damage (e.g.
transformation to expire, but it prevents the character from a shock shield, see IKKNG, p. 100). Once an attack
from shifting to a different state (so a Tharn in his bestial that causes Disruption or direct cortex damage has been
form would not revert to his near-human form, but he completely resolved, roll 1d6: On a roll of 1-2, the shock
could not revert of his own volition, either. An earthborn foam has degraded from absorbing the assaulting energies
dire troll currently shifted to its water aspect would and provides no further protection. Applying a new layer
remain in this aspect even if it moved away from water, at of shock foam requires cleaning out the cortex bay first,
least as long as the shifter shot's effect lasts, and would which requires removing the cortex or specialised tools.
not be able to assume other aspects during this time).
Brewing Requirements: Alchemy
Shifter shot can be used to craft rune shot ammunition.

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Ingredients: 2 units of alchemical stone, 1 unit of INT+Alchemy roll against a target number of 16. If the
alchemical waste (crystal), 1 unit of alchemical waste roll succeeds, he creates one vial of shroud of repose. If
(liquid), 2 units of heavy metals, 1 unit of mineral acid, 2 the roll fails, the alchemist creates one unit of alchemical
units of mineral crystals, 1 unit of organic oil waste (crystal).
Total Material Cost: 17 gc
Alchemical Formula: Creating shock foam requires an
alchemy lab and two hours of labour spent cooking, Sinoculant Drops
combining and stabilising the ingredients. At the end of Cost: 45 gc per vial
this time, the alchemist makes an INT+Alchemy roll
against a target number of 15. If the roll succeeds, the Description: This variant of the more commonly
character creates one jar of shock foam and one dose of available umbroculant drops must be dripped directly into
catalyst. If the roll fails, he creates one unit of alchemical the eyes and then temporarily grants the user the ability to
waste (liquid) and one unit of alchemical waste (crystal). perceive with the same uncanny clarity that some
unnatural creatures like dragonspawn enjoy. However,
this may also well be the reason sinoculant drops are
rumoured to cause serious, long-term damage to the eyes.
Shroud of Repose Special Rules: Administering sinoculant drops requires
Cost: 30 gc per vial an eyedropper. A living character who uses a dose of
sinoculant drops gains the Eyeless Sight ability for one
Description: This fine, greasy gray powder, which is
hour (a character with Eyeless Sight ignores forests and
usually dispensed via alchemical grenades, negates the
cloud effects when determining LOS and ignores
supernatural resilience that many of the restless dead
concealment and Stealth when making attacks. The
show. It also prevents those slain by some types of
character can also see without any light at all). The user
restless from becoming like the creatures that destroyed
must cover or close their eyes while sinoculant drops are
them.
in effect, or suffer a -2 penalty to all rolls requiring vision
Special Rules: Undead characters hit by a thrown vial of from sensory overload. Once sinoculant drops have worn
shroud of repose lose Tough and cannot regain it except off, the character's eyes need time to recover, and the user
by washing off the greasy, sticky powder (fire damage suffers a -2 penalty to all rolls requiring vision for 1d3+1
will, unfortunately, also burn off the powder at once). hours (most users use sinoculant drops in one eye only
Since the powder is sticky, it takes at least a day for it to and wear a patch over the eye that is currently not in use;
be blown away by natural causes. Additionally, characters this inflicts a -1 penalty to ranged attack rolls and vision-
destroyed by undead like hollowed or shaft wights, and based PER rolls like a lost eye but allows the user to gain
who would normally become like their slayers after a twice the normal number of uses from one vial of the
while, will be spared that fate as long as their bodies are compound, and also lessens the damage to the eye
coated with shroud of repose before they rise in undeath. because the user can switch between eyes. Characters
who are only using sinoculant drops in one eye still gain
The usual form of delivery is an alchemical grenade,
Eyeless Sight normally as well as incurring the penalties
however. A shroud bomb creates a 3” AOE, which does
for one-eyed use). During the recovery time, additional
not remain in play as a cloud effect since the powder
doses of sinoculant drops can be used, but the recovery
settles very quickly. Undead characters who are hit by a
times are cumulative and only begin after the last dose has
shroud bomb AOE suffer the effects described above.
worn off. At the GM's discretion, using sinoculant drops
Shroud bombs cost 39 gc each.
end to end will also hasten long-term damage (see below).
Shroud of repose cannot affect incorporeal undead, since
Long-term damage: The most commonly used source of
the powder cannot cling to them.
arcane extract for the preparation of sinoculant drops is
Brewing Requirements: Alchemy dragonspawn, though technically other creatures that have
the Eyeless Sight ability can contribute the arcane extract
Ingredients: 2 units of alchemical stone, 1 unit of
(alchemist with the Free Style ability may substitute
alchemical waste (liquid), 1 unit of arcane minerals
ingredients normally, making them the best source of less
Total Material Cost: 10 gc dangerous sinoculant drops). Using sinoculant drops will
slowly damage the eye or blight the character (at the
Alchemical Formula: Creating shroud of repose requires
GM's discretion, this damage begins with minor cosmetic
an alchemy lab and two hours of labour spent grinding,
changes to the eye after PHY doses have been used; if the
combining, cooking and stabilising the ingredients. At the
user persists after the warning signs, a PHY roll with a
beginning of the process the equipment and ingredients
target number of 9 plus the number of doses of sinoculant
must be blessed by a priest of Veteran level or higher. At
used on that eye beyond the character's PHY must be
the end of this time, the alchemist makes an

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made after every subsequent dose. A failure damages the the corpse's replies more difficult, as well as requiring the
eye, reducing PER by 1 when using that eye (This necromancer to shout his questions, which may draw
damage is cumulative and if it equals the character's PER unwelcome attention). Skull smoke allows the use of the
or PHY, whichever is lower, the eye has become grave whispers spell (see IKUA, pp. 69-70) on a headless
destroyed). If the standard formula using blighted arcane corpse – though if the corpse's soul is trapped somewhere,
extract is used, failing the PHY roll will also blight the the necromancer is still out of luck, and the smoke skull
eye and the surrounding tissue, leading to the growth of will form but not respond.
scaly skin, dark veins, and other noticeable blighted
A smoke skull only remains for 1d3 minutes (1d3+3
changes that count as battle scars or worse (see IKRPG, p.
minutes if a jar is used). The gamemaster is encouraged to
217)). A lesser effect of blight may be visible already
secretly determine the time the skull remains, stop the
after using the compound a number of times equal to the
time and make the corpse break off mid-sentence when
character's PHY.
the time runs out.
Characters who are already blighted suffer no further
Brewing Requirements: Alchemy
blight from sinoculant drops, but their eyes may still be
destroyed by long-term use. At the GM's discretion, Ingredients: 1 unit of alchemical waste (liquid), 1 unit of
allowing lengthy periods of recovery after a period of arcane extract, 1 unit of ectoplasm, 1 unit of heavy
using sinoculant drops (e.g. a month or so, possibly less metals, 1 unit of mineral acid
so for characters with Resistance to Poisons) may slow
Total Material Cost: 20 gc
down the rate of damage to a slow dimming of the
eyesight over years. Blighting, however, should not be Alchemical Formula: Creating skull smoke requires an
slowed down. alchemy lab and two hours of labour spent combining,
cooking and stabilising the ingredients. At the end of this
Brewing Requirements: Alchemy
time, the alchemist makes an INT+Alchemy roll against a
Ingredients: 1 unit of alchemical stone, 1 unit of arcane target number of 16. If the roll succeeds, he creates one
extract (from the brain fluids of a creature with Eyeless vial of skull smoke. If the roll fails, the ingredients
Sight), 1 unit of mutagenic extract, 1 unit of organic oil evaporate and are wasted.
Total Material Cost: 15 gc
Alchemical Formula: Creating sinoculant drops requires
an alchemy lab and two hours of labour spent combining, Slate
cooking and stabilizing the ingredients. At the end of this Cost: 48 gc per vial
time, the alchemist makes an INT+Alchemy roll against a
target number of 16. If the roll succeeds, he creates one Description: Ingesting this compound causes the
vial of sinoculant drops. If the roll fails, the alchemist imbiber's brain to temporarily retain memories extremely
creates one unit of alchemical waste (liquid) instead. efficiently. The drawback is that unpleasant memories
will stay with the user as well, but slate is still popular
with spies and other covert operatives, especially with
those whose talents lie in less intellectual approaches but
Skull Smoke who sometimes still need to gather in and transport
substantial amounts of information.
Cost: 60 gc per vial
Special Rules: 1d6+6 minutes after drinking slate, a
Description: Formulated by necromancers with a keen
character gains the Photographic Memory Intellectual
interest in investigation, skull smoke provides a means of
archetype benefit, which will apply to anything the
circumnavigating one of the major obstacles forensic
character experiences for the next INT or PER hours,
necromancers often face, i.e. the lack of a corpse's head.
whichever is less. After this period has elapsed, the
Special Rules: Before skull smoke can be used, the memories will stay clear for another INT weeks and then
corpse must be sat up and a means for the compound to start fading normally, even if the character cannot form
percolate past the spine to the place where the head used other photographic recollections without taking another
to be must be provided (this means that corpses that have dose of slate first.
turned to dust or whose entire torso has been destroyed
If the character should suffer serious injuries while under
cannot be examined with skull smoke).
the effects of slate, the pains will stay fresh in his mind as
Once the vial of skull smoke is uncapped, the smoke well (this means that if any aspect on the character's life
slowly rises and, when it passes the spine, coalesces into spiral gets crippled while he is under the initial effect of
the shape of the deceased person's head (most slate, the character will continue suffering vivid phantom
necromancers put a large glass jar over the head to trap pains and retain a -1 penalty to STR, DEF or attack rolls,
the smoke for longer, though this makes understanding depending on which aspects were crippled, for the same

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INT weeks after the initial slate effect has worn off). bite by scent without the need for a roll under most
circumstances, and may determine where they have been
Unscrupulous individuals have tried using slate to make
standing or touching by making PER+Detection rolls
torture more effective by keeping the memories of
against a target number of 14 or more, depending on the
torment fresh. Unfortunately, the only effect is to make
situation (if the victim wore gloves, the target number
the victim of the torture incoherent from suffering they
may easily reach 18 or higher when the user attempts to
cannot escape, and possibly insane in the long term.
determine where the victim was putting his hands).
Brewing Requirements: Alchemy
Brewing Requirements: Alchemy
Ingredients: 1 unit of alchemical stone, 1 unit of arcane
Ingredients: Wurm's Bite: 1 unit of alchemical stone, 1
minerals, 1 unit of mineral crystals, 1 unit of organic toxin
unit of alchemical waste (crystal), 1 unit of organic toxin
Total Material Cost: 16 gc (viper tatzylwurm venom). Wurm's Slither: 1 unit of
alchemical stone, 1 unit of mutagenic extract, 1 unit of
Alchemical Formula: Creating slate requires an alchemy
organic toxin (viper tatzylwurm venom)
lab and two hours of labour spent grinding and stabilising
the ingredients. At the end of this time, the alchemist Total Material Cost: 7 gc (wurm's bite) / 14 gc (wurm's
makes an INT+Alchemy roll against a target number of slither)
16. If the roll succeeds, the character creates one vial of
Alchemical Formula: Creating wurm's bite or wurm's
slate. If the roll fails, he creates one unit of alchemical
slither requires an alchemy lab and two hours of labour
waste (liquid).
spent cooking, combining and stabilising the ingredients.
At the end of this time, the alchemist makes an
INT+Alchemy roll against a target number of 15. If the
roll succeeds, the character creates one vial of wurm's bite
Slithering Wurm or wurm's slither. If the roll fails, he creates one unit of
Cost: 21 gc per vial of wurm's bite / 42 gc per vial of alchemical waste (liquid) instead.
wurm's slither
Description: Somewhat obscurely named, this compound
actually is two compounds: One component must be
ingested by or injected into a target, while the other must Sorcerer's Lead
be ingested by the user. Simply put, the compound for the Cost: 33 gc + bullet costs for five rounds of ammunition
victim inflicts a mild version of the effects of viper
Description: This alchemically treated lead is sometimes
tatzylwurm venom, which causes the victim's sweat to
used by gun mages who employ the most demanding rune
acquire a subtle tang not unlike the smell of black tea. The
shot spells as a means of lightening the burden their
second compound grants the user some measure of a viper
magic places on them.
tatzylwurm's sensitivity to this smell, allowing them to
track the victim by scent. This dual compound has most Special Rules: When firing a rune bullet crafted from
infamously been used by the spy Anastasia di Bray, who sorcerer's lead, a single rune shot spell with a COST of 2
managed to slip the compound into a noble's food and or higher has its COST reduced by 1. Additionally, if the
was then able to sniff out the secret compartments in his total COST of the rune shots applied to a bullet of
office by tracking where on his desk and bookcases he sorcerer's lead requires the gun mage to make a fatigue
had been putting his hands. roll, the gun mage may re-roll his fatigue roll once if he
fails it, but must abide by the second result (the gun mage
Special Rules: The toxic component, usually called “the
may still use the Feat: Strength of Will Gifted Archetype
wurm's bite,” must be injected into the victim's
benefit normally to pass the fatigue roll if he has it (see
bloodstream or ingested, and will cause a subtle change to
IKRPG, p.115)).
the smell of their sweat that lasts for 1d3+3 hours.
Though it is theoretically possible for people to detect the Once a bullet made from sorcerer's lead has been fired
smell, most people simply will mistake it for the smell of after having a rune shot spell cast on it, it loses its special
tea on the victim's breath, though pets will sometimes properties. If, for some reason, the bullet was fired
react differently (though most people would be at a loss to without being imbued with a rune shot, the lead retains its
say why). Farrow, on the other hand, usually notice the properties, but must be reworked into a new bullet first.
change at once, since their sense of smell is exceptionally
The formula for sorcerer's lead is not compatible with
keen.
other forms of alchemically treated lead used in rune
The second compound, usually called “the wurm's shots like foeslayer lead or ghost shot.
slither,” must be snorted by the user, and will make them
Brewing Requirements: Alchemy and Craft
sensitive to the smell of the wurm's bite for about an hour.
(gunsmithing)
During this time they may track the victim of the wurm's

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Ingredients: 1 unit of alchemical stone, 1 unit of arcane The main benefit of spectral infusion is that spirits tend to
minerals, 1 unit of mineral crystals, bullet materials for become more coherent when possessing a character this
five rounds of ammunition way, which might enable them to communicate with
investigators. Additionally, a character who has been
Total Material Cost: 11 gc + bullet materials for five
possessed while under the effects of spectral infusion
rounds of ammunition
usually retains some memories from the spirit in question
Alchemical Formula: Creating sorcerer's lead requires that might yield useful clues (like how they died, or why
an alchemy lab and a gunsmithing kit and two hours of they haunt a place, though few spirits are perfectly clear
labour spent melting, combining and casting the on the details of why they cannot move on. At the GM's
ingredients. At the end of this time, the alchemist makes discretion, the spirit may also gain some of the user's
an INT+Alchemy or INT+Craft (gunsmithing) roll, memories).
whichever is lower, against a target number of 15. If the
Brewing Requirements: Alchemy
roll succeeds, the character creates 5 rounds of sorcerer's
lead ammunition. If the roll fails, the character creates Ingredients: 1 unit of alchemical stone, 1 unit of
five normal rounds of ammunition as long as he has ectoplasm, 1 unit of heavy metals, 1 unit of mineral
scored at least a result of 9 on his roll, but the alchemical crystals, 1 unit of organic toxin
materials are wasted. On a roll of less than 9, he has not
Total Material Cost: 18 gc
only wasted the alchemical materials, but the ammunition
he has attempted to manufacture is also unusable. It may Alchemical Formula: Creating spectral infusion requires
be reworked according to standard crafting rules, however an alchemy lab and two hours of labour spent cooking,
(see IKRPG, p. 176). combining and stabilising the ingredients. At the end of
this time, the alchemist makes an INT+Alchemy roll
against a target number of 16. If the roll succeeds, the
character creates one vial of spectral infusion. If the roll
Spectral Infusion fails, he creates one unit of alchemical waste (liquid).
Cost: 54 gc per vial
Description: A character who has had this grayish fluid
injected into his bloodstream stands out like a beacon to Spellrot
spirits and may easily share his flesh with such
Cost: 42 per vial
incorporeal entities. While this experience can offer
important clues to occult investigations, there is a Description: When this greyish paste is introduced into
substantial risk of long-term possession. the bloodstream of a user of magic, they temporarily lose
the ability to feed power into long-duration spells.
Special Rules: 1d3+3 minutes after having spectral
infusion injected into the bloodstream via a syringe, a Special Rules: Spellrot must be introduced into the
character becomes noticeably pale and distracted (which victim's bloodstream via a syringe or envenomed weapon.
causes a -2 penalty to all Social skill rolls, Perception The compound itself remains viable for up to an hour
rolls, Intellect rolls, DEF and attack rolls). In this state, hour once smeared on a weapon (or for much shorter
which lasts for about half an hour, the character can be when the environment is hot and dry). When a Gifted
automatically possessed by any incorporeal spirit he character is dosed with spellrot, he must make a PHY or
touches, whether this spirit normally has the ability to ARC roll, whichever is higher, against target number 16
possess people or not. Spirits who do not wish to possess or lose his ability to upkeep spells for 1d3+1 hours (the
the user must avoid him, but the user does stand out to character may still cast upkeep spells, but they always
spirits in a way that draws them in (usually, few spirits expire in his next Control Phase). If the PHY roll was a
resist the chance to possess the user, since there seem to success, the victim cannot upkeep spells in their next
be few risks in doing so for them). Control Phase, but regains their ability to upkeep spells
afterwards.
Once the effects of spectral infusion wear off, possessing
spirits who do not have the ability to possess individuals Brewing Requirements: Alchemy
are automatically evicted. If the spirit does have the
Ingredients: 1 unit of alchemical stone, 1 unit of arcane
ability to possess individuals, however, they may stay, and
extract, 1 unit of mineral crystals, 1 unit of organic toxin
unless they are exorcised or otherwise compelled to leave
in some way, the possessed character may only attempt to Total Material Cost: 14 gc
oust the spirit once a number of days equal the spirit's
Alchemical Formula: Creating spellrot requires an
Willpower have passed. If the possessed character fails,
alchemy lab and two hours of labour spent combining,
he can only attempt to oust the spirit once per day after
cooking and stabilising the ingredients. At the end of this
this.
time, the alchemist makes an INT+Alchemy roll against a

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target number of 16. If the roll succeeds, the character Total Material Cost: 16 gc
creates one vial of spellrot. If the roll fails, he creates one
Alchemical Formula: Creating Spirit of Nivara requires
unit of alchemical waste (liquid).
an alchemy lab and two hours of labour spent cooking,
combining and stabilising the ingredients. At the end of
this time, the alchemist makes an INT+Alchemy roll
against a target number of 16. If the roll succeeds, the
Spirit of Angellia character creates one vial of Spirit of Nivara. If the roll
Cost: 36 gc per vial fails, he creates one unit of alchemical waste (liquid).
Description: This watery, scentless liquid quickly
evaporates upon contact with air, and must be inhaled to
take effect. It significantly boosts a character's intellectual
capabilities, but is known to cause addiction if used too Steamward
often. Cost: 33 gc per vial
Special Rules: A character who has inhaled a dose of Description: This milky, cool-smelling compound alters
Spirit of Angellia gains +2 to all INT and PER rolls for a the drinker's metabolism to make him more resistant to
number of hours equal to their INT or PER, whichever is heat damage, though it will also make the drinker more
lower. Once the effect has expired, the character takes a -2 susceptible to exposure.
penalty to all INT, PER and WIL rolls for the same
Special Rules: 1d6 minutes after drinking steamward and
number of hours, and cannot upkeep spells during this
for PHY hours afterwards, a character will receive a +2
duration if he is a spellcaster.
bonus to any rolls that resist heat damage (e.g.
Brewing Requirements: Alchemy heatstroke). If the character suffers damage from hot
steam (e.g. through wearing steam armour with a leaking
Ingredients: 1 unit of alchemical stone, 1 unit of mineral
boiler), any damage he suffers from the heat is reduced by
crystals, 1 unit of organic acid, 1 unit of organic toxin
2, to a minimum of 1. However, the character's
Total Material Cost: 12 gc metabolism becomes dependent on external sources of
warmth, so unless the character is in a very warm
Alchemical Formula: Creating Spirit of Angellia
environment, he suffers -1 to all rolls as well as -1 SPD
requires an alchemy lab and two hours of labour spent
and DEF. Should the character suffer any amount of cold
cooking, combining and stabilising the ingredients. At the
damage, these penalties increase to -2 for 1d3 turns.
end of this time, the alchemist makes an INT+Alchemy
roll against a target number of 15. If the roll succeeds, the The compound is popular with ironheads, though most
character creates one vial of Spirit of Angellia. If the roll Khadorans will despise and relentlessly mock any steam
fails, the ingredients are wasted. jockey who is so cowardly or infirm of body as to resort
to this alchemical safeguard.
Brewing Requirements: Alchemy
Spirit of Nivara Ingredients: 1 unit of alchemical stone, 1 unit of heavy
Cost: 48 gc per vial metal, 1 unit of mineral crystal, 1 unit of organic toxin

Description: This cloudy liquid glows in a soft bluish Total Material Cost: 11 gc
light, and always seems to be churning slowly. Ingesting Alchemical Formula: Creating steamward requires an
it enhances a spellcaster's ability to handle spells that alchemy lab and two hours of labour spent cooking,
must be sustained by a constant flow of energy. combining and stabilising the ingredients. At the end of
Special Rules: A character who has ingested a dose of this time, the alchemist makes an INT+Alchemy roll
Spirit of Nivara gains the Great Power ability for one against a target number of 14. If the roll succeeds, the
hour, starting two turns after drinking the compound. character creates one vial of steamward. If the roll fails,
Once this duration has elapsed, the spellcaster becomes he creates one unit of alchemical waste (liquid).
drained, and cannot upkeep spells at all for 1d3 hours.
During this time no additional dose of Spirit of Nivara can
take effect.
Sting of Stacia
Brewing Requirements: Alchemy
Cost: 39 gc per vial
Ingredients: 1 unit of alchemical stone, 1 unit of arcane
Description: This thick, yellowish paste must enter the
extract, 1 unit of arcane minerals, 1 unit of mineral
victim's bloodstream to take effect and inflicts
crystals
insufferable agony. True to the promise of the Scion of

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Revenge, the Sting is not fatal, however. metals, 1 unit of mineral crystals, 1 unit of organic oil
Special Rules: Sting of Stacia must be injected into the Total Material Cost: 9 gc
bloodstream, usually via an envenomed blade. When a
Alchemical Formula: Creating stormlure requires an
living character has suffered at least 1 point of damage
alchemy lab and two hours of labour spent combining,
from a blade covered in the toxin, he must immediately
cooking and stabilising the ingredients. At the end of this
make a PHY roll against a target number of 16. On a
time, the alchemist makes an INT+Alchemy roll against a
failed roll, all of the victim's aspects are considered
target number of 15. On a success, the character creates
crippled for 1d3+1 hours (if the victim's aspects become
one vial of stormlure. On a failure, the character creates
truly crippled during this time, the effect is not
one unit of alchemical waste (crystal).
cumulative). If the roll succeeds, the last aspect damaged
by the attack that injected the toxin is instead considered
crippled for 1 round.
Repeated use of Sting of Stacia has been known to inflict Stormseed
insanity on its victims. Cost: 51 gc per vial
Brewing Requirements: Alchemy Description: If this powder is launched high into the air
Ingredients: 1 unit of alchemical stone, 1 unit of mineral (e.g. by the use of an alchemical blastgun, a rocket, or
crystals, 1 unit of organic acid, 1 unit of organic oil, 1 unit simply a sling and a well-timed grenade), it temporarily
of organic toxin enhances the ease of stormsmithing (IKKNG, p. 90).
Total Material Cost: 13 gc Special Rules: A stormsmith must start manipulating the
weather within one turn of deploying a dose of stormseed,
Alchemical Formula: Creating Sting of Stacia requires or the powder will simply settle to the ground and be
an alchemy lab and two hours of labour spent cooking, wasted. Stormseed will stay afloat for 1d6 rounds, plus an
combining and stabilising the ingredients. At the end of additional number of rounds equal to the Stormsmithing
this time, the alchemist makes an INT+Alchemy roll skill rank of the most skilled stormsmith in the area of
against a target number of 15. If the roll succeeds, the effect, as long as some kind of weather manipulation
character creates one vial of Sting of Stacia. If the roll takes place every turn. During this time the compound
fails, he creates one unit of alchemical waste (liquid). grants any stormsmith standing within 4” of the point
where the powder was deployed +2 to all Stormsmithing
skill rolls.

Stormlure Enemy stormsmiths may disperse stormseed deployed by


an opponent by making a Stormsmithing roll against a
Cost: 27 gc per vial
target number of 13, as long as the point from which the
Description: This sticky, glittering oil has the uncanny stormseed was deployed is within range (see IKKNG, p.
effect of drawing lightning to itself, making a character 91). At the GM's discretion certain spells like Tempest
coated with it an easy target for electrical attacks. and Winter Storm may be used for the same purpose.
Special Rules: When a character is hit by a thrown vial of Brewing Requirements: Alchemy
stormlure, all ranged and magic attack rolls against him
Ingredients: 2 units of alchemical stone, 1 unit of
that cause electrical damage gain a +2 bonus. Every time
alchemical waste (crystal), 1 unit of arcane mineral, 2
the character suffers an electrical damage roll (no matter
units of heavy metal, 1 unit of mineral crystal
whether the damage roll actually overcomes ARM), roll
1d6: On a result of 1-2 the coursing electricity has broken Total Material Cost: 17 gc
down the stormlure, rendering it ineffective. Once
Alchemical Formula: Creating stormseed requires an
exposed to air, the compound also decays over the span of
alchemy lab and two hours of labour spent grinding,
an hour.
combining and stabilising the ingredients. At the end of
Stormlure is too thick to allow delivery by alchemical this time, the alchemist makes an INT+Alchemy roll
grenade, since such attacks would not splash well enough against a target number of 15. If the roll succeeds, the
to affect several targets at once. However, sometimes character creates one vial of stormseed. If the roll fails, he
delivery methods like arrows equipped with alchemical creates one unit of alchemical waste (crystal).
vials are still used for the benefit of better range and
accuracy.
Brewing Requirements: Alchemy
Ingredients: 1 unit of alchemical stone, 2 units of heavy

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fatigue roll in his previous turn, he is instead simply no


Synthesis Catalyst longer exhausted and may cast spells normally in his
Cost: 33 gc for one jar of synthesis catalyst (counts as current turn. No fatigue is restored, however, so casting
three units of alchemical stone; see below) another spell will likely require a new fatigue roll right
away.
Description: A variant of bonding catalyst, synthesis
catalyst speeds up alchemical reactions when it is used to If a character uses more doses of Thamar's Breath within
replace alchemical stone in an alchemical formula. Its a day than his ARC, he becomes dependent on the
hefty price tag means synthesis catalyst is usually only compound and only recovers 1d3+1 or ARC fatigue
used in dire emergencies, e.g. when an alchemist must points, whichever is less, during each of his Maintenance
quickly prepare a complex curative before a patient Phases instead of the usual amount. Shaking this
expires. Spies also quite commonly use synthesis catalyst dependence requires the character to abstain from using
when they do not have a lot of time to prepare a Thamar's Breath and all spellcasting for a number of days
compound they need. equal to double his ARC. Casting even a single spell
means this period of abstinence must be begun anew.
Special Rules: Synthesis catalyst replaces alchemical
stone in another alchemical formula, halving the time Brewing Requirements: Alchemy
required to formulate an alchemical compound. If the Ingredients: 1 unit of alchemical stone, 1 unit of arcane
alchemist also has the Fast Cook ability (see IKRPG, p. minerals, 1 burrow mawg adrenal gland, 1 unit of mineral
161), the effects are somewhat cumulative, meaning the acid
alchemist may prepare the compound in one third of the
usual time. If the formula uses more than one unit of Total Material Cost: 15 gc
alchemical stone, more of the catalyst must be used; a Alchemical Formula: Creating Thamar's Breath requires
single preparation of synthesis catalyst yields enough of an alchemy lab and two hours of labour spent combining,
the compound to replace three units of alchemical stone. cooking and stabilising the ingredients. At the end of this
Brewing Requirements: Alchemy time, the alchemist makes an INT+Alchemy roll against a
target number of 16. If the roll succeeds, the character
Ingredients: 1 unit of alchemical stone, 1 unit of arcane creates one vial of Thamar's Breath. If the roll fails, he
minerals, 1 unit of mineral crystals creates one unit of alchemical waste (liquid).
Total Material Cost: 11 gc
Alchemical Formula: Creating synthesis catalyst
requires an alchemy lab and two hours of labour spent Thermal Gel
cooking, combining and stabilizing the ingredients. At the
From Wolf-Knight's Liber Alchemica
end of this time, the alchemist makes an INT+Alchemy
roll against a target number of 14. If the roll succeeds, the Cost: 24 gc per canister
character creates one jar of synthesis catalyst, which can
Description: The invention of an Ordic alchemist of the
replace three units of alchemical stone (see above). If the
Golden Crucible, this opaque lavender gel is normally
roll fails, he creates one unit of alchemical waste (crystal)
stored in flat anodised aluminium canisters. When
instead.
exposed to air after opening the canister, the gel heats up
sufficiently to boil water, providing a lightless heat source
which lasts for an hour. This is primarily sold en masse to
the scout forces of various militaries and mercenary
Thamar's Breath companies as it can function as a covert alternative to a
Cost: 45 gc per vial cooking fire. A single canister is usually sufficient to cook
Description: This smoky, semi-vaporous compound is a stew for up to two characters.
powerful restorative that can be inhaled by spellcasters Special Rules: Once the canister containing thermal gel
following the will weaver tradition when they have has been opened, it takes about one minute for the
overstrained their abilities. Sustained use can have reaction to heat the gel up to the point that it is hot enough
deleterious effects, however. to boil water (touching the gel at this point is like putting
Special Rules: A living Gifted character following the your hand into boiling water; getting hit with a lump of
will weaver tradition who is not currently exhausted (see the gel inflicts a POW 6 fire damage roll as well as
IKRPG, p. 229) reduces his current fatigue by 1d3+1 another POW 6 fire damage roll in each subsequent
when he inhales a dose of Thamar's Breath, which Maintenance Phase until the gel has been wiped off,
requires a quick action to crack open the sealed vial. If the which requires a quick action). Dousing the gel with
character is currently exhausted because he failed his water will not stop the reaction, as the gel will form an
oily, hot layer on the surface (though the water usually

180
Morgan's Liber Alchemica I – Alchemy

cools the gel down sufficiently that touching it is significant portion of the damage is actually merely the
uncomfortable rather than causing outright injury), but result of shock.
smothering the gel by putting an airtight seal on the
Brewing Requirements: Alchemy
container again or covering it with clay will work, even if
that is a non-ideal solution at best if the seal isn't Ingredients: 1 unit of alchemical stone, 1 unit of
particularly sturdy. Usually, the gel is simply allowed to alchemical waste (liquid), 1 unit of heavy metals, 1 unit of
burn up. Once the reaction has run its course, which takes organic oil, 1 unit of organic toxin
about an hour, the remains count as one unit of alchemical
Total Material Cost: 10 gc
waste (crystal).
Alchemical Formula: Creating thorn requires an
Brewing Requirements: Alchemy
alchemy lab and two hours of labour spent combining,
Ingredients: 1 unit of alchemist's stone, 2 units of cooking and stabilising the ingredients. At the end of this
alchemical waste (liquid), 1 unit of mineral crystals, 2 time, the alchemist makes an INT+Alchemy roll against a
units of animal fat/organic oil target number of 14. If the roll succeeds, he creates one
vial of thorn. If the roll fails, he creates one unit of
Total Material Cost: 8 gc
alchemical waste (liquid).
Alchemical Formula: Creating thermal gel requires an
alchemist's lab and two hours of work combining,
cooking and stabilising the ingredients. At the end of this
time, the alchemist makes an INT+Alchemy roll against a Thrall-Salve
target number of 14. If the roll succeeds, he creates one Cost: 30 gc per vial
canister of thermal gel (which must be immediately sealed
in an airtight container so it does not start reacting; cutting Description: Rubbing this compound into the runes
the thermal gel off from air quickly stops the reaction covering a thrall's skin temporarily enhances their
again). If the alchemist fails the roll, he creates one unit of potency.
alchemical waste (crystal). Special Rules: Applying thrall-salve requires the user to
have the Thrall Crafting skill and be within B2B of a
friendly thrall. Applying the compound takes a quick
action. When the salve is applied, the numerical effects
Thorn (i.e. stat modifiers or skill ranks) of the following thrall
Cost: 30 gc per vial runes are improved by +1: Artificial Intellect, Grave
Chill, Guardian, Killer, Rune Hardened, Rune Powered,
Description: Living creatures who have fallen victim to
Speed in Death (see IKUA, pp. 74-75). Each use of thrall-
this toxin suffer from a temporarily weakened metabolism
salve remains in effect for a number of rounds equal to
that may cause them to pass out quickly when seriously
the thrall's PHY. Only a single dose of thrall-salve can be
injured. While the toxin's effects are certainly
in effect at the same time.
excruciating, proponents still argue that the compound is
an effective tool for taking prisoners. If the user of the compound is not the creator of the thrall,
he must first use another quick action and pass an
Special Rules: One round after a living target character
INT+Thrall Crafting roll against a target number of 12
has had thorn introduced into his bloodstream (e.g. via an
plus the base rune cost of the thrall before he can use the
envenomed weapon or syringe; thorn remains viable for
thrall-salve. On a failure, the user fails to locate the rune
about half an hour if applied to a blade), the victim starts
he is looking for, but may try again by using another
suffering the toxin's effects, which last for 1d3+6 rounds.
quick action.
While thorn is in effect, whenever a damage roll that
causes a loss of vitality has been completely resolved the Brewing Requirements: Alchemy
character suffers 1d3 additional points of damage (the
Ingredients: 1 unit of alchemical stone, 1 unit of arcane
victim may make a PHY roll against a target number of
extract, 1 unit of mineral crystals, 1 unit of organic oil
16 to resist the toxin upon its introduction into his
bloodstream; on a success, he only suffers 1d3-2 points of Total Material Cost: 10 gc
additional vitality damage while the toxin is running its
Alchemical Formula: Creating thrall-salve requires an
course. The victim cannot gain vitality from a result of 1
alchemy lab and two hours of labour spent cooking,
on the 1d3 roll). If the character becomes incapacitated
combining and stabilising the ingredients. At the end of
because of this damage, no roll on the injury table is made
this time the alchemist makes an INT+Alchemy roll
and the victim is instead considered to be concussed (see
against a target number of 16. At the beginning of the
IKRPG, p. 216). Characters who have become concussed
process the ingredients and equipment must be blessed by
because of the effects of thorn regain 1d3 additional
a Thamarite Advocate or necromancer of Veteran level or
points of vitality after a combat encounter to reflect that a

181
Morgan's Liber Alchemica I – Alchemy

higher. If the roll succeeds, the character creates one vial enhances its explosive force. While undoubtedly
of thrall-salve. If the roll fails, he creates one unit of improving both the range and power of a firearm, using
alchemical waste (liquid). “thunder” grade blasting powder catalyst is dangerous as
the barrels of most guns aren't built to take the increased
strain. It is also extremely expensive compared to the raw
cost of blasting powder.
Throat Grease Special Rules: When a shot prepared using the “thunder”
Cost: 33 gc per vial catalyst is fired, the firearm gains 2” to its short range and
Description: Gargling this slightly viscous compound 10” (60 feet) to its extreme range. Additionally, one
helps trollkin fell callers enunciate, increasing the ease additional damage die is rolled against the character
with which they can project their vocal attacks. directly hit, and the lowest die discarded from the roll.

Special Rules: One turn after gargling throat grease and Roll 1d6 before every shot using “thunder” grade blasting
for PHY minutes afterward, whenever a trollkin fell caller powder catalyst. On a 1, the barrel of the gun cracks,
makes ranged attacks using POI+Fell Calling rolls he inflicting a -1 penalty to any future attack rolls made with
gains an additional die on the attack rolls and discards the that gun. If a gun with a cracked barrel is fired and
lowest die of each roll. However, using throat grease another 1 is rolled, the barrel splits, inflicting a damage
tends to irritate the throat after a while, so a fell caller roll with the POW of the gun against its wielder and
who continues making fell calls after the compound's destroying the gun. It is possible to make guns with
effects have worn off suffers -2 to all POI+Fell Calling reinforced barrels to combat this risk (double the normal
rolls for another PHY minutes. The fell caller may take cost of the gun).
another dose of throat grease during this time to regain the “Thunder” grade blasting powder catalyst does not
additional die, but the -2 penalty persists until the fell enhance the range of guns that use spray templates,
caller has rested his voice for PHY minutes. Additionally, though they do enhance the damage rolls against all
if multiple doses of throat grease are used before the characters hit.
penalties have worn off, the duration of the penalties
stack, and the recovery period only begins after the last Brewing Requirements: Alchemy
dose of throat grease has worn off (e.g. if a fell caller with Ingredients: 1 unit of arcane minerals, 1 unit of heavy
PHY 8 uses three doses of throat grease, he starts metals
suffering -2 to his POI+Fell Calling rolls 8 minutes after
taking the first dose of throat grease, and the penalties Total Material Cost: 9 gc
will remain for 3x8=24 minutes after the last dose of Alchemical Formula: Creating “thunder” grade blasting
throat grease has worn off). powder catalyst requires an alchemy lab and two hours
Brewing Requirements: Alchemy spent grinding, combining and stabilising ingredients and
growing the crystal. At the end of this time, the alchemist
Ingredients: 1 unit of alchemical stone, 1 burrow-mawg makes an INT+Alchemy roll against a target number of
adrenal gland, 1 unit of organic acid, 2 units of organic oil 14. If the roll succeeds, the character creates one vial of
Total Material Cost: 11 gc “thunder” grade blasting powder catalyst. If the roll fails,
the catalyst burns up in a runaway reaction and the
Alchemical Formula: Creating throat grease requires an ingredients are wasted.
alchemy lab and two hours of labour spent combining,
cooking and stabilising the ingredients. At the end of this
time, the alchemist makes an INT+Alchemy roll against a
target number of 14. If the roll succeeds, he creates one Tonic of Odom
vial of throat grease. If the roll fails, he creates one unit of
Cost: 54 gc per vial
alchemical waste (liquid).
Description: Drinking this sludgy grey compound
temporarily enhances a warcaster's ability to contact the
cortices of steamjacks he is bonded to. The formula is a
“Thunder” Grade Blasting Rhulic invention born of the difficulty of commanding
steamjacks following mineshafts, which may make it
Powder Catalyst necessary for them to stray far from their warcasters. As a
Cost: 27 gc for one vial of the compound (enough to
consequence, few non-Rhulic alchemists know the
enhance 5 shots of light ammunition, 3 shots of heavy
formula.
ammunition, or one shot or slug round)
Special Rules: 1d6 turns after a dose of Tonic of Odom
Description: Mixing this compound with blasting powder
has been swallowed and for one hour afterwards, the

182
Morgan's Liber Alchemica I – Alchemy

character doubles his control area for the purpose of Total Material Cost: 14 gc
contacting the cortices of steamjacks he is bonded to (e.g.
Alchemical Formula: Creating 'tough as trolls' tonic
channelling, allocating focus, issuing commands and
requires an alchemy lab and two hours of labour spent
perceiving through the steamjack's senses). After the
combining, cooking and stabilising the ingredients. At the
duration of effect has expired, the character halves his
end of this time, the alchemist makes an INT+Alchemy
control area for the same duration and for all purposes,
roll against a target number of 15. If he succeeds, he
including those not related to handling steamjacks.
creates one vial of 'tough as trolls' tonic. If the roll fails,
Tonic of Odom has no effect on spellcasters who are not he creates one unit of alchemical waste (liquid).
focusers.
Brewing Requirements: Alchemy
Ingredients: 1 unit of alchemical stone, 1 unit of arcane Traitor's Candle
extract, 1 unit of arcane minerals, 1 unit of heavy metals, Cost: 24 gc per candle (plus the cost of the poison)
1 unit of mineral crystals
Description: A traitor's candle can be a tool for
Total Material Cost: 18 gc assassination, sabotage or elaborate mischief. The candle
Alchemical Formula: Creating Tonic of Odom requires consists of pretty standard tallow at the top, followed by a
an alchemy lab and four hours of labour spent cooking, section that dispenses an alchemical compound when the
combining and stabilising the ingredients. At the end of flame reaches it.
this time, the alchemist makes an INT+Alchemy roll Special Rules: A traitor's candle can be infused with any
against a target number of 16. If the roll succeeds, the alchemical poison that can affect characters who breathe
character creates one vial of Tonic of Odom. If the roll it in (somnolence elixir is a favourite). Apart from the fact
fails, he creates one unit of alchemical waste (liquid). that the candle seems to be of a low quality because it
gives off a significant amount of smoke, there is nothing
that gives away its true nature, and the tallow can be dyed
or scented to further conceal what it is. Simply by cutting
'Tough as Trolls' Tonic down the length of unaltered tallow at the top of the
Cost: 42 gc per vial candle a character can determine the approximate timing
of when the compound will take effect. A small candle
Description: This bluish, sludgy compound must be
needs to be close to the victim to take effect (i.e. standing
injected into the bloodstream to take effect, and will grant
on a desk or nightstand when the victim is reading by
its user a measure of the resilience of trolls.
candlelight), while large candles can create an AOE
Special Rules: 2 rounds after injecting 'tough as trolls' around them (usually not more than a 3” AOE). Because
tonic by means of a syringe and for a number of minutes the candle gives off its poison slowly, it takes 1d6+PHY
afterwards equal to the character's vitality at the moment minutes for the poison to take effect once the flame
of injection (yes, this does mean the compound is less reaches the altered tallow. During this time the victim can
effective when used on injured characters), the character detect something is amiss by making a PER+Detection
gains the Tough Mighty Archetype benefit (if the roll against the same target number that he needs to roll
character had Tough to start with, he passes Tough rolls against to resist the poison. If the candle has been scented,
on a 4 on 1d6 while the tonic is in effect). Once the the character takes a -2 penalty to this roll. Once the
compound has worn off, the user's system becomes victim has been breathing in the poison for the required
drained, and he will only regain half his PHY when amount of time, the standard rolls to resist the poison's
resting after a violent encounter (rounded down), and only effects are made, and the poison takes effect normally if
1 vitality every nine hours afterwards. This effect ends the resistance roll is failed.
once the user has completely recovered from all damage
Needless to say, traitor's candles are useless in windy
or after 36 hours, whichever comes first. If additional
areas.
doses of the tonic are used before the aftereffects have
worn off, the durations of the aftereffects are added Brewing Requirements: Alchemy
together (e.g. when using a second dose 12 hours after the
Ingredients: 2 units of alchemical stone, 1 unit of mineral
first, it will take another 60 hours (36+24) before the
crystals, 3 units of organic oil (tallow or beeswax), 1 dose
character's system has recovered).
of an alchemical poison
Brewing Requirements: Alchemy
Total Material Cost: 8 gc (plus the cost of the poison)
Ingredients: 1 unit of alchemical stone, 1 unit of arcane
Alchemical Formula: Creating a traitor's candle requires
extract (this must be troll blood), 1 burrow-mawg adrenal
an alchemy lab and four hours of labour spent cooking,
gland, 1 unit of mineral crystals
combining and stabilising the ingredients. At the end of

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Morgan's Liber Alchemica I – Alchemy

this time, the alchemist makes an INT+Alchemy roll footsteps or handprints behind which remain visible for
against a target number of 14 or the target number 1d3+3 minutes (unless the intruder is working without
required to create the poison, whichever is higher. If the any light whatsoever, he doesn't notice this happening
roll succeeds, the character creates one traitor's candle. If since the glow is too faint to show up in any illumination
the roll fails, he creates one unit of alchemical waste stronger than faint starlight). The main use is that when
(liquid). guards inspect an area seeded with tread traitor in the
dark, they can spot at once if anyone has been there
recently, and even where they have disappeared to, even if
the intruders made no noise and doused their lamps well
Trapper Resin before the guards came (as long as the guards did come
Cost: 21 gc per vial quick enough for the powder still to glow. Additionally,
the guards must take special care to protect their night
Description: This simple compound is extremely useful vision, so they usually wear an eyepatch over one eye and
for trappers and other less savoury individuals who intend only lift that to inspect a tread traitor area when they have
to leave little toxic surprises. Coating an envenomed closed their lanterns. Wearing an eyepatch inflicts a -1
blade or spike with trapper resin makes sure the toxin will penalty on melee attack rolls and sight-based PER rolls).
remain viable for a dangerously long time.
Tread traitor powder remains potent for about two months
Special Rules: Each vial of trapper resin contains enough as long as it does not get wet.
compound for one sword-length blade, three daggers, or
five throwing knives or arrows. When a blade is coated Brewing Requirements: Alchemy
with a venomous compound, applying trapper resin over Ingredients: 2 units of alchemical stone, 1 unit of arcane
the toxin will protect the toxin from the elements and minerals, 2 units of bioluminescent extract
keep it viable for 1d6+3 days beyond its regular duration.
Contact with blood will cause the trapper resin to Total Material Cost: 13 gc
dissolve, delivering the toxin underneath into the wound. Alchemical Formula: Creating tread traitor requires an
Dousing the resin-coated blade with water will soften the alchemy lab and two hours of labour spent cooking,
resin, but without wiping the blade the resin will not come combining, grinding and stabilising the ingredients. At the
off and keep protecting the venom underneath. end of this time, the alchemist makes an INT+Alchemy
Brewing Requirements: Alchemy roll against a target number of 15. If the roll succeeds, the
character creates one jar of tread traitor. If the roll fails, he
Ingredients: 2 units of alchemical stone, 1 unit of mineral creates one unit of alchemical waste (crystal).
crystals, 2 units of organic oil
Total Material Cost: 7 gc
Alchemical Formula: Creating trapper resin requires an Umberto's Unfreezing Agent
alchemy lab and two hours of labour spent cooking,
Cost: 36 gc per vial
combining and stabilising the ingredients. At the end of
this time, the alchemist makes an INT+Alchemy roll Description: This simple compound, developed by the
against a target number of 14. If the roll succeeds, the Ordic alchemist Rafaldo Umberto, is a great boon to those
character creates one vial of trapper resin. If the roll fails, contending with ice sorcery, as it instantly breaks down
he creates one unit of alchemical waste (crystal). the frosty fetters many ice spells encase their targets in
and prevents them from re-forming for a brief moment. It
is at best a badly-kept secret that the Greylords Convenant
is extremely interested in how much of this compound is
Tread Traitor produced by their southern neighbour, and that King
Cost: 39 gc per jar Baird is also very keen on not giving the impression Ord
is stockpiling a compound that is specifically designed to
Description: This innocuous-looking grey powder is counteract the Empire's military arcanists.
sometimes scattered in dark areas that do not see a lot of
traffic (or dusting). If the crystals are squeezed or struck Special Rules: A character who has been rendered
(e.g. by stepping on them), they glow faintly for a few stationary by a spell that does cold damage, or has been
minutes. affected by cold spells' effects like reduced SPD or DEF,
immediately recovers when hit by a thrown vial of
Special Rules: Each jar of tread traitor yields enough unfreezing agent, and is no longer considered stationary
crystals to seed an area of roughly 36 square yards. A or suffering from reduced stats. Furthermore, for one
character walking on the seeded area, or handling any round the target cannot be rendered stationary or have
objects coated with the dust, leaves faint, vague glowing stats reduced by cold spells, though he is still subject to

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cold damage. Unfreezing agent cannot counteract indirect when wearing tight helmets. The compound is ineffective
ice effects like slippery surfaces. When used against if not applied directly to the skin (or fur) of the recipient.
upkeep spells like Brittle Frost, unfreezing agent suspends
Brewing Requirements: Alchemy
such a spell's effects for one round (meaning Brittle Frost
or a similar spell can neither be triggered nor caused to Ingredients: 1 unit of alchemical stone, 1 unit of arcane
expire by being triggered for one round), but if the upkeep minerals, 1 unit of mineral crystals, 1 unit of organic oil
cost is paid the spell resumes normally after that.
Total Material Cost: 12 gc
Unfreezing agent will also negate the effects of beneficial
Alchemical Formula: Creating unguent of blessing
cold spells like Ice Shield for one round, though it will
requires an alchemy lab and two hours of labour spent
not prevent their casting or upkeep.
cooking, combining and stabilising the ingredients. At the
The usual form of delivery is an unfreezer bomb. An beginning of the process the equipment and ingredients
unfreezer bomb creates a 3” AOE. Characters who are hit must be blessed by a priest of the correct faith who is of
by an unfreezer bomb AOE all benefit from the Veteran level or higher. The alchemist then makes an
unfreezing agent's effects. Unfreezer bombs cost 45 gc INT+Alchemy roll against a target number of 16. If the
each. roll succeeds, the character creates one application of
unguent of blessing. If the roll fails, he creates one unit of
Brewing Requirements: Alchemy
alchemical waste (liquid).
Ingredients: 1 unit of alchemical stone, 1 unit of arcane
extract, 2 units of mineral crystals
Total Material Cost: 12 gc
Unguent of Warding
Alchemical Formula: Creating Umberto's Unfreezing Cost: 45 gc per jar (sufficient for two small- or medium-
Agent requires an alchemy lab and two hours of labour based characters or one large-based character)
spent cooking, combining and stabilizing the ingredients.
At the end of this time, the alchemist makes an Description: Drawing a protective sigil on a character's
INT+Alchemy roll against a target number of 14. If the chest or forehead in this greasy, silvery salve, or simply
roll succeeds, the character creates one vial of unfreezing applying it liberally to a character's skin, offers a degree
agent. If the roll fails, he creates one unit of alchemical of protection from harmful magics.
waste (liquid). Special Rules: Applying unguent of warding takes a full
action, and can only be done on bare skin (so fur or long
hair may need to be shaved, and some species like
gatormen cannot apply unguent of warding to their craggy
Unguent of Blessing skin at all).
Cost: 36 gc per application
A character wearing an application of unguent of warding
Description: By marking a character' brow with this reduces all damage suffered from spells by 1 die. Every
compound, usually in the form of a symbol representing time the warding has been used to reduce spell damage,
the character's faith, divine spellcasters can effortlessly roll 1d6, and on a roll of 1-2 the unguent has decayed and
sustain spells on the recipients of this blessing. does not reduce any further spell damage. If the unguent
is not rendered inert by absorbing spells, it takes about an
Special Rules: An unguent of blessing must be
hour for sweat and movements to break the component
formulated for a specific religion (usually Morrow,
down and render it useless. Wearing armour or helmets
Menoth, Scyrah, or Thamar, though the formula can
may also smudge the sigil and destroy it before then at the
probably be easily adapted for Dhunia, Nyssor, the
storyteller's discretion.
Devourer, or other deities). A priest of the same religion
may upkeep spells on the recipient of the blessing without Characters with either have the Dispel ability (see
spending focus or fury or gaining fatigue. In the case of IKRPG, p. 160), the Warding Circle Gifted benefit (see
sectarian conflicts, however, it should be noted that this IKRPG, p. 115), or the Lore (Arcane, Morrow, Menoth,
applies to the upkeep spells of enemy priests of the same Thamar, or Scyrah) skill at 2 can use unguent of warding
faith as well. Applying unguent of blessing takes a quick more efficiently by using it to paint warding sigils on
action and does not actually need to be in the form of a characters. When used in this fashion, a jar of unguent of
holy symbol or made by a priest. warding yields twice the usual amount of applications
since the character drawing the sigil can make do with
An application of unguent of blessing usually lasts for
less area covered by augmenting the effects of the
about an hour before sweat, movements and exposure to
compound with the potency of the sigils.
air break it down. The compound does not wash off
easily, but can be wiped off, so caution must be taken Brewing Requirements: Alchemy

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Ingredients: 1 unit of alchemical stone, 1 unit of


alchemical waste (crystal), 1 unit of arcane minerals, 1 Vassal's Leash
unit of heavy metals, 1 unit of mineral crystals, 1 unit of Cost: 42 gc per vial
organic oil
Description: This toxin is only effective on users of
Total Material Cost: 15 gc magic. Infamous for its common use during the
Alchemical Formula: Creating unguent of warding Protectorate's abduction campaigns early in Hierarch
requires an alchemy lab and two hours of labour spent Voyle's reign, when arcanist expertise often had to be
cooking, combining and stabilising the ingredients. At the forcefully inducted into serving the Creator, this toxin
end of this time, the alchemist makes an INT+Alchemy makes it extremely strenuous for spellcasters to exercise
roll against a target number of 16. If the roll succeeds, the their unnatural abilities.
character creates one jar of unguent of warding. If the roll Special Rules: 1d3+3 minutes after a character has
fails, he creates one unit of alchemical waste (crystal). ingested food poisoned with vassal's leash, or 1d3 rounds
after a character has had vassal's leash introduced into his
bloodstream, the victim starts suffering the effects of the
toxin if they cannot resist it by passing a PHY or ARC
Urcaen's Cage roll, whichever is higher, against a target number of 16.
Cost: 44 gc per Urcaen's Cage grenade On a failure, the character must pay twice the COST of a
spell in fatigue, focus or fury when casting a spell, and
Description: This shimmering, sluggish gas is a relatively
double the cost of upkeeping spells, for 1d3+1 hours. On
simple compound that creates a cloud incorporeal undead
a success, the character suffers the effects of the toxin for
cannot pass through. If caught inside the cloud, they can
one round.
even be trapped momentarily.
Brewing Requirements: Alchemy
Special Rules: Urcaen's Cage must be delivered via
alchemical grenade. An Urcaen's Cage grenade creates a Ingredients: 1 unit of alchemical stone, 1 unit of
3” AOE. Incorporeal undead characters caught in the alchemical waste (liquid), 1 unit of arcane minerals, 1 unit
AOE suffer Shadow Bind for one round (a character of heavy metals, 1 unit of mineral crystals
suffering Shadow Bind suffers -3 DEF, and for one round
Total Material Cost: 14 gc
when he advances he cannot move except to change
facing). The AOE remains in play for one round, but is Alchemical Formula: Creating vassal's leash requires an
not considered a cloud effect for the purposes of line of alchemy lab and two hours of labour spent cooking,
sight or concealment since it is mostly transparent (it can combining and stabilising the ingredients. At the end of
still be removed with the help of a concussion grenade or this time, the alchemist makes an INT+Alchemy roll
similar effect that removes cloud effects, though). against a target number of 16. If the roll succeeds, the
Incorporeal undead characters cannot advance through the character creates one vial of vassal's leash. If the roll fails,
AOE. Undead characters with the Ghostly ability (see he creates one unit of alchemical waste (liquid).
IKMN, p. 43) lose Ghostly while they are in the AOE but
can otherwise advance through it normally, if the terrain
permits it.
Brewing Requirements: Alchemy Vertigo Gas
Cost: 36 gc per vial
Ingredients: 1 unit of alchemical stone, 1 unit of
alchemical waste (liquid), 1 unit of ectoplasm Description: Inhaling this colourless, odourless gas alters
a living character's perceptions, making them suffer
Total Material Cost: 12 gc intense bouts of vertigo if they try to move quickly. Apart
Alchemical Formula: Creating Urcaen's Cage requires from its battlefield applications, the gas is sometimes used
an alchemy lab and two hours of labour spent cooking, by pranksters during events that require individuals to
combining and stabilising the ingredients. At the end of move fast, like fast dances or races.
this time, the alchemist makes an INT+Alchemy roll Special Rules: A living character hit by a thrown vial of
against a target number of 16. If the roll succeeds, the vertigo gas must make an INT or PER roll, whichever is
character creates one dose of Urcaen's Cage. If the roll higher, against a target number of 12 if he moves further
fails, the ingredients evaporate and are wasted. in one round than his INT or PER, whichever is higher. If
the character fails the roll, he is knocked down after
completing his movement (this may cause characters to
effectively fail charges, since they cannot make attacks
while knocked down). If the character passes three rolls to

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resist the effects of vertigo gas, his perceptions have Interestingly, warpvile seems to have a different effect on
successfully adapted to the gas's effects, and the character warpwolves – it is more difficult for them to resist the
no longer risks knockdown. The gas's effects otherwise compound (PHY-2 for the resistance roll), but instead of
end after about half an hour. A character cannot be suffering debilitating effects they simply lose their
affected by additional doses of vertigo gas during this Controlled Warping ability for the compound's duration.
time, no matter whether he has successfully adapted to his
While certainly useful on the battlefield, warpvile has also
skewed perceptions or not.
been used as a tool of character assassination – after all,
The usual form of delivery is an alchemical grenade. A who would confidently gainsay claims that that noble who
vertigo gas bomb creates a 3” AOE. Characters who are has suddenly started suffering horrific transformations in
hit by a vertigo gas AOE suffer the effects of vertigo gas the middle of a ball is not a secret warpwolf, especially
described above. Vertigo gas bombs cost 45 gc each. when was recently battling Circle forces and wounded by
one of these monsters?
Brewing Requirements: Alchemy
Brewing Requirements: Alchemy
Ingredients: 1 unit of alchemical stone, 2 units of mineral
crystals, 1 unit of mineral acid, 1 unit of organic acid Ingredients: 1 unit of alchemical stone, 1 unit of
mutagenic extract, 1 unit of organic oil, 1 unit of organic
Total Material Cost: 12 gc
toxin
Alchemical Formula: Creating vertigo gas requires an
Total Material Cost: 15 gc
alchemy lab and two hours of labour spent grinding,
combining and stabilising the ingredients. At the end of Alchemical Formula: Creating warpvile requires an
this time, the alchemist makes an INT+Alchemy roll alchemy lab and two hours of labour spent cooking,
against a target number of 15. If the roll succeeds, the combining and stabilising the ingredients. At the end of
character creates one vial of vertigo gas. If the roll fails, this time, the alchemist makes an INT+Alchemy roll
he creates one unit of alchemical waste (liquid), and may against a target number of 15. If the roll succeeds, the
also cause a ruckus and broken lab equipment by character creates one vial of warpvile. If the roll fails, he
repeatedly falling over from inhaling the gases if he creates one unit of alchemical waste (liquid).
wasn't wearing a gas mask.

Water Purifier
Warpvile Cost: 12 gc per vial
Cost: 45 gc per vial
Description: One vial of these crystals is sufficient to
Description: This resinous substance seems to constantly cleanse enough water of organic impurities to last one
roil, subtly changing its appearance over time. When character for a day. Purified water will taste unpleasant,
injected into the bloodstream of a target, this causes the so this compound is usually only used when no other
victim to suffer constantly changing, wracking alternative is available, or when boiling water is not an
transformations. Few alchemists know of this toxin, option.
though members of the Circle Orboros seem to be more
Special Rules: Water purifier crystals remove most
familiar with it.
contaminants (e.g. parasites and bacteria) from water and
Special Rules: A character who has warpvile injected into make it safe to drink, if unpleasant (in fact, characters
their bloodstream (usually via an envenomed weapon; drinking purified water must make a PHY roll against
when in contact with air, warpvile remains viable for target number 10 or become nauseated for an hour, taking
about an hour unless the weather is particularly hot or a -1 penalty to all rolls during this time). Purifier crystals
cold) must make a PHY roll against a target number of 16. will not help in making briny water potable, nor will they
If this roll fails, they start to suffer a random, debilitating counteract actual poisons.
warping effect each round, determined during their
Brewing Requirements: Alchemy
Maintenance Phase by rolling 1d6: On a roll of 1-2, their
skin becomes visibly brittle, and even light blows or Ingredients: 1 unit of alchemical stone, 1 unit of mineral
touching them firmly causes blood to seep forth (-2 crystals
ARM). On a roll of 3-4, their limbs twist, slowing down
Total Material Cost: 4 gc
movement (-2 SPD). On a roll of 5-6, muscles wither (-2
STR). These warping effects continue for 1d6+6 rounds. Alchemical Formula: Creating water purifier requires an
If the PHY round to resist warpvile was passed, the alchemy lab and two hours of labour spent grinding,
character suffers a single, lesser warping effect (-1 combining and stabilising the ingredients. At the end of
penalty) that lasts for one round. this time, the alchemist makes an INT+Alchemy roll

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against a target number of 14. If the roll succeeds, the sacraments grants a +2 bonus to all ARC rolls made in the
character creates one vial of water purifier. If the roll fails, current ritual (including re-rolls for failed ARC rolls as
he creates one unit of alchemical waste (crystal). long as the ritual is not interrupted) or halves the time the
ritual takes (including the time required for re-rolls; the
user of the weapon sacraments decides which bonus he
gets).
Waterproof Coal Weapon sacraments must be made specifically for each
Cost: 60 gc per jar (enough for a light 'jack, see below) group of ritualists (so a Priest of Nyssor could not use
Description: These blackish crystals' unusual property is weapon sacraments made for a bloodweaver and vice
that they catch fire and burn fiercely without a need for versa) but can be freely shared among members of the
air when they become exposed to water, offering a same group.
steamjack a reprieve from having their firebox doused A single vial of weapon sacraments or a single candle is
when they fall over in water. sufficient to aid one ritual.
Special Rules: When a steamjack's load of coal has been Brewing Requirements: Alchemy or Lore (Devourer 2,
mixed with waterproof coal crystals, the 'jack's heartfire Nyssor 2, Thamar 2, or Orboros 2, depending on the
will not be extinguished when it becomes submersed in intended user); Empower Weapon, Imbue Weapon or
water, e.g. by getting knocked down. Waterproof coal can equivalent ability
only maintain enough heat in the firebox to sustain the
heartfire if the steamjack manages to get back to its feet Ingredients: 1 unit of arcane extract, 1 unit of mineral
and raise the firebox out of the water again during its next crystals, 1 unit of organic oil
activation after getting knocked down. Total Material Cost: 9 gc
One jar of waterproof coal contains enough crystals to
affect one load of coal in a light steamjack; for heavy Alchemical Formula: Creating weapon sacraments
'jacks, two jars must be used. Cleaning out the firebox requires basic implements for mixing and cooking the
during routine maintenance also removes unburnt ingredients and two hours of labour spent combining,
waterproof coal crystals, ending the compound's cooking and stabilising the ingredients. At the end of this
protection. time, the alchemist makes an INT+Alchemy roll or an
INT+Lore roll (see Brewing Requirements), whichever is
Brewing Requirements: Alchemy higher, against a target number of 15. On a success, the
Ingredients: 4 units of alchemical stone, 3 units of character creates one vial of weapon sacraments or an
alchemical waste (crystal), 2 units of heavy metal, 3 units equivalent candle. On a failure, the character creates one
of mineral crystal unit of alchemical waste (liquid).

Total Material Cost: 20 gc


Alchemical Formula: Creating waterproof coal requires
an alchemy lab and two hours of labour spent grinding, Whispers of Silence
combining and stabilising the ingredients. At the end of Cost: 30 gc per application
this time, the alchemist makes an INT+Alchemy roll
Description: This odorless gas has a strange effect on the
against a target number of 14. If the roll succeeds, the
victim's senses. Rather than distorting sensations like
character creates one jar of waterproof coal. If the roll
many hallucinogens, whispers of silence exclusively
fails, he creates four units of alchemical waste (crystal).
causes auditory hallucinations in conditions of great quiet.
Needless to say, prolonged exposure to this compound has
been known to lead to paranoia and profound fatigue from
sleeplessness.
Weapon Sacraments
Cost: 27 gc per vial of oil or candle Special Rules: A character exposed to whispers of silence
makes an INT roll against a target number of 12 when he
Description: This is something of a catch-all terms for next encounters a situation of great quiet (e.g. when trying
special candles and oils that can be used in the rituals to sleep or study in a quiet room, or when standing guard
utilised by certain users of magic to grant weapons in a quiet area. The toxin can only trigger an episode of
magical abilities. Using the correct weapon sacraments whispers once 1d6+10 minutes have passed since
makes the empowering process easier. exposure to the compound). If the roll is passed, nothing
Special Rules: When a character performs the Empower happens. If the roll is failed, the character hears soft
Weapon ritual (see IKU, p. 159), the Imbue Weapon ritual whispers, as if some people were having a quiet
(see IKUA, p. 68), or a similar ritual, using weapon conversation just at the range of audibility. The
“whispers” immediately fall silent if there is a noise

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(usually, a call of “Who's there?” is prompted by this, when it is needed, but then they will not have their hands
which ends the whispers. This does not, of course, do free for wielding weapons or shields. Unused powder may
much to promote the victim's peace of mind). Once an be transferred back into the jar with another quick action.
episode of whispers has ended, the next can only be
Brewing Requirements: Alchemy
triggered after another 1d6+10 minutes. Once the victim
has passed 3 resistance rolls, the toxin has run its course; Ingredients: 2 units of alchemical stone, 1 unit of
otherwise, its effects end after 1d3+3 hours. ectoplasm, 1 unit of mineral crystals
Whispers of silence is usually dispensed via traitor's Total Material Cost: 15 gc
candles, since dispensing it with alchemical grenades is
Alchemical Formula: Creating Winds of Urcaen requires
rather pointless, as the noise of battle renders the
an alchemy lab and two hours of labour spent grinding,
compound useless in the short term.
combining and stabilising the ingredients. At the end of
It should be noted that whispers of silence must reach a this time, the alchemist makes an INT+Alchemy roll
victim's ears to take effect, rather than be breathed in, so against a target number of 16. If the roll succeeds, the
gas masks that do not also cover the ears provide no character creates one jar of Winds of Urcaen. If the roll
protection (many gas masks, especially those used by the fails, he creates one unit of alchemical waste (crystal).
military, do cover the ears, however, to prevent injury
from caustic fumes).
Brewing Requirements: Alchemy
Winter's Lure
Ingredients: 1 unit of alchemical waste (liquid), 1 unit of Cost: 36 gc per vial
arcane extract, 1 unit of heavy metals, 1 unit of mineral
acid Description: Developed by alchemists working for the
Greylords Covenant, dousing a character with this pale
Total Material Cost: 10 gc liquid, which quickly causes a thin layer of ice to form on
Alchemical Formula: Creating whispers of silence the target, briefly makes the target highly susceptible to
requires an alchemy lab and two hours of labour spent ice magic.
combining, cooking and and stabilising the ingredients. Special Rules: When a character is hit by a thrown vial of
At the end of this time, the alchemist makes an winter's lure, all magic attack rolls against him that cause
INT+Alchemy roll against a target number of 15. If the Cold damage gain a +2 bonus for one round.
roll succeeds, the character creates one application of
winds of silence (which is sufficient for one traitor's The usual form of delivery of winter's lure is an
candle). If the roll fails, he creates one unit of alchemical alchemical grenade, however. A winterlure bomb creates
waste (liquid) instead, and if the fumes reach the user's a 3” AOE. Characters who are hit by a winterlure bomb
ears, he suffers a -2 penalty to all hearing-based PER rolls AOE suffer the winter's lure effect described above.
for 1d3+1 hours. Winterlure bombs cost 45 gc each.
Brewing Requirements: Alchemy
Ingredients: 1 unit of alchemical stone, 1 unit of
Winds of Urcaen alchemical waste (crystal), 1 unit of arcane minerals, 1
unit of mineral crystals
Cost: 45 gc per jar (one jar contains three doses of Winds
of Urcaen) Total Material Cost: 12 gc
Description: Holding a pinch of this fine, greasy powder Alchemical Formula: Creating winter's lure requires an
on one's fingers allows spellcasters to grant their magic alchemy lab and two hours of labour spent combining,
enhanced power against incorporeal foes. Since the cooking and stabilising the ingredients. At the end of this
powder reacts catalytically to arcane energies, it is usually time, the alchemist makes an INT+Alchemy roll against a
stored in small lead jars. target number of 16. On a success, the character creates
one vial of winter's lure. On a failure, the character
Special Rules: A spellcaster must spend a quick action to
creates one unit of alchemical waste (crystal).
apply a pinch of the compound to his hand. The next spell
the character casts does not suffer the 1d6 damage roll
penalty for casting spells at incorporeal entities. If the
next spell the character casts does not affect incorporeal
entities, the compound still reacts to the unleashed arcane Wraithfire
energies and is wasted. Spellcasters may hold the powder Cost: 57 gc per vial
in one hand and use the other hand for casting spells at Description: At first glance this compound provides an
non-incorporeal characters to preserve the compound for

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effect identical to a cinder bomb, though the flames look


oddly pale and have a greenish tinge. While contact with
these flames still inflicts injuries on living tissue and
scorches objects, they can never set such materials on fire
(not even paper or flammable spirits) – if the incorporeal
undead should be covered in wraithfire, however, they
will find the fire clings to them and sets their ectoplasmic
bodies ablaze.
Special Rules: A thrown vial of wraithfire causes a POW
12 fire damage roll against the incorporeal character hit
(as long as there is something sufficiently close to the
incorporeal entity that the vial can shatter against) and
inflicts the Fire continuous effect, even though
incorporeal characters are normally immune to continuous
effects. Likewise, the fire damage inflicted by wraithfire
counts as magical and does not suffer the usual -1d6
damage reduction incorporeal entities benefit from.
Non-incorporeal characters and materials never suffer the
Fire continuous effect from wraithfire, and take 1d6 less
fire damage.
The usual form of delivery of wraithfire is an alchemical
grenade, however. A wraithfire bomb creates a 3” AOE,
which is a cloud effect that remains in play for one round.
Characters who are hit by a wraithfire bomb AOE suffer
the effects of wraithfire described above. Additionally,
characters ending their turn in the AOE suffer the
wraithfire's special Fire continuous effect if they are
incorporeal. Wraithfire bombs cost 65 gc each.
Brewing Requirements: Alchemy
Ingredients: 1 unit of alchemical stone, 1 unit of
ectoplasm, 1 unit of heavy metals, 1 unit of mineral
crystals, 1 unit of Menoth's Fury
Total Material Cost: 19 gc
Alchemical Formula: Creating wraithfire requires an
alchemy lab and two hours of labour spent combining,
cooking and stabilising the ingredients. At the end of this
time, the alchemist makes an INT+Alchemy roll against a
target number of 16. On a success, the alchemist creates
one vial of wraithfire. If the roll fails, the compound self-
ignites and burns up; fortunately, the resulting ethereal
flash hardly ever causes serious injuries or significant
damage.

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Morgan's Liber Alchemica II – Bone Grinding

Bone Grinding midsection to accommodate the charm, reducing their


ARM bonus by 1). It is also possible to wear a gutsater
fetish for only some of the time each day, but this
proportionately reduces the effectiveness of the fetish
Boneswarm Bait (e.g. only wearing the fetish for half a day each day
Cost: Bone grinders usually ask for at least 30 gc for allows the character to last for three days on two iron
making this charm, though individual bone grinders will rations, rather than the four days he could have lasted had
ask for far more, especially when the customer cannot he worn the fetish all the time).
provide the carcass from which the charm is to be made. Wearing a gutsater fetish extends the interval of time at
Description: Some swamp warlocks have a particular which gatormen need to feed as well.
liking for binding the boneswarms that haunt their Creation: Creating this fetish requires the hide and body
waterlogged homelands. Throwing one of these charms to fat of a creature known for being able to exist for
a boneswarm makes it significantly easier to bind these extended periods of time without feeding (fortunately,
notoriously dangerous creatures. such creatures usually live in areas where the fetish is the
Special Rules: Boneswarms will usually immediately most useful because their environment requires animals to
absorb boneswarm bait when it is presented to them. be able to last a long time between feedings or perish).
While the boneswarm bait is a part of a boneswarm, it Preparing the fetish takes two hours and involves stuffing
will lose the Belligerent trait until the charm has either a bag made of the creature's hide with its fat. At the end
been destroyed (which happens on 1-2 on 1d6 whenever of this time, the character must make an INT+Alchemy
the boneswarm takes damage to its Physique life spiral skill roll or an INT+Lore (Extraordinary Zoology) skill
branch) or has decayed. roll, whichever is lower, against a target number of 14. If
the roll fails, the bone grinder can make another skill roll
Creation: Creating this fetish requires the bones of a after another hour of labour.
living creature with at least PHY 7 that must not have
been a warbeast and be known for its patience or slow Once created, a gutsater charm decays over time, and
speed (herbivores tend to be favourites) and two hours of loses its special properties after 1d3+6 days.
labour. At the end of this time, the character must make
an INT+Alchemy skill roll or an INT+Lore (extraordinary
zoology) skill roll, whichever is lower, against a target
number of 15. If the roll fails, the bone grinder can make Mind Eater Arrows
another skill roll after another hour of labour.
Description: These arrows or crossbow bolts contain
Boneswarm bait decays over time, and loses its special parts (usually the tip and fletching) crafted from the
properties after 1d3+1 weeks. carcasses of creatures that can influence other creatures'
behaviour or mind. When a bone grinder injures a living
creature with such an arrow, he may temporarily impose
his will on his prey in a similar fashion, potentially
Gutsater Fetish disrupting enemy lines or maneuvering them into
disadvantageous positions.
Description: Crafted from the hide of an animal known
for its ability to store nutrients in its body, wearing a Special Rules: When a character with the Bone Grinder
gutsater fetish strapped to his belly allows a bone grinder ability damages a living character with a mind eater
to significantly reduce the amount of food he requires. arrow, he and the injured character make Willpower rolls.
If the injured character ties or wins, nothing else happens.
Special Rules: A character with the Bone Grinder ability If the bone grinder wins, he can make the injured
who wears a gutsater fetish strapped to his belly halves character perform a single attack, a single quick action, or
the amount of food and water he requires (so he can last advance up to his SPD, then the effects of the arrow
twice as long on the same amount of wood and water expire. The arrow falls apart after an attack is resolved
before suffering from the effects of starvation or and cannot be reused.
dehydration, and when he starts suffering from starvation
or dehydratation his condition worsens at half the usual Special: If the bone grinder is also a warlock with the
pace). Resonance: Swamp Warbeast or Resonance: Farrow
Warbeast abilities, strikes a living creature that he could
Wearing armour and a gutsater fetish may be bond with, and has a free bond slot available, he can
uncomfortable unless the armour can easily accommodate attempt to bond with the creature instead of attempting to
the bulbous charm (this is usually no problem with tharn manipulate its behaviour. This cannot be used to usurp
leathers or bog trog armour; other armour may need to warbeasts that are currently bonded to a warlock, though
remove some plates that normally protect the wearer's the bone grinder can still attempt to manipulate their

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behaviour normally. ability who is wearing a snake eye charm rolls two 1s on
any roll, he may re-roll these two dice (if more than two
Creation: Creating this fetish requires parts from the
dice were rolled and come up 1s, the bone grinder still
head of a living creature with the ability to affect another
only gets to re-roll two dice). The charm shrivels away to
creature's behaviour or mind (Terror does not count, but
dust afterwards. A bone grinder may only carry one such
abilities like a black tatzylwurm's Transfix ability do –
charm on his person; if he should carry multiple snake eye
indeed, black tatzylwurms are one of the most commonly
charms they are all destroyed as soon as he rolls two 1s
used sources for mind eater arrow materials. Crypt spider
but grant no additional benefit.
chelicerae or argus teeth can also be used) and one hour
of labour. At the end of this time, the character must make Creation: Creating this fetish requires the eyes, skin and
an INT+Alchemy skill roll or an INT+Lore (extraordinary some bones of a venomous snake or serpent. Preparing
zoology) skill roll, whichever is lower, against a target the fetish takes two hours. At the end of this time, the
number of 15. If the roll fails, the bone grinder can make character must make an INT+Alchemy skill roll or an
another skill roll after another hour of labour. INT+Lore (skinner) skill roll, whichever is lower, against
a target number of 16. If the roll fails, the bone grinder
Mind-eater arrows decay over time, and lose their special
can make another skill roll after another hour of labour. A
properties after 1d3+1 weeks.
successfully created snake eye charm must dry for a week
before it can be used.
Once created, this fetish deteriorates slowly, losing its
Shambler Horde Fetish mystical properties completely after d3+3 weeks.

Description: Crafted from the skulls of undead creatures,


carrying this fetish on his person allows a bone grinder
bokor to temporarily bind a greater number of swamp Swift Sinews
shamblers to himself than normal.
Description: Made from the cured leg sinews of swift
Special Rules: While a character with both the Bone
animals, wearing these fetishes wrapped around their legs
Grinder and Death Mastery abilities carries this fetish on
grants bone grinders exceptional speed.
his person, he can bind twice the usual number of swamp
shamblers to himself when using the Death Mastery Special Rules: A character with the Bone Grinder ability
ability. If the character is forced to drop the shambler who wears swift sinews wrapped around his legs gains +2
horde fetish or it is taken from him, any swamp shamblers SPD or SPD 9, whichever is less. Wrapping swift sinews
beyond the number he can control without the fetish are around the legs or taking them off requires taking off
immediately destroyed, with those furthest from the boots, socks and other leg- or footwear, and takes one full
character being destroyed first. action per leg in addition to the time required for getting
undressed.
Crafting Requirements: Bone Grinding, Death Mastery
A character cannot wear swift sinews and other bone
Creation: Creating this fetish requires the skulls of three
grinder fetishes or magical foot- or legwear that affects
rendered small-based undead creatures or the skull of a
movement rate or SPD. This restriction includes fetishes
single medium-based or large-based undead creature, and
that grant abilities that indirectly affect movement rates,
three hours of labour. At the end of this time, the
like Pathfinder.
character must make an INT+Alchemy skill roll or an
INT+Lore (extraordinary zoology or undead) skill roll, Creation: Creating this fetish requires the carcass of an
whichever is lower, against a target number of 15. If the animal with SPD 9 or higher. A single carcass yields
roll fails, the energies of the materials dissipate and the enough sinews for a fetish for a two-legged character.
character must find another creature and start again. Preserving the sinews and crafting them into a fetish takes
four hours of labour. At the end of this time, the character
A shambler horde fetish quickly loses power once created,
must make a successful INT+Alchemy or INT+Craft
and loses its magical properties after 1d6+6 days.
(tanner) skill roll, whichever is lower, against a target
number of 15. On a failure, the bone grinder can try again
after another hour of labour. The fetishes must dry for a
week before they can be used.
Snake Eye Charm
Once created, these fetishes deteriorate slowly, losing
Description: This necklace has been threaded with the their mystical properties completely after 2d3 weeks.
dried eyes of a serpent and is known to grant uncanny
luck to the bone grinder wearing it.
Special Rules: When a character with the Bone Grinder

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that an area is off-limits but can actually act as extensions


Tamer Cloak of a bone grinder's perceptions and arcane abilities.

Description: Made from the hide (or, in the case of some Special Rules: A warding totem acts as a channeller for
potential warbeasts like boneswarms, parts) of a creature the bone grinder who made it (see IKU, p. 238). Bone
that a warlock bone grinder has resonance with, wearing grinders are also able to see (but not hear) through the
such a cloak makes subduing or breaking that kind of eyes of warding totems they have made as long as the
warbeast easier. warding totem is within their control area.

Special Rules: When a warlock bone grinder wears a If a warding totem is not mounted, or if it was not
tamer cloak, he gains a +2 bonus to his INT+Animal mounted throughout the round before the bone grinder's
handling skill rolls when attempting to break or train one current activation (e.g. because it was being carried
particular warbeast, as determind by the beast the cloak around), any PER rolls made using the warding totem's
was made from (trollkin normally refuse to make tamer eyes and any magic attack rolls made for spells
cloaks from trolls, however, and tend to consider any who channelled through the warding totem suffer a -2 penalty.
do kinslayers). The tamer cloak works a little differently Creation: Creating this fetish requires the skull of a
for swamp warlocks, instead adding +2 to their Willpower predator with arcane abilities (warbeasts qualify, as do
rolls when they attempt to break the will of a swamp intelligent creatures who can cast spells). Preparing the
warbeast. skull takes four hours of labour. At the end of this time,
A warlock bone grinder can only benefit from wearing the character must make an INT+Alchemy skill roll or an
one tamer cloak at a time. The cloak only provides a INT+Craft (Skinner) skill roll, whichever is lower, against
bonus if it is worn during the entire breaking process, a target number of 16. If the roll fails, the bone grinder
though if one cloak should decay before the breaking can make another skill roll after another hour of labour.
process is over, a new one can be used to continue the The skull must dry for a week before it can be mounted (it
process without losing the bonus. can be mounted earlier, as a matter of fact, but will draw
flies and other vermin that obstruct the channeling
Creation: Creating this fetish requires the hide or other process, granting all targets of channelled spells cover).
external body parts of a creature that may serve as a
warbeast (though that creature doesn't need to actually be Once created, this fetish deteriorates slowly, losing its
a warbeast). Properly skinning a creature takes about 30 mystical properties completely after d3+2 weeks (not
minutes and a successful Craft (skinner) roll against a counting the time the totem needs to properly dry out). It
target number of 14 (Taking a bone swarm apart requires can also be destroyed quite easily (a typical warding
an INT+Lore (extraordinary zoology) roll instead). If the totem has DEF 6 (adjusted for its small size) and ARM
roll fails, the bone grinder can try again after another 15 10, is automatically hit by melee attacks, and is destroyed
minutes of labour. as soon as it suffers three points of damage. Warding
totems do not have circular vision but are still considered
Once the bone grinder has obtained a skin, he must to have no back arc for the purposes of back strikes. They
preserve it and craft it into a fetish. This takes four hours can be knocked down, eliminating their channelling
of labour. At the end of this time, the character must make ability until they are properly mounted again, which
an INT+Alchemy skill roll or an INT+Lore (extraordinary usually involves little more than lashing them to the top of
zoology) skill roll, whichever is lower, against a target a pole).
number of 16. If the roll fails, the bone grinder can make
another skill roll after another hour of labour. A
successfully created tamer cloak must dry for a week
before it can be worn (cloaks made from bone swarm
parts may be worn at once, of course, as they are dry to
start with).
Once created, this fetish deteriorates slowly, losing its
mystical properties completely after d3+6 weeks (swamp
tamer cloaks tend to last only d3+3 weeks, but that is
more due to the environment in which they are worn).

Warding Totem
Description: Made from the carefully prepared skulls of
dangerous beasts, warding totems are not just a warning

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Field Alchemy mechanik to carefully scour the solid amalgam from the
runeplate, which requires no roll but takes about an hour
and requires both runeplate etching tools and quiet (since
making a mistake may damage the runeplate).
Arcanocaustic Catalyst
Brewing Requirements: Alchemy
Description: Holding a vial containing this strange,
fizzing mixture aloft provides a temporary barrier against Ingredients: 1 unit of arcane minerals, 1 unit of heavy
magical attacks. metal (mercury)
Special Rules: By spending a quick action, the character Total Material Cost: 9 gc
can formulate this compound, which will rapidly Alchemical Formula: Creating arcantrik shortout
evaporate while hissing and fuming violently (in fact, if amalgam doesn't require an alchemy lab and requires a
this process is prevented, e.g. by keeping the compound in character to mix powdered arcane minerals and heavy
a closed container, it becomes ineffective). A character metal (mercury). A character must spend a full action to
holding up a vial of arcanocaustic catalyst in the manner combine the ingredients and then makes an
of a shield gains +2 DEF against magic attacks INT+Alchemy roll against a target number of 13. If the
originating in his front arc for 1d3 rounds (or until he roll succeeds, the character creates one application of
drops the vial). arcantrik shortout amalgam, with the effects listed under
Brewing Requirements: Alchemy Special Rules, and which must be applied within 1d3+1
rounds of being prepared (after that time it will still be
Ingredients: 1 unit of alchemical waste (liquid), 1 unit of soft but have set too much to bond to the runeplate). If the
arcane minerals roll fails, one unit of alchemical waste (crystal) is created
Total Material Cost: 8 gc instead, which will not affect a runeplate's function.
Alchemical Formula: Creating arcanocaustic catalyst
doesn't require an alchemy lab and requires a character to
carefully dissolve arcane mineral crystals in liquid
alchemical waste. A character must spend a quick action
Bone Salts
to combine the ingredients and then makes an [Bone Grinding Compound]
INT+Alchemy roll against a target number of 14. If the Description: Sometimes bone grinders cannot ply their
roll succeeds, the character creates one application of craft undisturbed, and risk losing the precious, perishable
arcanocaustic catalyst, with the effects listed under raw materials of their trade to decay before they can sit
Special Rules. If the roll fails, one unit of alchemical down to craft a totem from them. Rubbing bone grinding
waste (liquid) is created instead. ingredients with the right mixture of salts preserves their
arcane qualities for a few days longer, hopefully long
enough that the bone grinder can reach an area of safety
where he may sit down to craft fetishes.
Arcantrik Shortout Amalgam
Special Rules: The character must spend a quick action
Description: Mainly used for sabotage, if this compound to mix finely-ground mineral crystals and alchemical
is squirted onto a runeplate it will short it out, preventing stone, and a full action to carefully rub the mixture all
the mechanikal device from functioning. The damage is over the body parts he has harvested for crafting fetishes.
not permanent, but requires some time and careful work Body parts treated this way may start to smell and decay,
to repair. but their arcane qualities will be retained undiminished
for ARC days, and the bone grinder can craft a fetish
Special Rules: In order to introduce the arcantrik shortout
normally during this time.
amalgam, the housing of the device must be opened, or at
least a small hole drilled into it where the runeplate is One preparation of bone salts is sufficient for the material
located (finding the correct location may require a for one bone grinder fetish.
successful INT+Mechanikal Engineering or INT+Lore
Brewing Requirements: Alchemy, Bone Grinder ability
(Mechanika) roll against a target number of 12). The
compound must then be prepared and immediately Ingredients: 1 unit of alchemical stone, 1 unit of mineral
applied – as long as it reaches the runeplate, no real crystals
precision is required. The runeplate will immediately
Total Material Cost: 4 gc
cease functioning, though the amalgam takes 1d6+3
minutes to set, and may simply be scrubbed off during Alchemical Formula: Creating bone salts doesn't require
this time to restore the runeplate to full functionality. an alchemy lab and requires a character to carefully grind
After this time, repairing the runeplate requires a and mix mineral crystals with powdered alchemical stone.

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A character must spend a quick action to combine the


ingredients and then makes an INT+Alchemy roll against Fetish Varnish
a target number of 12. If the roll succeeds, the character
creates one application of bone salts, with the effects
[Bone Grinding Compound]
listed under Special Rules. If the roll fails, one unit of Description: This compound needs to be prepared by a
alchemical waste (crystal) is created instead. bone grinder (see IKU, pp. 348-351) in the course of
preparing a bone grinder fetish. If correctly formulated, it
significantly expands the lifespan of the fetish.
Special Rules: It takes about five minutes to prepare
Catalytic Arrest fetish varnish from arcane extracts, mineral crystals and
From Malachi's Liber Alchemica organic acid and rub it into the parts of a bone grinder
Description: By sprinkling a carefully metered mixture fetish while it is being assembled. If the bone grinder
of simple ingredients into or onto an alchemical passes an INT+Alchemy roll against a target number of
compound, the alchemist renders it harmless. 15 or the target number required for creating the fetish,
whichever is higher, the fetish's lifespan is doubled. If the
Special Rules: Performing a catalytic arrest safely causes roll fails, the bone grinder has to roll twice for the fetish's
an alchemical effect to expire, or prevents a compound lifespan and take the lower result.
from being effective later on. A catalytic arrest can only
performed on solid or liquid compounds that are not Brewing Requirements: Alchemy, Bone Grinder ability
currently inside a character's body, and does not have any Ingredients: 1 unit of arcane extract, 1 unit of mineral
effect on compounds that cause corrosion or fire damage, crystals, 1 unit of organic acid
or on compounds that do not alchemically interact with
their target (e.g. piercer crystal or ghost shot). Total Material Cost: 10 gc
Compounds that have been rendered ineffective generally Alchemical Formula: Creating fetish requires an
have a nauseating effect, which is usually enough to make apothecary's kit and requires a character to mix arcane
anyone ingesting them spit them out at once. In any case, extract, mineral crystals and organic acid and rub the
the dull, cloudy appearance of an affected liquid mixture into the parts of a bone grinder fetish while it is
compound or the altered crystal structure of a solid being assembled, which only takes about five minutes in
compound show even at a casual glance that the addition to the time requires to create the bone grinder
compound has gone off. fetish in the first place. The character makes an
Brewing Requirements: Alchemy INT+Alchemy roll against a target number of 15 or the
target number required for creating the bone grinder fetish
Ingredients: 1 unit of alchemical stone, 1 unit of in question, whichever is higher. If the roll succeeds, the
alchemical waste (liquid) character successfully varnishes the fetish he is working
Total Material Cost: 2 gc on, with the results described in Special Rules. On a
failure, the bone grinder cannot attempt to create another
Alchemical Formula: Performing a catalytic arrest dose of varnish for the fetish he is working on, and suffers
doesn't require an alchemy lab and requires a character to the penalties described in Special Rules as well.
carefully pour a mixture of alchemical stone and liquid
alchemical waste onto an alchemical compound while
observing the effect. A character must spend an attack
action to perform the procedure and then makes an
INT+Alchemy roll against a target number of 13. If the
Firestarter
roll succeeds, the character ends an alchemical effect or Description: Applying this mixture to a flammable
causes an alchemical compound to become ineffective. If material allows it to be ignited very easily by striking it
the roll fails, a dangerous mishap occurs that generally with a hard surface.
involves the alchemist being affected by the compound
Special Rules: By spending two quick actions (one for
unless he wears protective gear. Additionally, the
mixing the ingredients, one for applying the product), the
alchemist and, if the alchemist was trying to arrest an
alchemist can coat a small area (about the size of a
alchemical effect on another character, the target
handprint) with firestarter. The flash of flame generated
character, suffer 1d3 corrosion damage.
by firestarter is brief but hot enough to ignite most
flammable materials unless they are very wet (this counts
as inflicting the Fire continuous effect on characters.
However, firestarter will not ignite when on a surface
softer than wood, metal, or stone. Coating a character's
armour in combat with firestarter requires an unarmed

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attack with a -2 penalty. The same penalty applies to ingredients (this is in addition to the quick action required
attack rolls with weapons that are meant to ignite the to wrap the crystals in a cloth, for example) and then
compound by striking the small firestarter-coated area). makes an INT+Alchemy roll against a target number of
12. If the roll succeeds, the character creates one
Firestarter decays quickly when exposed to even
application of gas eater, with the effects listed under
moderate amounts of moisture in the air, becoming inert
Special Rules. If the roll fails, one unit of alchemical
within 1d3+1 days, or at once when doused with water.
waste (crystal) is created instead; breathing the fumes
Brewing Requirements: Alchemy from a badly prepared dose of gas eater usually irritates
the lungs, inflicting a -1 penalty to all actions for 1d6+6
Ingredients: 1 unit of alchemical waste (crystal), 1 unit
minutes from constant coughing fits.
of mineral crystals, 1 unit of organic oil
Total Material Cost: 5 gc
Alchemical Formula: Creating firestarter doesn't require
an alchemy lab and requires a character to mix crystalline Gas Precipitator
alchemical waste, mineral crystals and organic oil into a Description: By spraying this effervescent compound
thick paste. A character must spend a quick action to into a cloud of gas or fumes, the alchemist can make the
combine the ingredients (this is in addition to the quick cloud settle harmlessly at once (except for maybe a
action required to apply the compound to a surface) and spoiled rug).
then makes an INT+Alchemy roll against a target number
of 13. If the roll succeeds, the character creates one Special Rules: By spending a quick action, the alchemist
application of firestarter, with the effects listed under can spray a cloud effect that he is within melee range of
Special Rules. If the roll fails, one unit of alchemical (0,5”) with the gas precipitator. If the compound was
waste (liquid) is created instead, which will not ignite formulated correctly, the cloud effect expires at once.
when struck, of course. Gas precicipator only works on gas or smoke clouds, and
has no effect on clouds that cause fire or corrosion
damage, or which are created by spells. If the cloud is a
4” or 5” AOE, twice the ingredients must be used or the
Gas Eater compound is ineffective.
Description: When a proper alchemist's beard is Brewing Requirements: Alchemy
unavailable, this simple preparation of basic alchemical
Ingredients: 1 unit of alchemical stone, 1 unit of mineral
ingredients can sometimes provide quick relief against
acid
noxious gases.
Total Material Cost: 3 gc
Special Rules: Gas eater crystals, once prepared, are
usually wrapped in a cloth which is then pressed to a Alchemical Formula: Creating gas precipitator doesn't
character's mouth and nose or, in a pinch, held in the require an alchemy lab and requires a character to mix
character's mouth. The crystals provide a +2 bonus to alchemical stone with mineral acid with some vigorous
rolls that resist the effects of gases, smokes or fumes for shaking. A character must spend a quick action to
1d6+6 minutes, as long as the gases cannot be absorbed combine the ingredients (this is in addition to the quick
through the skin or irritate the eyes, or reduce the action required to apply the compound) and then makes
penalties inflicted by a gaseous compound breathed in an INT+Alchemy roll against a target number of 12. If the
through the gas eater by -2, to a minimum of 0 (this is roll succeeds, the character creates one application of gas
usually enough to, say, escape from a burning building precipitator, with the effects listed under Special Rules. If
without suffering any detrimental effects from the smoke the roll fails, the ingredients are lost.
as long as the character can protect his eyes with
goggles).
Brewing Requirements: Alchemy
Grant of Bones
Ingredients: 1 unit of alchemical stone, 1 unit of mineral
acid
[Bone Grinding Compound]
Cost: Bone grinders are rarely paid in coin for 'granting
Total Material Cost: 3 gc
bones,' though they usually ask for a substantial price in
Alchemical Formula: Creating gas eater doesn't require other forms (e.g. the help of a chieftain's tribe in capturing
an alchemy lab and requires a character to mix alchemical certain beasts).
stone with a carefully metered amount of mineral acid. A
Description: Usually, only those who have the gift of
character must spend a quick action to combine the

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bone grinding can benefit from the power of their fetishes. tongs are unavailable, this thick, whitish compound can
Advanced practitioners of the craft may, however, provide a stopgap measure.
dedicate their work to others and thus grant them the
Special Rules: In the round after formulating this
ability to benefit from the power of the beasts the bone
compound, an alchemist can spend a full action to
grinder has captured in his grisly fetishes.
carefully coat a character's hands (including his own) with
Special Rules: In the process of creating a bone grinder it. After another round, the coat thus created has set and
fetish, the bone grinder must incorporate substantial become impervious to corrosive substances and toxins,
amounts of the fresh blood of the intended recipient. allowing the safe handling of such compounds. The
When the fetish is complete, it will work for bone impromptu glove does, however, damage the skin,
grinders as normal, but it will also work for the recipient causing a -2 penalty to all PER rolls requiring the sense of
even if he is neither Gifted nor has the Bone Grinder touch, and a -1 penalty to rolls that require manual
ability (some fetishes that affect magic will not have any dexterity (including handling weapons, but not unarmed
effect on recipients who can't use magic, of course). attacks). This damage takes one day to heal. The glove
itself lasts for about one hour before it starts flaking off.
Brewing Requirements: Alchemy 3, ARC 5, Bone
Grinder ability. The recipient must also be present during Brewing Requirements: Alchemy
the process.
Ingredients: 1 unit of alchemical stone, 1 unit of
Ingredients: 1 unit of alchemical stone, 1 unit of arcane alchemical waste (liquid), 1 unit of organic oil
extract, blood of the recipient (see Alchemical Formula).
Total Material Cost: 3 gc
Total Material Cost: 6 gc
Alchemical Formula: Creating impromptu gloves doesn't
Alchemical Formula: Creating a grant of bones requires require an alchemy lab and requires a character to mix
an apothecary's kit and requires the bone grinder to mix liquid alchemical waste with powdered alchemical stone
arcane extract with the recipient's blood and rub the and organic oil into a thick whitish paste. A character
mixture into the parts of a bone grinder fetish while it is must spend a quick action to combine the ingredients and
being assembled, which increases the time required for then makes an INT+Alchemy roll against a target number
creating the fetish by 50%. The bone grinder makes an of 11. If the roll succeeds, the character creates one
INT+Alchemy roll against a target number of 16 or the application of impromptu gloves, with the effects listed
target number required for creating the bone grinder fetish under Special Rules. If the roll fails, the compound won't
in question +1, whichever is higher. If the roll succeeds, set when applied, and thus provide no protection against
the character successfully creates a grant of bones, with corrosive substances or toxins, and cause mild irritation of
the results described in Special Rules. On a failure, the the skin (-1 to PER rolls using the sense of touch for 1
bone grinder may reattempt the roll after working for hour).
another two hours.
Creating the grant of bones requires substantial amounts
of fresh blood from the recipient. Creating a granted fetish
that is one-use only or has a lifespan measured in hours Life-Flower
requires the recipient to lose 1 point of Physique or Description: This fizzing, pinkish compound acts as an
Strength, whichever is higher (this damage is caused by irresistible lure to many non-sentient undead, potentially
the loss of substantial amounts of blood through ritual allowing the alchemist to escape pursuit or lure such foul
bloodletting). Creating a granted fetish with a lifespan creatures into traps.
measured in days requires 2 points taken from Physique
and/or Strength (again, whichever is higher). Creating a Special Rules: By spending a quick action, the character
granted fetish with a lifespan measured in weeks or longer can formulate this compound, which will rapidly
requires 3 points taken from the Physique and/or Strength evaporate while hissing and fuming violently. Non-
of the recipient (again, whichever is higher). Lost sentient or barely sentient undead, like lowest-grade
Physique and Strength are recovered at the rate of one thralls, hollowed, sepulchral lurkers and shaft wights will
point per day as long as the character can get some rest treat the vial containing the compound like a living
and has access to sufficient fluids and food. character and prioritize the vial over actual living
characters present, which usually means they will attack it
and, for example, try to swallow it in the case of a
hollowed (there are even reports that some alchemists
Impromptu Gloves have managed to splash undead with the compound,
setting the creatures against each other). Generally
Description: Alchemists often have to touch and handle speaking, undead with an INT of 3 or higher are
unpleasant and dangerous substances. When gloves and unaffected by life-flower. If an undead suffers damage or

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has suffered damage from a living character in the current Alchemical Formula: Starting a powerful digestion
encounter, they are immune to the effects of life-flower doesn't require an alchemy lab and requires a character to
for the rest of the encounter. Once formulated, the effects mix arcane extract with organic acid and rub the mixture
of life-flower expire within 1d3+1 rounds. into a bone grinder fetish. A character must spend a quick
action to combine the ingredients and then makes an
Brewing Requirements: Alchemy
INT+Alchemy roll against a target number of 14. If the
Ingredients: 1 unit of arcane minerals, 1 unit of organic roll succeeds, the character creates one application of
acid, a drop of blood powerful digestion, with the effects listed under Special
Rules. If the roll fails, the ingredients are wasted but the
Total Material Cost: 10 gc
fetish is still damaged as described above.
Alchemical Formula: Creating life-flower doesn't
require an alchemy lab and requires a character to stir
arcane mineral crystals into a mixture of organic acid and
a drop of fresh blood (usually simply drawn by nicking a Sir Terrell Pritchard's
finger with a knife). A character must spend a quick
action to combine the ingredients and then makes an
Winning Formula
INT+Alchemy roll against a target number of 13. If the Description: It's green and it bubbles.
roll succeeds, the character creates one application of life-
Special Rules: It'll keep fizzing and being green for about
flower, with the effects listed under Special Rules. If the
1d3+1 minutes. After that time it'll merely be green.
roll fails, one unit of alchemical waste (liquid) is created
instead. Brewing Requirements: Alchemy
Ingredients: 1 unit of alchemical waste (liquid), 1 unit of
heavy metals, 1 unit of mineral acid
Powerful Digestion Total Material Cost: 5 gc
[Bone Grinding Compound] Alchemical Formula: Creating Sir Terrell Pritchard's
Winning Formula doesn't require an alchemy lab and
Description: Sometimes a bone grinder needs to coax a
requires a character to stir powdered heavy metals into a
little more power from his fetishes, and this quickly
solution of liquid alchemical waste and mineral acid. A
formulated, unstable compound does just that, at the cost
character must spend a quick action to combine the
of damaging the fetish and reducing its lifespan.
ingredients and then makes an INT+Alchemy roll against
Special Rules: By spending a quick action, the character a target number of 10. If the roll succeeds, the character
can formulate this compound and apply it to a bone creates one vial of Sir Terrell Pritchard's Winning
grinder fetish. The bonuses to rolls or stats granted by the Formula, with the effects listed under Special Rules. If the
fetish increase by 50% (rounded up) or +2, whichever is roll fails, he produces one unit of alchemical waste
less. The fetish's power remains increased for 1 hour. (liquid).
Powerful digestion reduces the lifespan of the fetish or the
duration of its effect by 1 unit (so a fetish like warding
flesh (see IKU, p. 351) that normally keeps for a number
of weeks loses one week from its lifespan; a fetish like Spell Eater
alexipharmic ointment (see IKU, p. 348) that normally Description: These unstable, alchemically activated
spreads its effect over a number of hours now lasts for crystals absorb some of the power of offensive spells cast
one hour less). If this reduces the fetish's lifespan or at the bearer, though they break down and become
duration to 0, its effects remain for another 1d6 rounds ineffective in the span of a few seconds.
plus the bone grinder's rank in Alchemy before it is
destroyed and its effects end. Special Rules: By spending a quick action, the character
can combine arcane mineral crystals with a mixture of
Powerful digestion has no effect on fetish bonuses that are mineral acid and liquid alchemical waste to produce spell
all-or-nothing effects like granted animi, abilities, eater crystals. While holding the vial containing spell
immunities or die bonuses. eater out in front of himself like a shield, the character
Brewing Requirements: Alchemy, Bone Grinder ability receives +2 ARM against offensive spells originating in
his front arc. The alchemical reaction in spell eater
Ingredients: 1 unit of arcane extract, 1 unit of organic crystals runs its course within 1d3 rounds, after which the
acid compound provides no more protection.
Total Material Cost: 8 gc Brewing Requirements: Alchemy

198
Morgan's Liber Alchemica III – Field Alchemy

Ingredients: 1 unit of alchemical waste (liquid), 1 unit of


arcane minerals, 1 unit of mineral acid
Total Material Cost: 10 gc
Alchemical Formula: Creating spell eater doesn't require
an alchemy lab and requires a character to carefully pour
a metered mixture of liquid alchemical waste and mineral
acid over crystalline arcane minerals. A character must
spend a quick action to combine the ingredients and then
makes an INT+Alchemy roll against a target number of
14. If the roll succeeds, the character creates one
application of spell eater, with the effects listed under
Special Rules. If the roll fails, one unit of alchemical
waste (crystal) is created instead.

Wound Cleanser
Description: This improvised compound can be applied
to wounds in order to cleanse them of infectants and
parasites. Using this compound is painful and a less than
ideal form of treatment.
Special Rules: Wound cleanser can be applied as a
standard action, and allows the character being treated to
make an immediate boosted roll to resist infection from
the cause of his injuries (this roll is in addition to any
other rolls the character is allowed to make. Additional
applications of wound cleanser are possible, but require a
character to further open the wound first, inflicting 1d3
damage for each attempt (only 1 point of damage is
inflicted if a character passes an INT+Medicine roll
against a target number of 13). Wound cleanser will also
inflict 1 point of damage. If a character is incapacitated by
having wound cleanser applied, he automatically suffers
the Battle Scars result on the injury table.
Brewing Requirements: Alchemy
Ingredients: 1 unit of alchemical waste (liquid), 1 unit of
mineral acid
Total Material Cost: 3 gc
Alchemical Formula: Creating wound cleanser doesn't
require an alchemy lab and requires a character to mix
liquid alchemical waste with mineral acid with some
careful stirring. A character must spend a quick action to
combine the ingredients and then makes an
INT+Alchemy roll against a target number of 11. If the
roll succeeds, the character creates one application of
wound cleanser, with the effects listed under Special
Rules. If the roll fails, the ingredients are lost (if they are
still applied, they cause the negative effects of wound
cleanser without providing the beneficent effects).

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Morgan's Gearbook Appendices I – Mechanical Equipment

Mechanical Equipment Description: A possible assassin's tool, a weapon of last


resort, or a prankster's best friend, the device consists of a
thin hose, a small nozzle that can either be attached to a
bracelet or ring, integrated into a glove, or simply glued to
Alchemical Blastgun the palm with a sufficiently strong and lasting adhesive,
Cost: 40 gc and a reservoir and spring-loaded pump that can be
Ammo: 1 (specialised ammunition, see below) secreted somewhere about the wearer's body (the pump is
Effective Range: 36 feet (SP6) often worn on a strap around the upper body so that it can
Extreme Range: - be squeezed with the other arm, or sometimes even
Skill: Rifle incorporated in a bootheel so simply stepping down
Attack Modifier: -2 (one-handed), 0 (two-handed) firmly ejects a dose of the content once the nozzle is
POW: 0 (see alchemical compound for effect instead) open). Models that mount the nozzle in the palm often
AOE: - (alchemicals dispensed with the blastgun never allow the nozzle to be opened and closed by simply
leave cloud effects) squeezing the palm with the same hand's fingers, while
Description: Sometimes using grenades is a less than other models require a quick action and both hands to
satisfactory option for the controlled dispersion of make them ready for operation.
alchemical compounds. The alchemical blastgun fires a The reservoir usually only contains the equivalent of one
short-ranged, concentrated burst of alchemical vial of an alchemical or other compound. While the
compounds that can envelop several characters, while device is conspicuous once found, it is quite easily
allowing greater control compared to a grenade that might concealed while wearing the right clothes, and allows the
roll anywhere before detonating and leave clouds of quick and nearly unnoticeable application of many
fumes hanging in inconvenient locations. different liquid compounds.
The specialised shells of the alchemical blastgun cost 3 gc
per shell in addition to the cost of the alchemical
compound. Every shell contains the same amount of
alchemicals as a normal alchemical grenade.
Clockwork Rat
Cost: 30 gc
Description: Combine a short “tail” of chain links, a set
Alchemical Clockwork of large-toothed gear “legs” powered by a strong but
Lantern simple windable spring, and a smaller piece of clockwork
“brain” that can trip the catch on the large spring, and you
Cost: 40 gc
have got yourself a clockwork rat. Once both springs are
Description: The alchemical clockwork lantern consists wound up, the clockwork rat can be hidden in the
of a fairly standard lantern housing with a simple underbrush, under furniture, or among junk piled in an
windable clockwork mechanism in the bottom. Inside the alley, and when the small clockwork timer runs out (it's
lantern housing there is a glass vial with an agitator usually only good for about an hour at best), the rat will
powered by the clockwork. After filling the vial with start moving, making a racket and providing a distraction
bottled light (IKRPG, p. 294) and tripping the clockwork, for whatever nefarious or humorous purposes the user
the agitator will keep stirring the bottled light without the desires. Many rats also include some kind of simple
need for the usual quick action every few turns to agitate noisemaking device so even if they should get stuck early
the alchemical compound. they will simply keep being noisy until the clockwork
A typical alchemical clockwork lantern can keep running runs down. Most clockwork rats can cover approximately
for about three hours once it has been fully wound up, and 40 yards under ideal conditions.
sheds alchemical torchlight (IKRPG, p. 225). Advanced
models run longer, and may include a bull's eye lens for a
longer-reaching, directional beam.
Like in standard bottled light lanterns, the alchemical Clockwork Squirrel
compound is only good for about two weeks' time before Cost: 40 gc
it spoils and no longer responds to being agitated. Description: The clockwork squirrel, not unlike the so-
called clockwork rat, consists of a strong windable
clockwork mounted on two small wheels that is tripped
by a smaller clockwork timer that can be wound up to run
Alchemical Mister for about an hour. The difference to the clockwork rat is
Cost: 50 gc that the clockwork squirrel moves by reeling in a thin but
strong line, rather than on spring-powered wheels.

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Morgan's Gearbook Appendices I – Mechanical Equipment

In order to set a clockwork squirrel up, the end of the line gemstones or alchemicals. Such users often invest in very
is usually attached to a branch in a tree, while a small well-built, fast pigeons, or, conversely, into slower but
staple fixes the line to the base of the tree's trunk. The line more powerful pigeons disguised as forgotten laundry
is then paid out and the trigger clockwork set (this might dangling from a line as they slowly crawl along their way.
require an INT+Rope Use or Survival roll against a target
Another variant of note is the so-called “homing pigeon,”
number of 12 which is made by the GM; on a failure, the
which contains three sets of clockwork: The first sends
clockwork squirrel will get stuck on its way to the end of
the pigeon on its way to its destination. Once the first has
the line. The result of the aforementioned roll could also
run down, it triggers the second, which serves as a timer
be used as the target number for guards' PER+Detection
(usually good for one to five hours at most). The timer
rolls to notice the line and clockwork squirrel). When the
then triggers the last clockwork, which returns the pigeon.
clockwork squirrel moves, it will directly approach the
The homing pigeon enjoys some popularity with spies,
staple, which it will easily dislodge, and then disappear
who can send the pigeon to “go fetch” and have it return
upwards into the tree to where the end of the line has been
later with a missive without the need for the contact to
fixed, thus ensuring that the device will have made a
actually be present at the pickup point to rewind and
noise but likely remain undiscovered once it has
return the pigeon (which is particularly useful when a
disappeared into the foliage (unless the tree is examined,
contact may or may not be present at the destination due
of course). Most clockwork squirrels can “run” for a
to unforeseeable circumstances). Smugglers of small
distance of about 30 yards, and contain attachments that
items also sometimes put their goods into a homing
make a racket as the device drags itself over the ground
pigeon and clamp it onto a line so that the pigeon retreats
(these noisemaker attachments usually also have a simple
with the item to a hard-to-reach and concealed place
spring-loaded lever that trails behind as long as the
(most Five Fingers Pigeons don't look too dissimilar from
clockwork squirrel moves on the ground, and then shuts
the buoys and floats that are so commonly seen threaded
the noisemaker down as soon as the squirrel leaves the
onto ropes, after all). The pigeon then returns later so that
ground to ensure it is silent once it enters its hiding place).
the smuggler cannot be relieved of his goods should he be
Gobbers in particular have the advantage of being able to
apprehended and searched in the meantime.
crawl into narrow spaces where they can attach the line of
a clockwork squirrel, ensuring that bigger folk will be Most pigeons can carry one or two message capsules or
unable to easily find their mechanical source of small vials of alchemicals, though both smaller and bigger
distraction once it has served its purpose. pigeons have been made.

Five Fingers Pigeon Gas-Muffler


Cost: 25 gc for a standard Five Fingers Pigeon, 70 gc for From Macavity's Liber Mechanika
a “homing pigeon”
Cost: 20 gc (40 gc for the clockwork version)
Description: The Five Fingers Pigeon, also called a
Description: An extremely simple device, the gas-muffler
clockwork pigeon or clockwork monkey, is a small
is little more than a thin metal tube mounted around the
capsule that can be clamped onto a rope. Tripping an in-
muzzle of a firearm. A thin pipe leads to a small vial of
built simple wind-up clockwork then causes the “pigeon”
muffle-gas, an alchemical compound that swallows
to crawl (or speed, depending on how well-built the
sound, significantly dampening the gun's report. More
pigeon is) along the line to the other end by way of
elaborate versions use a small clockwork pump to fill the
internal serrated gears gripping the rope.
muzzle tube with the gas.
Five Fingers Pigeons are mostly used to deliver messages
Special Rules: Operating the valve to fill the muzzle tube
around places criss-crossed with lines and ropes, like
with muffle-gas requires a quick action (the clockwork
ships' crow's nests and the helm, or places in cities like
version of the device does not require a quick action to
Five Fingers. While a signalling language or a runner can
operate as long as a few minutes were spent winding the
serve the same purposes, the mechanism does have the
spring earlier). When the gun is then fired, locating the
advantages that it is small and quiet, that its message
gunner or even noticing that a gunshot was fired at all
cannot be listened in to or otherwise observed short of
requires a PER+Detection roll against a target number of
intercepting the pigeon, that a message can be sent even if
12, though obstacles, other sounds and distance can
there is currently no recipient at the other end, and that
significantly increase this target number.
sending the message is as quick as putting it into the
pigeon, clamping the device onto the rope and sending it Since the device traps the muffle-gas in the muzzle area, it
on its way. Another advantage is that the pigeon can send is possible for the gunner to move and still benefit from
material objects – which is of particular interest to the gas effects (at least for dampening the sound of
smugglers and dealers in small, expensive items like gunfire), and the gas does not inflict its usual penalties.

201
Morgan's Gearbook Appendices I – Mechanical Equipment

The device is also quite economical, allowing a single vial surprising force, while still being easy to conceal (e.g. up
of muffle-gas to last for 10 rounds of firing. Each one's sleeve).
application of muffle-gas applied using this device lasts
Special Rules: Loading a spring-gun requires a hard
for one round.
surface to brace the bolt against and STR 4, and takes a
The drawbacks of mounting a gas-muffler is that the gun full action. If a character has STR 6, he can reload a
becomes significantly more bulky, which may make spring-gun with a quick action (as long as he keeps the
aiming more difficult, and will even require special bolts in a bandolier or other similarly easily accessible
holsters. A gun modified with a gas-muffler suffers an location). Firing a spring-gun is nearly completely silent,
additional -1 penalty on attack rolls. Gas-mufflers can making the weapon an ideal assassin's weapon.
only be mounted on pistols and rifles.
Steel bolts for the spring-gun cost 1 gc for 5 bolts.

Lurking Leaper Personal Optical Array


Cost: 20 gc
Cost: 200 gc
Description: Cheaply made and little more than two
Description: A personal optical array can either be an
short, crooked wooden or metal bars (sometimes with
eyepiece or added to a spyglass or telescopic sight. It
attached bells for additional annoyance) connected at a
basically consists of a series of swiveling mounted lenses
crooked angle by a simple dual clockwork mechanism,
of piercer crystal of differing properties and at least two
this device can serve as a useful distraction when trying to
smoked glass filters of different strength. A character
escape pursuers. The device needs to be wound up first,
wearing or using a personal optical array can use a quick
which takes one or two minutes. The user can then drop
action and make a PER+Detection against a target number
or toss away the device after tripping the first clockwork
of 13 to correctly shuffle the lenses for the prevailing
timer, which runs down in a couple of seconds (usually
lighting conditions. Once the roll has succeeded, and until
about 2-3 rounds). When the first clockwork runs down, it
the lighting conditions drastically change (e.g. by lighting
trips the second, more powerful clockwork, which causes
or extinguishing a source of illumination, or even simply
one of the two bars to spin, sending the device leaping
by the target character moving into a significantly better-
about, causing a racket that may well cause pursuers to
lit or darker area), the character using the optical array
pause, potentially expanding their quarry's lead by a few
ignores any benefits the target character receives from
vital moments.
concealment, Camouflage, and Stealth.
While the device serves the same purpose as fireworks
The device is quite fragile, and likely to be ruined if
when used to distract pursuers, it does have the advantage
struck or dropped in combat.
of not being reliant on burning fuses, which could be
difficult to light, might be too obvious in the dark, or give The Cult of Cyriss is known to use an advanced
off telltale smoke in better-lit conditions. Additionally, the clockwork version of the personal optical array in its
racket caused by the leaper will always be appropriate to vectors and clockwork vessels that is significantly more
the area where it is set off (e.g. rustling in the underbrush sturdy, more effective, and easier to use (see NQ48 Heavy
in the wild, or clattering noises on a cobbled street). The Vector PDF, p. 10).
leaping lurker still is significantly more expensive,
however.

Spring-Gun
Cost: 25 gc
Ammo: 1
Effective Range: 48 feet (8”)
Extreme Range: -
Skill: Pistol or Crossbow
Attack Modifier: 0
POW: 10
Description: Essentially a steel tube with a powerful
spring in the end and a trigger mechanism, this crossbow-
pistol-hybrid fires small, custom-made metal bolts with

202
Morgan's Gearbook Appendices I – Mechanical Equipment

Other Equipment and Modifications, the staff can disengage the chain that stabilises one half of
the staff and turn it into a light flail. A full action is
Odds and Ends required to retract the chain again. Alternatively, a
character may spend a quick action and a feat point to
wind the chain in more quickly.
Armour Customisation A flail-staff must be wielded two-handed. It is a Reach
Cost: +50% base price of armour weapon.
Description: By precisely tailoring the sizes and shapes A character wielding a flail-staff in its staff shape can
of individual pieces of a suit of armour to a character's spend 1 feat point to make a trip attack instead of a
proportions, the armour becomes less constricting. As a normal attack. If the attack hits, the target is knocked
drawback, the armour becomes irritating to wear for down instead of suffering damage.
characters other than the intended recipient.
On a critical hit, a living target has a chance of being
Special Rules: Applying armour customisation improves knocked out by an attack made while the flail-staff is in
the SPD and DEF penalties of a suit of armour by 1 for its staff shape. If the target suffers damage from the
the intended wearer (to a minimum of +0 for both SPD attack, he must make a Willpower roll against a target
and DEF penalties). At the same time, the DEF penalty number equal to the attacking character's STR+9. If the
worsens by -2 for all other wearers. target succeeds, he stays conscious. If he fails, he is
Fabrication: Constructing customised armour, or knocked out.
customising an existing suit, follows the normal crafting Attacks from a flail-staff in its flail shape ignore ARM
rules (IKRPG, p. 176). At the gamemaster's discretion, bonuses from bucklers and shields.
some types of armour cannot be customised (e.g. Bastion
armour, which is a holy relic in its own right), perhaps
requiring to be built from scratch instead if they can be
made available at all.
Noisemaker
Cost: 6 gc for the bag, cloth, grease, and whistle, which
are reusable (see below), plus 8 gc for acid, powdered
minerals and a cheap glass bottle, which are not reusable
Bull's Eye Lens (again, see below)
Cost: 10 gc (or +25% of the cost of the housing for
mechanikal lanterns) Description: Simple but effective, a noisemaker is a
small, stout leather bag containing powdered minerals and
Description: A bull's eye lens can be added to a lantern a sealed glass bottle filled with acid. The leather bag is
and makes the lantern shed a longer-range directional sewn up tightly and usually also sealed with resin or
beam rather than illuminating the surrounding area. The grease to make it airtight. At one end, a cheap tin whistle
directional beam doubles the range of the lantern's light is inserted into the bag, and the whole thing is wrapped in
(see IKRPG, p. 225, or the individual lantern's rules), but a coarse cloth liberally drenched in grease. When the
the lantern only illuminates a narrow area (usually a 45° whole thing is slapped against a hard surface like, say, a
arc). steamjack, the bottle inside the bag breaks, and the
reaction between the acid and the mineral powder
produces gas that escapes through the whistle, making the
whole thing give off so much noise for a brief time that it
Flail-Staff hinders directing troops or warjacks by spoken
Cost: 90 gc commands.
Attack Modifier: 0 (staff), -1 (flail)
Skill: Great Weapon Special Rules: Slapping a noisemaker onto a 'jack
POW: 4 requires a melee attack against the 'jack's front arc using
PRW+Unarmed Combat with a -2 attack roll penalty (the
Description: This battle staff contains an ingenious attack roll penalty can be reduced to -1 if the user wears
mechanism that allows one half of it to come apart into a oiled gloves to which the noisemaker won't stick as
series of linked rods with a twist of its middle section. easily). Throwing a noisemaker isn't really a reliable
Winding the flail-staff's internal chain in to firmly connect option since the glass bottle may not break, and because it
the rods into a staff again is only slightly less quickly is imperative that the bag gets stuck to the 'jack with the
done. whistle pointing upwards so that it the foam generated by
Special Rules: The flail-staff is used like a regular battle the reaction in the bag doesn't just drown the whistle,
staff. By spending a quick action, the character wielding which would silence it.

203
Morgan's Gearbook Appendices I – Mechanical Equipment

When a noisemaker is successfully slapped onto a sleeve by sight with a successful PER+Detection roll
steamjack, its piercing sound halves the Command Range against a target number of 14. The bracer can be detected
of characters attempting to 'jack marshal the steamjack or automatically if the user's arm is inspected by touch.
provide benefits like Battle Plans or those granted by the
Intellectual Archetype. A noisemaker has no effect on
'jacks controlled by a warcaster, nor does it affect 'jacks
which are marshalled using sign language (which already Radcliffe Sword Carbine
halves the 'jack marshal's Command Range anyway). A From jdlucree's Liber Mechanica
noisemaker keeps whistling for 1d3+1 rounds (after
which the whistle usually starts dribbling foam and Cost: 400 gc
becomes reduced to making embarrassing rather than Ammo: 5 metal-cased heavy rounds
deafening noises). Effective Range: 60 feet (10")
Extreme Range: 300 feet
Technically, noisemakers have the same effect on troops, Skill: Rifle
and could even be slapped onto a commander to cause his Attack Modifier: -1
Command Range to be halved against all his troops, as he Power: 11
wouldn't be able to make himself understood very well.
However, anybody who doesn't wear ironhead or man-o- Description: Radcliffe Gunwerks deemed this weapon,
war armour can easily remove a noisemaker or silence it. which integrates the already familiar sword-cannon into a
Allied troops can easily dislodge and silence a noisemaker much heavier, two-handed great sword, not profitable
by getting into B2B with a 'jack's or ironhead's front arc enough for a full run; however, they will construct one on
and spending a quick action. commission for the warrior looking for that last little bit
of edge over his enemy... if he can pay up front.
In order to assist the aiming of shots, the blade of the
Radcliffe sword carbine usually has a blunt groove that
Quickshot Gun Bracer can be used to steady the sword-carbine with one hand
From Macavity's Liber Mechanica while the other hand works the trigger.
Cost: 25 Special Rules: A character must have at least STR 5 to
Ammo: 1 wield this weapon and can only use this weapon two-
Effective Range: 36 feet (6") handed. When used as a melee weapon, this weapon has
Extreme Range: 240 feet an attack modifier of -1 and 2” Reach, is POW 6, and uses
Skill: Pistol the Great Weapon skill.
Attack Modifier: -2 (using a pull trigger) / +0 (fired two-
Replacing the ammo wheel takes a quick action; reloading
handed)
each cylinder of the ammo wheel separately also takes a
POW: 10
quick action. It costs 4 gc for blasting powder, bullets, and
Description: The quickshot gun bracer is a single-shot metal casings for 5 heavy rounds. Additional ammo
pistol barrel attached underneath a bracer, with either a wheels cost 15gc each.
pull trigger attached to a ring worn on a finger or a rigger
located towards the rear end of the gun that can be
accessed via a conveniently located slit in a billowy
sleeve. Repeating Pistol Blade
Special Rules: The quickshot gun bracer allows a Cost: 65 gc
character to fire the bracer without spending a quick Ammo: 5 (metal-cased light round)
action to ready the weapon, though it is more difficult to Effective Range: 48 feet (8”)
aim than a normal pistol, limiting its effective range. Extreme Range: 240 feet
Firing the gun using a pull trigger attached to a ring is Attack Modifier: -1
even less accurate, as the movement of the hand will Skill: Pistol
invariably spoil the user's aim. To achieve a more reliable POW: 10
shot, users often use their other hand to trigger the gun by Description: Repeating pistol blades integrate a repeating
reaching through a slit in the sleeve, which also allows pistol with a five-chambered ammo wheel with a long
them to brace the gun. Even so, users often receive burns blade that runs along the barrel's underside.
on their wrists from the gun's muzzle flash.
Special Rules: When used as a melee weapon, this
The nature of the quickshot gun bracer enables it to be weapon has an attack modifier of -1, is POW 2, and uses
easily concealed beneath a loose, billowy sleeve. An the Hand Weapon skill.
observant character can discern a gun bracer beneath the

204
Morgan's Gearbook Appendices I – Mechanical Equipment

Replacing the weapon's ammo wheel requires a quick INT+Medicine roll against a target number of 12.
action. Reloading each cylinder of the ammo wheel takes
one quick action.
It costs 3 gc for blasting powder, bullets and metal casings
for five light rounds. Additional ammo wheels cost 15 gc
each.
As part of a charge, after moving but before making the
charge attack, a character can spend 1 feat point to make
one ranged attack with this weapon targeting the enemy
charged unless the character was in melee with the enemy
at the start of his turn. When resolving the ranged attack,
the attacking character does not suffer the target in melee
penalty. If the target is not in melee range after the
attacking character moves, the character can make the
ranged attack before his turn ends.
If a character with the Two-Weapon Fighting ability and
two repeating pistol blades charges a target, he can make
ranged attacks against the target he charged with both
pistol blades for 1 feat point. Characters without Two-
Weapon Fighting can spend 2 feat points to make charge
ranged attacks with two repeating pistol blades (1 feat
point must be spent to get Two-Fister, the other feat point
is spent to make the charge ranged attacks). The character
can then make a charge attack with one pistol blade and a
normal melee attack with the other if he is in melee range
of the target after charging.

Rock Salt Ammunition


Cost: Rock salt ammunition costs the same as standard
ammunition for a gun of its type.
Attack Modifier: The gun's regular attack modifier, with
an additional -1 penalty
POW: Gun's regular POW -2
Description: Rock salt ammunition is essentially a type
of scattershot ammunition. While performing poorly
against armour, having one's skin peppered with salt is
extremely painful.
Special Rules: Rock salt ammunition can only be used in
guns with RNG:SP or an AOE. Constructs take no
damage from rock salt ammunition; undead take damage
normally, but do not suffer from the additional effects of
rock salt ammunition.
If a living character takes damage from rock salt
ammunition, he suffers a -1 penalty to all rolls for 1d3
rounds from the pain. If a character takes damage from a
direct critical hit with rock salt ammunition, the aspect on
the character's life spiral that is rolled when determining
where the damage is assigned is considered crippled until
the damage has been completely healed or 24 hours have
passed, whichever happens last. A character with the
Medicine skill can clean the wounds before this time has
elapsed, which takes about half an hour and a successful

205
Morgan's Gearbook Appendices II – Skills and Mechanika Workshop

Advanced Skill Uses undead must be restrained in order to endure the crafting
of this rune, which takes 6 hours, and no further rune may
be inscribed on the subject during the process or
afterwards. If the Thrall Crafting roll succeeds, the
Alchemy Skill Use: undead comes under the character's control as though it
Toxin Potentification was a regular thrall, though it retains all its special
Prerequisite: Alchemy 2 abilities. If the Thrall Crafting roll fails, the inscribed
flesh rots away, inflicting 1d3+1 points of damage on the
Description: Alchemists may make toxins they create
undead in question. As long as the undead is not
more potent by accepting a penalty to their INT+Alchemy
destroyed by a failed roll, the attempt to subjugate it may
skill roll that may not exceed their Alchemy skill level.
be reattempted any number of times.
The alchemical toxin then receives a bonus to the target
number required to resist it, according to the following Special: Thralls cannot be subjugated in this manner, and
table: neither can undead that no longer consist mainly of flesh
or bones (like iron liches and iron maidens (see IKM, p.
Bonus to target
52-53)). Revenants can be subjugated, but as soon as they
INT+Alchemy skill number to resist
are destroyed and reincarnate next to their anchors, the
roll penalty toxin
subjugation ends. Simply destroying a subjugation rune
-2 +1
will not free an undead. If a subjugated undead creates
-3 +2
spawn (like shaft wights (see IKM, pp. 70-71)), those are
-4 +3
not under the necromancer's control.
Note: This ability works similarly to the Skorne
Chymistry ability Poisoner (see IKUSE, p. 65), but makes
the compound more difficult to formulate and provides a
smaller bonus. The main advantage of the advanced skill
use is that it does not require an ability to use. Skorne
chymists may also use the Chymistry skill this way if they
do not have the Poisoner ability.

Stormsmithing Skill Use:


Twister
Description: By making an INT+Stormsmithing roll
against a target number of 18, a stormsmith may place a
3” AOE completely within his stormsmithing range
(IK:KNG, pp. 90-91). Characters in the AOE must make
an AGL roll against a difficulty of 12 or be knocked
down. Additionally, all cloud effects overlapping the AOE
expire.
Calling down a twister requires a full action and counts as
maintaining ongoing weather manipulation. Twisters
benefit from surges and triangulation in a way similar to
lightning strikes, becoming 4” AOE or 5” AOE
respectively.

Thrall Crafting Skill Use:


Subjugation
Description: A character who has the Inscribe Thrall
Rune ability (see IKUA, p. 68) can inscribe a special
thrall rune on an undead who is neither incorporeal nor
has the Ghostly ability (see IKUA, p. 74) by making an
INT+Thrall Crafting roll against a target number equal to
the undead's Willpower+4 or 16, whatever is higher. The

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Morgan's Gearbook Appendices II – Skills and Mechanika Workshop

Mechanika Workshop action.


Final Rest is Garmack's signature melee weapon.

Sambert's Wrath
Housing: Maul (200 gc)
Rune Plates: Arcane Force (3 Rune Points, 450 gc),
Dissolver
Bond (2 Rune Points, 300 gc) Housing: Crossbow (200 gc)
Power Source: Storm Chamber (5 Rune Points, 250 gc) Rune Plates: Accuracy (1 Rune Point, 150 gc), Blessed
Total Cost (without power source): 950 gc (2 Rune Points, 300 gc), Corruption (1 Rune Point, 150
gc)
Other Rules: POW 8, two-handed. Requires STR 5 to Power Source: Storm Chamber (5 Rune Points, 250 gc)
wield. Great Weapon. On a critical hit, target character Total Cost (without power source): 750 gc
can be slammed d6” away and suffers a damage roll equal
to the POW of Sambert's Wrath plus its wielder's STR. Other Rules: POW 12 (one-handed, -1 to hit; two-
The collateral damage roll's POW is equal to the wielder's handed, +1 to hit), range 60 feet (extreme range 300 feet).
STR. Crossbow. Dissolver ignores spell effects that add to the
Sambert's Wrath is Morgan's signature melee weapon. target's DEF or ARM. Targets hit by Dissolver suffer the
Corrosion continuous effect. Reloading Dissolver requires
a full action.
Dissolver is Garmack's signature ranged weapon.
Lightbringer
Housing: Caspian Battleblade (200 gc)
Rune Plates: Blessed (2 Rune Points, 300 gc), Flame (2
Rune Points, 300 gc), Light (1 Rune Point, 150 gc)
Storm's Strength
Power Source: Storm Chamber (5 Rune Points, 250 gc) Housing: Tailored Plate (1300 gc)
Total Cost (without power source): 950 gc Rune Plates: Fleet (3 Rune Points, 450 gc), Heightened
Strength (2 Rune Points, 300 gc)
Other Rules: POW 5 (one-handed, -1 to hit, requires Power Source: Storm Chamber (5 Rune Points, 250 gc)
STR 5) or POW 7 (two-handed). Great Weapon. Total Cost (without power source): 2050 gc
Lightbringer ignores spell effects that add to DEF or
ARM. On a critical hit, the target character suffers the Other Rules: ARM +7, DEF -1. Medium Armour. The
Fire continuous effect. The blade can also shed light in a wearer of Storm's Strength also gains +1 STR, +1 SPD
large area around the wielder. This ability can be turned and +1 DEF (the DEF bonus has not been figured into the
on or off as a quick action. standard DEF penalty).
Lightbringer is Aleksander's signature melee weapon. Storm's Strength is Garmack's signature armour.

Final Rest Intrepid


Housing: Mace (150 gc) Housing: Tailored Plate (1300 gc)
Rune Plates: Accuracy (1 Rune Point, 150 gc), Balefire Rune Plates: Compensator (1 Rune Point, 150 gc),
(1 Rune Point, 150 gc), Grievous Wounds (2 Rune Points, Fortification (3 Rune Points, 450 gc), Light (1 Rune
300 gc), Light (1 Rune Point, 150 gc) Point, 150 gc)
Power Source: Storm Chamber (5 Rune Points, 250 gc) Power Source: Storm Chamber (5 Rune Points, 250 gc)
Total Cost (without power source): 900 gc Total Cost (without power source): 2050 gc

Other Rules: POW 4 (one-handed, -0 to hit). Hand Other Rules: ARM +9, DEF -0. Medium Armour.
Weapon. Final Rest gains boosted damage rolls against Intrepid can shed light around its wearer in a large area.
undead characters. Target characters hit lose Tough, This ability can be turned on or off with a quick action.
cannot heal or be healed, and cannot transfer damage for Intrepid is Morgan's signature armour.
one round. On a critical hit, a living character has a
chance to be knocked out by the attack. If the attack
causes any damage, the target character must make a
Willpower roll against a target number equal to the Unmatched Grace
attacker's STR+9. If the roll fails, he is knocked out. Housing: Custom Battle Armour (600 gc)
Final Rest can also shed light in a large area around the Rune Plates: Compensator (1 Rune Point, 150 gc), Fleet
wielder. This ability can be turned on or off as a quick (3 Rune Points, 450 gc), Steady (1 Rune Point, 150 gc)
Power Source: Storm Chamber (5 Rune Points, 250 gc)

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Morgan's Gearbook Appendices II – Skills and Mechanika Workshop

Total Cost (without power source): 1350 gc


Other Rules: ARM +6, DEF +1. Light Armour. The
wearer of Unmatched Grace also gains +1 SPD and
cannot be knocked down.
Unmatched Grace is Tom's signature armour.

Archon
Housing: Tailored Plate (1300 gc)
Rune Plates: Compensator (1 Rune Point, 150 gc), Fleet
(3 Rune Points, 450 gc), Aegis (1 Rune Point, 150 gc)
Power Source: Storm Chamber (5 Rune Points, 250 gc)
Total Cost (without power source): 2050 gc
Other Rules: ARM +7, DEF +1. Medium Armour. The
wearer of Archon is immune to continuous effects and
gains +1 SPD.
Archon is Aleksander's signature armour.

Equipment, Odds and Ends


Morgan Coalburn's kit
Pistol (20 gc): POW 10, range 48 feet (8”), extreme
range 240 feet
Military Rifle with scope and bipod (75 gc): POW 11,
range 60 feet (10”; 78 feet (13”) with scope), extreme
range 300 feet (390 feet with scope), +4 total aiming
bonus with bipod.
Ammunition bandolier (5 gc): 10 shots
Gunsmith's kit (20 gc)
Mechanik's toolkit (100 gc)
Rune etching kit (professional equipment)
Spyglass (15 gc): +2 to PER rolls when spotting at a
distance
Surgical kit (30 gc): +1 to Medicine rolls
Symbols of Faith (Morrow, Sambert) (20 gc)
Goggles ( 5 gc)
Mechanik's Boots (20 gc)
Greatcoat (25 gc): +1 ARM against cold

208
Morgan's Gearbook Appendices III – The Grimoire

The Extended Grimoire the ability to execute commands or work unsupervised of


a ferrum-grade cortex (see IKRPG, p. 304; this includes
the ability to be assigned up to three points of focus or
execute any number of drives).
Command Link This spell has no effect when cast on a steamjack with a
Spell Lists: Arcane Mechanik
Cost Range AoE Power Upkeep Offensive
cortex of ferrum grade or better.
2 6 - - Yes No
This spell can only be cast on a steamjack equipped with a
cortex (i.e. it cannot affect Cyrissist vectors, for example). Warcasting Link
While the spell is upkept, the caster receives one Spell Lists: Warcaster
additional quick action each activation that can only be Cost Range AoE Power Upkeep Offensive
2 6 - - Yes No
used to affect the target steamjack with a Drive (see
IKRPG, pp. 322-323). Additionally, the caster may use While this spell is upkept, the target warjack or vector is
drives on the steamjack even when the steamjack is no considered to be in the warcaster’s Control Area for the
longer in the caster's command range, as long as it is purposes of assigning focus or perceiving through the
within the spell's upkeep range (ARCx60 feet). Using a ‘jack’s senses as long as it is within the spell’s upkeep
drive still takes a quick action, but the caster relays his range (ARCx60 feet).
commands and drives to the target steamjack
telepathically rather than through words or gestures.
In order to make use of this spell, the caster must have the Warbeast Link
Spell Lists: Warlock
'Jack Marshal ability and be the assigned controller of the
Cost Range AoE Power Upkeep Offensive
targeted steamjack. 2 6 - - Yes No
While this spell is upkept, the target warbeast is
considered to be in the warlock’s Control Area for the
Diagnose purposes of forcing the warbeast, leaching fury from it,
Spell Lists:
Arcanist (Order of the Trident; see
IKKNG, p. 302), Mortitheurge, Priest and perceiving through the warbeast’s senses, as long as it
(Morrow) is within the spell’s upkeep range (ARCx60 feet).
Cost Range AoE Power Upkeep Offensive
2 B2B - - Yes No
The caster's Medicine rolls are boosted when he is Force Barrier
working on a character under the effect of this spell. Spell Lists: Arcane Mechanik, Arcanist
Cost Range AoE Power Upkeep Offensive
2 Self - - Yes No
Disjunction While the spell is upkept, the caster receives +2 DEF
Spell Lists: Arcanist, Priest (Menoth) against ranged attacks and does not suffer blast damage.
Cost Range AoE Power Upkeep Offensive
3 8 - - No Yes
All magical items carried by the target character lose their Friendly Tides
magical properties for one round (this does not affect Spell Lists: Arcanist (Order of the Trident; see
magelock guns, since their properties come from the rune IKKNG, p. 302), Priest (Morrow)
shots rather from any form of enchantment on the gun, Cost Range AoE Power Upkeep Offensive
2 Self Control - Yes No
and rune bullets without rune shot spells on them aren't
magical, either). This spell has no effect on magically While in the spellcaster's control area, friendly characters
animated constructs like wolds, mechanika, or thralls. gain +2 to Swim rolls and can breathe water (i.e. they are
Some magical items (e.g. the Witchfire blade) may also be immune to drowning). These effects only apply when
too powerful for this spell to affect them, or be inherently immersed in water or similar liquids (i.e. the spell does
warded against magic (e.g. Orgoth fellblades). not work for characters submerged in oil or lava, but
would work for characters submerged in a watery liquid
like wine). The spell will not prevent a warjack's heartfire
from going out when the 'jack is submerged.
Iron Ascension
Spell Lists: Arcane Mechanik
Cost Range AoE Power Upkeep Offensive
2 6 - - Yes No Invisibility
This spell can only be cast on a steamjack equipped with a Spell Lists: Arcanist (IKRPG, p. 122 variant only),
Mist Speaker, Thamarite Advocate
cupernum-grade cortex. As long as the caster upkeeps the
Cost Range AoE Power Upkeep Offensive
spell, the steamjack gains the level of comprehension and 3 6 - - Yes No

209
Morgan's Gearbook Appendices III – The Grimoire

The target character becomes invisible (invisible


characters gain Concealment and Stealth, and receive a +5 Radiant Blessing
bonus to Sneak rolls). Spell Lists: Priest (Menoth or Morrow)
Designer's note: The rules for invisibility are identical Cost Range AoE Power Upkeep Offensive
to those used for ghosts in NQ45, p. 56. 2 6 - - Yes No
The target character cannot be charged or slammed by
Undead or Infernal characters.
Lock Gears
Spell Lists: Arcane Mechanik, Priest (Cyriss)
Cost Range AoE Power Upkeep Offensive Readout
2 10 - - Yes Yes Spell Lists: Arcane Mechanik, Priest (Cyriss)
The target steamjack hit by this spell suffers the effects of Cost Range AoE Power Upkeep Offensive
an arm lock, head lock, weapon lock or leg lock as if 2 B2B - - Yes No
performed by a steamjack with a STR equal to the The caster's Mechanikal Engineering rolls are boosted
spellcaster’s WIL+2 (see IKRPG, pp. 312-313; a when examining, maintaining and repairing a mechanikal
steamjack with locked legs cannot move or change facing or mechanical item under the effect of this spell.
and has DEF 7, but can otherwise act normally).
The steamjack may attempt to break the lock as normal,
which causes the spell to expire. Unlike normal arm, head Seeming
or weapon locks, advancing, being placed, or being Spell Lists: Arcanist (IKRPG, p. 122,
Arcanist/Spies and Greylord
knocked down does not break the lock caused by this Arcanist variants only), Thamarite
spell, and the spellcaster can similarly advance, be placed, Advocate
or be knocked down without breaking the lock. Cost Range AoE Power Upkeep Offensive
3 6 - - Yes No
The target of this spell assumes a different appearance of
Lockdown the caster's choice, including a different voice and clothes.
Spell Lists:
Arcane Mechanik, Mechanist, Priest Colours can be altered drastically, but sizes can only
(Cyriss) change within 10% (this includes changes to clothes worn
Cost Range AoE Power Upkeep Offensive at the time of the casting). The spell provides a +3 bonus
2 8 - - Yes Yes
to rolls that attempt to persuade observers that the
All mechanikal devices carried by the target character assumed identity is genuine, and allows untrained use of
immediately deactivate and cannot be reactivated while the Disguise skill. Depending on how familiar the caster
this spell is being upkept. This spell has no effect on is with the impersonated individual, further bonuses may
mechanikal armour or steamjacks. be granted if the disguise is extremely exact (see the
Instead of being cast on a character, this spell can also be description of the Disguise skill in IKRPG, p. 178;
cast on a single mechanikal item, but it will only affect generally speaking such a bonus should never exceed the
that single item then, rather than anything a targeted caster's Detection skill, which represents his ability of
character carries. detailed observation, or his rating in skills like Streetwise,
Etiquette or an appropriate Lore skill if a generalised
impersonation is intended).
Protection from Short Out Spells and abilities that ignore Stealth will also penetrate
Spell Lists: Arcane Mechanik, Arcanist
Seeming. Seeming does not trigger the appearance of
Cost Range AoE Power Upkeep Offensive
1 6 - - Yes No runes during the casting or while it is upkept.
While the spell is upkept, any piece of mechanika the
target wears is unaffected by the Black Out or Short Out
spells (see IKRPG, p. 237 and p. 244), or equivalent Shortout Burst
Spell Lists: Arcane Mechanik, Priest (Cyriss)
abilities that shut down mechanika like a thrullg's
Cost Range AoE Power Upkeep Offensive
Blackout Pulse (see IKRPG, p. 347). 2 10 - * No Yes
Instead of being cast on a character, this spell may also be All mechanikal devices in the possession of the character
cast on an individual piece of mechanika, but in that case hit by this spell immediately deactivate (this effect does
it will only protect that individual piece of mechanika not apply to mechanikal armour and steamjacks).
rather than any mechanikal item a character carries. Deactivated mechanikal devices may be reactivated by
spending a quick action per device.
If any mechanikal devices in possession of the character
targeted by this spell were deactivated, the target
character then suffers an unboostable POW 10 electrical

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Morgan's Gearbook Appendices III – The Grimoire

damage roll, which receives +1 POW for each mechanikal


device deactivated by this spell. Otherwise, the target Wraith
character takes no damage. Spell Lists: Arcanist, Thamarite Advocate
Cost Range AoE Power Upkeep Offensive
3 6 - - Yes No

Smooth Action The target becomes incorporeal and gains all the benefits
Spell Lists: Arcane Mechanik, Priest (Cyriss) and weaknesses of an incorporeal creature (see IKCR, p.
Cost Range AoE Power Upkeep Offensive 219-220). If the target casts a spell or performs an attack,
2 6 - - No No Wraith immediately expires. Wraith cannot be recast on
The target steamjack, vector or clockwork vessel gains +2 the same target in the round in which it expires. If Wraith
to its SPD, AGL, MAT, RAT or DEF for one round. A should expire for whatever reason while the target is
character can only be affected by this spell once per within an obstacle, the target is expelled on the shortest
round. possible route and suffers damage equal to the armour of
the material+3d6 (see IKCR, p. 223), which is only
reduced by PHY, spells and abilities (including feat
Veil points), but not by worn armour or shields. Once the
Spell Lists:
Arcanist (IKRPG, p. 122 variant only), target has exited the material, it is also knocked down.
Mist Speaker, Thamarite Advocate The material suffers damage equal to the target's
Cost Range AoE Power Upkeep Offensive PHY+3d6, which is reduced by the material's ARM as
3 Self * - No No
normal.
The caster and all friendly characters within 3” when the
spell is cast gain Stealth and a +3 bonus to Sneak rolls for
one round.

War Ascension
Spell Lists: Arcane Mechanik, Warcaster
Cost Range AoE Power Upkeep Offensive
4 6 - - Yes No
This spell can only be cast on a steamjack equipped with a
cupernum- or ferrum-grade cortex. As long as the caster
upkeeps the spell, the steamjack gains +1 MAT, +1 RAT,
the Ambidextrous Skilled archetype benefit and the Two-
Weapon Fighting ability, and may be assigned up to three
points of focus or execute any number of drives.
This spell has no effect when cast on a steamjack with a
cortex of aurum grade or better.

211

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