Combat Alchemy

## Combat Alchemy

Combat alchemy covers the production, handling, and use of a
specific chemical based weapon or tool in a combat environment, Each one
requires training to perfect the production process and to use it most
effectively in combat

## Solar Vial

*A solar vial is a*
small glass sphere that when shattered unleashes a blinding explosion searing
the eyes of all affected

 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type
  **Save/Resist**
 Skill

The vial is thrown at a target location; anyone within 6
hexes of the location must make a Reflex save or be blinded for 1D4 rounds.

## Boom Tube

*A boom tube is a small*
metal cylinder than when thrown produces an earsplitting crack deafening your
targets

 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type
  **Save/Resist**
 Skill

The vial is thrown at a target location; anyone within 6
hexes of the location must make a Reflex save or be deafened for 1D4 rounds.

## Tear Fumes

*A small spinning*
ceramic sphere that jets caustic stinging fumes into the air

 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type
  **Save/Resist**
 Skill

The vial is thrown at a target location; anyone within 6
hexes of the location must make a Body save or be Sickened and have their
vision range reduced to 6 for 1D4 rounds.

## Traumatic Clotter

*A traumatic clotter is*
a small vial designed to be deployed as a spray or haze, when exposed to blood
the chemical reacts becoming intensely hot and acid for a few moments sealing
any bleeding wounds

 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type
  **Save/Resist**
 15+skill (optional)

A traumatic clotter removes all bleeding dice but deals 6
damage per dice removed.

## Smelling Salts

*Smelling salts are*
very aromatic and are deployed in a brief cloud of particles

 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type
  **Save/Resist**
 15+skill (optional)

Removes Stun, Confusion and sickened effects, Deals 2 sanity
damage per effect removed.

## Delerium Cloud

*A delirium cloud is*
made from powdered hallucinogenic mushrooms and is thrown at a targets feet
causing a puff of particles

 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type
  **Save/Resist**
 10+skill

The Pouch is thrown at a target location; anyone within 6
hexes of the location must make a Reflex save or be confused for 1D4 rounds.

## Pheonix Down

*A phoenix down is a*
glistening shining powder that dances in the air, it is kept in a small metal
sphere that bounces dispensing the powder.

 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type
  **Save/Resist**

The sphere is thrown at a target location, anyone within 2
hexes of the location who is at 0 hp or less is restored to 1HP and awakened,
if the target has more ranks in HP than you have in phoenix down they take 1D6
Constitution damage.

## Invigorating Vapours

*These vapours come*
from concentrated chemicals stord in small glass vials, when the target smell
them they experience a brief boost to ability and perception at the cost of
mental strain

 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type
  **Save/Resist**
 10+skill

The Vial is thrown at a target location, The target gains +2
to movement, threat range and critical multiplier for 2 rounds, When the effect
expires if their HP skill is higher than your Vapours skill they suffer 1D6
sanity damage, otherwise they suffer 1 sanity damage.

## Caltrops

*A caltrop is a small*
metal spike lattice designed to drive a metal spike into the foot of anyone
running through the affected hexes

 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type
  **Save/Resist**
  **Area**
 of Effect
 per 5 Ranks

This thrown cloth bag scatters caltrops over an area slowing
anyone who walks through it, Anyone passing through the affected spaces must
make a reflex save with DC equal to 10 + skill or have their movement speed
reduced by 4 until a surgery check with the same DC is made to remove the
caltrops.

Caltrops do not affect a target already in a space, they
must move into it.

## Purging Agent

*A purging agent is a*
frothing goo that invigorates and heals the body removing any constitution
damage but causing great physical damage.

 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type
  **Save/Resist**

The purging agent removes all constitution damage and deals
1D12+5 points of physical damage per point of constitution damage suffered.

## Thermite Bomb

*A Thermite bomb is an*
explosive burning bomb capable of damaging and weakening armour

 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type
  **Save/Resist**
 + Skill

A thermite bomb deals 1 DR damage per 4 ranks in Thermite
Bomb, It also deals 1 earth damage per rank in Thermite Bomb.

## Shrapnel Bomb

*A Shrapnel bomb is a*
small ceramic metal banded bomb designed to throw small metal shards as high
velocity

 Damage
  **Base**
 to Hit
  **Range**
  **Damage**
 Type
  **Save/Resist**
  **Area**
 of Effects
 per 4 ranks

A Shrapnel bomb when thrown deals 1D4 + 1 physical damage
per rank in Shrapnel Bomb. This effect hits every target (allied or otherwise)
in the area of effect.