Merkin Mutagen

A useful compound, though like any mutagenic compound, not a joy to consume. Cold, slimy, just in general unpleasant. But it allows one to truly explore bodies of water within some limit, but much more freely than any but a Sapphire Magister or a favored Priest of Captain Black Jeremiah would be able to do.

Mechanics & Inner Workings

CN: 17, Tier II; 22, Tier III; 27

Toxicity: Ingesting this concoction will deal 1d10 poison damage, or half that if the drinker can manage to succeed a Toughness Defense Test. If you are foolish enough to be trying to use more than one Mutagenic Compound at once, this damage increases by 3d10 for each mutagenic compound you've injested previously that is still acting upon you, and you would be afflicted with Toxic (3) Condition.

Duration: 4 hours

Basic Effects: You sprout gills and gain the ability to breathe underwater. You gain a swim speed equal to your movement speed. You gain Blindsight of 20 feet.

Rank II Effects: Your swim speed equals 1.5 times your movement speed. You have Resistance to Cold Damage, and you have Blindsight of 40 feet.

Rank III Effects: Your swim speed equals 2 times your movement speed. You are immune to Cold damage and the Slow Condition and you have Blindsight of 60 feet.
Raw materials & Components

Recipe



  • 2 ounces of Morian Overproof Rum


  • 2 ounces of Mer-kin Ichor (Rare)


  • 2 ounces of Powdered Sapphire (Rare)

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