Base Paste

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Base Paste

Alchemical Item

Ointment

Alchemical Name: Base Paste

Alchemy Level: 2

Type: Ointment

Duration: Long (Game Day)

Flag: None

Herbalism Required: No

Scarce: No

Production Quantity: 1

Description: Protects a shield from acid damage.

The best offense against a shield wall is acid damage. This is one of the ways to protect against that.

Description

This is a white paste with a slightly stinging odor, unpleasant but very useful in protecting shields from acid damage.

Effect

This prevents the next 4 points of 'Acid!' damage to hit the shield it is applied to.

Detailed Interactions

None

References

Ointments

Ointments are like ingested alchemicals, but are applied topically, generally to treat wounds. To use them role-play applying the ointment to the target. Otherwise, follow the alchemical for any other special rules.

The 'Acid!' Call

The 'Acid!' call sometimes inflicts damage. You'll know if it is dealing damage if a number is used. Always use the number '1!' if for some reason you are dealing '1 Acid!' damage, otherwise it will only inflict the Acid Residue condition and no damage.

Tag bags or arrows that call for 'Acid!' count as weapons and may always be blocked with a shield. However, when 'Acid!' damage hits a shield for a cumulative total of 4 damage it will break it, causing the Broken Equipment condition.

The 'Acid!' call can also be used to modify offensive effect calls. When this happens, the call is no longer counted as a spell (if it was) and it can now be blocked by shields. The attack now applies the Acid Residue condition in addition to whatever other conditions the other call applies. Any conditions applied by that call are now all removed when the Acid Residue condition is removed. Any defense which prevents 'Acid!' prevents the entire call.

Shields and Bucklers

Bucklers and shields are used to defend against incoming attacks completely blocking certain attacks.

Any effects that target a shield will also work on a buckler unless specifically stated otherwise.

A blocked attack does not count as a legal hit. Shields may not ever be used as weapons. Intentionally making physical contact with another player or their shield with your shield is not allowed.

A player may only carry one shield at a time, and you may not curl yourself up such that a shield completely prevents you from being attacked from one direction.

Spell calls (delivered by tag bag or arrows) may not be blocked by a shield. If a tag bag (or arrow) delivering a spell hits your shield it counts as hitting the arm holding the shield. Each call specifies if it can be blocked by a shield.

All melee attacks can always be blocked (bear in mind 'Acid!' damage will break the shield though).

'Acid!', 'Blight!', 'Disease!', 'Poison!', and untyped ('1!') tag bags and projectiles can always be blocked by shields. All other calls delivered by tag bag may not be blocked by a shield.

'Elven Steel!', 'Nature!', 'Primal!', and 'Silver!' calls (plus the ones listed above) may be blocked when they come from projectiles. Any other call from a projectile may not be blocked by a shield.

Mundane shields and bucklers may be brought into play at any time after they have been inspected by a member of player outreach & education for safety.

If a character has a shield or a buckler in one of their hands their might is capped at 2.

To create a shield with special abilities require crafting using the ornamenting skill.

Categories: Items | Alchemicals | Level 2 Alchemicals | Ointments | Acid Defenses | Prevention Shields


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