Pheromone Bait Pellet 477

From: Fragrantite

Ingredients: 1 unit of Raw Fragrantite, marrow from a Scent-Wraith, and honey.

Process: The Fragrantite is crushed and kneaded into the honey and marrow to create a sticky, pungent sphere.

Effect: When thrown, the pellet shatters and releases a “Thermal Olfaction” flare. This attracts all scent-sensitive creatures within a 100-yard radius to the impact point, allowing the party to escape or set an ambush in “Unsafe Areas.”

Tags: Lure, Tactical-Utility, Lure, Tactical-Utility, Tier-1, Area-Control, Scent-Wraith-Alchemy, Thermal-Flare, Ambush-Tool, High-Risk-Harvest, Pheromonal-Beacon

The Pheromone-Bait Pellet (Mixture 477) is a masterpiece of aggressive alchemy, designed specifically for those who navigate the most predator-dense sectors of Saṃsāra. Unlike standard lures that simply smell of food, Mixture 477 utilizes the biological essence of a Scent-Wraith to create a “Biological Beacon” that is irresistible to the primal brain. It is the primary tool for “Area Manipulation” in regions where combat is inevitable but direct confrontation is suicide.


Lore

  • Originally synthesized by the “Hounds of the Amber-Mist,” a specialized group of scouts who tracked migrating predators, Mixture 477 was a closely guarded military secret. They discovered that the marrow of a Scent-Wraith—a creature that literally lives and breathes olfactory data—could be “tricked” into a state of permanent excretion when combined with the stabilizing sugars of honey and the reactive resonance of Raw Fragrantite. It is often called the “Siren’s Scent” because of its hypnotic effect on territorial beasts.

Tier One Stats

  • Item Type: Tactical Lure (Thrown).
  • Radius of Effect: 100 Yards.
  • Duration of Flare: 10 Minutes (The “Thermal Olfaction” peak).
  • Effective Targets: All creatures with the Scent, Thermal Vision, or Pheromone-Sensitivity traits.
  • Weight: 0.2 Bulk (A single sticky sphere).
  • Rarity: Uncommon (Requires Scent-Wraith marrow, which involves a dangerous harvest).

Skills Acquired (If Used)

  • Olfactory Tactics: Frequent use of Mixture 477 allows an avatar to gain a +1 bonus to Tactics or Survival checks when setting ambushes in “Unsafe Areas.”
  • Wind-Reading: Through the necessity of not being caught in their own lure’s path, the user gains a temporary knack for determining wind direction, granting a +1 bonus to Navigation in open canyons.
  • Predatory Insight: By observing how different creatures react to the “Thermal Flare,” the user gains a permanent +1 bonus to Lore (Beasts) regarding local scent-hunters.

Preparation

  • Marrow Extraction: The marrow must be extracted from a freshly slain Scent-Wraith while the bone is still warm. It is a translucent, gelatinous substance that vibrates slightly.
  • Honey Filtration: The honey must be raw and unheated; high temperatures “kill” the pheromonal receptors in the marrow.
  • Fragrantite Crushing: The Raw Fragrantite must be ground into “Sharp Shards” rather than a fine powder. The jagged edges of the mineral help “cut” the marrow cells, releasing the pheromones upon impact.

Process

  • The Kneading: Combine the marrow and honey in a non-reactive bowl. The honey acts as a preservative and a sticky substrate.
  • The Integration: Fold the jagged Raw Fragrantite into the mixture. The kneader must wear gloves, as the pheromones can penetrate the skin, making the crafter the lure for 24 hours if they are not careful.
  • The Spherical Bind: Form the mixture into a sphere roughly the size of a plum. As it is kneaded, the Fragrantite begins to pulse with a dull, low-frequency heat—the “Thermal” component of the bait.
  • Curing: Let the pellet sit in a cool, dark place for one hour to “Set.” The exterior will become slightly tacky, while the core remains a volatile liquid.

 

Additional Information

  • Thermal Olfaction Flare: When the pellet shatters, it doesn’t just smell; it creates a localized “Heat-Ghost” in the infrared spectrum. This makes it effective even against creatures that are deaf or blind but sensitive to heat signatures.
  • The Buyer Beware: In the “Sellers’ Market,” unscrupulous peddlers often substitute common wolf marrow for Scent-Wraith marrow. A genuine Mixture 477 pellet will always cause a slight “Pressure” in the sinuses of anyone standing within three feet of it.
  • Environmental Danger: Do not use in high-wind conditions unless you are downwind of your target. If the pheromones blow back onto the party, the “Thermal Flare” will effectively mark the avatars as the primary targets for every predator in the 100-yard radius.
  • Storage: Must be kept in a sealed, airtight ceramic jar. If the seal is broken, the pellet will “Bleed” its scent into the user’s pack, attracting unwanted attention during travel.

The acquisition of Pheromone-Bait Pellets (Mixture 477) is a high-stakes endeavor, as the ingredients involve components of creatures that most citizens of Saṃsāra spend their lives avoiding. Because the “Thermal Olfaction” flare is so potent, the trade of these items is often regulated or pushed into specialized markets.

Hunter-Guild Requisition Halls

These are the most reliable sources for genuine Mixture 477. These halls serve professional trackers, “Saffron Seekers,” and canyon-guides who require reliable area-control tools.

  • How it is Bought: The seeker must often present a “Hunter’s Mark” or a guild-tier license. The pellets are sold in individual, airtight ceramic jars to prevent “Scent-Bleed” within the hall. The merchant will often give a brief lecture on wind-reading to ensure the buyer does not accidentally lure a pack onto themselves.
  • How it is Sold: The guild is the primary buyer of raw Scent-Wraith marrow. They offer high bounties for “Warm-Bone” marrow brought in by independent avatars, though they deduct value if the marrow has begun to “set” or lose its vibration.
  • Cost: 60 to 75 Silver per pellet.

“Black-Jar” Under-Markets

Located in the “Unsafe Areas” or the deeper levels of the Under-City, these stalls deal in reclaimed or “Illegal” tactical alchemy.

  • How it is Bought: The pellets are often sold “Loose” or in substandard wrappings. It is a “Buyer Beware” environment; if the pellet does not feel slightly warm to the touch through its jar, the “Thermal Flare” component has likely expired. The buyer should check for a violet shimmer in the honey—if it is dull brown, it is likely a common wolf-marrow imitation.
  • How it is Sold: Scavengers who find these pellets in the ruins of failed expeditions often sell them here. The merchants pay in “no-questions-asked” coin, usually at a 40% markdown from guild prices.
  • Cost: 35 to 50 Silver.

Frontier Outposts & Border-Forts

These small, fortified shops at the edge of the Amber-Mist cater to those about to enter high-predator territory.

  • How it is Bought: The pellets are sold as “Survival Insurance.” Because the “Cost of Access” is high in these remote areas, the price is often inflated. They are frequently sold as part of an “Ambush Kit” alongside caltrops and basic snares.
  • How it is Sold: These outposts rarely buy Mixture 477, as they have limited storage for “Hot” alchemicals that might attract beasts to their own walls. They will, however, trade them for “High-Resonance” Fragrantite pebbles.
  • Cost: 90 to 110 Silver.

Specialized Beast-Tamer Ateliers

Found in the “High-Spires,” these shops focus on the training and manipulation of scent-sensitive creatures.

  • How it is Bought: The bait here is of the highest quality, often infused with specific honey-strains to attract particular breeds of beasts (e.g., “Sky-Drakes” or “Canyon-Crawlers”). The packaging is exquisite and perfectly sealed.
  • How it is Sold: These shops do not buy pellets; they only buy “Fresh-Harvest” marrow and “Refined” Fragrantite shards to maintain their own proprietary mixtures.
  • Cost: 120+ Silver for “Target-Specific” variants.

The Siren’s Flare: Strategic Application of the Pheromone-Bait

Pheromone-Bait Pellet (Mixture 477) is a tool of environmental manipulation. In the world of Saṃsāra, where predators are often apex entities, this mixture allows an avatar to turn the local ecosystem against their enemies. Roleplaying its use requires a keen awareness of the wind, the terrain, and the specific “Thermal Hunger” of the local wildlife.


Offensive Roleplay: The Orchestrated Ambush

Offensively, the pellet acts as a “Summoning Bell” for chaos, allowing the user to break a stalemate or crush a fortified position without ever drawing a blade.

  • The Third-Party Strike: When facing a superior force of humanoids in an “Unsafe Area,” the user roleplays the “Long Toss.” The player describes aiming the pellet at the center of the enemy camp or the narrow mouth of their defensive cave. Upon impact, the “Thermal Olfaction” flare ignites. The roleplay focuses on the user watching from a high, downwind ridge as the local fauna—starving and driven by the pheromonal lie—descends upon the confused enemies.
  • Flushing the Burrow: Against enemies hiding in thick brush or subterranean crevices, the user roleplays “The Smoking Out.” By throwing the pellet into the entrance, they create an irresistible lure. The user roleplays the “Gatekeeper,” waiting for the panicked targets to flee their cover to escape the incoming predators, picking them off as they emerge.
  • The “Marked” Target: In a high-risk maneuver, a duelist might attempt to “Shatter” a pellet against an opponent’s heavy armor or shield. The player describes the sticky, pungent marrow adhering to the foe. The roleplay then shifts to a “Timed Survival,” where the user maintains a defensive stance while the opponent realizes they have become the “Beacon” for every scent-sensitive beast in the sector.

Defensive Roleplay: The Desperate Diversion

Defensively, the pellet is a “Sacrificial Lamb,” providing the few minutes of distraction necessary to save a party from total extinction.

  • The Pursuit Break: When the party is being chased by a pack of “Canyon-Crawlers,” the user roleplays the “Snap-Decision.” They describe shattering the pellet against a cliff face in the opposite direction of their flight. The player roleplays the “Moment of Tension” as the predators reach the crossroads, their nostrils twitching, before they succumb to the “Thermal Scent” and abandon the chase for the non-existent prey at the impact site.
  • Creating a “Safe-Buffer”: Before making camp in a dangerous zone, the user roleplays “Setting the Perimeter.” They describe throwing a pellet 100 yards away into a deep ravine. The roleplay focuses on the party resting in “Neutral Composure” while the sound of fighting beasts echoes from the ravine, knowing that any prowling predators are occupied by the “Fake Feast” far from their bedrolls.
  • The Invisible Wall: In narrow canyons, the user can roleplay “Clogging the Path.” By shattering a pellet in a choke point behind the retreating party, they create a chaotic “Brawl Zone.” The player describes the incoming predators clogging the pass as they fight each other over the scent, effectively creating a living wall that the party’s pursuers cannot pass.

Environmental Variations

  • In Subterranean Vaults: The roleplay centers on the “Echoing Aroma.” In the stagnant air of a vault, the scent doesn’t drift; it “Pools.” The user describes the violet haze filling a chamber, turning it into a “Death Trap” for any creature entering from the tunnels.
  • Within “Heavy-Mist” Canyons: The roleplay focuses on the “Thermal Ghost.” Since visual sight is low, the infrared heat of the pellet is the primary draw. The player describes the eerie sight of predators emerging from the mist like silhouettes, drawn to the glowing heat of the shattered Fragrantite.
  • High-Altitude Ridges: The roleplay focuses on the “Wind-Vane.” The user must roleplay the “Patience of the Scout,” waiting for a gust of wind to carry the pheromones down into the valley. They describe the scent traveling for miles, pulling “Sky-Drakes” from their perches to investigate the sudden “Thermal Flare.”

Perception of Activation:

User’s Perspective

  • Sight: Upon impact, the user sees the pellet shatter into a jagged spray of honey-coated shards. Immediately, a “Thermal Bloom” erupts—a shimmering, heat-distorted pocket of air that glows with an intense, infrared violet light visible only to those with specialized sight or through the haze of the Fragrantite dust.
  • Sound: The activation is marked by a sharp, crystalline crack followed by a low, persistent hissing sound. This is not the sound of fire, but the sound of the marrow’s pheromones reacting to the atmosphere, sounding like a hundred tiny insects vibrating their wings at once.
  • Smell: The user is hit by a sensory wall of “Aggressive Sweetness.” It is the smell of burnt honey mixed with the musk of a predator’s den and a sharp, metallic ozone. It is so potent it causes a physical “prickle” in the back of the throat.
  • Touch: If the user is within ten feet, they feel a sudden, localized wave of “Ghost-Heat.” It feels like standing near a forge that has no visible flame. The air becomes thick and tacky, as if the moisture itself has been replaced by the pheromonal vapor.
  • Taste: A copper-like bitterness coats the tongue, accompanied by the cloying, thick taste of concentrated nectar. It makes the user want to salivate and gag simultaneously.
  • Extra-Sensory (Vibrational Dread): The user feels a “Predatory Frequency.” It is a psychic vibration that signals to the lizard-brain that a “Greater Eater” is present, causing the hair on the back of the neck to stand up even if no beast is visible.
  • Extra-Sensory (Olfactory Mapping): For a fleeting second, the user can “see” the air currents as ribbons of scent, allowing them to track exactly where the lure is drifting and how far the “Siren’s Scent” has traveled.

Observer’s Perspective

  • Sight: Observers see the pellet hit and seemingly “ignite” without flame. A localized mirage forms over the impact site, making the background appear to warp and wobble. A thin, violet-tinged vapor begins to crawl along the ground, hugging the terrain like a living thing.
  • Sound: They hear a sudden silence from the local wildlife (birds, insects), followed by the distant, rhythmic thumping of heavy paws or the clicking of chitinous limbs moving toward the impact site.
  • Smell: From a distance, the observer smells an irresistible “False Feast.” It smells like the perfect prey—vulnerable, fat, and sweet—which triggers a primal hunger even in civilized humanoids.
  • Touch: A slight drop in the surrounding ambient temperature is felt as the pellet “sucks” the heat into its own thermal flare, creating a cold-snap in a 5-foot radius around the impact point.
  • Extra-Sensory (The Lure-Pulse): Observers experience a “Compulsion-Tug.” They feel a strange, irrational desire to walk toward the impact site to “investigate,” requiring a moment of mental discipline to resist.

Positives

  • Absolute Diversion: In “Unsafe Areas,” this is a 100% effective way to move a scent-hunter away from the party’s path.
  • Ambush Catalyst: It forces hidden or burrowed predators into the open, allowing the party to attack from a distance while the creature is distracted by the lure.
  • Infrared Obscurement: The “Thermal Flare” can blind creatures that rely on heat-vision, acting as a “Heat-Smoke-Grenade.”
  • No-Mana Requirement: Because it is a chemical-kinetic reaction, it works in “Anti-Magic Zones” or “Dead-Mana Craters.”

Negatives

  • Unpredictable Arrivals: You do not choose which predator arrives. Using this might lure a creature far more dangerous than the one you were trying to avoid.
  • Scent-Contamination: If a single drop of the marrow touches the user’s gear, the user becomes the bait. This requires a “Full-Rest” and specialized cleaning to remove.
  • Timed Window: After 10 minutes, the “Thermal Flare” dies. If the party has not escaped the 100-yard radius by then, the lured predators will begin searching for the source of the smell—the party.
  • Biological Aggression: The pheromones can drive beasts into a “Berserk” state, making them more dangerous and less likely to flee once the lure is gone.

The Siren’s Beacon: Mixture 477 Synthesis

Materials Needed

  • 1 Unit of Raw Fragrantite: This mineral must be in its “unsettled” state, jagged and reactive. It provides the thermal engine that drives the pheromones into the air.
  • Marrow of a Scent-Wraith: Harvested from the long bones of a fresh kill. It must still possess its “Vibrational Pulse”—if the marrow is cold and static, the lure will fail to create a thermal flare.
  • Raw, Wild Honey: Acts as a stabilizing sugar and a sticky substrate. It must not be heat-processed, as the enzymes are required to keep the marrow “biologically active.”
  • Lead-Lined Leather Strips: Used for handling the pellet during the kneading process to prevent the pheromones from absorbing into the crafter’s skin.

Tools Required

  • Stone Grinding Slab: A rough-textured stone is preferred over smooth ceramic to ensure the Fragrantite is broken into jagged, “angry” shards rather than fine dust.
  • Airtight Ceramic Jar: For the final curing and storage. The seal must be perfect; a “Scent-Leak” in a safe area can draw predators into a city’s walls.
  • Bone-Saw and Marrow-Spoon: Specialized tools for the precise extraction of the Scent-Wraith’s core without contaminating the substance with blood or fur.
  • Thermal-Shielded Gloves: To protect the crafter from the “Ghost-Heat” generated during the kneading phase.

Skill Requirements

  • Tier 1 Tactical Alchemy: Understanding the volatile relationship between mineral resonance and biological marrow.
  • Precise Marrow-Harvesting: The ability to extract the core essence without “Scaring” the marrow, which causes it to turn bitter and ineffective.
  • Pheromonal Containment: Knowledge of how to work with high-potency scents without becoming a “Walking Lure.”
  • Wind-Logic: Fundamental survival skill to test the integrity of the airtight seal by observing the behavior of small insects near the jar.

Crafting Steps

  • Step 1: The Mineral Fracture Place the Raw Fragrantite on the grinding slab. Using a heavy stone, strike it with “Measured Aggression” to shatter it into jagged, pea-sized shards. Do not grind it. The jagged edges are necessary to physically “cut” into the marrow during the kneading.
  • Step 2: The Warm Extraction Crack the Scent-Wraith bone and use the marrow-spoon to scoop the translucent, vibrating jelly into a non-reactive bowl. This must be done quickly; if the marrow stops vibrating before it hits the honey, the batch is ruined.
  • Step 3: The Sugared Bind Immediately pour the raw honey over the marrow. The honey “Snoozes” the marrow, slowing its vibration and preventing the pheromones from evaporating prematurely. Use a wooden spatula to fold them together until the mixture is a uniform, pale amber.
  • Step 4: The Jagged Kneading Wearing thermal-shielded gloves, fold the Fragrantite shards into the honey-marrow paste. Use your hands to knead the mixture vigorously. As the shards cut the marrow, you will feel the mixture begin to emit a “Ghost-Heat.” This is the thermal engine starting.
  • Step 5: Spherical Shaping Roll the mixture into a sphere roughly the size of a plum. Ensure the Fragrantite shards are distributed evenly throughout the core. The exterior should be tacky and dark violet in color.
  • Step 6: The Dark Cure Place the pellet into the Airtight Ceramic Jar and seal it immediately. Store the jar in a cool, dark place for exactly one hour. During this time, the “Thermal Olfaction” flare stabilizes, building pressure within the jar that will cause the pellet to shatter violently upon impact when thrown.

False-Feast-Ball and Hunger of Many-Noses

In the time of the “First-Fog,” when the stones were still “Learning-to-be-Hard” and the sky was a “Low-Ceiling,” there was a “Man-of-the-Trap” named Kaelo. He was a “Walker-of-the-Unsafe-Path,” and his life was a “Game-of-Hiding” because the “Scent-Wraiths” were the “Kings-of-the-Sniff.” Kaelo was tired of being the “Meat-in-the-Middle,” so he went to the “Old-Burner-of-Bones” and say, “Give me a ‘Lie-of-Scent’ that can pull the ‘Nose-Beasts’ away from my ‘Back-Heels’.”

The Old-Burner, he did not apologize for the “Red-Cost.” He took the “Raw Fragrantite,” the stone that “Bites-the-Air-with-Heat,” and he ground it into “Angry-Teeth.” He took the marrow from the “Middle-of-the-Leg” of a Scent-Wraith—a thing that was still “Shaking-with-Life”—and he drowned it in the “Sweet-Gold-of-Bees.” He say, “Knead this with the ‘Hand-of-Lead.’ If the juice touches your skin, you will be the ‘Dinner-Bell’ for a thousand ‘Gnashers’.”

For many suns, the Old-Burner “Massaged-the-Sludge.” The honey became a “Sticky-Skin” and the marrow became a “Vapor-Ghost.” When the ball was “Purple-like-a-Bruise,” he gave it to Kaelo and say, “When the ‘Predator-Circle’ grows small, throw this ‘False-Feast’ at the ‘Far-Rock.’ It will bloom with a ‘Heat-Stink’ so big that the beasts will think a ‘Grand-Cow’ has died in a ‘Fire-Pit’.”

Kaelo go into the “Canyon-of-No-Return.” Soon, the “Canyon-Crawlers” come. They were “Nose-Heavy” and “Hunger-Mad.” Kaelo was “Cornered-like-a-Rat.” He take the “Mixture 477” and he throw it with “Great-Fear” at the cliff across the “Gap-of-Wind.”

The ball, it “Shattered-with-a-Scream.” At once, the “Thermal-Olfaction” flared up. To the beasts, it was not a stone—it was a “Glowing-Sun-of-Meat.” The “Crawlers,” they “Broke-the-Chase.” They ran to the “Far-Rock,” fighting each other with “Teeth-of-Envy” to eat the “Violet-Vapor.” Kaelo, he walk away with “Neutral-Composure,” for he was now “Invisible-to-the-Nose.”

The story tell that Kaelo lived to be a “Grey-Head” because he always carried the “Siren’s-Scent.” But the “Ancient-Fragment” warns: do not keep the ball in a “Leaky-Jar.” One man, he forgot to “Seal-the-Lid,” and the “Pheromone-Bleed” soaked his “Sleeping-Rug.” In the night, the “Many-Noses” came to his bed, not for the ball, but for him.

Moral of the Story: It is better to be the one who throws the bait than the one who smells like the prize.

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

In this system, the pellet is a dangerous hyper-chemical or “Mi-Go Bio-Tech” item used to divert extra-dimensional horrors or predatory beasts of the Cthulhu Mythos.

Item: Pheromone-Bait Pellet (Mixture 477)

  • Classification: Chemical Lure (Thrown)
  • Range: Throw (DEX/2) yards.

Game Mechanics:

  • The Siren’s Scent: Upon impact, any creature within 100 yards with a Scent rating or Infravision must pass a Hard POW or CON check (depending on the entity’s nature) to avoid being drawn to the impact site.
  • Thermal Obscurement: Creatures relying on heat-tracking suffer one Penalty Die to all Fighting or Track rolls made against targets other than the pellet for 10 minutes.
  • Sanity Cost: Seeing the unnatural, violet “Ghost-Heat” and smelling the aggressive marrow-scent requires a SAN check (0/1D2).
  • Accidental Exposure: If the user fails a Luck roll when throwing, a small amount of marrow stains their sleeve. They become the “Lure” for 24 hours or until the clothing is destroyed or chemically scrubbed.

Blades in the Dark

In the death-lands or the dark alleys of Doskvol, this is a Fine Alchemical used by Leechs and Hounds to distract death-hounds or spirit-sensitive horrors.

Item: Pheromone-Bait Pellet (Mixture 477)

  • Load: 1 (A single jarred pellet)
  • Tier: III (Potency)

Game Mechanics:

  • Area Manipulation: Use a Survey or Hunt action to throw the pellet into a specific zone. On a success, all scent-sensitive or “Lifeless” predators (ghosts attracted to heat/vitality) are drawn to that position.
  • Effect: The pellet provides Potency for any Prowl or Infiltrate actions taken to move away from the impact site.
  • Complication: On a 1-3 result, the scent is so strong it lingers on the party’s trail. The Heat for the score increases by +2 as the Bluecoats or rival gangs track the “Stink” back to your lair.

Dungeons & Dragons (5th Edition)

In high-fantasy settings, this is an Uncommon Alchemical Consumable used for battlefield control and wilderness survival.

Pheromone-Bait Pellet (Mixture 477) Wondrous Item (Consumable), Uncommon

Item Properties:

  • Shatter-Flare: As an action, you can throw this pellet at a point up to 60 feet away. It shatters on impact, releasing a violet, jasmine-and-marrow-scented mist in a 20-foot radius.
  • Compelled Attraction: Any beast or monstrosity with the Keen Smell trait within 300 feet of the impact point must make a DC 14 Wisdom saving throw. On a failure, the creature is Charmed by the pellet for 1 minute. While Charmed, it must use its movement to get as close to the impact point as possible.
  • Thermal Blindness: For 10 minutes, the area within 20 feet of the impact point is considered Heavily Obscured for creatures with Blindsight or Tremorsense that rely on thermal or chemical signatures.

Knave (2nd Edition)

In this OSR system, the pellet is a “Tactical Chaos” item used to solve encounters without direct combat.

Pheromone-Bait Pellet (Mixture 477)

  • Slots: 1 (Jarred)
  • Quality: N/A (Consumable)

Game Mechanics:

  • Effect: When thrown, all monsters within 100 yards that have a “Smell” or “Heat-Sensing” tag must make a WIS Save or move to the pellet’s location. They will ignore the party unless attacked.
  • Duration: The lure lasts for 10 minutes (2 dungeon turns).
  • The Ambush: The party gains a +4 bonus to any attack rolls made against creatures currently distracted by the pellet.
  • Danger: If a character rolls a Critical Failure while carrying the pellet, the jar breaks in their pack. They become the “Feast” and will be pursued by every monster in the dungeon until they can wash in holy water or oil.

Fate (Fate Core / Condensed)

In Fate, the pellet is an Alchemical Extra used to create powerful environmental obstacles or to manipulate the movements of NPC threats.

Item: Pheromone-Bait Pellet (Mixture 477)

  • Aspect: Irresistible Thermal Pheromone Flare

Game Mechanics:

  • Area Manipulation: When you throw the pellet into a zone, you automatically create the Irresistible Thermal Pheromone Flare Aspect on that zone with two free invokes.
  • Compelled Attraction: Scent-sensitive NPCs in adjacent zones must overcome a Great (+4) Opposition with Will or Physique to move anywhere other than the affected zone.
  • Thermal Obscurity: The flare can be invoked to provide a +2 bonus to Stealth or Defend actions for anyone moving away from the “Scent-Zone,” as predators are too distracted to notice subtle movements.
  • Uses: 1 per pellet.

Numenera & Cypher System

In the Ninth World, this is a Level 1d6+2 Manifest Cypher used to bypass dangerous herds or lure “Abhuman” predators into traps.

Item: Pheromone-Bait Pellet (Mixture 477)

  • Level: 1d6 + 2
  • Form: A tacky, honey-smeared sphere in a lead-lined ceramic jar.

Game Mechanics:

  • Effect: When thrown (long range), the pellet shatters. For 10 minutes, any creature within a 100-yard radius that tracks by scent or heat has all tasks related to attacking or following anything other than the pellet hindered by three steps.
  • Primal Draw: Creatures of a level lower than the Cypher Level are automatically drawn to the impact site and will remain there for the duration unless physically attacked.
  • Thermal Blindness: The impact zone acts as a Level 5 visual obscuration for any creature using “Infrared” or “Thermal” senses.
  • Danger: If the user fails a Speed defense roll while carrying the pellet, the jar may crack, making the user hindered in all Stealth tasks until they clean their gear.

Pathfinder (2nd Edition)

In Pathfinder, this is a Level 2 Alchemical Consumable used for tactical battlefield control and wilderness survival.

Pheromone-Bait Pellet (Mixture 477) — Item 2 Uncommon, Alchemical, Consumable, Olfactory, Visual

  • Price: 6 Gold Pieces
  • Usage: Held in 1 hand; Bulk: L

Game Mechanics:

  • Activate [One-Action] (Interact, Throw): Range 20 feet. Effect: The pellet shatters, releasing a violet, thermal-scented mist in a 20-foot burst.
  • Compelled Movement: Any Beast or Monstrosity with Scent or Tremorsense within 300 feet must attempt a DC 18 Will save.
    • Success: The creature is unaffected but smells a “Distressing Sweetness.”
    • Failure: The creature is Attracted to the impact point. It must spend at least one action on its turn moving toward the burst and is Distracted (taking a -2 status penalty to Perception and AC) regarding any target other than the pellet.
  • Duration: The mist and pheromones linger for 1 minute (10 rounds).

Savage Worlds (Adventure Edition – SWADE)

In Savage Worlds, the pellet is a Tactical Gear item that utilizes the “Distracted” and “Vulnerable” conditions to manage enemy mobs.

Item: Pheromone-Bait Pellet (Mixture 477)

  • Rank: Novice
  • Attributes: Athletics (Throwing)

Game Mechanics:

  • The Flare: As an action, a character may throw the pellet (Range 3/6/12). Upon impact, it creates a Medium Blast Template.
  • Sensory Overload: Any animal or creature with the Scent or Infravision ability within 100 yards must make a Spirit roll (-2). On a failure, they are Distracted and must move toward the template at their full Pace.
  • Thermal Blur: Anyone inside or on the opposite side of the template has Concealment (-2) against thermal-based attacks.
  • Accidental Contamination: A Critical Failure on the Athletics roll means the pellet shatters at the user’s feet. The user gains the Vulnerable condition against all beasts for the remainder of the encounter.

Shadowrun (6th World Edition)

In the sprawl, this is an “Awakened Biogenic Lure” often used by critter hunters or shadowrunners to divert hellhounds and other paracritters from high-security perimeters.

Item: Pheromone-Bait Pellet (Mixture 477)

  • Type: Gear (Alchemical Lure)
  • Availability: 4 (R)
  • Cost: 650¥

Game Mechanics:

  • Thermal Olfaction Flare: When thrown (Athletics + Agility), the pellet shatters and creates a “Scent-Cloud” with a radius of 100 meters.
  • The Primal Draw: Any paracritter or animal with the Scent or Thermographic Vision power must make a Composure (3) Test. If they fail, they are compelled to investigate the impact site and remain in that zone for 10 minutes (33 Combat Rounds).
  • Infrared Noise: The “Thermal Flare” acts as a Level 4 Noise source for any infrared sensors or thermographic optics attempting to look through the 100-meter radius.
  • Biogenic Residue: If the pellet breaks on a person, they suffer a -4 Dice Pool Penalty to all Stealth tests against critters for 24 hours.

Starfinder (2nd Edition / Playtest)

In the Pact Worlds, this is a “Tactical Bio-Chemical” used by Xenowardens and planetary scouts to manage aggressive alien megafauna during exploration.

Pheromone-Bait Pellet (Mixture 477) — Item 2 Alchemical, Consumable, Olfactory, Visual

  • Price: 225 Credits
  • Bulk: L

Game Mechanics:

  • Activate [One-Action] (Throw): Range 30 feet. The pellet creates a 20-foot-radius cloud of violet pheromonal vapor at the impact point.
  • Compelled Attraction: Any creature with the Scent or Life Sense ability within 300 feet must attempt a DC 18 Will save. On a failure, the creature becomes Obsessed with the impact point for 1 minute. It must spend its actions moving toward the point and cannot take reactions.
  • Thermal Blindness: Creatures using Infravision or Heat-Sensing to look into or through the cloud treat the area as Heavily Obscured.
  • Duration: 10 minutes (Out of combat) or 1 minute (In combat).

Traveller (Mongoose 2nd Edition)

In the Far Future, this is a “TL-13 Pheromonal Beacon” used for “Biotic Diversion” on frontier worlds or to clear landing zones of hostile indigenous life.

Item: Pheromone-Bait Pellet (Mixture 477)

  • TL: 13
  • Cost: Cr 500

Game Mechanics:

  • Deployment: Thrown as a DEX (Athletics) check.
  • The Siren’s Scent: All animals within 100 meters with a Scent trait or Infrared vision must pass a Difficult (10+) END check. On a failure, they are drawn to the pellet and will ignore any non-threatening targets until they reach the impact site.
  • Thermal Flare: The pellet creates a “Heat-Ghost” that adds a -2 DM to any sensors or weapons utilizing thermal tracking within the area of effect.
  • Contamination: If the user rolls a 2 on their Athletics check (Effect -6 or worse), the pellet leaks. The user is “Marked” and will be the primary target of all local predators for 1D6 hours.

Warhammer (Fantasy Roleplay 4th Edition)

In the Old World, this is an “Apothecary’s Draught (Solid)” used by rat-catchers and woodsmen to lure dangerous beasts like Manticore or Chimeras into traps.

Item: Pheromone-Bait Pellet (Mixture 477)

  • Price: 18 Shillings
  • Encumbrance: 0

Game Mechanics:

  • The Call of the Wild: When thrown, the pellet shatters and releases a pungent aroma. Any creature with the Acute Sense (Smell) or Night Vision (if based on heat) within 100 yards must pass a Challenging (+0) Cool Test.
  • Effect: On a failure, the creature gains the Distracted condition and must move toward the pellet’s location using its full Movement. It will remain there for 10 + 1D10 minutes unless attacked.
  • Violet Fog: The area within 5 yards of the impact provides 1 Blinded Condition to any creature that relies solely on heat-tracking or pheromones to see.
  • The Stink of Death: If the user is splashed with the marrow, they suffer a -20 penalty to all Stealth tests for the remainder of the day.