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Alchemy

Alchemists

An Alchemist is anyone who knows how to produce an alchemical preparation. You will have a number of “potions slots” which you can use to produce potions you know between adventures. A Class C or D potion takes 1 potion slot to mix, while a class A or B potion takes 2 potion slots to mix.

As an alchemist, you are somewhat used to your own potions and they do not count towards your daily limit.

In addition to these potion slots, you can mix 1 potion of the appropriate level for each potion you know how to make (i.e., if you know how to mix 3 class D potions, then you can mix 3 class D potions between adventures in addition to those produced from your “potion slots”).

The Potions

Class D

  • Rage: Gain +1 damage on your next two blows. (This does not stack with other sources of +1 damage except strengthen).
  • Burst of Might: Call a ZERO STRIKEDOWN on your next blow
  • Stoneskin: gain 2 points of temporary natural armour.
  • Plug the flow of life: This halts a dying character’s death count. Can be applied as an alchemical paste. This is bought either as a set of 3 HEAL ZERO potions or a single HEAL ONE potion. Only an alchemist who knows how to prepare the potion can dilute a HEAL ONE potion into a set of 3 HEAL ZERO potions.
  • Sleep of death: The drinker falls into a deep sleep indistinguishable from death. They will awaken in 4 hours and not prior.
  • Nightsight: After about 30 seconds, the drinker’s sight grows sharper, with a coloured border seeming to surround the edges of things. For the next five minutes, the drinker can see well enough to operate if their vision is obscured by darkness, snowstorms, smoke or a myriad of other obstructions. This prevents the BLIND call from affecting them.
  • Sticky Sap: Applied to a weapon, allows you to call a DISARM. If drunk, tremendously uncomfortable for several days, but not actually dangerous unless drunk in quantities sufficient to block internal organs.
  • Paranoia’s Embrace: The drinker will be beset by shadows which move from the corners of their eyes. (Alchemical Paste allows you to call POISON, with the victim developing the same effects soon after).
  • Leeching Touch: Next time you strike a foe, you regain hit points equal to the damage you dealt.

Class C

  • Resist Fatigue: 30 seconds of STRENGTHEN
  • Armour Oil: RENEW 12 on a suit of armour it has been applied to.
  • Potion of Might: 1 use of DOUBLE STRIKEDOWN during the encounter.
  • Restoration of the Flesh: HEAL 4 for the consumer. (If combined with the Alchemical Paste skill, this allows you to call HEAL 4 with your next blow)
  • Death Ward: Once used, the drinker will be protected from death for the rest of the encounter. If reduced to zero hit points, they will fall unconscious but will not start bleeding out. If on zero hit points at the end of the encounter they will heal up to one as per normal.
  • The Veil: Drinker has powerful visions, that often feature portentious imagery.
  • Smoke bomb: When thrown at the ground, allows you to call MASS BLIND 5. This affects you as well as everyone else.
  • Grenado: a small, thrown bomb that explodes, damaging those nearby and blasting them from their feet. Use a throwing weapon to represent this, and call BLAST SINGLE if you hit (or you may take a blast single yourself and call the effects as normal if you detonate it at your feet). Alchemical paste - applied to a weapon, allows that weapon to call BLAST SINGLE. Note, if you miss when throwing the Grenado phys rep, then the Grenado is not used up.
  • Deathcap: The drinker will become seriously ill for a short period after drinking this concoction (lose all dodges and become weakened), but will usually recover very quickly. The spores used in this preparation are quite irritant, and if prepared as an alchemical paste and applied to a weapon will form a cloud of spores which induce fear and panic in anyone breathing them in (if applied as an alchemical pastye you gain FEAR on your next strike).
  • Withering: The drinker will become slowly weaker, with a moderate chance of death. A strong and healthy individual will probably recover eventually, although their chances are improved by the ministrations of an Alchemist or Surgeon. (Alchemical Paste allows you to call POISON, with the victim developing the same effects soon after).
  • Dumb Drunk: The drinker becomes more gullible and credulous, they are much more likely to believe what they are told. (Alchemical Paste allows you to call POISON, with the victim developing the same effects soon after).
  • Steel Rot: When applied to a small item (an item which could be held in the palm of a hand) the item will dissolve completely. (Alchemical Paste allows you to call one SHATTER)

Class B

  • Soul Strength: Strengthen for 1 encounter.
  • Restructuring of the Flesh: - HEAL FULL for the consumer.
  • Monstrous Aura: 1 use of MASS FEAR during encounter.
  • Time Skip: 5 seconds in which you can DODGE everything.
  • Hideous Mauling: You may call QUAD REND on a single attack.
  • Iron Shoes: You may call IMMUNE to strikedown for an encounter.
  • Swamp Breath: The drinker loses sensation in their limbs, losing motor control shortly after. If not treated the drinker will start to have difficulty breathing, and will die shortly after. Diagnosis in the final stages is easy due to the signature swamp smell on the patient’s breath, but at this stage the condition is all but impossible to treat. (Alchemical Paste allows you to call POISON, with the victim developing the same effects soon after).
  • Mesmeretic Visage When drunk this potion causes a temporary change in the drinkers appearance. Their eyes turn completely black, their skin pales, and they develop a presence that is difficult to ignore (the drinker may call “Just hear me out” during the encounter that they drank the potion, as per the Fast Talk skill). The downside is that this seriously impairs their vision for almost 24 hours after taking it (Blind effects are doubled and GMs might induce further penalties for travelling at night or in dark places). When prepared as an alchemical paste the effects on vision are far more acute, briefly blinding the victim (you may call Blind 15 by blade).

Class A

  • Life Flow: For 1 encounter, regain 1 HP for every full 5 seconds you are not hit in combat.
  • Revenant: 5 seconds after beginning your death count you will be restored to full health. This happens the first time you are dropped to 0 HP in the encounter you drank the potion, regardless of if you received healing in the interim 5 seconds.
  • Smelling Salts of ultimate power: You may call MASS HEAL 4 or HEAL 4 at up to five targets within a reasonably small group within 10 metres of you (representing hurling the vial of smelling salts). This effect does NOT count towards the targets' potion addictions thresholds
  • Eye of the Storm: An alchemical bomb that sends out a wave of lacerating energy, with the person who detonated it safe in the centre. MASS REND, non arcable.
  • Limb Drop: Ever larger parts of the drinker fall off.
  • Tendon Withering: Once you strike a target with this, you can call STRIKEDOWN against on hit every 15 seconds for the rest of the encounter.
alchemy.1360360104.txt.gz · Last modified: 2015/05/14 21:09 (external edit)