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For Players
Setting Information
Factions
System Information
Classes
For GMs
Real World
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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”).
It is possible to craft unique potions from unique ingredients. The rules for this follow the standard rules for crafting an artefact. The potion will be a unique potion which will be used up when consumed (or potentially a small number of potions). Because these potions are unique, skills which rely on an in depth knowledge of their creation or application do not work (e.g., Advanced Application). As a general rule, an artefact potion will have an extremely powerful effect, but will also likely come with side-effects due to its unrefined nature.
This potion can be bought (or prepared) in two different versions. Either as a set of three diluted potions (version #1) or a single more potent potion (version #2).
Version #1 (set of 3 potions)
Version #2 (single potion)
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.
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.
A sticky paste which when applied to a weapon makes it easier to knock a weapon from your opponents hands. If drunk, tremendously uncomfortable for several days, but not actually dangerous unless drunk in quantities sufficient to block internal organs.
A poison which causes the victim to be beset by shadows which move from the corners of their eyes.
A small thrown bomb that explodes, damaging those nearby and blasting them from their feet.
Note, if you miss when throwing the Grenado phys rep, then the Grenado is not used up.
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 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.
An alchemical bomb that sends out a wave of lacerating energy, with the person who detonated it safe in the centre.