Alchemy
Generates potions with effects from a list for low investment during downtime. Alchemic consumables are drunk, injected or inhaled. A skilled alchemist can also prepare treatments to strengthen, weaken or change materials, which is how substances such as tortured steel and silksteel are made.
Alchemy doesn't have an associated skill, as the creation of potions doesn't require a check, but characters with the Kemist customisation make checks relating to it as if they were fully trained. Costs listed below are to buy a single dose of a potion with that single effect. Learning Alchemy specific customisations lets you pick some known recipes. Extra basic recipes can be bought, usually for twenty times the cost to buy a dose. Advanced recipes need to be found, traded for or acquired by guild membership. Most alchemists cipher their recipes in a way that makes it difficult for others to follow so acquiring recipes more nefariously can be a challenge.
Diminishing returns apply when drinking the same type of potion more than once per day - roll only 2d6 for duration for the second in a day, and only 1d6 for any after that. A character gets a sense of when a potion is running out a few rounds before it happens. [Meta note: This is to support players tracking their own potion durations to limit GM admin]
Potions, Globes, Inhalers
Alchemical consumables are prepared to be consumed in one of three ways.
Potions are the cheapest and safest method to store an effect that someone will consume voluntarily in a robust bottle. Stats below assume the effect is applied by drinking a potion
Globes are specially prepared spheres of alchemical glass designed to shatter on impact, releasing the contained substance as a gaseous cloud that causes anyone standing in the square it breaks in to involuntarily consume the potion with reduced duration - 1d6 rounds/minutes/hours instead of 3d6 rounds/minutes/hours. Globes can be thrown, launched from a sling or dropped.
Inhalers are specifically designed to go into a potion vaporiser, which is worn as a mask over the mouth or nose and provides the effect of the potion at maximum duration, assuming it stays on the wearer's face for the duration.
Basic consumable effects
- Enhancement (lingering / intense): Agility / Awareness / Concealment +1 for 3d6 hours or +3 for a 3d6 rounds - 20pr
- Traversal: The drinker's hands grow sticky webbing between fingers and toes for 3d6 minutes, allowing them to climb and swim as fast as they can walk - 10pr
- Fleet (lingering / intense): The drinker can run tirelessly for 3d6 hours, or twice as fast as usual for 3d6 rounds - 10pr
- Stoneskin: the drinker's skin hardens and they get MD 11 for 3d6 rounds. For the duration all hit locations are considered armoured. - 10pr
- Drowsiness: The drinker gains a level of fatigue every round for 3d6 rounds - 20pr
- Clumsiness: The drinker suffers a -1 penalty to physical checks for 3d6 minutes - 20pr
- Blindness: The drinker's vision clouds, and they're unable to see anything more than general shapes for 3d6 minutes - 20pr
- Deafness: The drinker can only hear loud noises for 3d6 minutes - 20pr
- Emotion potion: makes the drinker feel a pre-defined emotion, like happy, calm, sad, angry for 3d6 minutes. These are drunk recreationally in many places. - 2 pr
- Sharp: Banishes all tiredness and lethargy from the drinker's mind for 3d6 hours. Fatigue penalties are ignored and it's impossible to sleep until the duration has run. - 3pr
Advanced consumable effects
- Prowess: The drinker gets +1 to all combat skill checks for 3d6 rounds - 50pr
- Clarity: The drinker gets +1 to all magic skill checks for 3d6 rounds - 50pr
- Insight: The drinker gets +1 reactions for 3d6 rounds - 50pr
- Mending: Greatly accelerates the natural healing process for 1d6 hours, every hour gives a week's healing - 100pr
- Chameleon skin: The wearer's skin naturally re-colours to match nearby surfaces for 3d6 minutes, granting +1 on concealment checks for each hit location (arms x2, legs x2, torso, head) uncovered - 100pr
- Water Breathing: The drinker can breath water as well as air for 3d6 hours - 50pr
- Steelskin: The drinker's skin hardens and they get MD13 for 3d6 rounds. For the duration all hit locations are considered armoured. - 50pr
- Isolation: The drinker is cut off completely from their senses for 3d6 rounds, although they're still able to think - 250pr
- Hallucination: The drinker is overcome in awe or terror by false visions for 3d6 rounds. Whether the visions are wonderous or terrifying is chosen when brewed. A terrified drinker may strike out at friend and foe alike or cower in fear depending on their temperament. - 10 pr
- Veritas: The drinker speaks whatever they think for 3d6 rounds - 250pr
Basic substances
- Chillstone - 5pr
- Glue: A flask of glue containing enough to cover most of a 2m x 2m square, most of a regularly sized person or a lot of smaller items. Basic glue holds firm immediately but takes several minutes to set fully. Moving out of a square that's covered in glue requires a TS 15 check as part of movement. On a failure the movement is lost and an action is required to unstick the character, moving them to an adjacent unoccupied square if one is available. A character hit with glue has one location of the player's choice impacted (following the usual rules for locational hits) and then one or two additional adjacent locations of the GMs choice. Adjacent locations are considered to be glued to each other so e.g. having both legs glued reduces effective movement to one square / 2m, having an arm glued to the torso renders it unusable, etc. A glued character can use an action to make a TS 15 check to unstick themselves, although a minion level enemy is likely to just give up. - 5pr
- Grease: A flask of grease containing enough to cover most of a 2m x 2m square, most of a regularly sized person or a lot of smaller items. Areas covered in grease are difficult to traverse. Moving through a square covered in grease or making a melee attack while standing in one requires a TS 15 check. On a failure movement ends in the next square in the direction of travel or the attack automatically missies, and additionally one reaction must be spent if possible to avoid falling over. A character hit with grease has one location of the player's choice impacted (following the usual rules for locational hits) and then one or two additional adjacent locations of the GMs choice. Greased arms makes it almost impossible to hold onto anything with the respective hand. If both legs are greased then every square the character stands on is considered greased. - 5pr
- Light powder: (glows brightly in water)
- Heatstone:(gives off warmth when triggered)
- Smoke powder: (when ignited)
- Fireproofing:,
- Waterproofing:,
- Muffling:,
- Filtering: (protects from smoke etc) pastes - 25pr
Advanced substances
- Instant glue,
- Repulsion paste,
- Tortured steel,
- Nullsteel - 50pr
- Silksteel
- Magebane infusion: Makes an item inherently resistant to magic
- Flash Powder: Exposure to air for more than a few seconds causes this powder to ignite with a blinding flash, partially blinding anyone who was within 6m of the ignition for 1d6 rounds. - 20pr
Customisations
Customisation | Requirements | Description |
---|---|---|
Expert Mixologist | Kemist | You can craft advanced materials. If you have access to advanced alchemical equipment, brewing a potion takes you 1 hour instead of 1d6 hours, and costs you one fifth of the price listed above. You learn two additional advanced consumable effects, and four basic consumable effects. You can include an additional advanced effect when you brew potions. |
Field Kemist | Kemist | By spending an hour foraging in a natural environment, or spending an hour and 1d6 pr in a town or city you can gather enough ingredients to brew 1d6 different consumable effects (brewing takes another hour). The fourth and sixth ingredients gathered are for an advanced effect, the remainder are for basic effects but you must combine them into as few potions as possible. You learn one additional advanced consumable effect, and two basic consumable effects. You can include an additional basic effect with any brewed potion. |
Kemist | None | You can brew a potion containing 1 consumable effect that you know (basic or advanced) or create one basic substance from ingredients costing two fifths of the price listed above. The process takes 1d6 hours and requires access to basic alchemical equipment. You learn one advanced consumable effect, two basic consumable effects and all basic substances. Additionally, you are considered to be trained when making any checks relating to alchemy. |
Tailored Kemics | Kemist | You can brew potions that are tailored for specific individuals, which stops diminishing returns (duration is always 3d6). You learn one additional advanced consumable effect, and two basic consumable effects. You can include an additional basic effect with any brewed potion. |
Virulent Globes | Kemist | Globes you have prepared yourself are especially effective. When attacking with one you can choose to either affect everyone in a 2 m radius of impact, or if you directly target a single individual you roll 2d6 for duration instead of 1d6 |
Items
Item | Cost) | Description |
---|---|---|
Basic Alchemy Kit | 100 | The bare minimum needed to create and mix alchemical substances, this kit contains glassware, burners and vials, packed neatly into a padded case or backpack. |
Filtration Mask | 100 | This device is a mask designed to fit over the nose and mouth. It filters out smoke and the majority of airborne alchemical substances, allowing the wearer to breathe with relative ease. |
Potion Belt | 15 | Designed to be worn either around the waist, or as a bandolier, this belt stores 6 potions so that they can be easily accessed. You can drink a potion from this belt as a quick action. |
Potion Vapourizer | 150 | This mask fits over the mouth and nose and attaches round the back of the head. It is designed to take a single potion and vapourize it so that it can be inhaled rather than drunk. This allows the wearer to gain the benefits of the potion for significantly longer than normal, treat all durations as if they rolled 15. |
Solvent Gloves | 50 | These gloves have been infused with an alchemical solvent which allows the wearer to safely handle items coated with various alchemical glues without getting stuck to them. |