Ichorwerk is produced by the Ichor Savants of the Imperial Commission.
Ichorwerk potions come in 3 classes: C, B and A.
A standard adventurer can drink two potions per encounter without ill effect.
Drinking potions beyond this limit with each potion costs a point of PSYCHE.
Note: you should roleplay drinking potions when you use them.
This requires the use of your arms.
Ichorwerk potions can also be thrown as flasks. They take effect upon successfully striking an enemy.
If a potion can be delivered by flask, the description will say so.
Ichorwerk degrades over time and potions carried at the start of the adventure will become useless before the end of the adventure.
Buying Ichorwerk
You can buy Ichorwerk directly from the Comisssion at the following cost:
2 favor for a Class A potion
1 favor for a Class B potion
1 favor for 2 Class C potion.
Buying ichorwerk directly from a Commissioner and not through the official Commission is a high crime.
Buying Black Ichor
Black Ichor can be bought by Commissioners but it is not available for sale in the general market.
Black Ichor costs an Ichor Savant 2 favor.
Possession of Black Ichor by anyone other than a Commissioner is treason.
Class C
Scent of Slumber
If willing you swiftly fall asleep and begin to lucidly dream.
Detach from Life's Flow
You will not bleed out this encounter but are IMMUNE to healing.
Power Overwhelming
You are strengthened for the next 30 seconds but then take a SLAY.
Flash Powder
You may call DOUBLE STAGGER by flask.
Moment's Grace
The drinker takes a HEAL 0. This can also be delivered by flask.
Quicksilver
You are strengthened until you next take damage.
Withering
You may call WEAKEN by flask.
Blade Oil
You may call BREAK by flask.
If you hit a target you can call BREAK against one of their items.
Class B
Sleep of Death - Severe Soul
The target falls into a deep slumber indistinguishable from death.
They awaken after 8 hours.
Void Grenade
Call BLAST STAGGER by flask.
Stoneskin
Your skin begins to harden and crack taking on a dry flaky texture but hardening in the process.
You take a REND as this process is quite painful and lose 3 maximum body hits.
You gain 6 Armour hits.
This effect wears off at the end of an encounter.
If you drop to 0 body hits in this way you begin your death count.
Savants Folly
This is the closest the alchemist Guild has ever come to a healing potion.
It reinvigorates the body but is not without side effects.
Call FIGHT ON.
Flee as Wind
The drinkers body melts becoming like wind.
They may call DISAPPEARING leaving the encounter and being borne away in whatever direction the wind is currently blowing.
Their body will reform sometime later at a safe distance away.
Strength Unbound
You may strike for REPEL 30 on your next blow.
Alternatively at GM discretion you may achieve other great feats of strength.
Banshee's Wail
You may call REND by flask.
Alkahest - Chronic Body
You may call BREAK ALL by flask.
If drunk, the drinker takes a SLAY although the fact it will melt through any container not made of obsidian makes it somewhat difficult to use as a subtle poison.
Numbness
You may call WOUND 30 by flask.
Bloodlust
You are overwhelmed with rage.
You are strengthened until you next kill an enemy, at which point your bloodlust is quenched.
Thunderclap
Call BLAST REPEL by flask.
Class A
Black Rot - Strong Body
Call POISON by flask.
The targets body begins to liquefy as the rot begins to eat away at them.
The victim loses a maximum body hit every encounter dying when they reach zero.
During this time they may take a single to call POISON via melee blow, applying this poison to their victim.
Ethereal
For the next 10 seconds the drinker becomes intangible.
Call IMMUNE against and effects which hit them.
Physical objects do not impede you but people do. You cannot affect the material world and cannot make calls.
Abyssal Howl
After drinking this potion alchemists vocal chords begin to swell and they let out a great shout which seems to cleave into the soul.
Call MASS FEAR.
Nightingales Song - Normal Soul
You may call CURSE by flask.
The target begins to fall into waking dreams of increasing severity at the beginning of every encounter.
Until they are cured they will take a REND whose duration doubles each time as they succumb once more to a waking dream.
Red Joy - Severe Body
You may call CURSE by flask.
The targets blood begins to seep out of their pores at an increasing rate.
This obvious to any who can see it and yet oddly difficult to cure.
The target will die after one week as their heart gives out but will suffer no ill effects beyond the blood until this time.
Flesh to Smoke
You may call WOUND INDEFINITE by flask.
Excoriating Mist
You may call MASS REND 5.
You take this call.
alchemy.1548937789.txt.gz ยท Last modified: 2019/01/31 12:29 by gm_seb