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Ichorwerk

  • 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