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ichorwerk

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Ichorwerk

  • Ichorwerk is produced by the Ichor Savants of the Imperial Commission.
  • Ichorwerk has three categories: Common, Restricted and Secret.
  • OC these are represented by throwing balls. Yellow is common, white is restricted, and black is secret.
  • You should roleplay drinking ichorwerk concoctions when you use them. This requires the use of one of your arms.
  • Ichorwerk can also be thrown. They take effect upon successfully striking an enemy.
  • If an ichorwerk can be thrown, its description will say so.
  • Ichorwerks which are thrown and which miss shatter and are expended.
  • Ichorwerks which have a BLAST component which miss a target may be called on any target with 1m of the missed throw.

Common Ichorwerk (Yellow)

Scent of Slumber
  • When drunk: If willing you swiftly fall asleep and begin to lucidly dream. If desired, this concoction can also be used to produce visions in the target which may portend things to come.
Detach from Life's Flow
  • When drunk: you will not bleed out, but must call IMMUNE to HEAL and FIGHT ON!, for the rest of the encounter.
  • Call SICKNESS by flask.
Flash Powder
  • Call STAGGER 10 by flask.
Moment's Grace
  • When drunk: Call MASS HEAL 0.
  • Call HEAL 0 by flask.
Savant's Folly
  • Call FIGHT ON! by flask.
Fate's Scorn
  • Call BREAK by flask.
Bloody Scythe
  • When drunk: call MASS WOUND ARM.
Eremitic Invitation
  • When drunk: Take a STASIS.
  • Call STASIS by flask.
Abyssal Howl
  • When drunk: call MASS FEAR.

Restricted Ichorwerk (White)

Death's Bourne - Severe Soul
  • When drunk: The drinker's body collapses. For the rest of the encounter they appear, to all intents and purposes, dead. At the start of the next encounter, you recover.
Void Grenade
  • Call BLAST STAGGER by flask.
Flee as Wind
  • When drunk: The drinker may choose to leave the encounter. If they do, the drinker's body melts becoming like wind.
  • Call DISAPPEARING.
  • The drinker leaves the encounter, borne away in whatever direction the wind is currently blowing.
  • Their body will reform sometime later at a safe distance away.
Strength Unbound
  • When drunk: call WOUND 30 on your next melee blow.
  • Alternatively at GM discretion you may achieve other great feats of strength.
Prismatic Shield
Thunderclap
  • Call BLAST REPEL by flask.
Shadow Serum
  • Call DISAPPEARING, as though you had used Stealth.
Corpse Blossom
  • When drunk: the next time you drop to 0 hits, call MASS QUINT REPEL.
  • This ability does not stack with itself.
Petrification
  • Call WOUND BOTH LEGS by flask.

Secret Ichorwerk (Black)

Black Rot - Strong Body
  • Call CURSE by flask.
  • The target's 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 CURSE via melee blow, applying this affliction to their victim.
  • OR:
  • Call CURSE by flask.
  • Every 10s, you may call SINGLE against the target of the CURSE.
Aether
  • When drunk: the drinker becomes intangible for 60s.
  • Call VOID against any calls or damage you receive.
  • Physical objects do not impede you, but people do.
  • You cannot affect the material world and cannot make calls or deliver damage.
  • You may end this ability early if you so choose.
Nightingale's Song - Normal Soul
  • 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 BREAK whose duration doubles each time as they succumb once more to a waking dream.
  • OR:
  • Call CURSE by flask.
  • You gain 5 DODGES against the target.
  • You may make the calls DODGEd in this way against the target.
Red Joy - Severe Body
  • 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.
  • OR:
  • Call CURSE by flask.
  • Every time they take a WOUND, you may call QUINT at range.
Ultimate Bequest
  • When drunk: Take a SLAY.
  • Call HEAL X at range, where X is your maximum hits.
Diamond Lacquer
  • When drunk: For the rest of the encounter, every time you DODGE a call, you may make the DODGEd call back against the person who called it.
Form of Smoke
  • When drunk: For the rest of the encounter, every time you RESIST a call, take AGILITY.
Wake to Glory
Alkahest - Chronic Body
  • Call QUINT BREAK by flask.
  • When drunk: take a SLAY.
  • The fact this ichorwerk will melt through any container not made of obsidian makes it nearly impossible to use as a subtle poison.
ichorwerk.1514988299.txt.gz · Last modified: 2018/01/03 14:04 by gm_seb