Alchemy

Alchemy requires equipment, time and recipes to do. Characters should have an alchemical recipe book in their inventory showing which tasks they can perform. Characters can discover new recipes by spending 1d6 days (and 50pr a day on materials) researching using the appropriate alchemy skill vs a TS of the normal creation TS for the substance +3 or by buying, stealing or discovering them. Creating an alchemical substance usually takes 1d6 hours and requires an appropriate environment with suitable equipment and minimal distractions.

Each Alchemy skill allows you to produce specific alchemical substances. Adhesion produces pastes which can be applied to objects or areas to glue or grease them, Augmentation produces potions which can be drunk and Reaction produces binaries which are usually a powder and a liquid which have an effect when combined. When using alchemy to mix substances of different types, you can choose what the output type is as long as it matches one of the input types.

Any alchemical effects can be mixed as long as you have an appropriate edge, and part of the mixing process will be to try and garner a beneficial effect. However, not all combinations are viable. Mixing an Invigoration potion and Sticky Glue paste will result in a salve that can be applied to wounds. Mixing a healing potion and a light binary will result in a healing potion that glows, which won't be much better than a healing potion once drunk. Mixing the salve above with essence of fire will make a healing salve that ignites when it comes in contact with air, useful in only the rarest situations. Mixing fire powder with a smoke binary creates a flammable could of smoke that will cause a wound to anyone inside it when it's ignited.

As a general rule, alchemical mixes which affect more than one person should have diminished non-persistent effects. Acid smoke, for example might inflict a wound every turn you remain in it, but once you're out of it it'll stop hurting you. Conversely, alchemical mixes designed with a single target should have lingering effects, acid glue applied to a person via an attack should inflict a wound every round until it's removed.

Alchemy (Adhesion)

This skill lets you create a range of alchemical pastes. To make any of these items you need a recipe, ingredients worth half the market price and access to suitable equipment.

TaskTSUseEffect
Glue, Sticky 9 1d6 Hours This viscous, translucent paste is incredibly sticky but doesn't bind quickly. If applied to or thrown into a square, moving through it uses 6m of movement. If used on your hands and feet it (or gloves and shoes) it gives +3 to nimbleness checks to climb. If applied to a shield it gives you an Advantage against anyone wielding a single melee weapon. It lasts for 1d6 hours base, after which time it stops being sticky. Removing sticky glue from pretty much anything requires an attack action and a utility action.

Market price: 10pr
Glue, Binding 12 1d6 Hours This thin translucent paste binds objects together almost instantly. If thrown on the ground it affects a single square and stops movement out of that square, anyone stuck can use a utility action to step out of their boots / socks or equivalent onto an adjacent square, otherwise leaving the area inflicts a wound. The binding force is strong enough to hold the weight of a person so can be used to stick handholds or similar to walls or to glue rope in place if there's nothing to tie it to. The paste stays sticky for 1d6 hours once applied but adhesion is permanent.

Market price: 20pr
Grease 9 1d6 Hours This thin, oily paste makes an area or object slippery. You need to make an nimbleness check (TS 12) to move through or out of a greased square, failure stops the move and you fall over, leaving you Disadvantaged until you stand up. Using an object coated in grease is much harder, and carries a -1 penalty on all checks until the grease is removed, which takes an attack and a utility action.

Grease is flammable and anyone standing on a greased area that is alight takes a wound at the beginning of their turn. It burns for 1d6 rounds.

Market price: 10pr
Grease, Extra Slippery 15 1d6 Hours As Grease, only the nimbleness TS is 15, and the penalty is -2.

Market price: 20pr
Repulsion 15 1d6 Hours Creates an iridescent paste that when applied to an area or object repels anything that comes into contact with it, causing it to reflect / rebound the object away with most of the force it arrived with. Applied to a shield allows projectiles to be returned to the attacker causing a wound when overdefending by 3 or more. Applied to boots or feet it gives a +3 bonus to nimbleness checks to jump or land. The effect lasts 1d6 minutes.

Market price: 40pr
Attraction 15 1d6 Hours Creates a paste that attracts small objects it has line if effect to within 2m for the next 1d6 minutes.

Market price: 10pr

Alchemy (Augmentation)

This skill lets you create a range of alchemical potions that can be consumed to bestow an effect on the drinker. To make any of these items you need a recipe, ingredients worth half the market price and access to suitable equipment.

TaskTSUseEffect
Physical Improvement 12 1d6 Hours Creates a potion that adds 1 to all checks relating to physical activity for 1d6 rounds.

Market price: 100pr
Mental Acuity 12 1d6 Hours Creates a potion that adds 1 to all checks relating to mental activity for 1d6 rounds.

Market price: 100pr
Physical Alteration, Claws 15 1d6 Hours Creates a potion that when drunk causes your hands turn into claws for 1d6 rounds, granting a +1 bonus to Brawling checks.

Market price: 100pr
Invigoration 15 1d6 Hours Creates a potion that when consumed heals one wound an hour for 1d6 hours. The first wound is recovered after an hour.

Market price: 100g.
Healing 18 1d6 Hours Creates a potion that when consumed heals a serious wound over the next hour.

Market price: 250pr
Invisibility 18 1d6 Hours Creates a potion that when consumed turns you invisible for 1d6 minutes. Awkwardly, your clothes and gear don't become invisible.

Market price: 250pr
Veritas Extract 18 1d6 Hours Once consumed, this potion causes the drinker to speak what they think, as they think it. An awareness check (TS 15) is required for the drinker to notice what they're doing, but does not counteract it. The effect lasts for 1d6 hours.

Market price: 250pr
Steelskin 15 1d6 Hours Once consumed, this potion hardens the drinker's skin, granting the drinker +1 to defence checks and a minimum defence of 13 for 1d6 minutes.

Market price: 100pr
Float 12 1d6 Hours Creates a potion that when consumed halves the effective weight of the drinker for 1d6 minutes. The drinker can jump and fall twice as far with nimbleness and climbing and floats easily in water for the duration.

Market price: 50pr
Chameleon 15 1d6 Hours Creates a potion that when drunk allows the drinker to control the pigmentation of their skin for 1d6 hours. This grants a +1 bonus to stealth checks per location (head, torso, each arm, each leg) exposed.

Market price: 100pr
Drowsiness 15 1d6 Hours Creates a potion that makes the drinker drowsy for 1d6 hours. The drinker suffers a -3 penalty to Awareness checks for this time and is likely to fall asleep if they're in a comfortable position.

Market price: 20pr
Sleeping 18 1d6 Hours Creates a potion that when drunk will put the drinker to sleep after 1d6 rounds. Once asleep, the drinker can be woken normally after 1d6 minutes have elapsed.

Market price: 250pr
Sharp 12 1d6 Hours Distils a dose of Sharp, which when drunk heightens awareness and banishes fatigue for 1d6 hours. During this time the drinker gets +1 to awareness checks and can't fall asleep. Sharp is not a substitute for sleep but can be used to postpone it for quite some time.

Market price: 10pr
Darksight 15 1d6 Hours Creates a potion which when drunk allows the drinker to see in the dark for 1d6 hours.

Market price: 20pr
Leaping 15 1d6 Hours Creates a potion that when drunk significantly improves the drinker's ability to run and jump, granting a +3 bonus on all acrobatics checks to jump or land and doubling their movement speed. This effect lasts for 1d6 minutes.

Market price: 100pr
Grounding 12 1d6 Hours Creates a potion than when consumed temporarily doubles the weight of the drinker. The drinker suffers a -3 penalty to Nimbleness checks relating to movement and can only move at half speed but will also be very hard to move if they don't want to be moved. Additionally they will sink like a stone in water. This effect lasts 1d6 minutes.

Market price: 50pr
Calm 15 1d6 Hours Creates a potion than when consumed dampens all extreme emotions in the drinker for 1d6 hours. The drinker still feels emotions but they are much weaker than normal and unlikely to drive the drinker to action.

Market price: 50pr
Bravery 12 1d6 Hours Create a potion than when drunk causes the drinker to feel no fear for 1d6 hours.

Market price: 20pr
Gills 15 1d6 Hours Creates a potion that when drunk causes the drinker to grow gills, allowing them to breathe underwater for 1d6 hours. The drinker can still breathe air while under this effect.

Market price: 50pr
Keen Hearing 12 1d6 Hours Creates a potion that when drunk causes the drinker's hearing to become supernaturally sharp, granting a +3 bonus on awareness checks involving noise for 1d6 hours. Exposure to really loud noises will Disadvantage the drinker until the end of their next turn.

Market price: 50pr
Keen Sight 12 1d6 Hours Creates a potion that when drunk causes the drinker's eyesight to become supernaturally sharp, granting a +3 bonus on awareness checks involving sight for 1d6 hours. Sudden exposure to bright light will Disadvantage the drinker until the end of their next turn.

Market price: 50pr
Bewilderment 18 1d6 Hours Creates a potion than when drunk causes the drinker to become confused and unable to focus for 1d6 minutes. While under this effect the drinker cannot cast spells or perform complex tasks and will have difficulty retaining new information.

Market price: 250pr
Isolation, Lesser 15 1d6 Hours Creates a potion that when drunk deadens the drinker's senses for 1d6 hours. The drinker suffers a -1 penalty to all Awareness checks but also feels almost no pain.

Market price: 20pr
Isolation 18 1d6 Hours Creates a potion that when drunk completely deadens all senses, leaving the drinker unable to experience anything but still able to think for 1d6 hours.

Market price: 250g
Undying 15 1d6 Hours Creates a potion that once drunk empowers the drinker so that they can carry on fighting as if they hadn't taken up to three wounds for 1d6 minutes. Critical wounds still have their normal effects.

Market price: 100pr
Fearsomeness 15 1d6 Hours Creates a potion that once drunk magnifies the drinker's ability to scare and intimidate others for 1d6 hours, granting a +3 bonus to scary checks.

Market price: 100pr
Swimming 12 1d6 Hours Creates a potion that when drunk causes webbing to grow between the drinker's fingers and toes, granting a +6 bonus to any checks involving swimming for 1d6 hours. Additionally the drinker moves twice as fast in water as they would normally.

Market price: 50pr

Alchemy (Reaction)

This skill lets you create alchemical binaries with a range of effects. A binary is usually (unless otherwise listed) a powder and a liquid that release an effect when combined. Combining / activating a binary is a utility action unless the binary has been loaded into a device, in which case it happens when the device is used. To make any of these items you need a recipe, ingredients worth half the market price and access to suitable equipment.

TaskTSUseEffect
Fire Powder 9 1d6 Hours Creates a powder that burns fiercely for 1d6 rounds once ignited and will ignite anything easily flammable nearby while it burns. Easily ignited by flint / spark etc.

Market Price: 10pr
Essence of fire 15 1d6 Hours Creates Essence of Fire, which burns fiercely for 1d6 minutes once it comes in contact with air. Hard to collect and work with because of this.

Market Price: 100pr
Smoke 9 1d6 Hours Creates a binary that when combined reacts quickly to create a small cloud of smoke (about 3x3 squares) that lasts for 1d6 mins, but can be dispersed by medium to strong winds beforehand. The smoke obscures vision but doesn't affect breathing unless combined with something else.

Market Price: 20pr
Warmth 12 1d6 Hours Creates a binary that when combined reacts slowly, generating comfortable warmth for 1d6 hours while giving off very little light. Usually used in a container of some sort. Applications are everything from ladies' comfort to wilderness survival. If you somehow persuade someone to come in contact direct with the material, they feel uncomfortable warm.

Market Price: 10pr
Heat 15 1d6 Hours Creates a binary that when combined burns slowly, generating heat for 10 mins. Enough to boil a small pan of water. Gives off faint blue light, not enough to see by. If you somehow persuade someone to come in contact direct with the material, they take a wound.

Market Price: 20pr
Acid, Weak 12 1d6 Hours Creates a binary that when combined corrodes delicate metalwork, soft woods etc, lasts 1d6 mins will burn through about 2cm of material per min. Doesn't work on sturdy materials like worked hard stones, hardwoods, worked metal more than a few mm thick.

Market Price: 50pr
Acid, Strong 15 1d6 Hours Creates a binary that when combined corrodes pretty much everything, lasting 1d6 mins, which burns through about 1cm of material a round. Creates nasty smoke in the square it was applied in which disperses after 1d6 rounds and causes a wound a turn to anyone in the area.

Market Price: 100pr
Light 12 1d6 Hours Creates a binary that when combined gives off light to about 10m. Lasts 1d6 hours.

Market Price: 10pr
Brilliant Light 15 1d6 Hours Creates a binary that when combined gives off light to about 20m. Lasts 1d6 hours.

Market Price: 20pr
Chill 12 1d6 Hours Creates a binary that when combined draws in heat from the surrounding area, creating a pleasant chill for 1d6 hours.

Market Price: 20pr
Chill, Icy 15 1d6 Hours Creates a binary that when combined creates a severe chill in the immediate area for 1d6 minutes. Anyone in direct contact with the binary while it's active takes a wound each turn.

Market Price: 50pr
Odour 12 1d6 Hours Creates a binary that when combined emits a very strong smell that lingers in the area and on anyone exposed to it for 1d6 hours. What the smell is is decided while preparing the binary but it's not delicate.

Market Price: 20pr

Alchemy (Transmutation)

This skill is coming soon...

TaskTSUseEffect