Alchemy

Alchemy Powers

Potion Table

Potion Base PP Description
Storing Possession, Sorcery as per spell, Divine 3PP, Edge 1PP/ Rank A Storing potion can store any type of spell ( Sorcery, Divine, Possession ) that is successfully cast into it. Storing can also store any Background, Combat, or Leadership edge of anyone that is present when the potion is created. When the potion is imbibed, thrown, smeared on the skin, poured over the head, as appropriate, the Edge is bestowed or the Spell is cast. Spells are automatically successful. If an opposed roll is necessary for the stored spell to affect the target, use the potion users Spirit. If the Storing potion was created with a Raise, an Edge lasts for 20 rounds and a Power gets the Raise effects.
Binding 2 PP Used to Bind spirits, elementals, demons etc. once they have been dominated by some means. ( Spirit Combat, Puppet, etc ) Creature is released and obeys 1 command when potion is used ( broken, poured on the ground, etc ). Creature should roll Reaction table to see what they do once they have completed their command… If the Binding potion was created with a Raise the creature will obey 2 commands and Reaction table roll is made at + 2
Poison 1 PP The Alchemist may create any poison on the Poison table with the following Alchemy skill modifiers: Lethal (-6), Venomous (-4), Paralysis/Knockout(-2), Blade(0). If the Alchemist wants to modify the Vigor roll of the poison they can take an -2 per point of modifier they wish to add. Additionally, each Raise on the Alchemy roll increases the Vigor modifier by 1. So, blade venom with 2 Raises has a Vigor modifier of -2.
Acid 1 PP Acid does 3d4e on the first round to the location hit, 2d4e on the second and 1d4e on the third. Armor and Toughness must be overcome as normal. Target can avoid 2^nd^ and 3^rd^ round damage by stripping off the armor or clothing covering the affected location. Torso is the default location. Each round the Acid damage overcomes armor, the armor’s Toughness is permanently reduced by 1If the Acid potion was created with a Raise, initial damage is 4d4e and lasts through 4 rounds instead of 3 ( still reducing by 1 die each round ).
Alchemist’s Fire 1 PP Alchemist’s fire is sticky, adhesive substance that ignites when exposed to air. A thrown a flask of alchemist’s fire has a range of 3/6/12 and uses the same rules for throwing a grenade on a miss. A direct hit deals 1d6e points of fire damage (+2 is the potion was created with a Raise) and the target has a 50% chance to catch fire, 75% with a Raise on the Throw roll.
Universal Antidote 1 PP Universal Antidote provides a + 4 to Vigor rolls against all poisons, + 6 on a Raise.
Smokestick 1 PP This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a medium Burst template (Large on a Raise)
Sunrod 1 PP This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 10" radius as per Light spell. It glows for 1 hour, after which the gold tip is burned out and worthless.
Tanglefoot Flask 1 PP This flask is full of sticky alchemical goo. . A thrown Tanglefoot flask has a range of 3/6/12 and uses the same rules for throwing a grenade on a miss. A target struck by the flask is entangled as per spell in SWD.
Thunder Stone 1 PP A thrown a Thunderstone has a range of 3/6/12 and uses the same rules for throwing a grenade on a miss. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a Stun Spell in a Small Burst template (Medium if the Alchemist scored a raise when the potion was created. ) A Raise on the Throw skill, causes target to make their Vigor rolls at -2.
Holy Water 0 PP Included here for completeness, but it is not created by Alchemists, rather by Death Priests of Artol and Sea Priests of Aguala. It behaves like Acid on undead creatures.

Alchemy

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