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[[Category:Player Options]][[Category:Fantasy]][[Category:Steampunk]][[Category:Crafting]][[Category:Alchemy]]
[[Category:Character Options]][[Category:Fantasy]][[Category:Steampunk]][[Category:Crafting]][[Category:Alchemy]]

Latest revision as of 09:11, 9 December 2023

Alchemy isn't magic, but it is considered by many to be on the verge of the mystic arts. Herbalists use alchemy to create poultices and salves to sooth the infirm. Metalurgists use alchemy to create newer, stronger alloys. Even nobles and monarchs retain alchemists on staff for everything from cures for fevers to destructive weaponry. Skilled alchemists are able to ply their trade as proprietors of apothecaries, traveling merchants offering of philters and cordials, and even producers of alchemical munitions.

When crafting with Alchemy, Each and stand alone, without cancelling each other.

Alchemist Tools & Equipment

Alchemist Tools & Equipment
Item Enc Price Rarity
Alchemist's Kit 3 300 5
Alchemist's Lab 8 750 7
Emulsive Suspension 1 25 4
Fragmenting Vial 1 75 6
Herbalism Kit 2 150 4
Nebulizer 1 100 5
Poisoner's Kit 2 450 7

Alchemist's Kit

The array of specialized tools an alchemist works with can be daunting, to say the least. For an alchemist who travels, however, only the most essential tools of the trade need be packed. Generally speaking, an alchemist's kit consists of a duffel or satchel containing an alembic, a mortar and pestle, flasks, beakers, measuring cups, and a wide variety of ingredients located in various pouches.
When your character uses an alchemist's kit, they have the right tool for the job, (as per page 93 of the Genesys Core Rulebook) when making Alchemy checks. Some brews or potions may require extra ingredients, as determined by the GM, and some more complex mixtures may not be crafted using the limited resources found in an alchemist's kit.

Alchemist's Lab

An alchemist's lab can only be considered portable by those willing to pack the entire thing up in a wagon dedicated to the task and pulled by a draft animal. The many tools and implements generally fill a small room, and include all the items in an alchemist's kit and much, much more.
When your character uses an alchemist's lab, they add to Alchemy checks. At the GM's discretion, the most inscrutable recipes may require some sort of outside source for ingredients.

Emulsive Suspension

An emulsive suspension is a cream or gel into which a potion or toxin can be mixed, rendering it capable of being absorbed through the skin. This allows alchemists to create draughts that are easier to administer to the unconscious, as well as adding a dangerous aspect to toxins that did not already affect targets on contact.

Fragmenting Vial

This vial is a splash bomb container made up of sharp fragments of metal carefully inlaid in clay to create a smooth surface. When the splash bomb explodes, the pieces of metal shrapnel are sent flying, increasing the damage and chaos caused by the splash bomb.
When your character throws a splash bomb made with a fragmenting vial and you activate the Blast quality, increase the Blast damage by 1. You may further spend to increase the Blast damage by 1 (and may trigger this multiple times, spending each time). Additionally, the splash bomb gains the Vicious 2 quality.

Herbalism Kit

The herbalism kit is less imposing and, for the most part, less fragile than the alchemist's kit. Included are plant guides, gardening tools, a variety of common herbs, and additional vials to contain foraged herbs, all packed neatly into a compartmented satchel.
When your character uses an herbalism kit, they have the right tool for the job, (as per page 93 of the Genesys Core Rulebook) when making herbalism checks. Some salves or soaps may require extra ingredients, as determined by the GM, and some more complex items may not be crafted using the limited resources found in an herbalism kit.

Nebulizer

A nebulizer is a delivery device used to administer potions and toxins in the form of an inhaled mist. Using springs, gears, compression bladders and a metal plate perforated with hundreds of tiny holes, the device breaks up solutions and suspensions into small aerosol droplets which then spray outward in a fine miasma to be directly inhaled.
The device can deliver any potion or toxin as a gas to a single target within engaged range.

Poisoner's Tools

As an addition to the alchemist's kit, the poisoner's kit contains tools and devices for extracting toxins from poisonous or venomous creatures, along with a journal for keeping track of experiments, a limited selection acids and bases, and small vials used to store insects or poisonous tissues.
When your character uses poisoner's tools, they have the right tool for the job, (as per page 93 of the Genesys Core Rulebook) when making alchemy checks to extract toxins from creatures (alive or dead), as well as when making checks to create toxins. Some toxins may require extra ingredients, as determined by the GM, and some more complex items may not be crafted using the limited resources found in poisoner's tools.

Brews & Potions

Concoctions are brews that increase a characteristic by one or provide some other effect that lasts until the end of the character’s next turn.
Tinctures are brews that increase a characteristic by one or provide some other effect that lasts until the end of an encounter or scene.
Draughts are brews that heal wounds and critical injuries, or provide regeneration to decrease wounds or strain over time.
Elixirs are potions that increase a characteristic by one or provide some other effect that lasts for one day.
Flasks are potions that do special and wondrous things. (More to come.)

Crafting Brews & Potions

The process of creating a brew or potion takes one hour plus a number of hours equal to the potion's rarity. The number of needed for an Alchemy check is half the rarity of the mixture to be crafted, rounded up. If the check is successful, the alchemist creates enough of the brew or potion for a single dose or application. The player and GM may spend their dice symbols for additional effects, as per the examples in the table below (Spending , , , and on Brew & Potion Crafting).
Normally, an alchemist's lab or kit is required in order to prepare a potion. In some cases, the GM might allow a character to make a check at an increased difficulty to prepare certain mixtures without access to the proper tools. Likewise, your charcter needs access to certain incredients.
For a sampling of the types of Brews & Potions that can be purchased or crafted, see the listing of brews and potions.
Spending , , , and on Brew & Potion Crafting
Symbols Effects
or
  • The character learns something valuable, and gains on the next check made with the same skill before the end of the session.
  • The brew or potion also heals 1 strain, or 1 additional strain, in the case of a Revitalization Draught.
  • This brew or potion also heals 1 wound, or 1 additional wound, in the case of a Healing Draught.
or
  • Reduce the time it takes to craft this brew or potion by half.
  • Reduce the difficulty of the character's next crafting check (on this table) by 1.
  • Double the brew's duration. (This applies to concoctions and tinctures, and may only be selected once.)
or
  • Your character has enough ingredients remaining to craft another brew or potion of the same type without spending the crafting cost.
or
  • Double the potion's duration. (This applies to elixirs and flasks, and may only be selected once.
  • Create one additional, identical brew or potion (with all the qualities, improvements, and flaws the first one posseses) at no additional cost.
  • The brew or potion is more effective than normal, as determined by the GM when a character uses the potion.
  • This brew or potion increases a second characteristic by 1 for the duration of the elixir, as determined by the GM at the time of use. (This option may only be selected once.)
  • Choose one other brew or potion as the same type as the one being crafted and add its effects to this potion.
or
  • A character suffers two strain after using the brew or potion and benefitting from its effects.
  • Something about the formula for this brew or potion is difficult to comprehend. Add on the next check made with the same skill before the end of the session.
or
  • Your character does not have enough incredients to mix this brew or potion, and must purchase additional ingredients equal to half the original component cost.
  • Upgrade the difficulty of your next Alchemy check by 1.
or
  • A character suffers one wound after using this brew or potion and benefitting from its effects.
  • Reduce the duration of this brew or potion by one round, to a minimum of one round. If the effects would normally last until the end of the encounter, they last two rounds instead.
or
  • This brew or potion makes the character who uses it feel ill and nauseous. Reduce the character's strain threshold by two for the duration of the brew or potion.
  • A character who uses this potion is disoriented for the remainder of the encounter or scene.
  • A character who uses this potion must make an Average () Resilience check; if they fail, their body rejects the brew or potion and it doesn't take effect. Additionally, the character immediately suffers six strain as their body violently expels the potion.
  • A character who uses this potion also suffers the effects of a toxin of lower rarity than the potion, as determined by the GM at the time of use.
  • This brew or potion decreases a characteristic by 1 for its duration, as determined by the GM at the time of use. (This option may only be selected once.)

Toxins

The default difficulty for resisting a toxin is Hard ().

Crafting Toxins

The process of creating a toxin takes one hour plus a number of hours equal to the toxin's rarity. The number of needed for an Alchemy check is half the rarity of the toxin to be crafted, rounded up. If the check is successful, the alchemist creates enough of the poison or toxin for a single dose or application. The player and GM may spend their dice symbols for additional effects, as per the examples in the table below (Spending , , , and on Toxin Crafting).
Normally, an alchemist's lab or kit is required in order to prepare a poison or toxin. In some cases, the GM might allow a character to make a check at an increased difficulty to prepare certain mixtures without access to the proper tools. Likewise, your charcter needs access to certain incredients.
For a sampling of the types of toxins that can be purchased or crafted, see the listing of toxins.
In addition to toxins from the aforementioned list, a character can craft custom toxins. The base difficulty for creating a custom toxin is Average (), and the base cost is 75. Each additonal difficulty die added to the check adds one hour to the time necessary to craft the toxin, and increases the base cost by 75.
A basic custom toxin inflicts two strain on its target, plus one strain for each from the target's Resilience check made to resist the effects of the toxin. The GM may spend rolled on this check to inflict a Critical Injury or force the target to repeat the check at the beginning of their next turn, as the toxin continues to wrack their body.
See the table below (Custom Toxin Additional Effects) for additional effects. (These effects may also be used to modify the crafting check necessary to make existing poisons or toxins.)
Custom Toxin Additional Effects
Effects Difficulty Mod
Damaging: The toxin inflicts additional wound or strain damage to the target equal to the crafting character's ranks in Alchemy plus 1 for each uncancelled . +
Disorienting: (Lingering effect.) The toxin disorients targets for a number of rounds equal to the crafting character's ranks in Alchemy. Targets add to all rolls for the duration of the effect. +
Exhausting: (Lingering effect.) The toxin immobilizes targets for a number of rounds equal to the crafting character's ranks in Alchemy. Targets may not perform maneuvers for the duration of the effect. +
Paralyzing: (Lingering effect.) The toxin exhausts targets for a number of rounds equal to the crafting character's ranks in Alchemy. If a target suffers strain for any reason, they suffer one addtional strain. +
Tenacious: Increase the difficulty of the check required to resist the toxin by one. (This effect may be selected multiple times.) +
Agonizing: (Lingering effect.) The toxin upgrades the difficulty of all Brawn and Agility skill checks made by targets for a number of rounds equal to the crafting character's ranks in Alchemy. +
Enfeebling: (Lingering effect.) The toxin reduces strain threshold of targets by five for a number of rounds equal to the crafting character's ranks in Alchemy. +
Fear-Inducing: (Lingering effect.) The toxin upgrades the difficulty of all Willpower and Presence skill checks made by targets for a number of rounds equal to the crafting character's ranks in Alchemy. +
Mind-Numbing: (Lingering effect.) The toxin upgrades the difficulty of all Intellect and Cunning skill checks made by targets for a number of rounds equal to the crafting character's ranks in Alchemy. +
Savage: The toxin inflicts a critical injury on targets. Increase the critical injury roll by 10 for each of the crafting character's ranks in Alchemy. +
Staggering: (Lingering effect.) The toxin staggers targets for a number of rounds equal to the crafting character's ranks in Alchemy. Targets may not perform actions for the duration of the effect. +
Spending , , , and on Toxin Crafting
Symbols Effects
or
  • The character learns something valuable, and gains on the next check made with the same skill before the end of the session.
  • The toxin inflicts one additional strain.
  • This toxin also inflicts one wound (or one additional wound, if the Damaging effect has been selected).
or
  • Reduce the time it takes to craft this toxin by half.
  • Reduce the difficulty of the character's next crafting check (on this table) by 1.
  • If this is a toxin with lingering effects, an antidote is also created. (This may only be selected once.)
or
  • Your character has enough ingredients remaining to craft another toxin of the same type without additional cost.
  • Double the duration of this toxin's lingering effects.
or
  • Create one additional, identical dose of the toxin (with all the qualities, improvements, and flaws the first one posseses) at no additional cost.
  • This toxin makes the target feel ill and nauseous. Reduce the target's strain threshold by two for the duration of the effect.
  • Upgrade the difficulty of checks made to resist the toxin's effects by one.
  • This toxin decreases one of the target's characteristics by 1 for the duration of the effect, as determined by the GM at the time of use. (This may only be selected once.)
or
  • Something about the formula for this toxin is difficult to comprehend. Add on the next check made with the same skill before the end of the session.
  • The toxin has a strong smell that adds to all attempts made to detect its presence, including in food or drink.
or
  • When used, the toxin does not take effect for one minute, or one round in structured time.
  • Your character does not have enough incredients to mix this toxin, and must purchase additional ingredients equal to half the original component cost.
  • Upgrade the difficulty of the character's next Alchemy check by 1.
or
  • If this toxin causes wound or strain damage to a target, reduce the damage done by the toxin by half (rounding up).
  • Reduce the duration of this toxin by one round, to a minimum of one round. If the effects would normally last until the end of the encounter, they last two rounds instead.
or
  • If this is a toxin with more than one lingering effects, one of the linger effects does not activate, as determined by the GM at the time of use.
  • Reduce the difficulty to resist this toxin's effects by one.
  • The toxin is less effective than expected, as determined by the GM when the toxin is used.
  • A character who uses this potion also suffers the effects of a toxin of lower rarity than the potion, as determined by the GM at the time of use.
  • Something goes awry during the crafting process, causing the crafter to suffer the ill effects of the toxin being created.

Splash Bombs

Splash bombs are glass or ceramic vials filled with dangerous chemicals that splash outward from their point of impact.

Crafting Splash Bombs

There is no definitive list of splash bombs; all splash bombs are custom creations. The process of creating a splash bomb takes one hour plus two hours for each or added to the check. The base difficulty for creating a splash bomb is Easy (), and the base cost is 75. Each additional die added to the check increases the base cost by 50. After the roll has been made, the player and GM may spend their dice symbols for additional effects, as per the examples in the table below (Spending , , , and on Splash Bomb Crafting).
Normally, an alchemist's lab or kit is required in order to prepare a splash bomb. In some cases, the GM might allow a character to make a check at an increased difficulty to prepare certain mixtures without access to the proper tools. Likewise, your charcter needs access to certain incredients.
A basic custom splash bomb has the following profile:
Basic Splash Bomb
Weapon Skill Dam Crit Range Encum Price Rarity Special
Basic Splash Bomb Athletics (Br) or Alchemy (Br) 3 - Short 1 - - Stun Damage, Blast *, Limited Ammo 1
* The splash bomb's blast rating is equal to the character's ranks in Alchemy.
Custom Splash Bomb Additional Effects
Effects Difficulty Mod
Increased Stun Damage: The splash bomb inflicts additional strain damage to the target equal to the crafting character's ranks in Alchemy plus 1 for each uncancelled . +
Damaging: The splash bomb loses the Stun Damage quality, but instead inflicts wound damage to the target equal to the crafting character's ranks in Alchemy plus 1 for each uncancelled . +
Disorienting: The splash bomb gains the Disorient quality with a rating equal to the character's ranks in Alchemy. +
Ensnaring: The splash bomb gains the Ensare quality with a rating equal to the character's ranks in Alchemy. +
Healing: The splash bomb loses the Blast and Stun Damage qualities, but instead heals a number of wounds for the target equal to the crafting character's ranks in Alchemy plus 1 for each uncancelled . +
Knockdown: The splash bomb gains the Knockdown quality. +
Deadly: The splash bomb gains the Sunder quality. Additionally, The splash bomb gains the Pierce quality with a rating equal to the character's ranks in Alchemy. +
Burning This ammunition or splash bomb gains the Burn quality with a rating equal to the character's ranks in Alchemy. +
Concussive: The splash bomb gains the Concussive 1 quality. +
Spending , , , and on Splash Bomb Crafting
Symbols Effects
or
  • The character learns something valuable, and gains on the next check made with the same skill before the end of the session.
  • Decrease the splash bomb's encumbrance by 1, to a minimum of 0.
or
  • Reduce the time it takes to craft this toxin by half.
  • Reduce the difficulty of the character's next crafting check (on this table) by 1.
  • If this is a toxin with lingering effects, an antidote is also created. (This may only be selected once.)
or
  • Your character has enough ingredients remaining to craft another splash bomb of the same type without additional cost.
  • If the splash bomb has the Healing effect, double the number of wounds healed by splash bomb.
or
  • Two additional, identical splash bombs (with all the qualities, improvements, and flaws the first one posseses) are created at no additional cost.
  • The mixture in this splash bomb makes the target feel ill and nauseous. Reduce the target's strain threshold by two until the end of the scene or encounter.
  • The splash bomb gains the Superior quality.
  • The splash bomb is more effective than normal, as determined by the GM.
  • The splash bomb gains one additional weapon quality, or improves one weapon quality by one, subject to GM approval.
or
  • Something about the formula for this splash bomb is difficult to comprehend. Add on the next check made with the same skill before the end of the session.
  • After completing the splash bomb, the character suffers 3 strain.
  • Increase the splash bomb's encumbrance by 1.
or
  • Your character does not have enough incredients to create the splash bomb, and must purchase additional ingredients equal to half the original component cost.
  • Double the amount of time it takes to craft the splash bomb.
  • Upgrade the difficulty of the character's next Alchemy check by 1.
or
  • The tools the character was using to craft the splash bomb are worn down or destroyed, and are damaged one step (minor damage, if undamaged; from minor to moderate, or moderate to major).
  • The splash bomb gains the Prepare 1 quality (or increases is Prepare quality by 1).
  • The ammunition or splash bomb gains the Inaccurate 1 quality (or increases its Inaccurate quality by 1).
or
  • Reduce one of the splash bomb's qualities by 1 to a minimum of 0.
  • The splash bomb gains the Inferior quality.
  • The mixture for the splash bomb proves unstable and explodes during the crafting process. Your character suffers effects as if hit by the splash bomb, suffering wound damage and a Critical Injury. Or, at the GM's discretion, some related narrative event of equal distress can occur (e.g.: your alchemy lab explodes, the building where you are working catches on fire, poison gas begins to creep across the village, etc.)