Editing MTH:Powers A-H

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Extras: Distance - The Range increment becomes (Power Level x 5) yards
 
Extras: Distance - The Range increment becomes (Power Level x 5) yards
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==ALCHEMY==
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Class: Beta
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Cost: 1 Verve + appropriate materials
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Dice Pool: Intelligence + (Crafts) + Alchemy
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Action: 20 minutes
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Range: Self
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Area: N/A
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Duration: Permanent
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Effect: The character is able to create several types of single-use alchemical items. On a successful activation, the character creates a single item with a Cost under the number of successes, which must be one of the following:
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* Acid: Cost varies from 0 to the character's unaugmented Intelligence. When used, roll a pool of 10, add Cost to successes, and each success deals 1 lethal damage. Subtract armor or durability from this damage. Can be thrown but isn't aerodynamic.
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* Elixir: Cost varies from 0 to the character's unaugmented Intelligence. When used, regain Verve as start of scene + Cost. Must be ingested as an instant action.
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* Explosive: Costs and functions as equipment in official books.
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* Infusion: Cost varies from 0 to the character's unaugmented Intelligence. When used, add Cost + 1 to one predetermined attribute for one scene. Must be ingested as an instant action.
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* Potion: Cost varies from 0 to the character's unaugmented Intelligence. When used, roll a pool equal to Health, add Cost to successes, and each success removes 1 bashing damage or downgrades 1 higher damage. Must be ingested as an instant action.
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* Poison: Cost varies from 0 to the character's unaugmented Intelligence. Toxicity is Cost + 3. One predetermined method of delivery.
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The character knows Alchemy + 2 different alchemical recipes, to make one type of item each. Different explosives, infusions for different attributes, and poisons with different methods of delivery have different recipes.
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To prevent stockpiling, all alchemical items will spoil after one week, a character cannot make more than Power Level + 2 alchemical items in one day, and a character who ingests more than one alchemical item per scene becomes violently ill for a minute instead of the intended effect.
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At the Storyteller's discretion, any item from official books that can be described as a substance rather than a mechanism can become an alchemical recipe.
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Players wanting to build a super-genius character should also consider the Invention or Sorcery power, depending on whether they interpret Alchemy as the magic of science or the science of magic.
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Extras: None
  
 
==ARMOR==
 
==ARMOR==

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