WS:Alchemy

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Alchemy

Alchemy is a multipower framework that must have the following limitations -

  • Delayed Effect (May have number of potions equal to INT; +1/4)
  • Extra Time (6 Hours, Character May Take No Other Actions, -3 3/4)
  • OAF Fragile (-1 1/4)
  • Requires A Skill Roll And A Skill Roll (Alchemy and Tap; -3/4)
  • Gestures (Requires both hands; Complex; -3/4)
  • Concentration (0 DCV; -1/2)
  • Conditional Power (Requires alchemical equipment to prepare, and the necessary ingredients. -1/2)
  • Restrainable (-1/2)

For a total limitation of -7 3/4

In order to create the potion, 6 hours of time must be spent making the potion with the correct ingredients and equipment, with various runic gestures and incantations. The active points of the potion determine the modifier to the Alchemy skill roll (-1 for every 10 active points of the potion). And then a Tap roll is made to channel mana into the potion (or enchanted object if creating a magical item).

All the limitations occur in the preparation of the potion, except for "restrainable" which simulates that someone attempting to use a potion, cannot do so if tied up, grabbed or otherwise prevented from the obvious moves necessary, and "OAF fragile" which simulated the container for the finished potion (as well as the alchemical equipment used in preparation).

Potions can use the charges limitation, if they have a duration of time over which their effect occurs. If they do use charges, the must also cost END (only to activate for -1/4), and have that limitation as well - to represent the mana transfer from the ley lines into the potion.

Potions

Name Description Power Active Real END
Loki's Strength This evil potion, which at first taste appears to temporarily enhance the physique of the character, actually turns the victim weak and puny. It will require many months before the body of the character begins to recover from this blow. Mental Group Images 1" radius (5 Active Points); Set Effect (Only to appear as Aid to STR; -1), No Range (-1/2) (Real Cost: 2) plus Drain BODY 4d6, Difficult To Dispel (x4 Active Points; +1/2), Delayed Return Rate (points return at the rate of 5 per Season; +2 1/4) (150 Active Points); Gradual Effect (1 Week; -2), Activation Roll 11- (-1) (Real Cost: 37) 155 39 16
Recovery Aid END 1 1/2d6 (15 Active Points); Costs Endurance (-1/2) (Real Cost: 10) plus Aid REC 2d6 (20 Active Points); Costs Endurance (-1/2) (Real Cost: 13) 35 23 3
Elemental Resilience Armour (4 PD/4 ED) (12 Active Points); Conditional Power Only Versus Fire/Heat and Ice/Cold Damage (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) 12 7 1
Healing Simplified Healing 3d6 (30 Active Points) 30 30 3
Swiftness +2 SPD (20 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Costs Endurance (Only Costs END to Activate; -1/4) 20 9 2
Stonyskin Salve Armour (4 PD/4 ED), Conditional Power Only on living skin (+0) (12 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Costs Endurance (Only Costs END to Activate; -1/4) 12 5 1
Firebloom RKA 1d6, Explosion (+1/2), Nonselective Target (-1/4), Continuous (+1) (34 Active Points); 1 Continuing Charge lasting 5 Minutes (-3/4), Costs Endurance (Only Costs END to Activate; -1/4) 34 17 3
Bottled light Sight and Hearing Groups Flash 4 1/2d6, Area Of Effect Nonselective (One Hex; +1/4) (35 Active Points) 35 35 3