Alchemy

One of the "Kepera" category of magics;

Alchemy is part science, part metaphor. A purely alchemical creation consists solely of things selected for their social, or metaphorical, impact. With the act of creation intentionally being designed to be as much an 'event' as possible, alchemical items carry a metaphorical expectation in the soul sea. An expectation that manifests through the sea's belief that it should, when the item is finally used for its purpose. It is for this reason some say that alchemy is 'crafting experiences'.

A practitioner of Alchemy is called an "Alchemist"

Mechanics

Effects have a DC and an effect that occurs should you fail the check.

Flavour

Rolled For

Special Rules

Some effects include a "sci" tag. Effects with the sci tag require special tools or circumstances in addition to a successful check, such as an alchemists laboratory.

Unless an effect's description states otherwise, items created with the Alchemy skill cannot be used as part of thrown attacks.

When moving from the area of one culture to another, such as between nations, a d8 should be rolled for each carried alchemical item. On a 1, that item ceases to function or functions differently than intended.

When using a poisonous substance in an alchemy check, and your base die rolls an odd number, you are exposed to the poison and must make a defence as normal. If you are attempting an alchemy check in the dark, this chance applies to all applicable dice rather than just the base die.

Example tools

The most common tools for alchemy checks are glasses(d4, TDC 5), a basic lab(d4, TDC 30), and alchemy glassware(d6, TDC 20)

Powers

Tier 1

Tier 2

Tier 3

Tier 4

Tier 5

Tier 6

Tier 7

Tier 8

Tier 9

Effects

Antidote[DC 5, sideeffect=none]: A strange fluid that, when imbibed, counters toxins. Compare the creation check against the DC of all the toxins affecting the target. the toxin with the highest DC that does not exceed the check result is removed.

Armorpaste[DC 20|26, sideeffect=damage equal to half check result]: A thick paste that when applied to the skin grants a d6(or d8 for the higher DC) light armor tool die for 3 hours.

Basic Bomb[DC 6, sideeffect= 8-check damage to self](Explosive): You create a small explosive device. This explosive can be thrown, dropped, or smashed against a target to deal fire damage equal to original check result to target. Only affects one target in one hex. This damage is resolved against Dodge defence only.

Bottled Fog[DC 15, sideeffect=3 poison damage to self]: A vial that, when shattered, releases a dense fog that spreads out at a rate of 1 hex radius per round for 5 rounds. Targets inside the fog cannot be targetted by ranged attacks.

Bottled Jolt[DC 9, sideeffect= 10-check electricity damage to self](Explosive): You create a small explosive device. This explosive can be thrown, dropped, or smashed against a target to deal electricity damage equal to the original check result to the target. Only affects one target in one hex. This damage is resolved against Dodge defence only.

Compressed Anxiety[DC 10, sideeffect = automatic 1 on base die on next defence against emotion effect]: A small item that breaks when the wearer makes a senses defence against ambush or a stealth attack, granting a d6 tool for the defence.

Constitution empowerer[DC 16, sideeffect= Can't retry for 24 hours]: A liquid that when imbibed grants a d6 tool die for stamina defence against diseases.

Festering paste[DC 22, sideeffect=immediately subjected to it]: A toxic paste that affects a target on touch as if by the disease Festering Plague.

Healing potion[DC 14, sideeffect = -2 to alchemy checks for 1 day]: A vial of liquid that restores damage equal to half the check result to create it.

Homeopathic drug[DC 23, sideeffect=Lose all source drug]: duplicate a supply of a drug up to the trade DC of the check.

Hype[DC 15, sideeffect= 4 damage per round for 6 rounds.]: When used, increases the imbibers speed by 2 hexes for 1 hour.

Ironskin[DC 15, sideeffect=Cannot use dodge defence for 1 hour]: A thin liquid that, when rubbed into someone's joints, acts as a d6 tool for Dodge defence for 1 hour.

Lendguistic Brew[DC 21, sideeffect= unable to understand language for 8 hours]: A thin milky drink that, when imbied, grants the drinker +2 proficiency in a language you are at least Fluent in, or +1 proficiency in a language you are not proficient in.

Lingering bite[DC 19, sideeffect=immediately subjected to poison]: A vial of liquid that when mixed with poison allows the imbiber to transfer that poison through a bite attack(which uses the Unarmed skill if they lack a bite attack) and does not poison the imbiber.

Linguists Brew[DC 9, sideeffect= cannot benefit from aid actions for 2 hours.]: A thin milky drink that, when imbibed, grants the drinker +1 proficiency in a language you are at least Fluent in.

Liquid face[DC 11, sideeffect= 9-tier damage to self for 5 rounds]: A paste that when lathered on the face can be used to create a disguise. Functions as a d6 tool for any checks to disguise as another person of the same species.

Multicolour Skinstain[DC 17, sideeffect= 10 acid damage to self]: An inklike substance that when traced along skin leaves ink beneath the surface much like a tattoo. Functions as a d8 tool for artistry to create tattoos.

Mutable face[DC 18, sideeffect= 9-half tier damage to self for 7 rounds]: A paste that can be used to coat the body to create a disguise. Functions as a d6 tool for any checks to disguise as another civil intellect species.

Orek spice[sci, DC 10|20, sideeffect= 5 fire damage to self]: A black powdery spice that grants d4 aid die on cooking based checks(The greater version also applies to all tasks to create or manipulate fire). Can also be burnt to create a small explosion that deals 10(25 for the greater version) fire damage in the applicable hex.

Powdered Wine[DC 8, sideeffect = releases a noxious disgusting gas that embeds in nearby surfaces]: A red powder that turns water into wine.

Reshaper[DC 30, sideeffect= transformation into a random animal for 2 hours]: A thick gunky liquid that, when imbibed, transforms the drinker into a specified different species for 2 hours.

Skinstain[DC 7, sideeffect= 3 acid damage to self]: A black, inklike substance that when traced along skin leaves ink beneath the surface much like a tattoo, functions as a d6 tool for artistry to create tattoos.

Spidersource[DC 21, sideeffect= effect occurs immediately]: A small item that can be broken to unleash a swarm of spiders. The swarm is not controlled by the activator.

Taste of the wind[DC 8, sideeffect=nautia for 2 hours]: A thin liquid that when imbibed, grants the effects of the "Witness the Flow" Arcane ability for 2 hours.

Tempremental Bomb[DC 11, side effect= 15-check damage to self](Explosive): You create a slightly more powerful explosive device. This works the same as a Basic Bomb except that the effect deals 4 less damage than the check result and affects three adjacent hexes. If used in melee, this damage also affects the bomb's wielder.

Toxin Suspension[DC 18, sideeffect=creator affected by toxin]: A toxin held in a liquid that can be held in the mouth for up to 1 hour, after which it affects whoever it is in countact with as normal. If the toxin is spat or vomited out, including as an attack, before the duration expires, it does not affect the imbiber.

Water of Life[DC 14, sideeffect= Can't try again for 24 hours]: A form of water that can be used for ranged unarmed attacks against undead.