Alchemy and Herbal Compound Areas of Expertise
For system purposes both the alchemy and herbal compounds areas of expertise function in the same way although certain items and formulae will only be available to one or the other area of expertise. The expanded rules for these areas of expertise are as follows:
Grade I: Layman
Discern nature of compounds and potions and how to use them.
Grade II: Competent
Discern nature of compounds and potions and how to use them.
May prepare poisons, antidotes, salves and unguents as listed on the Grade II Alchemy/Herbal Compounds list. Up to two items may be prepared either prior to or during an event. Note all items are considered to spoil between events and therefore items cannot be carried over between events.
Grade III: Expert
Discern nature of compounds and potions and how to use them.
May prepare poisons, antidotes, salves and unguents as listed on both the Grade II and Grade III Alchemy/Herbal Compounds list.
Up to three items from the Grade II list and one item from the Grade III list may be prepared either prior to or during an event. Note all items are considered to spoil between events and therefore items cannot be carried over between events.
May cause one chemical transformation using a Grade III chemical formula either prior to or during an event.
Grade IV: Supernatural
Discern nature of compounds and potions and how to use them.
May prepare poisons, antidotes, salves and unguents as listed on the Grade II, Grade III and Grade IV Alchemy/Herbal Compounds list.
Up to four items from the Grade II list, two items from the Grade III list and one item from the Grade IV list may be prepared either prior to or during an event. Note all items are considered to spoil between events and therefore items cannot be carried over between events.
May cause two chemical transformations using either a Grade III or Grade IV chemical formula either prior to or during an event.
Alchemy/Herbal Compounds Lists
Grade II, III and IV Alchemy/Herbal Compounds lists are now available on request if your character has the appropriate skill.
Formulae
It is possible to create special substances that, when used, temporarily recreate many of the special skills and abilities which exist in the system.
First the character must discover the correct formulae for the desired effect; this can be done through research (i.e. by spending karma) or from another player character or NPC. Most formulae are closely guarded secrets.
Once a formula is discovered its components must be gathered. Grade III formulae have four components and grade IV formulae have five components. These components cost various amounts of money but are considered easily accessible provided the character has the correct amount of coin.
Once a formula is known, it is never forgotten and may be used repeatedly according to the rules listed above.
Possible Grade III and IV Formulae are now available on request if your character has the appropriate skill.
Alchemy Lists
Below are the lists for the Grade II and III Alchemy areas of expertise. They are by no means complete and as the Shards are further explored these lists will be updated. We also welcome player character input, so let us know of any additions you would like to see.
Grade II Alchemy List
Name - Duration before full effect - Application - Effect
Antivenin (specific Grade II alchemical poison) - Instant - Various - Neutralises specific poison.
Healing salve - 1 hour - Contact with the wound - Cures one point of damage
Arsenic - 1 hour - Ingestion - Vomiting, coma, death
Black Powder - N/A - N/A - Creates enough powder for five extra shots.
Frogspawn - 15 minutes - Ingestion - Cures sore thoughts
Lead - Several Days - Ingestion - Anaemia, weakness, colic, palsy and paralysis
Mercury - Months - Ingestion - Insanity
Pain Killer - Instant Ingestion - Deadens pain
Silver - Instant - Injection - Unconsciousness and death to Werewolves
Grade III Alchemy List
Name - Duration before full effect - Application - Effect
*Antivenin (specific Grade III alchemical poison) * - Instant - Various - Neutralises specific poison.
Advanced Healing Salve - 1 hour - Contact with the wound - Cures all body points on a single location
Bitter Pool Tathlum Poison - 3 hour’s - Blade or contact poison - Death
Blowfish Poison - 36 hours - Ingestion - Fatigue, death
Blue Ring Octopus Venom - 30 minuets - Injection - Death
Brown Recluse Spider Venom - Instant Blade poison - Causes creeping flesh rot until death.
Formic Acid - 1 hour - Injection - Death
Rock Fish Tail Sting - Instant - Injection - Unconsciousness, death
Alchemical Formulae
Below are the lists for the Grade III and IV Alchemical Formulae. They are by no means complete and as the Shards are further explored these lists will be updated. We also welcome player character input, so let us know of any additions you would like to see.
Using these formulae, it is possible to create special substances that when used temporary recreate many of the special skills and abilities which exist in the system.
First the character must discover the correct formulae for the desired effect; this is done through research (i.e. by spending karma) or from another player character or NPC. Most formulae are closely guarded secrets.
If you receive a formulae from another player character or NPC it costs no karma to learn but you must have the appropriate prerequisites to use it.
Once a formula is discovered its components must be gathered Grade III formulae have four components and grade IV formulae have five components. These components cost various amounts of money but are considered easily accessible provided the character has the correct amount of coin.
It is up to the individual player to come up with an appropriate formula and create his or her own ‘alchemical cookbooks’.
Once a formula is known, it is never forgotten and may be used repeatedly according to the rules listed above.
Grade III Alchemy Formulae List
The four components required in making a grade III alchemical formula, costs in total one silver wagon.
The base duration of a grade III alchemical formula is five minutes before the effects wear off. Note though the imbiber may only use the ability as per the rules for that ability. For example a potion of strength will give the imbiber the ability bruiser for the duration of five minutes. The rules state that, the Character is exceptionally strong and can do a mighty blow (double damage) once per hour. This means the imbiber can only do one mighty blow before the potion expires.
Where the ability has more than one grade the potion grants the imbiber the highest possible grade for the named ability.
Name - Effect - Karma Cost - Prerequisites
Potion of Acid Resistance. -
Gain the ability: Invulnerability to chemical attacks, for duration of the potion. - 15 - Grade III Alchemy
Potion of Blindness. -
Blinds the imbiber until magically healed. - 15 - Grade III Alchemy
Potion of Healing. -
Potion cures all wounds suffered by the imbiber. - 15 - Grade III Alchemy
Potion of Strength. -
Gain the ability: Bruiser for duration of the potion. - 15 - Grade III Alchemy
Chlorine Gas. -
Gain one application of chlorine gas, (Green smoke grenade). - 15 - Grade III Alchemy
Potion of Cold Resistance. -
Gain the ability: Invulnerability to extreme cold for duration of the potion. - 15 - Grade III Alchemy
Potion of Fire Resistance. -
Gain the ability: Invulnerability to fire, for duration of the potion. - 15 - Grade III Alchemy
Greek Fire. -
Gain one application of Greek fire. - 15 - Grade III Alchemy
Potion of Resolve. -
Gain the ability: Guts for duration of the potion. - 15 - Grade III Alchemy
Potion of Toughness. -
Gain the ability: Toughness for duration of the potion. - 15 - Grade III Alchemy
Potion of Vigour. -
Gain the ability: Vigour for duration of the potion. - 15 - Grade III Alchemy
Grade IV Alchemy Formulae List
The five components required in making a grade IV alchemical formula, costs in total one gold stallion.
The base duration of a grade IV alchemical formula is five minutes before the effects wear off. Note though as before the imbiber may only use the ability as per the rules for that ability.
Where the ability has more than one grade the potion grants the imbiber the highest possible grade for the named ability.
Name - Effect - Karma Cost - Prerequisites
Potion of Colossal Strength. -
Gain the ability: Big Bruiser for duration of the potion. - 30 - Grade IV Alchemy
Potion of Immeasurable Toughness. -
Gain the ability: Enhanced Toughness for the duration of potion. - 30 - Grade IV Alchemy
Potion of Vitality. -
Gain the ability: Enhanced Vigour for duration of the potion. - 30 - Grade IV Alchemy
Potion of Life. -
Gain the ability: Hard as Nails for duration of the potion. - 30 - Grade IV Alchemy
Mustard Gas. -
Gain one application of mustard gas, (Yellow smoke grenade) - 30 - Grade IV Alchemy
Phosgene. -
Gain one application of phosgene, (White smoke grenade) - 30 - Grade IV Alchemy
Herbal Compounds Lists
Below are the lists for the Grade II and III Herbal Compounds areas of expertise. They are by no means complete and as the Shards are further explored these lists will be updated. We also welcome player character input, so let us know of any additions you would like to see.
Grade II Herbal Compounds List
Name - Duration before full effect - Application - Effect
Antivenin (specific Grade II herbal poison) - Instant - Various - Neutralises specific poison Belladonna Plant - 8-12 hours - Ingestion - Hallucinations, paralysis, death
Black Tree Mushroom - 2 hours - Ingestion - Unhappiness, depression, sleep
Blood Oak - Instant - Blood poison - Unconsciousness and death to Vampires
Cyanide plants - 10 minutes - Ingestion - Death
Fox Glove - Instant - Ingestion - Slows heart rate, unconsciousness can be confused with death
Healing salve - 1 hour - Contact with the wound Cures one point of damage
Hemlock - 2 hours plant - Ingestion - Sadness, fatigue death
Henbane - N/A - N/A - Make ju ju bullets
Liberty Cap - Instant - Ingestion - Happiness, hallucinations, temporary insanity
Mandrake - 10 minutes - Ingestion - Anaesthetic, overdose leads to death
Methuselah Pine - 5 hours - Contact with the wound - Draws out silver.
Monks Wood - 24 hours. - Contact with the wound - Place in wound anti bacterial and gives one hit point back after one nights rest
Rhubarb Leaves - 1 hour plant - Ingestion - Makes person extremely easy to hypnotise
Salvia Herb - 30 minuets - Ingestion - Stroke, epilepsy
Silverwart - 30 minutes - Ingestion - Cures headaches and dampens general pain
Wolfsbane Plant - 8 hours - Ingestion - Gut ache vomiting. Kills werewolves
Yellow Moss - 5 minutes - Ingestion - Relive worst experience. Bitter Pool Tathlum antidote
Grade III Herbal Compounds List
Name - Duration before full effect - Application - Effect
Advanced Healing Salve - 1 hour - Contact with the wound - Cures all body points on a single location
Antivenin (specific Grade III herbal poison) - Instant - Various - Neutralises specific poison
Black Lotus - 5 minuets - Inhaled, Ingestion Euphoria, highly addictive.
Brown Lotus - 5 minutes - Inhaled - Rapid heart beat, blood bursts from body
Fire Coral - 1 hour - Ingestion, injection - Vomiting, death
Green Lotus - Instant - Inhaled - Makes victim highly susceptible to magic. Negates any kind of mind blank/iron will. Causes violent hallucinations.
Laudanum/Opium Extract - Instant - Ingestion - Painkiller highly addictive
White Lotus - 5 minutes - Inhaled - Turns target in to living zombie
Yellow Lotus - 5 minutes - Ingestion - Gives target the rage advantage for five minuets then death
Herbal Compound Formulae
Below are the lists for the Grade III and IV Herbal Compound Formulae. They are by no means complete and as the Shards are further explored these lists will be updated. We also welcome player character input, so let us know of any additions you would like to see.
Using these formulae, it is possible to create special substances that when used temporary recreate many of the special skills and abilities which exist in the system.
First the character must discover the correct formulae for the desired effect; this is done through research (i.e. by spending karma) or from another player character or NPC. Most formulae are closely guarded secrets.
If you receive a formulae from another player character or NPC it costs no karma to learn but you must have the appropriate prerequisites to use it.
Once a formula is discovered its components must be gathered Grade III formulae have four components and grade IV formulae have five components. These components cost various amounts of money but are considered easily accessible provided the character has the correct amount of coin.
It is up to the individual player to come up with an appropriate formula and create his or her own ‘herbal compound cookbooks’.
Once a formula is known, it is never forgotten and may be used repeatedly according to the rules listed above.
Grade III Herbal Formulae List
The four components required in making a grade III herbal compounds formula, costs in total one silver wagon.
The base duration of a grade III herbal formula is five minutes before the effects wear off. Note though the imbiber may only use the ability as per the rules for that ability. For example a potion of animal empathy will give the imbiber the ability animal empathy for the duration of five minutes. The rules state that, the character can use this skill once per day, therefore the imbiber can only use this ability once during the potions duration.
Where the ability has more than one grade the potion grants the imbiber the highest possible grade for the named ability.
Name - Effect - Karma Cost - Prerequisites
Potion of Animal Empathy. -
Gain the ability: Animal Empathy for duration of the potion. - 15 - Grade III Herbal Compounds
Potion of Aura Reading. -
Gain the ability: Aura Reading for duration of the potion. - 15 - Grade III Herbal Compounds
Potion of Battle Frenzy. -
Gain the ability: Battle Frenzy for duration of the potion. - 15 - Grade III Herbal Compounds
Potion of Divination. -
Gain the ability: Divination for duration of the potion. - 15 - Grade III Herbal Compounds
Potion of Empathy. -
Gain the ability: Empathy for duration of the potion. - 15 - Grade III Herbal Compounds
Potion of Healing. -
Potion cures all wounds suffered by the imbiber. - 15 - Grade III Herbal Compounds
Potion of Madness. -
Imbiber gains the disadvantage: Insanity for duration of the potion. - 15 - Grade III Herbal Compounds
Potion of Desire. -
Imbiber gains the disadvantage: Lustful for duration of the potion. - 15 - Grade III Herbal Compounds
Potion of Mind Blank. -
Gain the ability: Mind Blank for duration of the potion. - 15 - Grade III Herbal Compounds
Potion of Sense Portal. -
Gain the ability: Portal Navigation for duration of the potion. - 15 - Grade III Herbal Compounds
Potion of Precognition. -
Gain the ability: Precognition for duration of the potion. - 15 - Grade III Herbal Compounds
Potion of Psychometry. -
Gain the ability: Psychometry for duration of the potion. - 15 - Grade III Herbal Compounds
Grade IV Herbal Formulae List
The five components required in making a grade IV herbal compounds formula, costs in total one gold stallion.
The base duration of a grade IV herbal formula is five minutes before the effects wear off. Note though as before the imbiber may only use the ability as per the rules for that ability.
Where the ability has more than one grade the potion grants the imbiber the highest possible grade for the named ability.
Name - Effect - Karma Cost - Prerequisites
Potion of Far Sight -
Gain the ability: Far Sight for duration of the potion. - 30 - Grade IV Herbal Compounds
Potion of True Course. -
Gain the ability: Glimpse of the True Course for duration of the potion. - 30 - Grade IV Herbal Compounds
Potion of Health. -
Potion cures all wounds and poisons suffered by the imbiber. - 30 - Grade IV Herbal Compounds
Potion of Rage. -
Gain the ability Rage for duration of potion - 30 - Grade IV Herbal Compounds
Potion of Sixth Sense. -
Gain the ability Sixth Sense for duration of potion - 30 - Grade IV Herbal Compounds
Potion of True Sight. -
Gain the ability True Sight (object) for duration of potion - 30 - Grade IV Herbal Compounds
Potion of True Sight. -
Gain the ability True Sight (person) for duration of potion - 30 - Grade IV Herbal Compounds
Potion of Iron Will. -
Gain the ability Will of Iron for duration of potion - 30 - Grade IV Herbal Compounds
You will be able to make extra potions during an event provided you have The appropriate physreps and coin. A grade III formula potion will take three hours and a grade IV formula will take eight hours.
None formula items can also be prepared on an event again provided you have the appropriate physreps and ingredients at the following rate grade II 30 minutes and grade III 60 minutes
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