Site Index > Rules > Gameplay > Item Types > Alchemicals |
Alchemical Items | |
|
Alchemicals represent chemical concoctions that can be helpful or harmful. All alchemcials are consumables that are kept in vials for usage when needed.
Description
Alchemical items, sometimes called compounds or admixtures, represent the pinnacle of old world chemistry mixed with a tiny bit of occult knowledge. The products are considered everyday items with no magical properties, useful for bypassing magical defenses or circumstances where magical healing won't work. Alchemicals are produced by characters with the Alchemy skills and production points.
Alchemicals can generate a wide variety of game effects, duplicating some spells. Characters who are immune to spells are still affected by alchemical items, only effects that specifically stop alchemical items or the call caused by an alchemical item will prevent them from working.
Many harmful alchemicals are poisons, though not all. Beneficial alchemicals can cure poison, restore spent power points, and heal wounds. Notably the only way to remove the Diseased, Exhausted and Lycanthropy conditions are alchemical items.
There are three primary subcategories of alchemical items: blade alchemicals, ingested alchemicals, and thrown alchemicals.
- Blade alchemicals are compounds applied to weapons to enhance their combat capabilities.
- Ingested alchemicals can be both helpful or harmful depending on the specific item.
- Thrown alchemicals are mixtures of chemicals that react when exposed to air, throwing a vial with these chemicals in them (represented with a tag bag) can be done as an attack.
Herbalism and Alchemy
The Herbalism skill is required to handle all blade alchemicals and thrown alchemicals safely. With ingested alchemicals, it is only needed for those that are classified as 'harmful'. Each alchemical will list on it's paper if it is 'harmful' or not. If a character does not possess herbalism and attempts to use an alchemical item that requires it, they suffer the effects of the item immediately and the item is consumed with no further effect. With blade alchemicals herbalism is required to apply the alchemical, but not required to attack with the affected weapon.
Blade Alchemicals
A Blade Alchemical is a consumable item that is applied to a weapon in order to make it more deadly. All blade alchemicals replace a weapon's normal damage call with something else. In order to apply a blade alchemical you must possess the Herbalism skill and role-play the action of applying the compound to your weapon, then tie a flag to it.
Once applied a blade alchemical typically lasts for 10 minutes and/or replaces the next successful hit the weapon makes (whichever comes first). Some blade alchemicals require different special materials, or have bonuses based on what materials a weapon is made out of. Each blade alchemical lists any special interactions it has with a particular material type.
Some blade alchemicals reference a "pure" weapon. These are weapons made from only the material type listed. A weapon that has the mundane weapon craft feature (which allows it to strike for a material type or no material type) does not count as a pure weapon.
Elven Steel weapons may never have blade alchemicals applied to them. If a blade alchemical is applied to an Elven Steel weapon it is rendered inert immediately.
Ingested Alchemicals
Ingested alchemicals can be helpful or harmful. To use an ingested alchemical a character must role-play drinking it. Follow the instructions on the item for what it does.
Characters may also role-play putting the chemicals into something a character will later eat or drink. If a character does this they must then put a green sticker somewhere on the container the food or drink is contained in (this could be the bottom of a plate or a mug for example). The green dot allows characters with the herbalism skill to inspect the food and if they notice the green dot they will know 'something' is off, but not necessarily what. Should a person ingest the food or drink they should then be notified of exactly what was put in the food. Their character will not be aware of this, only the player gets to know. When this is done with a large container, such as a pot of soup, only one person is affected per dose of ingested alchemical used. The first person to consume the food (or drink) is affected, and so on, until all doses have been used. It is acceptable to voluntarily take a harmful effect if a character consumes the food after all doses have been applied, so long as there is no mechnaical advantage in doing so.
Sometimes the question comes up if you can put beneficial alchemicals in food or drink, or clarification on how it works. The answer is yes, but a green dot still needs to be put on the vessel or package of whatever is being consumed. If you are making an edible item to be ingested at a later time (for example, a cookie that restores 2 power) the consumable slip should be kept with the item until it is eaten or drank so that it is clear what the item actaully does. There is nothing stopping someone from claiming a biscuit is made with Wolfsbane but having it actually be a dose of Gershan Thunder, and no way to identify which beforehand since the item is already "tampered with". |
Ointments
Ointments are like ingested alchemicals, but are applied topically, generally to treat wounds. To use them role-play applying the ointment to the target. Otherwise, follow the alchemical for any other special rules.
Thrown Alchemicals
A thrown alchemical represents a small easily breakable vial being hurled at an enemy. To use a thrown alchemical the vial being used must be easily reachable by the person using it, however they do not need to grab it right away. The player should role-play grabbing the alchemical, then instead grab a tag bag and throw that. Because thrown alchemicals are often used in the middle of combat, players are not expected to destroy the consumable tag right away. Players should keep track of what they use and how many of each, then at a later point that is more convenient make sure they should destroy the consumable tags for anything they threw.
The thrown alchemical will always state what call to use when you 'throw' it.
Formulas
Formulas are a type of scarce item that can be acquired during play. They allow you to turn in specific combinations of items during preproduction to acquire specific scarce items in return. Each formula will state what gets turned in and what specific things you get in return on it. They do not explain what the items do, players will need to use the formula to learn about things that may be new to them.
The primary purpose of formulas is to allow players to turn back in loot plants they find during play. This helps players so that they don't have to carry bulky plants, ensures the plants don't get destroyed in people's bags and cuts down on how many of each plant logistics needs to have on hand. Most formulas produce a scarce item that duplicates the effect of the plant and some kind of byproduct to make the turn-in more worthwhile than holding onto the plant.
The Varganien Commissary
This section is related to an ongoing metaplot and is subject to change. If you have any questions about the contents that are not answered here you should ask other characters in-game, or questions regarding the mechanics can be asked in the Discord thread. |
Starting in June of 2024, players began earning credits with the Varganien Commissary in Maplewood to help fight the ongoing Veilwalker threat. Each game a player attends earns them one credit, used to trade for various formulations of a rare alchemical called Blightfyre. This is currently the only known way of inflicting Blight damage.
- Credits can be combined amongst players to obtain higher value formulations.
- The amount of credits a character has earned can be located on the XP Lookup Sheet.
- To trade credits for Blightfyre items, complete the preproduction form with the items you are looking to obtain and what characters are contributing the credits for them.
- For further information, see this document.
Alchemical Name | Alchemy Level | Type | Duration | Scarce | Production Quantity | Description
|
---|---|---|---|---|---|---|
Blightfyre Tonic | ? | Ingested | Instant | Yes | ? | Some believe this will ward off the Veilwalker Infection. Costs 1 credit at the Varganien Commissary.
|
Blightfyre Dose
| ? | Ingested | Instant | Yes | ? | An ingested alchemical that does 4 "Blight Pierce!" damage to the torso. Costs 3 credits at the Varganien Commissary.
|
Blightfyre Vial
| ? | Thrown or Ingested | Instant | Yes | ? | Ingest or throw for 2 "Blight!!" damage. Costs 5 credits at the Varganien Commissary.
|
Blightsteel Balm
| ? | Blade Alchemical | Medium (10 Minutes) | Yes | ? | Replaces a weapon's damage type with "Blight!". Costs 28 Credits at the Varganien Commissary. |
Trap Name | Level | Type | Duration | Scarce | Fragile | Description
|
---|---|---|---|---|---|---|
Blightfyre Trap | ? | Physical | Instant | Yes | No | Inflicts 4 "Blight! damage. Costs 5 credits at the Varganien Commissary. |
Alchemical Listing
Alchemical Name
| Alchemy Level | Type | Duration | Scarce | Production Quantity | Description
|
---|---|---|---|---|---|---|
Bug Repellent
| 1 | Thrown Alchemical | Short (1 Minute) | No | 4 | A thrown alchemical that calls for 'Disengage Insect!'.
|
Compost Moss
| 1 | Special Alchemical | Instant | No | 1 | Help bodies naturally decompose faster.
|
Corruption
| 1 | Blade Alchemical | Medium (10 Minutes) | No | 1 | A blade alchemical that allows a weapon to strike for 'Poison'
|
Gershan Roots
| 1 | Thrown Alchemical | Medium (10 Minutes) | No | 2 | A thrown alchemical that calls for "Acid Grounding!", this gives the grounded condition to prevent escaping.
|
Holy Water
| 1 | Thrown Alchemical | Short (1 Minute) | No | 4 | Throws for 'Disengage Undead!'.
|
Lanthir Oil
| 1 | Blade Alchemical | Medium (10 Minutes) | No | 1 | Transform a weapon into a mundane one temporarily.
|
Minor Power Elixir
| 1 | Ingested Alchemical | Instant | No | 1 | Gain 2 power points.
|
Ritual Ink
| 1 | Special Alchemical | Instant | No | 5 | Used for the creation of loot rituals and level 5 scrolls.
|
Spirit Tar
| 1 | Ingested Alchemical | Medium (10 Minutes) | No | 1 | The drinker gains the Grounded condition, preventing them from dissipating among other things.
|
Stabilizing Concoction
| 1 | Ointment | Permanent | No | 1 | Used to treat the severely wounded, this removes the Bleeding Out condition. |
Anesthesia
| 2 | Ingested Alchemical | Medium (10 Minutes) | No | 1 | Knock someone unconscious without hurting them.
|
Base Paste
| 2 | Ointment | Long (Game Day) | No | 1 | Protects a shield from being broken by acid damage.
|
Elixir of Wisdom
| 2 | Ingested Alchemical | Extra Long (Event) | No | 1 | Gain 1 Power for the event.
|
Mother's Intuition
| 2 | Ingested Alchemical | Instant | No | 1 | Diagnose yourself to understand any conditions you are experiencing.
|
Rejuvenation Elixir
| 2 | Ingested Alchemical | Permanent | No | 1 | This very useful item, replenishes 2 power points, heals body points, and removes the Diseased condition.
|
Scorpion's Kiss
| 2 | Blade Alchemical | Medium (10 Minutes) | No | 2 | Replaces a weapons strikes with 'Poison Weaken!'
|
Sterling Sheen
| 2 | Blade Alchemical | Medium (10 Minutes) | No | 1 | Temporarily makes a mundane weapon silver or a silver weapon elven steel.
|
Vermin Bane
| 2 | Ingested Alchemical | Medium (10 Minutes) | No | 2 | After 10 minutes gives the Torso Wound condition.
|
Warding Amalgam
| 2 | Ointment | Long (Game Day) | No | 1 | Gain a prevention shield that stops the next 'Magic!' call to hit you.
|
Wolfsbane
| 2 | Ingested Alchemical | Instant | No | 1 | Removes the Lycanthropy condition. |
Affection Confection
| 3 | Ingested Alchemical | Medium (10 Minutes) | No | 1 | Inflicts poison charm on the imbiber so they fall in love with the first person they see.
|
Dilution Solution
| 3 | Thrown Alchemical or Ointment | Instant | No | 2 | Causes 'Dispel Alchemy!'
|
Elixir of Toughness
| 3 | Ingested Alchemical | Long (Game Day) | No | 1 | The imbiber gains +1 Body for the Game Day
|
Explosive Charge
| 3 | Special Alchemical | Instant | No | 1 | Blow up locks to get to the treasures they protect.
|
Hand of Death
| 3 | Thrown Alchemical | Instant | No | 2 | Throws for '4 Poison!'.
|
Lycanthropy Safeguard
| 3 | Ingested Alchemical | Extra Long (Event) | No | 1 | The imbiber is immune to the Lycanthropy condition.
|
Madweed Extract
| 3 | Ingested Alchemical | Medium (10 Minutes) | No | 1 | Gain +1 Might.
|
Magic Power Elixir
| 3 | Ingested Alchemical | Instant | No | 1 | Restores 4 power points.
|
Medicinal Poultice
| 3 | Ointment | Instant | no | 1 | Removes any Limb Wound conditions on a character.
|
Smelling Salts
| 3 | Special Alchemical | Instant | No | 1 | This reusable item cures compulsion based conditions and other mental effects as well.
|
Spyderbyte
| 3 | Blade Alchemical | Medium (10 Minutes) | No | 1 | Replace your next hit with "Poison Curse!".
|
Stasis Compound
| 3 | Blade Alchemical | Medium (10 Minutes) | No | 1 | Affected weapon's next hit calls for 'Grounding!'
|
Tanglefoot Bag
| 3 | Thrown Alchemical | Medium (10 Minutes) | No | 2 | Throws for 'Poison Pin!'.
|
Terran Roots
| 3 | Thrown Alchemical | Medium (10 Minutes) | No | 2 | Gives enemies the Grounded condition preventing them from dissipating.
|
Vial of Acid
| 3 | Thrown Alchemical | Instant | No | 1 | Throws for '4 Acid!' |
Bile of Nox
| 4 | Blade Alchemical | Medium (10 Minutes) | No | 1 | May only be used on a goblin iron weapon. Replaces your next attack with '<Might or Accuracy> Poison Slay!'.
|
Blackout Juice
| 4 | Ingested Alchemical | Medium (10 Minutes) | No | 1 | Inflicts 'Poison Terror!' on the imbiber.
|
Bloodwort Extract
| 4 | Ingested Alchemical | Instant | No | 1 | Removes the Torso Wound condition from another character.
|
Claw of the Beast
| 4 | Blade Alchemical | Medium (10 Minutes) | No | 2 | Gives +1 Might or Accuracy and replaces a weapons damage type with 'Poison!'.
|
Frenzy Brew
| 4 | Ingested Alchemical | Medium (10 Minutes) | No | 1 | Gives the imbiber 2 monstrous body points that break cap.
|
Knight's Bane
| 4 | Blade Alchemical | Medium (10 Minutes) | No | 1 | Makes a silver weapon strike for "1 Silver Pierce!".
|
Mind Expanding Elixir
| 4 | Ingested Alchemical | Extra Long (Event) | No | 1 | Gain 2 Power for the event.
|
Theriac
| 4 | Ingested Alchemical | Instant | No | 1 | Cures the Acid Residue, Diseased, Exhausted, Lycanthropy, and Poisoned conditions.
|
Touch of Panic
| 4 | Blade Alchemical | Medium (10 Minutes) | No | 1 | Replaces your weapon's next attack with 'Poison Enfeeble!'.
|
Truth Serum
| 4 | Ingested Alchemical | Short (1 Minute) | No | 1 | Gives the Truthful condition
|
Weapon Stone
| 5 | Ointment | Long (Game Day) | No | 1 | Augments a weapon so that anyone who uses it gets +1 Might while doing so. |
Balm of Vigor
| 5 | Ingested Alchemical | Medium (10 Minutes) | No | 1 | The imbiber gains 2 might.
|
Catholicon
| 5 | Ingested Alchemical | Instant | No | 1 | Restores 4 magic power points, heals all body damage, removes the <Limb> Wound, Torso Wound, Acid Residue, Exhausted, Poisoned, and Diseased conditions
|
Craftsman's Purity
| 5 | Blade Alchemical | Medium (10 Minutes) | No | 1 | A pure silver weapon replaces its next hit with "Dispel Magic!".
|
Elixir of Cosmic Power
| 5 | Ingested Alchemical | Extra Long (Event) | No | 1 | Increase your Power by 3.
|
Ethereal Sealant
| 5 | Ointment | Long (Game Day) | No | 1 | Makes the subject immune to all magic, both harmful and beneficial.
|
Gershan Thunder
| 5 | Ingested Alchemical | Instant | No | 1 | Inflicts a 'Poison Torso Wound!' on the imbiber.
|
Grip of Darkness
| 5 | Blade Alchemical | Medium (10 Minutes) | No | 1 | Replace a weapon's next hit with 'Poison Terror!'.
|
Neutralizing Solution
| 5 | Blade Alchemical | Medium (10 Minutes) | No | 1 | Replaces a pure silver weapons next hit with Dispel Alchemy.
|
Ogre Extract
| 5 | Ingested Alchemical | Long (Game Day) | No | 1 | Gain 2 body for the game day.
|
Transmutation
| 5 | Ointment | Long (Game Day) | No | 1 | Completely transforms a weapon into a new material type temporarily.
|
Two-Step Venom
| 5 | Thrown Alchemical | Instant | No | 2 | Throws for '4 Poison Pierce!' |
References
Consumables
A consumable item is any item with a limited number of uses. Most consumables can only be used once. Wands are an exception to this, they have a fixed amount of power points available to them when created and when those power points are consumed the item is consumed.
Paper Consumables
Paper Consumables
Most consumables are represented by a slip of paper with an official logistics stamp on it. These papers are then the finished product (in the case of scrolls and trap tags) or placed inside other objects (like alchemicals and potions). There are standard potion vials the game uses for alchemicals and potions, which are available at cost at the logistics desk. Players are welcome to use their own as well so long as the container is safe, and should not be made of glass. We use plastic bottles for safety reasons making them an exception to the period materials guideline.
Only one slip should go inside any given container.
Paper consumables are generally not numbered. They are lootable however. Treat any in-game document with a logistics stamp and no number as lootable.
Outdated Consumables
Rules are updated on a yearly basis. Sometimes particularly complicated situations arise that require updates immediately. Over time, printed consumables can become grossly out-of-date with very wrong information on them. Players are allowed to update them, turning old copies in to logistics to get up-to-date copies instead. This is purely optional, but helps to allow you to read what the consumable does ACCURATELY while in play. Players should consider doing this because they might not be the person who ultimately uses the consumable.
Paper consumables will have a date printed on them. If the item (or the spell the item is based on for potions and scrolls) have been updated the page in this wiki will list the date it was last changed. This is an impractical way of checking large numbers of items however, and is mostly useful if you think something is off. A method of checking more items rapidly is being worked on and will hopefully be available by mid 2024.
Using Consumables
When you use a consumable you should roleplay using that item. For potions this means role-playing drinking it, or feeding it to someone else. Lids do not need to be removed from containers, you are allowed to mime the action. Alchemicals depend on what type of alchemical it is. After doing this the effect begins immediately. At your earliest convenience destroy the paper (rip it in half) after removing it from the container (if any). This does not have to be done right away, and often combat makes doing it immediately impossible.
Containers that belong to you should be kept for future use, if the container came from the game (such as from loot) return it to logistics to be reused. Odds are you won't remember which is which, so follow a ratio that makes sense to you. If half your consumables were probably loot, give about half the containers you use back to logistics.
Scarce Items
Some consumables are labeled as being scarce. These items cannot be produced at all. They also can't be copied, reproduced, or used in any way without being consumed. Only items that explicitly interact with scarce items may break this restriction. Scarce items are intended to only ever be available as loot.
The purpose of a scarce items is to ensure there is always the potential for something unusual and hard to find to be available from encounters.
Plants
Some consumable plants can be found in play. There are currently no methods for player characters to create these plants. Consumable plants are sometimes placed around the campsite to be discovered by a player lucky or skilled enough to notice them. The plant will have an item number that explains what it does. Characters with identify magic or herbalism can look up what the plant does.
If a gamemaster has you put out a plant to be found, be sure to remember where you put it. At the end of the shift you'll need to go verify that someone found it. If no one found it, pick it up and bring it back in to logs, we do not wish to leave props behind to get lost and our hosts don't want us leaving behind things that won't biodegrade on their site. These items should only go out for one shift at a time (so there's never a situation where the person who put a plant out has to avoid finding it).
Producing Alchemicals
Alchemical items represent mundane chemistry that has a particular effect.
Using the alchemy skills a character can produce alchemical items of any level the character has the appropriate skill for. There is a list of all alchemical items and any player with enough skill levels can automatically produce anything on that list.
Each alchemical item states how many copies it produces per time it is made. For most this will be 1, but for some items it could be many more. When ordering these items using preproduction list how many times you wish to pay for that item with production points, logs will multiply that by the number produced and get you the correct number when assembling your order.
Categories: Gameplay Rules | Item Types | Alchemicals | Production Rules
Site Index | About Us | Event Calendar | Novitas Linktree | Contact Us |
|