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Attribute: Intelligence
Suggested Ability: Crafts (Alchemy), Herbalism, Science (you must choose one and +note it)
Modifier: After the same ritual is completed 3 times, the diff drops by -1.
Duration: 1 scene
Notes:
- No spells in this path. Everything is ritual. Time: Each dot of Ability higher than ritual level reduces casting by 1 day, if reduced to less than 1 day it takes 3 hours
Effects: This path has no Aspects. Instead, each dot increases the practitioner’s power and control. Except for the most potent recipes, they only require a single success to make. Additional successes are split
between providing additional doses and keeping those doses potent for one day per success spent.
    Mundane Distillation - Distillations at this level do not appear magical in any way. These recipes are simply more advanced versions of extant chemicals and concoctions, producing more potent painkillers, poisons, glues, solvents, etc., and increasing the Toxin Rating of the chemical by one. Sample Recipes: *A powder that enhances alcohol. The drinker must roll Stamina (difficulty 8) or spend a point of Willpower or else fall asleep immediately. They must try again (at a difficulty of one less than the prior roll) each turn until they fail, or the difficulty drops below 3. Those affected sleep for (10- Stamina) hours. Vampires are resistant, rolling at –2 difficulty and rolling Stamina + Fortitude. Even if they fail, they sleep for only ten minutes, minus one for each dot of Stamina or Fortitude they possess. Werewolves in their natural form, however, are more susceptible (difficulty +1). *A cure for the common cold or flu, at least for 24 hours. It can also halve the recovery time for the illness. *A drug that lets the user ignore wound penalties up to the Injured level until wounded again. *A tonic that instantly sobers the drinker up, no matter how drunk they are *A mirror that is nigh impossible to chip or break
    Enhance Attribute (within Human Limits) - May temporarily raise an Attribute by +1, to a max of +5, for 1 scene. Not to exceed 5 dots total in one Attribute. Potions to expand mystical awareness come as weak dreams or hallucinations at the Storyteller's discretion and narrative. Sample Recipes: *An enhanced form of LSD that lets the taker either see a vision of the future or discover connections between disparate elements within the story. These relationships always appear in symbolic form, making the visions difficult to interpret. *A potion that doubles the running speed of anyone who takes it. At the end of the scene, the user rolls Stamina (difficulty 6) or feels out of breath for the next hour, suffering a +2
difficulty on all physical rolls. *An energy drink that lets the user go an entire week sleeping one hour per night.
    Enhance Attribute (superhuman) - Same as above but Attribute may exceed 5 dots. May also grant low-level psychic abilities for 2 hours. These psychic abilities begin at a single dot, but every additional two successes provides an additional dot, to a maximum of the alchemist’s Path rating. Sample Recipes: *An extremely strong, light, and easy to work with metal alloy. It can retain an edge forever; melee weapons made from it do an extra die of damage and have –1 difficulty to hit. Armor made with it soaks an extra die of bashing and lethal damage. *A dust that reveals invisible objects or creatures and disrupts illusions.
    Advanced Enhancement - Increase a single Attribute or Ability by +2, or increase 2 Attribute or abilties by +1. May exceed normal human limits(5). Sample Recipes: *A metabolic accelerator that raises Strength and Stamina by one each. Anyone who takes it will be hungry during the time to fuel the change. This may increase Attributes above 5. *A regimen of drugs or potions that slows aging. For each year of life on this regimen, the user only ages one month. If they ever go off of it, however, their age catches up at a rate of one month per day until they die or resume the regimen. *A salve that can be applied to the eyes to allow the user to see through the Shroud for one night. *A bullet that bursts into flames on impact. It does an additional two dice of fire damage and ignites anything it hits. *A powder that, when inhaled by mouth, gives an extra dot of Manipulation and Expression.
    Mastery Enhancements - Each ritual/recipe produces up to 3 dots of supernatural powers. Each dot reproduced this way mimics a single effect — chosen when the recipe is crafted — even if the replicated power offers multiple effects. *HR* May be required to have relevant lore as well. Sample Recipes: *A pungent chemical that drives back werewolves (and most humans, simply due to the smell). When worn, any sort of shapeshifter cannot approach within ten feet of the user. Of course, this only protects against melee combat, they can still throw things, as some alchemists learn when they start taunting. Similar recipes exist for other Night-Folk. *A potion that mimics the physical prowess of a vampire. The user gains an extra action, an automatic success on Strength rolls, and an extra soak die for the scene. They also have quite a temper and thirst for blood. Resisting provocation or the opportunity to feed on an open wound requires a Willpower roll (difficulty 8). * More directly, an elixir can be made using at least five points of vampire blood to simulate three dots of Potence for three hours. It leaves
the user desperately hungry and suffering from bloodlust as above. *A powder that allows the consumer to heal bashing and lethal damage at a rate of one level every other turn for the duration of a story. This
requires some werewolf fur and causes the user to sweat heavily and smell like an animal in a cage, giving +1 difficulty to all social rolls.
Price of Failure: Working with volatile compounds is dangerous in and of itself. Even mere failure results in broken equipment and ruined reagents, requiring expensive replacements. In the best-case scenario with an actual botch, the alchemical product explodes, potentially damaging the magician (as well as their neighbors). More commonly, though, the botched recipe appears to come together perfectly, but produces undesirable, and possibly harmful, effects. Even an unexpected but benign effect can be catastrophic at the wrong time.
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