The process follows three stages.
And already the ancient science of Alchemy took on a completely new meaning and developed into AllChemistry!
Allchemists find it considerably easier to produce potent mixtures than their ancestors, who were limited to Earth’s resources.
Potions in AllChemistry
Brews in AllChemistry derive their effects from the combination of various herbs and often through their potentiation by Flux condensate.
The process follows drei stages.
- the recipe
Here the effect of the remedy and its potency are determined. From the list of effects of the ingredients you can pick one and define the potency of the remedy.
To create a corresponding recipe, the alchemist with the special skill “Create Recipe” must roll a AllChemistry check. For each potency of the remedy two successes must be achieved.
You may roll multiple times and add the successes. However, every roll requires two days of work.
The maximum potency is three.
- the ingredients
Then the Allchemist goes herb-hunting and rolls a check on the Path trait “Herbal Lore” added to Natural Science. Each roll requires 30 minutes of searching time.
For every success they find a herb. Its effects are rolled. A roll for the positive properties, a roll for the negative properties.
The Allchemist must search until they have ingredients with the desired positive effect that matches the potion’s potency.
The base required whenever we want to go beyond effect level 1 is one unit Flux condensate.
- the brewing
Once the required ingredients are assembled, the remedy can be brewed.
For this you need the special skill “Brewing Potions” and must make a simple check in Mixing (Dexterity) plus the level of the special skill “Brewing Potions”.
If a success is achieved the potion is successful, but in addition to the desired effect it also has the other effects of the ingredients. For each additional success one of these negative effects can be reduced by one level of potency.
| Positive Properties | Effect | Roll |
| Restore health | Instand (Strength) W6 | 3 |
| Restore concentration | Instand (Strength) W6 | 4 |
| Strengthen health | 30 minutes (Strength) +1W6 raise maximum | 5 |
| Strengthen concentration | 30 minutes (Strength) +1W6 raise maximum | 6 |
| Strengthen attribute | 30 minutes (Strength) W6 raise | 7 |
| Armor hardening | 30 minutes protection by (Strength)/2 | 8 |
| Destroy enhancement | Decomposes organic substances | 9 |
| Tinkering boost | Next tinkering check (Strength) bonus dice | 10 |
| Fire resistance | 30 minutes protection by (Strength) | 11 |
| Frost resistance | 30 minutes protection by (Strength) | 12 |
| Poison resistance | 30 minutes protection by (Strength) | 13 |
| Disease resistance | 30 minutes protection by (Strength) | 14 |
| Water breathing | 10*(Strength) minutes of water breathing | 15 |
| Health regeneration | (Strength) combat rounds 1W6 regenerate | 16 |
| Concentration regeneration | (Strength) combat rounds 1W6 regenerate | 17 |
| Disease cure | Constitution for the next healing check increased by (Strength) bonus dice | 18 |
| Poison cure | Constitution for the next healing check increased by (Strength) bonus dice | 19 |
| Negative Properties | Effect | Roll |
| Damage health | Instand (Strength) W6 | 3 |
| Damage concentration | Instand (Strength) W6 | 4 |
| Damage health regeneration | 30 minutes (Strength) +1W6 maximum reduced | 5 |
| Damage concentration regeneration | 30 minutes (Strength) +1W6 maximum reduced | 6 |
| Weakness to fire | 30 minutes protection by (Strength) reduced | 7 |
| Weakness to frost | 30 minutes protection by (Strength) reduced | 8 |
| Weakness to poison | 30 minutes protection by (Strength) reduced | 9 |
| Weakness to disease | 30 minutes protection by (Strength) reduced | 10 |
| Slowing | Agility and Athletics reduced by (Strength) | 11 |
| Fear | All mental checks are harder by (Strength). Each action can be reduced by the successes of a normal Discipline check. | 12 |
| Paralyze | All physical checks become harder by (Strength). Each action can be reduced by the successes of a normal Constitution check. | 13 |
| Slow health deterioration | (Strength) combat rounds decrease 1W6 | 14 |
| Slow concentration deterioration | (Strength) combat rounds decrease 1W6 | 15 |
| Rage | You fight for (Strength) combat rounds. Who your next attack targets is decided by the dice after you have attacked. | 16 |
| Addiction | Every day you do not take a portion of the brew you have -(Strength) dice on all checks. The minus stacks until you take a portion or you have accumulated a total of 2×(Strength) Constitution successes with a daily check. | 17 |
| Hallucinations | Hallucinations related to (Strength) | 18 |