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[HOE] [HoE] Junkers and Alchemy
I have a Junker that was a Mad Scientist before the glows. He work with
machines like most but enjoyed making elixirs to help him compete. That
brought me to the dilemma of how a Junker makes elixirs. After comparing the
Junker power Spook Juice and how Smith & Robards did Alchemy I came up with
the following.
New Junker Power: Alchemy
Associated Spirits: Appliance
TN: Special
Components:
Chemical: Special
Electronic: None
Mechanical: None
Structural: None
Drain: None
Sometimes you need a little No-DoseT, or other pick-me-up. Alchemy holds
the power to make elixirs and tonics that can mimic those effects and
hundreds of others.
By itself the power can only mimic other per-war chemical and drugs. The
power can be used to make curse for normal diseases, minor enhancements to
abilities (add pluses to rolls), etc. Added to other powers and the
possibilities are endless.
Alchemy works slightly different than most Junker powers. To make a
Junker tonic it takes a varying amount of chemical components. The some
spirits need more to work with than other and it's just the luck of the draw
on who you get. To reflex this, draw a card and compare it to the
Coordination table. Roll the Coordination to find the number of chemical
components.
There are some other differences in the function of this power. Sense
frame size is not used by this power, the TN is 5 + 1 per dose (a guide for
doses is; drugs it's usages, things like alcohol it's ounces, etc.) made in
the batch. Some tonic made also has a limit to the time it's effective. The
potion's Duration reflex how long it stays in effect. The Duration of any
elixir is up to the Marshal, but a good rule of thumb is 1 minute or hour
(depending on the effect) +1 per raise on the creation roll.
Ammo
But combining the two powers items like poison tipped darts or bullets
can be made. The process is simple, use the Ammo power to make the
ammunition as normal. Pull a card to determent the amount of chemical
components needed for the poison and add it to the final amount of
components.
Spirit Weapon
Combining these powers can make for some powerful elixirs. The elixirs
can mimic many of the powers demonstrated by the arcane backgrounds. Any
power that alters a person (good or bad) can be made into an elixir. To make
the elixir use the rule to make potion as described above. If the power has
various levels of effect use the success and raises of the construction TN
roll to determine potency of the elixir.
Weaponsmith
This can be used in the same way as Ammo. Use the Ammo power to make the
ammunition as normal. Pull a card to determent the amount of chemical
components needed for the poison and add it to the final amount of
components.
Note: For some reason Junkers have yet to make anything other than Spook
Juice to power cars. Spook Juice, of course, is made using the Spook Juice
power.
What do you guys & gals think? This is a rough draft...
Christopher Merrill
A W.H.A.T.T. Member