======Alchemy===== Whilst now made seemingly trivially by Creators there is a long history of the production of miscellaneous concoctions, potions and small devices in collaborative workshops. All Alchemy is inherently somewhat unstable once removed from careful laboratory storage conditions and therefore will become inert after the end of any adventure on which it is brought. ====Basic Alchemy: 1 point==== * Grappling Hook: Throw at a target to call PULL * Stun Shot: Throw at a target to call STUN 5 * Strength Potion: Drink or throw at a target for BUFF 30 * The Opportunist: Drink or throw at a target for SAP 30 * Mechanised Javelin: Throw at a target to call TRIPLE ====Advanced Alchemy: 2 points==== * Power Brew: Drink or throw at a target for BUFF ONGOING * Consuming this leads to a strong sense of energy and euphoria * Strength Sap: Drink or throw at a target for SAP ONGOING * Consuming this leads to a strong sense of relaxation and moderate drowsiness. * Orrery of Horrors: Activate to call MASS BE PUSHED * Big Knife: Throw at a target to call HEX * Adhesive Gunk: Throw at a target to call DISARM 60 * Freeze Bomb: Throw at a target to call FREEZE ====Personal Alchemy: 3 points==== These can only ever be used directly by their creator and are never activatable by any other individual. They may also never be applied to traps. * Invigoration Cake: Feed to a downed target for HEAL followed by SAP ONGOING. * There are no long-term effects from this ONGOING call * Tea of Doom: Drink or throw at a target for EFFECT “Lose all hits after 1 minute” ONGOING. * For the next encounter the target is under the effects of SAP * Eruption: Drink to take EFFECT “Call and take MASS HEX every 3 seconds” ONGOING. * For the next 2 encounters the drinker’s hits are halved (rounding up), repeated uses stack this effect and reset the 2 encounter timer