Alchemical Crafting

Mystics and others in tune with the force may learn of rituals and recipes that may be used to produce mystical items imbued with the living Force. Depending on one's skill, these recipes may be improved or ruined when the process is complete.

Crafting is simple and follows these steps:

Step 1: Select Template, the PC chooses what kind of item to make. (It is up the GM if a template is available to the PC.)

Step 2: Acquire Materials, the PC acquires the supplies to build it.

Step 3: Construction, the PC actually assembles the item with the check.

If the character succeeds, the item is fully functional and has the profile listed in its template. If the character fails on the check, the product that comes out of the attempt is unusable, and the materials are lost.

Every Success the character scores on the check beyond the first reduces this time by 2 hours (to a minimum of 1 hour). Other factors can also affect the time required, at the GM's discretion.

Integrating results into construction. First, the PC can use Advantages and Triumphs to make improvements to the item. Then, the GM can spend Threats and Despair to add flaws. Unless a limit is specified, an option may be selected any number of times, and its effects stack.

Because alchemical creations are all created with the Force in some way, there are a few extra rules that apply when crafting these items. First, only Force-sensitive characters may attempt to craft an alchemical creation. Anyone else who attempts it ends up with an item or liquid that has no supernatural effects whatsoever, no matter how closely they followed the instructions.

Second, whenever a character attempts to craft an alchemical creation, they should roll force dice equal to their current Force rating as part of the check. The character may spend any light side pips alongside Advantages and Triumphs to make improvements to the item. Then the GM can us any dark side pips to add flaws. Like Triumphs and Despairs, light side and dark side pips do not cancel each other, both may be used.

## Potion Templates

* **Acid**

**Effects:** Target must make a Hard (3 difficulty) Resilience check. Upon failure, suffer 2 wounds for the next 3 rounds, plus one additional round per disadvantage generated.

* **Draught of Fire**

**Effects:** Target is covered in flames which do not harm the user. Unarmed attacks gain the Burn 4 quality or add +1 to that quality if it was already possessed. Effect lasts 1 round (or 30 minutes in narrative time).

* **Elixir of Vigor**

**Effects:** Target Brawn increases by 1 but their Willpower is reduced by 1. Effect lasts until end of following round.

* **Healing Potion**

**Effects:** Target immediately heals one Critical Injury with severity of Hard or less.

* **Poison**

**Effects:** Target must make an Average (2 difficulty) Resilience check. Upon failure suffer 5 wounds, plus 1 strain per disadvantage generated.

* **Potion of Wills**

**Effects:** Target must make an Average (2 difficulty) Discipline check. Upon failure, they count their Willpower as 0 for the remainder of the encounter (or 1 hour in narrative time). They are also potentially willing to follow any instructions they receive. Duration increases by one hour per disadvantage generated.

* **Stimulant**

**Effects:** Target increases strain threshold by 5 for the remained of the encounter (or 1 hour in narrative time).

* **Water of Life**

**Effects:** Target heals all wounds and strain they are currently suffering. If applied to character that died, they may make a Daunting (4 difficulty) Discipline or Resilience check. If successful, the target returns to life and heals one critical injury of their choice. Alternatively a user may consume this potion while making a force power check, suffer 1 conflict and add 1 light and 1 dark side force point to the results, or 2 of each for a Conjure force power check.

* **Weakening Poison**

**Effects:** Target must make an Average (2 difficulty) Resilience check. Upon failure, reduce wound and strain threshold to half their normal value (rounding up) for the remainder of the encounter (or one hour in narrative time). Duration increases by 1 hour per disadvantage generated.

## Potion Integration

> 1 Advantage , 1 Triumph, or 1 Light side pip
>
>

* **Fortifying:** If the potion is beneficial. the target heals one wound when consuming it.
* **Reviving:** If the potion is beneficial. the target heals two strain when consuming it.
* **Draining:** If the potion is harmful. the target suffers two strain when consuming it.

> 2 Advantages , 1 Triumph, or 2 Light side pips
>
>

* **Long Lasting:** If the potion has a duration associated with it, increase the duration by one hour (or one round in structured encounters).
* **Careful Measuring:** By carefully measuring ingredients. some are saved for later. The character retains supplies worth 50% of the material price needed to craft the potion (this can only be selected once)

> 3 Advantages, 1 Triumph, or 3 Light side pips
>
>

* **Large Batch:** Brew up an extra large batch of the concoction. creating two doses of the potion instead of one.
* **Extra Potency:** If the potion is harmful. increase the difficulty to resist it by 1 (to a maximum of Formidable (5 difficulty)).

> 4 Advantages, 1 Triumph, or 4 Light side pips
>
>

* **Recipe:** Create a recipe that permanently reduces the difficulty of creating this type of potion by 1 (to a minimum of Simple (0 difficulty)).
* **Virulent:** If the potion is harmful. upgrade th e difficulty of any checks to resist it once

> 2 Triumphs or 5 Light side pips
>
>

* **Empowered:** If the potion is beneficial. it remains in the user's system. and has the same effect the following round.

> 1 Threat, 1 Despair, or 1 Dark side pip
>
>

* **Foul Taste:** If the potion is beneficial. the user suffers 2 strain after consuming it and benefiting from its effects.
* **Vile Smell:** If the potion is harmful. characters add a boost die to any checks made to notice it in food, drink, or applied to a weapon.

> 2 Threats, 1 Despair, or 2 Dark side pips
>
>

* **Brief Effect:** If the potion has a duration associated with it. decrease the duration by one hour (to a minimum of half an hour) or by one round (to a minimum of one round).
* **Sloppy Brewing:** The character requires extra ingredients due to brewing mistakes. and must obtain additional supplies with a cost equal to 25% of the base cost

> 3 Threats, 1 Despair, or 3 Dark side pips
>
>

* **Diluted Strength:** If the potion is harmful. reduce the difficulty to resist it by 1 (to a minimum of Simple (0 difficulty)).
* **Empowered by Evil:** The user suffers 2 Conflict after consuming the potion.

> 2 Despair or 4 Dark side pips
>
>

* **Unexpected Side Effects:** After the potion is consumed and its effects applied. the GM selects the effects of a different alchemical potion and applies those to the target as well. These effects should be beneficial to the target if the potion was created to be harmful, and vise versa.

## Talisman Templates

* **Amulet of Power**

**Effects:** Roll 1 additional force die as part of a Force power check or when adding to a skill check. Once used, the talisman fragments into dust.

* **Fetish of Fear**

**Effects:** Target moving within engaged range must first make Average (2 difficulty) Fear check. Upon failure, target may not perform the desired maneuver (to enter engaged range).

* **Neural Charm**

**Effects:** User may suffer a number of strain up to their Intellect characteristic to add that many boost dice to a knowledge check.

* **Protective Amulet**

**Effects:** User may ignore environment effects such as fire, acid and corrosive atmosphere. Always act as if in a standard gravity field and breath normally underwater and in a vacuum. Burn quality cannot be activated against user.

* **Healing Accelerant**

**Effects:** Whenever user would recover strain or wounds, the user recovers that amount plus 1 instead.

* **Shield Amulet**

**Effects:** Once per session, reduce the damage inflicted by a an attack augmented by the force or from a force power by half (rounded up).

* **Talisman of Fate**

**Effects:** Whenever a destiny point would be used to upgrade the ability or difficulty of a skill check involving the user, the user may downgrade the difficulty of the check once. This does not return the destiny point to the dark side. The talisman falls apart and dissolves after a single use.

* **Token of Resistance**

**Effects:** When user is targeted by an opposed social skill check where a force power is used to perform or augment the check, may reduce the number of force dice rolled as part of the check.

## Talisman Integration

> 1 Advantage , 1 Triumph, or 1 Light side pip
>
>

* **Draining:** If the talisman affects another character in a harmful manner, that character suffers 1 strain after resolving the effects of the talisman
* **Hidden Purpose:** Add a setback die to any checks made to determine the talisman's true function.

> 2 Advantages , 1 Triumph, or 2 Light side pips
>
>

* **Growing Power:** If the talisman is used to oppose an enemy's skill check or an enemy must perform a skill check due to the talisman's activation, that check's difficulty is increased by 1.
* **Invigorating:** The user recovers 1 strain after using the talisman
* **Careful Measuring:** By carefully measuring materials. some are saved for later. The character retains supplies worth 50% of the material price needed to craft the talisman (this can only be selected once)

> 3 Advantages, 1 Triumph, or 3 Light side pips
>
>

* **Additional Power:** If the talisman is used to inflict or reduce damage, the amount inflicted or reduced is increased by 2.
* **Clever Construction:** The crafter finds an inspired way to fashion more while using the same amount of material, creating two of that talisman instead of one.

> 4 Advantages, 1 Triumph, or 4 Light side pips
>
>

* **Blueprint:** Create a construction formula that permanently reduces the difficulty of creating this type of talisman by 1 (to a minimum of Simple (0 difficulty)).
* **Redirect Energy:** If the talisman reduces damage or resists enemy influences, the user may make a single maneuver as an out-of-turn incidental once its effects are resolved

> 2 Triumphs or 5 Light side pips
>
>

* **Empowered:** If the talisman can only be used once per session or is lost after one use, it instead can be used twice per session or has one additional use before it is lost (this can only be selected once).
* **Mighty:** If the talisman adds or removes dice to a check, it adds or removes one additional die of that type (this can only be selected once).

> 1 Threat, 1 Despair, or 1 Dark side pip
>
>

* **Noticeable:** Force users add a boost die to any checks made to determine that the talisman is an actual alchemically crafted item and not merely decorative jewelry or an ornamental keepsake.
* **Cumbersome:** The talisman is awkwardly fashioned. Increase its encumbrance by 1.

> 2 Threats, 1 Despair, or 2 Dark side pips
>
>

* **Bad Feeling:** The user suffers 1 Conflict after using the talisman.
* **Sloppy Integration:** The character requires extra ingredients due to crafting mistakes. and must obtain additional supplies with a cost equal to 25% of the base cost.

> 3 Threats, 1 Despair, or 3 Dark side pips
>
>

* **Hard to Control:** The user must perform a Hard (3 difficulty) Discipline check as an incidental (out-of-turn if needed) in order for the talisman to activate.
* **Empowered by Evil:** The user suffers 2 Conflict after using the talisman.

> 2 Despair or 4 Dark side pips
>
>

* **Twisted Fates:** The user must spend a Destiny Point in order to use the talisman.
* **Failure to Activate:** The talisman seems cursed. and prone to malfunction The GM may spend 2 Destiny Points to have the talisman fail to work when the user wishes it to. This does not count as using it for purposes of its duration, or number of times it can be used per session or before being lost.