Alchemy

An alchemical potion or herbal concoction, generically called elixirs, is a single use spell in a bottle.  Getting out an elixir takes a Ready maneuver, opening the potion takes a Ready maneuver, and drinking an elixir takes a ready maneuver. A successful Fast-Draw (Potions) roll reduces it to 1 maneuver to grab, open, and drink.

As soon as the elixir is consumed, the user has the advantage. It lasts for as long as the advantage's write-up in the elixir's description specifies.

### Herbal Concoctions

Herbal concoctions are cheaper than potions, but are made with less control over the active ingredients. Upon consuming a herbal concoction, the player rolls 3d. On an 11 or less, the concoction acts normally. On a 12-16, the concoction has half effect: usually the duration is halved, but the GM has control over the specifics. On a 17 or 18, the concoction fails to do anything.

Herbal concoctions are also limited in the effects. Some supernatural abilities, such as Flight, Walk on Air, Teleportation, and similar abilities cannot be done through Herbalism.

### Pastilles and flaming powders

A pastille or flaming powder is a variant elixir. When exposed to air, a pastille flairs up into a cloud of smoke, and anyone whose skin is exposed to the smoke in the next second is affected by the elixir. A flaming powder is the herbal concoction version of a pastille, except that flaming powders must be ignited.

The cloud from a pastille or flaming powder has a radius of 2, affecting a single hex and all adjacent hexes. Pastilles can either be ignited by unwrapping them as a Ready maneuver, or thrown as an attack and hoping that the paper will tear, which it does on a roll of 12 or less. Flaming powders must be ignited and cannot easily be thrown and activated. It is possible throw a container of flaming powder and then use some other ability to ignite it at a distance.

Unless otherwise specified, pastilles and powders follow the rules for potions and herbal concoctions, respectively.

## Potions and Concoctions in Arroyo Grande

Arroyo Grande is in Colorado and follows Colorado territorial law for making alchemical potions. Alchemists must be licensed by the territory (this is a Perk) and can lose their license for immoral or unethical behavior, gross incompetence, or for being a public danger. Colorado does not current license the creation of herbal concoctions. Potions must be marked with the alchemist's name, trade mark, and license number.

Arroyo Grande separately has a town ordinance that prevents unlicensed medical treatments. Colorado licensing supersedes Arroyo Grande's licensing, so only a single license is needed for alchemist-physicians. It is a felony to make or sell a healing elixir without a license.

It is not a crime to own a licensed potion or herbal concoction.

### Goodwife Sobero's Alchemical Remedies

Goodwife Sobero sells her potions from her alchemical sundries shop on the edge of town.

* Potion of Supreme Trauma Care: Upon consumption, this potion heals 1 HP/sec and consumes 1 FP per 2 HP healed. It takes effect for up to 15 seconds. It counts as magical wound care and no other magic can be used to treat the same wound for a day. Costs $1,000 but isn't always available.
* Potion of Trauma Care: Upon consumption, this potion heals 1 HP/minute and consumes 1 FP per 2 HP healed. It cannot heal HP lost to a crippled limb or extremity. It takes effect for up to 10 minutes. It counts as magical wound care and no other magic can be used to treat the same wound for a day. Costs $600 and is usually available.
* Strongman Potion: Upon consumption, this potion grants +4 Striking ST and +4 Lifting ST for 1 hour. Another dose cannot be taken for 6 hours. Costs $500 and is usually available.
* Day Worker's Strongman Potion: Upon consumption, this potion grants +4 Striking ST and +4 Lifting ST for 8 hours, at which point the user suffers 8 FP loss. Another dose cannot be taken for 12 hours. Costs $300 and is usually available.

### Some shady elf's herbal poultices

Rumors persist that some elf hawks poultices of dubious reliability near the Sunflower tribe sacred grove.

* Poultice of Trauma Care: Upon consumption, this potion heals 1 HP/minute and consumes 1 FP per 2 HP healed. It cannot heal HP lost to a crippled limb or extremity. It takes effect for up to 10 minutes. It counts as magical wound care and no other magic can be used to treat the same wound for a day. Costs $375, is seasonally available with criminal contacts.
* Poultice of Strongman: Upon consumption, this potion grants +4 Striking ST and +4 Lifting ST for 1 hour. Another dose cannot be taken for 6 hours. Costs $375 is seasonally available with criminal contacts.

# Creating new elixirs

An elixir bestows an advantage or set of advantages, and the Recipe Power (RP) is the cost of those advantages, including limitations and enhancements. All elixirs must take the Magic (-10%) limitations, and most have some kind of limited duration modifier. If the sum of an elixir's enhancements and limitations is less than -80%, then for each modifier, multiply the cost by 100% + the cost of the modifier.

*Example*: Supreme Trauma Care is Instant Regeneration [100] with the limitations Magic (-10%), Maximum Duration 15 seconds (-75%), Costs Fatigue -7 (-35%), and Accessibility: once per injury (-5%). The modifiers total to -125%. Instead of limiting them to -80%, the RP is 100 x 90% x 25% x 65% x 95%, for a final RP of 14.
An elixir recipe can be turned into a potion, a herbal concoction, pastille, or flaming powder.. Potions have an Elixir Power (EP) of their RP x 0.75, while herbal concoctions have an EP of their RP / 2 rounded down. Pastilles have an EP of their RP x 1.5, while flaming powders have an EP of their RP.

It takes 1.5 days per EP to brew an elixir, for up to 5 doses in a batch, and then an additional day per 2 doses. Each dose requires G$5 x EP x EP of ingredients - magically refined chemicals for alchemists, and potent magical plants for herbalists.

Successfully brewing an elixir is a roll at Alchemy or Herbal Lore, as appropriate, at +1 for a single dose, no modifier for up to 3 doses, and a -1 for every 2 doses after that. There is an additional penalty of -1 per 5 RP. Most alchemists and herbalists take their difficult elixirs as Techniques.

Elixirs can be rushed. It takes triple the normal value of ingredients and a -5 penalty to the brewing roll to make an elixir in half the time.

Elixirs can be made with fewer ingredients, at a cumulative -2 penalty per 10% missing. Extra ingredients improve success: +1 for 50% more, +2 for 100% more, +3 for 200% more, +4 for 400% more, and +5 for 600% more.

### Sample Recipes

* Supreme Trauma Care: Instant Regeneration (Magic x90%, Maximum Duration 15 seconds x25%, -7 FP x65%, Accessibility: once per injury x95%): 14 RP

* Trauma Care: Fast Regeneration (Magic -10%, Maximum Duration 10 minutes -50%, -5 FP -25%, Accessibility: once per injury and doesn't restore crippling -10%): 10 RP

* Strongman: Lifting ST +4 and Striking ST +4 (Magic -10%; Maximum Duration 1 Hour -10%, Accessibility: no repeat doses -5%): 9 RP

* Day Worker's Strongman: Lifting ST +4 and Striking ST +4 (Magic -10%; Maximum Duration 8 Hours -5%, Accessibility: no repeat doses -5%, Nuisance Effect: Massive FP loss -10%): 8 RP

*Table of Costs by EP*