Alchemy

  By: Kai Tave
  Associated Spirits: Tool
  TN: 9
  Components:
     Chemical:
50
     Electronic: 0
     Mechanical: 0
     Structural: 0
  Drain: None
  Requirements:
     From high-carbon steel to ultra-lightweight polymers to WD-40, chemistry is as important to technology as any other science. Alchemy allows your Junker to whip up all manner of chemical compounds, from simple household cleaners to tailored drugs. All it takes is a few simple steps, and your waster can begin enjoying a better life through chemistry.

Puttin' Things Together
     Before you get started, be aware that Alchemy works slightly differently than most other Junker powers. When putting a chemical formula together, the total slot size you get is the cost for one helping of the chemical. Note that this slot size doesn't represent physical size, but the complexity of the formula. Chemicals can be made in batches like bullets; just multiply the slot cost by the desired amount of doses, then find the minimum Frame size that the batch's slot size fits in. This is the batch's Frame size. Add this to the Alchemy TN to determine the Target Number for that batch of chemicals. The structural components required for each Frame are used to construct a distillery. These distilleries can be reused to make additional batches of chemicals as long as they aren't any larger than the original batch. Note that Instability applies to the entire batch of chemicals created. Of one dose of the chemical becomes unstable, so does the entire batch.

Basic Chemistry
     The first thing Alchemy can be used for is creating basic household chemical products. These include cleaning products, dyes, adhesives, lubricants, insecticides, and so on. These are fairly simple to create, and have a slot cost of 4 slots per four ounces of product created.

The Good Stuff
     Alchemy can also be used to create a variety of performance-enhancing drugs. These drugs can pump up a brainer's mind and body, but they can also have dangerous side effects. Some less-than-scrupulous junkers make a living out of creating and selling these concoctions.
     To create a drug, you have to choose that drug's characteristics from the lists below. Each characteristic can be taken multiple times, up to a maximum of three times per characteristic.

Strength, Quickness, Deftness:

+2 Bonus:
0.3 slots/level
+1 Step:
0.5 slots/level

Cognition, Knowledge, Smarts:

+2 Bonus:
0.5 slots/level
+1 Step:
0.7 slots/level

Wound penalties: Ignore one level of wound penalties: 0.3 slots/level

     Next, you need to determine the delivery method, onset time, and duration of the drug. Onset time is linked to the delivery method; taking the drug in an ingested form increases the onset time as the chemical has to make its way through your body. Injecting the drug directly into your bloodstream works much faster. Injectors that hold a single dose of any drug can be made for one structural and one mechanical component. The duration is simply how long the drug's effects last in minutes. All drugs have to have a duration of at least one minute.

Delivery method:

Ingestion (2d6 minutes): 0.1 slots
Ingestion (1d6 minutes): 0.5 slots
Injection: (2 rounds): 1 slot
Injection: (1 round): 3 slots
   
Duration:
Per minute:
0.5 slots

Now that you've got all that stuff figured out, you have to see how addictive your formula is. All performance-enhancing drugs made with Alchemy. are addictive to some degree, either physiologically or psychologically. Corners can be cut, and drugs can be made cheaply and quickly, but such creations tend to be highly addictive. The side effects of the drugs can be lessened, but doing so requires extra refining and attention.
     Each drug has an Addiction code comprised of two parts: a Target Number and a severity. Each time a waster takes a dose of the drug in question he has to make a Spirit check against the Addiction TN of the drug. If he fails, he develops a hankerin' for the drug. The severity of the Addiction indicates just how bad the hankerin' is. This acts just like a normal hindrance, and can be bought off with Bounty Points just like normal.

Target Number:

Foolproof (3): 1.5 slots
Fair (5): 1 slot
Onerous (7): 0.7 slots
Hard (9): 0.5 slots
Incredible (11): 0.5 slots
   
Severity:
Mild: 1 slot
Severe:
0.5 slots

     Take all the slot costs for each part of the drug, add them together, and you have the slot cost for one complete dose of the drug.

The Silent Killer
     Now that we've made chemicals that help folks, let's talk about chemicals that harm folks instead. Alchemy can be used to create various kinds of poisons, from slow, lingering toxins to instant killers. To create a poison, you need to first determine how deadly it is. Use the tables for the ammo power to determine the potency of your formula, then use the slot cost for that damage level as the base slot cost for the poison. From there, simply determine the delivery method, onset time, and duration. Poisons do their damage at the beginning of each minute of their duration. The victim must roll a Vigor roll against the poison's damage level. If he fails, he takes the difference in damage to his guts.
     The Junker can also create paralytic toxins that incapacitate rather than kill. These poisons have a maximum damage type of d6, and only do Wind damage. If the target is reduced to 0 Wind, then he is completely paralyzed, except for very simple things like blinking and breathing. Even if the target isn't completely paralyzed, he suffers a -4 penalty to his Nimbleness, Quickness, and Pace. Wind lost in this manner returns at a rate of one point every 30 minutes.
     If your Junker also knows the ammo power, he can manufacture injector rounds that can be fitted into most firearms. To do this, he has to choose what size round he's making, then add an extra 10% structural and 20% mechanical components when making the ammo. Regardless of size, injector rounds only have damage levels of d4. Each injector round holds a single dose of any chemical.
     Example: “Stan the Junkman wants to make some injector rounds for his trusty 10mm pistol. A normal 10mm round does 3d6 damage, so Stan figures each round's size to be 0.6 slots. However, each round only does 3d4 damage. Stan makes a batch of 20 10mm rounds, which costs him 2 chemical components, 3 mechanical components, and 3 structural components."
In order for the chemical to be injected, an injector round must cause at least one wound to the target. Injector rounds are stopped cold by anything heavier than light armor.

Healing
     Take two of these, and call me in the morning.
     If your Junker knows the healing power, he can use Alchemy to create chemicals that bolster the body's defenses against toxins or disease.
     These drugs boost the Vigor of the patient in an attempt to combat the affliction. First, choose how powerful the medicine is. A +2 bonus costs 3 slots a level, while a +1 Step bonus costs 5 slots a level. Then, choose a delivery method and onset time, but not a duration. The duration depends on what kind of medicine it is. Antitoxins immediately cause a contest between the poison and the boosted Vigor of the patient. If the patient wins, the toxin is neutralized. If the poison overpowers the antitoxin, the patient takes the difference in damage to his guts.
     Antibiotics last 24 hours per dose. They help the patient fight of diseases and infections, and add to his Vigor for those ailments only. However, the same drugs that strengthen your immune system can ravage the rest of your body. Every 24 hours someone is on antibiotics, they need to roll an unmodified Vigor roll against a TN of 5. If they fail, they suffer a -2 to all their physical attributes for the next 24 hours.

Spirit Weapon
     Combining these powers can make for some powerful elixirs. The elixirs can mimic many of the powers demonstrated by the arcane backgrounds. Almost any power that alters a person (good or bad) or has a range of touch 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.
     Note: For some reason Junkers have yet to make anything other than Spook Juice to power vehicles. Spook Juice, of course, is made using the Spook Juice power.



Other Junker Powers:
  Enviro       Transdimensional Space       Transform     



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