Potions

Attention Players : Your comments are welcome. Please think about the durations, effects, number of uses, etc. of the potions below. I picked numbers which I think are good, but most of them have not been tested.

Doctor's Ingredients
These are ingredients for medical potions which need to be custom-mixed on the spot to treat a particular patient. These ingredients have several possible uses, all of which require a successful use of Medicine by the mixer. This roll can be boosted (SD dice once only) by using 1 additional dose of ingredients. Any successful use of Doctor's Ingredients will temporarily prevent infection. Medical ingredients are not considered magic.

Herbal Potions
Enhancement potions reach full power after d4 * 5 minutes, and last 3 + 2d3 hours, after which user must sleep for 3 + 3d3 hours (all are Slow Rolls). Herbal Potions are not considered magic.

STOPPED HERE

Alchemical Potions
Alchemical Potions come with a rating indicating the number of dice in the second roll. The action (Throwing) roll (made against Threshold of 3 dice + 3 dice per full 10 feet of range) determines both whether a hit is scored and, if not, the distance from intended target to point of actual impact (10’ plus 5’/Loss on a d12 clock). Then the second roll is added to determine damage and/or area of effect. Affects both allies and foes.

After the first round, potion effects always take place at the start of the Action Phase. Area of effect is based on “Rings”. The central ring is a 15’ diameter circle around point of impact. Each additional ring is a 5’ wide donut.

Expanding area effects lose potency as they grow in area. Take Away area effects are at full power in the center circle, and lose 1 die per circle outward. Static area effects affect 1 area (center or ring) for each die > 8 in the initial roll, but all areas are affected at full strength in the 1st round and lose 1 die in each subsequent round.

Herb Lore (now a narrow skill)
Herb Lore is now a narrow skill (SPI+AWA+HerbLore) rather than a spell. Herb Lore gives Bob the ability to identify and use healing herbs from his home world. He rolls this skill's dice to see how many herbs he finds and how effectively he prepares them.

Finding Herbs: The chart below shows the Thresholds for various combinations of activity and time spent. These numbers presume a fertile wilderness, increase Thresholds for other environments. Every Victory yields one dose of a random potion.

Bonus Roll On any day in which you actively search, roll under your SD on a d10 to yield 1 additional dose.

Special Locations: When Bob actively searches in special herb-rich locations, any roll which fails to meet the 12 die Threshold, but does meet the 9 die threshold, yields 1 dose of the location's dominant herb.

Random Potion Rolls: