One caveat - be aware that it's to some extent still a framework. For example, not all the "chemicals" I came up with are used in the Specifics I've documented - they're there for my own convenience as pegs on which to hang future recipes if I feel it's appropriate. (It's worked, to date - it kept the player in question active and interested during the more frustrating portions of Power Behind The Throne, at least.) Cheers - Ian ======================= Drug Manufacture Drugs ("Specifics") are similar to herbs in their descriptions and range of effects. However, there are also a number of differences. Firstly, Specifics may be purchased at a price from a number of sources, eg a local alchemist (although I suspect in this case a better term would be, "apothecary") or Physician - someone with the time and skills to make them up. Such sources will normally only be found in the larger towns and cities. It will almost always be cheaper by a factor of 2 or more for a player to manufacture Specifics themselves from raw ingredients, than to purchase them already compounded. Alternatively, characters with the *Manufacture Drugs* skill may compound Specifics for a range of effects themselves, provided they are able to acquire the correct ingredients. Such ingredients will normally be either herbs or Chemicals, as fits the skill description. Herbal ingredients can be obtained from the normal sources (eg a herbalist), and used to produce Specifics with properties identical to their herbal equivalents (as described in "The Enemy Within"). Such preparations will normally be easier to use than their herbal equivalents, and will retain their properties for much longer (ie semi-indefinitely). Chemical ingredients will normally require prior preparation by a character or NPC with the *Chemistry* skill. Preparation of a Specific requires a successful Int role; failed preparations may have unexpected effects at the GMs discretion (although normally these would be broadly in line with the Specific's intended properties). For every Chemical-based Specific, the following factors are defined: Availabilty (compounded): The availabilty of the Specific in prepared form. Price (compounded): The price of *ONE* treatment of the prepared Specific "over the counter" (remember that some drugs may not be readily available, and may even be subject to local legal controls). *NOT* to be confused with the cost of preparing one *batch* of the Specific (see below), which may well yield several treatments-worth. Method of Application/Dosage/Skills/Tests/Effects: As for herbs Recipe: The Chemicals required to concoct the Specific (normally 1+1d3 components; some of these may occur more than once). Preparation: As Herbs Attention: The degree to which the preparation must be monitored. Attention will be categorised as: "Low" - The preparation can safely be left unattended for long periods (say, over a low flame) "Medium" - The preparation must be checked regularly (say, once an hour), and longer periods of attention will be necessary from time to time (say, two hours per day). The checking can be delegated to a suitable individual with appropriate skills (say, a physician's apprentice) with a -10% modifier to the final INT check for success. The longer periods of attention require skills that cannot be delegated. "High" - The preparation requires constant attention - the character preparing the Specific is effectively unable to do anything that will take them away from their job for more than a few minutes. If the preparation takes more than a day, it may be necessary to arrange for a servant or apprentice to wake the character at regular intervals during the key stages. If a character wishes to prepare more than one Specific at a time, the success roll for *each* specific being prepared must be reduced as follows: For every other "Low" Attention Specific being prepared: minus 5% per Specific. For every other "Medium" Attention Specific being prepared: minus 15% per Sspecific. For every other "High" Attention Specific being prepared: minus 30% per Specific. Yield: The number of treatments prepared in a single batch by following the recipe. Players should be allowed to scale the recipe up or down within reason; however, for every factor above one by which the recipe is scaled up or down, a 10% negative modification should be made to the INT test for success. (Thus, a player with an INT of 54 trying to prepare three times the recipe quantity of a Specific (ie two extra lots) at one go would roll against a modified INT of 34 (= 54-2x10)). A player may always opt to prepare multiple batches of a single Specific in parallel; in this case, each batch is treated as a seperate Specific when calculating the Attention modifiers (above) to be applied to the final INT roll for success. SPECIFICS: "A Salve for the Relief of Infection in Wounds" Availabilty (compounded): Rare Price (compounded): 5gc Method of Application: Smear Dosage: 1 day Skills: Cure Disease Tests: Int, and see below Effects: When applied to an infected wound, will halt the effects of any infection, restoring all lost DEX points in d6x5 game turns. It will also add 10% to the Toughness test made by a character to establish whether they have lost any wounds permanently, and halve the effects of a bad (96-00) roll. Recipe: 1 part Oraculum 1 part Sigmarite 2 parts Tilean Salts Preparation: 1 week Attention: Medium Yield: 4 treatments "A Powder to Aid in Recovery from Surgery" Availabilty (compounded): Scarce Price (compounded): 4gc Method of Application: Dust onto the wound or incision Dosage: 1 day Skills: Surgery Tests: Int Effects: Use of this powder by a character with the *Surgery* skill will add 10% to any tests involving that skill. In addition, the preparation will also mitigate by up to 10% any negative modifiers from unhygenic surroundings or dirty equipment. Recipe: 1 part Brandt's Liquid 1 part Green flowers of Mondrite 1 part Malcheor's Water Preparation: 3 days Attention: Medium Yield: 2 treatments "A Potion for the Acceleration of Healing - Formula One" Availabilty (compounded): Rare Price (compounded): 8gc Method of Application: Ingest Dosage: 1 week Skills: Heal Wounds Tests: Int, and see below Effects: Characters treated with this Specific will recover wounds at a rate of 1 additional wp per day, over and above the effects of any other treatment they may be undergoing. However, if the Specific is administered in parallel to other herbs or drugs, the patient must make a Toughness role each day (for as long as the two treatments continue) or suffer an overall *loss* of 1 wp that day. Recipe: 1 part Brandt's Liquid 1 part Imperial Water Preparation: 1 day Attention: Medium Yield: 2 treatments "A Potion for the Acceleration of Healing - Formula Two" Availabilty (compounded): Rare Price (compounded): 10gc Method of Application: Ingest Dosage: 1 week Skills: Heal Wounds Tests: Int, and see below Effects: Characters treated with this Specific will recover wounds at a rate of 1 additional wp per day, over and above the effects of any other treatment they may be undergoing. Recipe: 1 part Brandt's Liquid 1 part Imperial Water 1 part Potter's Crystals Preparation: 2 days Attention: High Yield: 2 treatments "Salts for the Restitution of Conciousness" Availabilty (compounded): Average Price (compounded): 15/- Method of Application: Inhale Dosage: 1 hour Skills: None Tests: Patient's Toughness Effects: Waving a vial of this under a stunned/concussed characters's nose will bring them round in 1d4 rounds, provided they make a successful Toughness test at +10% Recipe: 1 part Dragon's Milk 1 part Tilean Salts Preparation: 2 days Attention: Low Yield: 10 treatments "A Specific for the Treatment of Deep Wounds" Availabilty (compounded): Very rare Price (compounded): 10gc Method of Application: As a poultice to open wounds Dosage: 2 weeks Skills: Heal Wounds Tests: Int Effects: Characters suffering from heavy or severe wounds will recover 1 (severely wounded) or 1d3 (heavily wounded) during the first 24 hours that this Specific is applied, thereafter counting as *lightly wounded*, provided that during that period they take complete or near- complete rest. (GM's call, but anything much more than just sitting around is out.) Recipe: 1 part Elfhair Crystals 1 part Griddlestone 2 parts Malcheor's Water Preparation: 3 days Attention: High Yield: 4 treatments "A Potion for the Sustenance of the Injured" Availabilty (compounded): Rare Price (compounded): 8gc Method of Application: Ingest Dosage: 1 week Skills: Heal Wounds Tests: Int Effects: 24 hours after imbibing this preparation, a character will regain 2wp no matter *how* they exert themselves in the meantime, *and* irrespective of any other wounds they may take in the meantime. (The GM should rule *when*, in game terms, this will occur, and confirm to the player when they have regained their 2wp.) Recipe: 1 part Compacted Altdorfer Ash 1 part Oraculum 1 part Dragon's Milk 1 part Hochnite Preparation: 3 days Attention: High Yield: 6 treatments ====================================================================== Chemicals: On the Naming Of Chemicals: For the record, the name given to a Chemical is that by which it is known to practising Alchemists and related trades; it may or may not have anything to do with its actual nature. "Dragon's Milk", for example, is so called because of its appearence, namely a white-ish liquid flecked with blood-red particles. It has nothing whatsoever to do with real dragons. (Mind you, if the player are asked to get some, and don't know any better...) Preparing Chemicals: Chemicals can be prepared by a character with the *Chemistry* skill from raw components (ores and the like). For simplicity, it is assumed that each Chemical requires only one raw component, and that the components have the same availability as the Chemical. Enough raw ingredient to make one unit of a Chemical can be purchased at a base price of 20%-50% of that of the prepared Chemical. Time to prepare is shown below; where this is given as "(none)", the chemical does not require special treatment before use. Altdorfer Ash (Compacted) Availability: Rare Cost: 8gc Preparation: 1 day Altdorfer Ash Availability: Rare Cost: 10gc Preparation: 1 hour Brandt's Liquid Availability: Scarce Cost: 2gc Preparation: 2 days Chorbionide Availability: Rare Cost: 8gc Dragon's Milk Availability: Average Cost: 10/- Preparation: 3 hours Elfhair Crystals Availability: Rare Cost: 6gc Preparation: (none) Flowers of Mondrite (Green) Availability: Average Cost: 5/- Preparation: (none) Flowers of Mondrite (Blue) Availability: Scarce Cost: 5gc Preparation: (none) Fluvium Availability: Rare Cost: 7gc Preparation: 5 days Griddlestone Availability: Very Rare Cost: 18gc Preparation: 1 week Heinrich's Earth Availability: Rare Cost: 8gc Preparation: 2 days Hochnite Availability: Very Rare Cost: 13gc Preparation: (none) Imperial Water Availability: Rare Cost: 7gc Preparation: 2 days Malcheor's Water Availability: Average Cost: 1gc Preparation: 1 day Oraculum Availability: Scarce Cost: 2gc Preparation: 4 hours Potter's Crystals Availability: Rare Cost: 7gc Preparation: 2 days Precipitated Folchareum Availability: Rare Cost: 8gc Preparation: 2 hours Sigmarite Availability: Average Cost: 10/- Preparation: (none) Tilean Salts Availability: Scarce Cost: 4gc Preparation: 1 week