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<blockquote data-quote="Dannyalcatraz" data-source="post: 5029079" data-attributes="member: 19675"><p>Weapons and other equipment come in 3 forms: Mundane, Masterwork and Magical.</p><p></p><p>With that in mind, you might also want to have mundane versions of the items be the ones in the books, masterwork versions having higher DCs or other intensified effects, and let the Brew Potion feat synergize with Alchemy in interesting ways.</p><p></p><p>For instance, "masterwork" alchemists' fire might burn longer with a more intense heat...or you might even have different AF formulae for different tasks...like one that burns invisibly (like the fuel in Indy cars) so you can set fires at night that won't be seen.</p><p></p><p>And when you add Brew Potion to the mix (no pun intended), you can get effects that are actually magical. Magical Alchemists' Fire, for instance, might not be extinguishable except with other magic, or might not burn its creator.</p><p></p><p>As for poisons? The flipside of poisons is drugs. In HERO, they assert that if you can kill something with a power, other debilitating effects like transformations should be no more expensive. So, if you can create a poison, you should be able to create a similarly powerful drug (anesthetic/hypnotic/painkiller) with the right ingredients. You should get synergies with Heal and Herbalism type skills.</p><p></p><p>Don't forget to glean inspiration from all the nasty things that can were cooked up by RW alchemists and chemists...like gunpowder & thermite. Now, you might not want RW gunpowder & thermite in your game, but you could have things like Alchemical powdered "thermite" that can burn/melt stone or metal, but only burns one round...and can't harm flesh. Alchemical "gunpowder" might give you something akin to a pyrotechnics effect with some minimal damage, but not be able to actually explode.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5029079, member: 19675"] Weapons and other equipment come in 3 forms: Mundane, Masterwork and Magical. With that in mind, you might also want to have mundane versions of the items be the ones in the books, masterwork versions having higher DCs or other intensified effects, and let the Brew Potion feat synergize with Alchemy in interesting ways. For instance, "masterwork" alchemists' fire might burn longer with a more intense heat...or you might even have different AF formulae for different tasks...like one that burns invisibly (like the fuel in Indy cars) so you can set fires at night that won't be seen. And when you add Brew Potion to the mix (no pun intended), you can get effects that are actually magical. Magical Alchemists' Fire, for instance, might not be extinguishable except with other magic, or might not burn its creator. As for poisons? The flipside of poisons is drugs. In HERO, they assert that if you can kill something with a power, other debilitating effects like transformations should be no more expensive. So, if you can create a poison, you should be able to create a similarly powerful drug (anesthetic/hypnotic/painkiller) with the right ingredients. You should get synergies with Heal and Herbalism type skills. Don't forget to glean inspiration from all the nasty things that can were cooked up by RW alchemists and chemists...like gunpowder & thermite. Now, you might not want RW gunpowder & thermite in your game, but you could have things like Alchemical powdered "thermite" that can burn/melt stone or metal, but only burns one round...and can't harm flesh. Alchemical "gunpowder" might give you something akin to a pyrotechnics effect with some minimal damage, but not be able to actually explode. [/QUOTE]
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