Alchemical Load

(Work in Progress)

Alchemical Load

Each character has a running “Alchemical Load” score that should be tracked similar to hit points.

Gaining Alchemical Load:

Consuming an extract 1 point per level of the extract
Consuming a mutagen/cognatogen 3 points
Fail an Alchemical Load Fort Save additional 1 point per level of extract

Losing Alchemical Load: At the start of each new day, your alchemical load drops to half its existing value (round down.)

Also, once per day per patient, the Heal skill can be used to “detoxify” a character and lower their alchemical load. A DC-20 check will lower the Load by 1. For each 5 points that the check succeeds by (beyond DC 20), lower the Alchemical Load by one additional point.

Dangers of a High Alchemical Load: Each time a character’s alchemical load increases, they must make a Fortitude Save, whose DC is their (newly increased) Load. Since saving throws do not automatically fail on a natural 1, the player does not need to actually roll the save unless it has a chance of failing. (For example, Elizabeth Chesterfield has a Fort Save of +6. If her Alchemical Load is 7 or lower, her Fort Save will succeed automatically.)

If the save fails, then note how many points it failed by, and add this to a die roll based on the level of the extract which triggered the save:

Level of Extract Die Roll
1 1d2 + margin of Fort Save failure
2 1d4 + margin of Fort Save failure
3 (or mutagen/cognatogen) 1d6 + margin of Fort Save failure
4 1d8 + margin of Fort Save failure
5 1d10 + margin of Fort Save failure
6 1d12 + margin of Fort Save failure
Die Result Effect
2 Alchemical Load increases an additional 1d6 points; no other effect.
3 Extract fails to work
4 1d2 damage to random ability score
5 Extract fails to work, and subject is sickened for 1d4 rounds.
6 1d2 HP damage per level of extract
7 Extract fails to work, and subject is poisoned. (DC 10 + 2*Lvl of extract, 1d2 Con, cured w/ 2 consecutive saves.)
8 Extract has opposite of intended effect.
9 Extract fails to work, and subject is staggered for 1d6 rounds.
10 1d6 damage to random ability score
11 Extract fails to work, and subject is dazed for 2d6 rounds.
12 1d6 HP damage per level of extract
13 Extract fails to work, and subject falls unconscious for 3d6 rounds.
14 Temporary insanity (GM’s decision a to details; lasts 1d6 days).
15 Extract fails to work, and subject experiences vivid hallucinations for 4d6 rounds.
16 Choose random extract of the same level as original. Subject suffers this effect (if harmful) or opposite of this effect (if beneficial.) May the Two help you if it’s Invisibility.
17 1 point permanent drain to random ability score.
18 Persistent insanity (GM’s decision as to details; lasts 2d6 weeks).
19 1d6 points permanent drain to random ability score.
20 Permanent insanity (GM’s decision as to details.) Curable only through extraordinary measures.
21 ..keeps getting worse; details later.

Addiction Rules (still in progress): Addiction to extracts is dangerous; addiction to mutagens/cognatogens is worse.

Exact rules are still in progress. Essentially, “Addiction Load” increases with each failed Fort Save described above, recovers slowly over time. The initial effects are mere annoyances, but grow with increasing Addiction Load…and by they become severe, cold-turkey withdrawal might be almost as dangerous as continued addiction.

Alchemical Load

World of Gears PabloIchiban PabloIchiban