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Alchemy Overdoses

Whenever one or more 6s are rolled for the effects of a


Substances drunk substance, other than poisons, the creature that
There are certain substances that can be created through consumed the substance takes d4 damage to STR for each
a combination of science and magic with the technique 6 rolled. Then make a STR save. If failed, take the Sickened
known as Alchemy. Usually substances require using Condition.
animal parts or organs as the active ingredient, which
means only the shadiest of Mice create and distribute Applying poisons to items
these substances. Large settlements usually have a black
Certain substances known as Poisons can take effect when
market for substances and their ingredients.
it enters through an injury. The poison must have all usage
dots remaining, be held in a paw, and the item must be on
Drinking substances body.
Every substances’ effects occur when drunk. To drink a When your mouse wants to apply poison to an item, mark
substance, a mouse must hold the substance in a paw. all usage on the poison. Roll a d6, on a 6 the application
When your mouse wants to drink a substance, determine fails.
the dose of how much to consume, up to the number of A creature damaged by the poisoned item suffers one
usage dots remaining on the potion. dose of the poison’s effect.
Roll a number of d6 equal to the dose of the substance Whenever the poisoned item rolls for usage, mark usage on
that was drunk. For each dose, mark one usage on the a 2-6. Once a usage dot is marked, the item is no longer
substance. poisoned.
The substance has an effect, which varies depending on
the number of [DICE] invested, and the [SUM] of the
rolled dice.

Writing Alchemy Supplement is an independent


production by Fortune Trove and is not
Fortune Trove affiliated with Losing Games. It is
published under the Mausritter Third
Illustration Party Licence.
Paako Art Mausritter is copyright Losing Games.
Synthesizing substances Buying/Selling substances
Creating a substance requires Alchemist’s Supplies held If unwanted, a full substance can usually be sold for d6 x
in both paws and the active ingredient. It takes d4 + 2 50p in a settlement.
Turns to synthesize. Roll a d6 after synthesizing and if it
Usually substances are only found in large settlements..
shows the value 5 or 6, the substance becomes inert. On
More common substances are worth 100p + d4 x 100p. More
a 3-6, mark usage on the Alchemist’s Supplies.
rare substances are worth 200p + d6 x 100p.

List of substances
Roll on this table of substances as loot, or use these substances as examples for creating your own.

2d6 Substance Effect Active Ingredient

2 Invulnerability Potion Gain [DICE] + 1 armour for 1 Turn. Turtle shell powder

3 Swiftness Potion Move twice as fast for [SUM] Turns. Rabbit foot

4 Healing Potion Heal [SUM] STR damage and remove the Reptile heart
Injured Condition.

5 Vitality Potion Heal [SUM] + [DICE] HP and remove the Rodent heart
Exhausted Condition.

6 Stamina Potion Heal [SUM] HP. Rodent blood

7 Chez Make a WIL save or gain the Intoxicated Poison


Condition.

8 Antitoxin Prevent the effects of poison for [SUM] Turns. Rodent liver

9 Spider Bite, poison Take [DICE] x 3 damage. Spider head

10 Centipede Venom, poison Make a STR Save or be unable to move for Centipede head
[SUM] Rounds.

11 Truth Serum Make a WIL save or cannot lie for [SUM] Turns. Faerie dust

12 Serpent’s Fang, poison After 4 - [DICE] Rounds, make a STR Save or Snake fang
lose all HP and take critical damage.

Inert Substance Nothing.

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