Index < Deadlands

Alchemical Formulae Quirks written by Tim Benninghoff and Everett Proctor
Ideas borrowed shamelessly from Robert Weiland

Taken from the journal of Martin Sommerfield, en route to Antarctica:
October 18th, 1878 - "Nigel has suggested that I create a truth serum so that we can interrogate our would-be sabotuer. Not a bad idea, and this makes Fluffy wonder, would it be possible to make a truth serum drink? Something to serve at a party? Another excellent idea!"
October 11th, 1878 - "I've been throwing all of my energy into my work these past few weeks. The serum formula still isn't working right. It has to be ingested, so maybe I should switch to using only liquid foods for the formula."

An Alchemist is in a similar predicament as a Mad Scientist, his chief weaponry against the horrors of the Weird West are the formulae and elixirs inspired by demons and mixed with ghost rock. These creations sometimes bend the laws of science but generally don't break them. However, alchemists have an even harder time creating elixirs that can push those boundaries of science to entertaining (and perhaps deadly) levels. Players playing these geniuses may be happy with the elixirs and potions in Smith and Robards but they will eventually want to design their own, foiled by being unable to draw the necessary cards. While hucksters learn more hexes while becoming more powerful at old ones and gunslingers rise from the grave with powers from Hell itself, an Alchemist may find himself stuck with the same old Greased Lightning pill. To fix this problem, an Alchemist may want to incorporate Alchemical Quirks into the formulae of the potion. Much as Hindrances act to give characters extra points as well as color to the character by showing some of his flaws. Quirks do the same to formulae, making research, design, and brewing easier while giving the formulae a little flair.

A formulae can have up to 10 points of Quirks. These points can be used in three ways.
1) For each point invested in Research, the player can draw an extra card during he formulae phase to help achieve the hand needed. Extra cards make getting the hand easier but also make it more likely for manitous to strike.
2) For each point invested in Design, the player lowers the TN of the Brewin' roll by 1.
3) The player may divide the brewin' time by the number of points invested in Brewin'.

Example: The Lightning Kid, the famous 'Gunslinger of Reason', wants to design his first formulae. He wants to create a pill to use when his lightning cannon and shock gloves fail him, something that will allow him to shock his opponents. He looks over the list of Alchemical Quirks and sees two that he likes: Lightnin' Bug and Need a Stronger Dose. Lightnin' Bug means the potion will cause his body to emit a luminescent glow and Need a Stronger Dose means that he may need to take more than one pill. He receives 3 points total for these Quirks. He puts one point towards Research and two to Design. When he draws his cards for the formulae, he will draw one extra card in addition to any cards received from raises. If he can brew the pills, his difficulty to do so will be at -2.

Following are the list of Alchemical Quirks an Alchemist can introduce into their inventions. As always the Marshal can disallow, modify, and add any Quirks as he sees fit. Most of the Quirks are meant to be added to elixirs that are ingested but an observant Marshal should be able to pick out which ones would work for something ingestible and which ones wouldn't.

Addictive: 3
It may be acquired taste, but once you get it, it won't let go. Every time you take this pill, you need to make a foolproff (3) Spirit roll. If you fail, you gain a minor Hankerin' for it. If you already have a minor Hankerin', you get a major Hankerin'. Better hope your friendly local brewer doesn't lose the recipe.

Anti-Coagulant: 5
Huh? It means you bleed like a stuck pig, pardner. While this potion is in effect, you take double Wind damage from any wound that you suffer. ONly applies to beneficial potions.

Complex Instructions: 2
Take two after meals, on every third day and avoid beef jerky and alcohol. The rules you have to follow to take this drug are mind-boggling. If you don't know how to take it, you must make a hard (9) Smarts check. If you've been instructed, it only requires a fair (5) Smarts check.

Forgery: 2
Scientists are very competitive about their designs. Fights have broken out at patent offices over whose miracle cure was the first that make Bull Run look like a tiff at a quilting bee. On the flip side of the coin, many scientists order items from Smith & Robards and chemically analyze to figure out how S&R did it. You are one of these less-than-scrupulous hombres. The points you get from this Quirk can only be used to get more cards or modify brewin' time. As a matter of fact, the TN for Brewin' goes up by 2 since you don't have a formulae to work from.

Freak!: 1
During the use of this beneficial drug, the user gains a deformity, such as a unibrow or hunchback, that makes her Ugly as Sin until it wears off.

Infernal Concoction: 1/3/5
The concoction must have been made in Hell by The Devil himself, for it inflicts a damning amount of pain and agony. The imbider of the concoction suffers Wind damage upon ingesting the potion: 1 = 1d4, 3 = 2d6, 5 = 3d8.

It Burns!: 1-5
The user suffers an allergic reaction to the pill, such as hives, watery eyes, congestion, sneezing fits, that is extremely distracting. While the pill lasts, the user suffers -1 to -5 to all of her actions, depending on the corresponding Quirk level.

Keep in a Cool, Dry Place: 3
This potion has a specific requirement in storing it that MUST be followed, or it decays within a few hours and becomes totally useless.

Lightnin' Bug: 2
This potion causes the user to be slightly luminescent, giving attempts to spot him a +2 and -2 to social rolls. Applies only to beneficial medicines.

Mood Altering: 2
Don't mind him, he's on his medication. While the drug is in effect, the user's personality changes. Choose an effect for the potion. When used, the user gains the appropriate Hindrance while the potion is in effect. Only applies to beneficial medicines that have a duration. Possible Hindrances: Bloodthirsty, Clueless, Loco: Paranoia, Mean as a Rattler.

Need a Stronger Dose: 1-3
Whenever you pop this pill, roll a die. If a 1 comes up, you need to take another does. This continues until you don't roll a 1. If you're size is greater than 6, you'll need another dose if you roll a 1 or a 2. Die to roll: 1 = d8, 2 = d6, 3 = d4.

Not for the Weak of Constitution: 1-3
Most brainiacs are not known for their resistance to illness or ability to withstand a whuppin' so their potions are designed with that in mind. Either you're as healthy as a horse or you need to add a teaspoon of sugar to help the medicine go down. If your potion is Not for the Weak of Constitution, a minimum Vigor die type is required to get any effect. Level Die required: 1 = d4, 2 = d6, 3 = d8.

Once a Day: 3
Just what the Doctor said, pardner. This elixir can only effect the user once every 24 hours. If a second dosage is taken within that time, it has no effect, but you must still roll for reliability and apply any negative effects.

Repugnant: 2/4
This brew smells like the deep end of an outhouse, and tastes even worse. In order to choke this potion down, you need to make a Vigor check based on the level of the Quirk: 2 = TN 5, 4 = TN 9.

Shelf Life: 1/3/5
Freshness matters for this drug. For every few days after this formulae is brewed, the reliability drops by -2. The number of days is determined by how many points are put into this quirk: 1 = 10 days, 3 = 5 days, 5 = 1 day.

Slow Acting: 1/3/5
This concoction takes longer than normal to start working. Depending on the level of the Quirk: 1 = 1d4 rounds, 3 = 2d6 rounds, 5 = 3d8 rounds.

Spawn of Satan!: 3
Just like Freak!, but more radical, this quirk creates a mutation that is duifficult to conceal and extremely bizarre, such as a tail, horns, extremely enlarged canine teeth, that will most assuredly upset the majority of the population. Those viewing it must make a fair (5) Guts check. Most people will view the abnormality with horror and revulsion and treat the user as an abomination or offspring of evil.

Unique: 5
You have created the only batch of this potion in existence. For some reason you no longer have the formulae to the potion you have made, or naver wrote one down in the first place. As such, if the potion is used, you must go through the entire construction process all over again.

Wheel o' Fortune: 1/3
You pay your money and you take your chances. The chemical formulae is very erratic in its performance. Sometimes you'll be strong enough to rival the legendary Hercules, and other times you'll be too weak to even knock over a sleeping kitten. Set a die type, damage, level change, etc. when brewing the potion. Then when consuming a potion, roll 1d6. The effect is modified depending on the level of the Quirk as follows:
1 = 1-2: Effect is one step/die type/level lower; 3-4: no change; 5-6: Effect is one step higher.
3 = 1: Effect is three steps lower; 2: Two steps lower; 3: One step lower;
4: One step higher; 5: Two steps higher; 6: Three steps higher.

Zzzzz!: 3/5
Do not operate heavy or high-velocity machinery. This medicine really slows you down. Only applies to beneficial potions with a duration. 3 = Reduce Quickness by one die type, 5 = Reduce Nimbleness by one die type, and Quickness by two die types.

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