Potions and Drugssince there has been a renewed interested in chimerical alchemy and other concoctions, I would like to propose some house rules to help streamline and regulate poisons and drugs:
1. Effects
Poisons/drugs/potions will be ruled from a scale of 1-5 much like chimerical items or treasures. Mundane poisons will be on the same scale, though are easier to craft. The levels are flexible if a player seeks a specific effect/duration/dosage.
Level 1: Minor physical or mental effects. +1 difficulty to all dice pools or -1 die on pools involving certain traits per dose. Lasts for up to 12 hours. May be cumulative with multiple doses. (example: alcohol || effect: -1 die on all int and dex rolls, cumulative) Affects 1 person/dose.
Level 2: Moderate physical or mental effects. +2 or +3 difficulty on all dice pools, or -2 to -3 on pools involving certain traits. Lasts from 1 scene up to 10 hours ~OR~ may cause up to 4 dice bashing or [Dam4] bashing as a one time attack per dose. Affects 1 person/dose.
Level 3: Notable Physical or Mental effects. May stun, paralyze or knock out for 1-4 turns in combat ~OR~ Cause paralysis or unconsciousness for up to 8 hours out-of-combat. May cause up to 4 dice lethal or [Dam4] lethal as a one time attack per dose. Affects 1 person/dose.
Level 4: Potentially lethal or widespread effects. May cause up to 8 dice lethal or [Dam8] lethal as a one time attack ~OR~ may have the effects of a level 1-3 poison delivered to multiple argets per dose.
Level 5: Death, horrific concoctions, widespread damage. May cause up to 8 dice lethal or [Dam8] lethal to multiple targets ~OR~ may cause one serious effect, potentially death to one target.
2. Resistance:
All drugs are resisted with a stamina roll (dif

unless otherwise noted. Poisons ignore armor unless they are being used as a coating on a weapon where soak is rolled normally.
2. Crafting:
Poisons require 2 stages:
1. planning
2. crafting
Mundane Poisons:
1. Planning is done with int/science or int/research at dif 6
2. Crafting is rolled with dex/ science or dex/herbalism at dif 6
Chimerical poisons
1. Planning is done with int/chimerical alchemy at dif 7
2. Crafting is done with dex/chimerical alchemy at dif 6
Note: a botch on a poison means that not only do you lose all successes, but the crafter suffers the effects of said poison.
Requirements for crafting:
Much like chimerical items, poisons and the like require materials and net successes. Level 4 and 5 poisons require a quested material; this include mundane poisons if the crafter does not meet the required resources level.
These are listed as: chimerical [mundane], successes
Level One - 1 dross [Resources 1], 2 success
Level Two - 2 dross [Resources 2], 4 successes
Level Three - 4 dross [Resources 2], 7 successes
Level Four - 8 dross [Resources 3], 15 successes
Level Five - 16 dross [Resources 4], 30 successes
Each potion creates a vial with 3 doses.
The resources is the level needed, or needed to borrow/beg/steal.
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Potions that enact a magical effect - are ruled as treasures on a case by case basis.