Corrosives

This skill is only available to members of the Alchemist Trade. This sub-skill extends the Alchemist’s knowledge and skill to the difficult to isolate and obtain and very dangerous corrosives, mineral salts, acids and alkali substances. Like many of the other Alchemist substances, the strength, virulence, or potential for damage in some cases, of these substances is measured in Levels of Potence, or just Potence (POT). Like any minstrel choosing which song to play, the Alchemist is able to choose the POT of the substance he is attempting, setting the basis for the DV. The higher the POT, the more expensive the exercise, the longer it takes, and the greater the loss in time and ruined materials if the Alchemist should fail.

Concentrated acids and alkalis burn whatever they are applied to on contact. Instead of a flame, the points of burn damage inflicted are permanent and the matter burned up escapes into the air as acrid, steamy smoke.

These substances must be stored in glass vessels, or at the very least terracotta or ceramic vessels that are heavily glazed on the inside and around the lip of the opening. Both sorts must also have a glass stopper or a heavily glazed ceramic one.

When applied to living flesh, the wounds inflicted may be healed over with proper care, but no more than 1/2 the points of damage suffered in the burn return with healing, and intensive treatment and physical therapy is required to get the half back that can be recovered. The only other recourse is “Regeneration” or “Restoration” by magickal means.

These are generally water-soluble, however, adding water only reduces the POT by the same degree the volume is increased.

The materials for rendering and distilling corrosives cost 6d. + (1fg. per point of POT) per cup.

The att. mod. for the use of this skill is based on the character’s AWA and CRD scores.

 

GM’s Notes: 

Corrosives burn for (POT) points of damage immediately, but these liquids burn away rather rapidly, so that the damage inflicted drops by 1 when it burns again every subsequent CS, until it has burned away. They only burn for (POT) CS’s, multiplied by the number of cups if more than one is inflicted. When the damage is reduced to 1 point, it remains at that stage until the (POT-minute) duration expires, if any more remains to be inflicted.

For example, 1 cup of POT10 corrosive inflicts 10 points of damage, in the next CS it burns for 9 points, then 8 points, 7 points, then 6, 5, 4, 3, 2, and then 1 point.

These may be diluted with water by immersion in a bath or constant flushing with clear water, but this only lessens a corrosive’s strength (current damage being inflicted according to POT), it cannot keep them from burning a victim. The washing or flushing with water must continue for an entire CS before it affects the amount of damage being suffered. 

  • IF water is used to wash away the corrosive, the volume of the tub or the volume of water used to rinse the corrosive off the body is compared to the volume of acid. This gives the GM the % by which the POT has been reduced.
  • IF the body is being continually rinsed with running water as from a stream, the POT is cut in half every CS after the first until the damage drops to 1. A corrosive’s POT cannot be reduced below an effective level of one (1) through dilution with water, except through the application of magick.
  • IF a character suffers caustic burns of Mortal level of Wounding or reducing his BP’s to Mortal status (1/4 value), bone is considered to be bared and damaged, so that magick must be applied to channel it away and reduce the severity of the burn, or the damage must be regenerated by magickal means, as noted.

The base DV for making corrosives is equal to the POT of the substance being made.

The DV should then be modified according to quantity he wishes to make in one batch. The more he tries to make at once, the more difficult the procedures.

The modifier to the DV for quantity is Progressive in nature, per unit.

 

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