Potions Rules
Base Rules
Potions are consumable alchemical creations, that have a generally short-term effect. While most are consumable, it's entirely possible to create smoke-bombs, magical oils, or other similar items. The main aspects of these potions is that they are temporary, usually singular purposed, and when they provide bonuses or penalties, they stack with almost any other bonus or penalty (even if it's of the same type).
When creating a potion, you can either choose one trait from fleshcrafting (Per your ranks of Potions), or choose up to two special abilities which cost no more than 5 times your ranks of potions, or create an attack within the same cost, but which can have only at most half of it's points spent on damage.
By Default, each potion only lasts one round (though after-effects of attacks of course remain).
Potions Difficulties
To Brew a potion roll Mind + Potions.
The base difficulty of brewing a potion is 10, and takes 1 day.
Making a potion which grants you a non-fleshcrafting trait increases the DC by +5
Increasing the duration of a potion changes the DC as follows:
1 Minute → +1 DC
30 Minutes →+5 DC
1 Hour → +10 DC
1 Day → +15 DC
1 Week → +30 DC
Longer lasting potions are possible, but tend to have extreme side-effects and are rarely used.
You can also increase the number of potions you brew in one sitting. Each Potion increases the DC by +2. Provided you can make the check, you can increase this any number of times.
You can also voluntarily perform a Batch Brewing. This requires the same DC listed above, and takes 1 full week and a specialist lab. At the end of the week (provided you succeed in your roll) you create a number of identical potions equal to 3d6 times your ranks of potions.