How do you guys handle Leeches and alchemical creations?

How do you guys handle Leeches and alchemical creations?

How do you guys handle Leeches and alchemical creations? A lot of items in their bandolier options include tier 3 and 4 sunstances. Do you make the Leech roll for items in a flashback or do you just assume they’ve made the item already when they declare a bandolier?

The former doesn’t seem very fair to the player (or very fun) but the latter means they can paralyze people with a tier 4 substance just by using 3 load.

4 thoughts on “How do you guys handle Leeches and alchemical creations?”

  1. I rule that the leech has the items, its their special power. Remember, A Lurk gets a free silence potion, which is tier 3. The only time I make a Leech roll for something in their bandoleer is when they are trying to get alot of it or they are out of slots and they flashback to making and planting a supply.

    Remember that they are still rolling for it. Yeah they can paralyze a person for one of their bandoleer slots but they still have to deliver the substance when they could otherwise be delivering a knife to the neck. I typically limit the area of effect and usefulness for default Bandoleer items and make the better versions alchemical creations. (Like sleep / Paralysis bombs that can affect multiple people)

    Also remember that all of the enemies can also have access to these substances. Binding oil is a fun way to mess with players (A rich noble might Bind all of their paintings to their frames or bind their prized possession to a metal block in its case.) and alchahest is a good anti-leech maneuver. (I imagine any well off scoundrel or official alchahests their drinks or uses some other kind of poison preventative measure.)

    Now granted it can be powerful and a crew of 3 leeches and a whisper can be a nightmare due to versatility, but there is a counter to every item.

    Also, where are you getting the 3 Load? Each bandoleer (max 2) is 1 load and has 3 slots.

  2. In the playbook description in the main book it says, “During downtime, you automatically refill your bandoliers, so long as you have reasonable access to a supplier or workshop.” So yes, I’d say they just have it when they declare a bandolier (I even let a Leech have an smoke liquid that could be injected into a room instead of a smoke bomb because it seemed so close to something on their bandolier it would be trivial to prepare).

  3. I assume the stuff listed for the bandoleers is relatively common and readily available for purchase. Leeches renew them for free in the background just like Cutters restore their armour and Lurk’s replace their throwing knives. Crafting is reserved for special concoctions, usually of the Leech’s own design.

    As for paralyzing only at the cost of load, remember that delivering these substances to a target usually requires some risk, ie a dice roll. Whether tossing a bottle into a room, sticking a syringe in a guard’s neck, or slipping a draught into the Baron’s wine, there’s always a chance of (potentially dire) complications.

    Also keep in mind that the “invisible” time the Leech spends shopping for nasty chemicals is always a fine excuse for Entanglement rolls. “When did the Bluecoats pick you up for interrogation? When you went into the general store and ordered three pounds of rat poison.”

  4. Its not REALLY about the leech poisoning folks with a Lvl 4 poison though is it?

    In my twisted GM mind, its about the methods of distribution and production. (Supplier and workshop). What dastardly process is required to craft such a potent substance? Who guards the secret recipe? Who will betray our scoundrels at the drop of a eel or two?

    Blades is about giving the players what they want – but make it consequential in the setting.

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