So lets talk complicated powers for a second here...
Alchemy Rocks! 12/die 2hd [48 pts]
Attacks[N/A] Defends [N/A] Useful [N/A]
Attacks, Defends, and Useful Extras and Flaws:
Variable Effect +4
Permanent +4
Always On -1
If/Then -1(No Hard Dice on Stats and Skills)
If/Then -1(Only for Variable Effect)
If/Then -1(Requires a work space and materials)
Delayed Effect -2
Effect: The character can create basic Alchemical items for use by himself or his comrades. Any stat or skill dice given by this power are given as normal hyperdice and not as hard dice. It takes time for the items to become useable.
The following are my attempts at making items using this power. I tried as hard as I can to cause the Willpower cost to 0.
Alchemist Fire
Attacks [Range]
Extras and Flaws: Burn +2, Go First +2 Scattered Damage -1, Depleted -1, Limited Damage (Killing) -1, Focus -1
Effect: On a successful hit the opponent takes two points of killing damage to random hit locations and is set on fire. Curzon can create 6 uses of this power at a time.
Big Alchemist Fire
Attacks [Range]
Extras and Flaws: Burn +2, Go First +2, Area +3, Scattered Damage -1, One Use -4, Limited Damage (Killing) -1, Focus -1
On Width+2 Initiative this Alchemists Fire goes off doing 3 Area dice of damage and setting everyone within 10 yards of the blast on fire as well as dealing 2 additional killing damage to two random hit locations.
Healing Potion 2hd
Useful [Touch]
Extras and Flaws: Engulf +2, Go First +6, Touch Only -2, One Use -4, Focus -1, Accessible -1
At Initiative eight, heals two shock and two killing from every hit location.
Stat Tonic 2d
Hyperstat
Duration +2 One Use -4
Potion of Invisibility
Useful[Touch]
Extras and Flaws: Go First +6 Duration +2, Touch Only -2, Focus -1, Accessible -1, One Use -4
What do you guys think? I am doing this right... I may have misinterpreted the rules but I think I followed the example for Variable Effect correctly.