The first draft of another move for a possible Witcher class:
When you mix strange herbs and monster parts with strong alcohol, choose one or more effects for your potion:
° It restores 1d8 hit points
° It gives +1ongoing to perform a specific task (ie. dodging blows, casting fire spells, sensing danger, etc.)
° It increases damage dealt with weapons or spells by +2
You can choose the same effect multiple times, for example crafting a potion that heals 2d8 hit points or gives a +4 bonus to damage.
After you made your choice, roll +effects chosen. On a miss, the potion has only 1 minor side effect; on a 7-9, 1 minor and 1 major side effect; on a 10+, 2 and 2.
° It’s toxic: the DM can deal 1d6 (if minor) or 1d10 (if major) damage to you once or twice during the duration
° It’s hallucinating, weakening or otherwise incapacitating: it gives you -1ongoing (minor) or forces to defy danger (major) whenever you do something it wasn’t made to boost
° It requires a lot of rare ingredients: take -1ongoing to craft more (minor) or you’re flat out of stuff (major) until you resupply
The DM can choose to apply the minor and major version of an effect at the same time: a really deadly potion may deal 1d6+1d10 damage, for example.