Alchemy skills
The following few skills are needed to properly use certain alchemy equipment.
=Skill | Plant anatomy |
=Points | 4 |
=Unique Rule | You need a Plant knife set for this skill to work. |
=Unique Rule | You can change a plant ingredient into a roots, stem and flower ingredient. |
=Unique Rule | You can change a stem ingredient into a leaves and internodes ingredient. |
=Unique Rule | You can change a flower ingredient into a petals, ovary and stamen ingredient. |
=Shared Rule | Note the new ingredients in your stock booklet. |
=Shared Rule | Each change takes 1 minute. |
=Details | You know what parts of the plant are what. |
=Skill | Alchemic cooking |
=Points | 4 |
=Unique Rule | You need a cauldron for this skill to work. |
=Unique Rule | With a cauldron you can change some ingredients into cooked versions. |
=Shared Rule | Note a "cooked" version of the old ingredient into your stock booklet. |
=Shared Rule | Each change takes 5 minutes. |
=Details | You know how to keep temperate even and how to boil gasses away from certain ingredient. |
=Skill | Distilling |
=Requires | Alchemic cooking skill. |
=Points | 4 |
=Unique Rule | You need a distillery for this skill to work. |
=Unique Rule | With a distillery you can change some ingredients into two different ingredients. |
=Shared Rule | Note both a "still residue" and a "distilled" version of the old ingredient into your stock booklet. |
=Shared Rule | Each change takes 5 minutes. |
=Details | When you boil gasses away from certain ingredient you know how to catch them and turn them back into fluids by cooling. |
The following skills are knowledge skills that will help you determine what certain ingredients are good for.
=Skill | Herbology |
=Requires | Plant anatomy |
=Points | 4 |
=Unique Rule | If you study a plant for 10 minutes you can say what family it is. |
=Unique Rule | You start the event with some random knowledge about plants that could(!) be in this area. |
=Downtime Rule | You can spend ℜ in downtime to research the plants in an area from books. Each ℜ gives you a chance to learn some random fact about a plant from that area. |
=Details | You know a lot about different plants or you have access to places where you can find out things about plants. |
=Skill | Bushcraft |
=Points | 2 |
=Unique Rule | You can ingest a plant part in small portions in a relative safe way, after half an hour contact a GM and tell them what plant part you ingested with this skill. |
=Unique Rule | You can wear 4 plant parts on various parts on your skin in a relative safe way, after half an hour contact a GM and tell them what plant part you are wearing. |
=Details | You know how to carefully dose the ingestion to try and gets hints of the possible effects the plant part might have on you. |
Improvised alchemy is a skill with which you can spend WP to adjust an ingredient to your liking.
=Skill | Improvised alchemy |
=Points | 4 |
=WP | 1 |
=Unique Rule | During any alchemic change you can spend 1 WP. If you do this, you can choose to remove 1 effect from the resulting ingredient. |
=Shared Rule | If you do this note the resulting ingredient in your stock booklet separately and also note which effect is missing. |
=Details | You use some rare undocumented ingredients or hard to reproduce methods during the alchemic techniques. With enough concentration, it seems to work. |
Systematic testing heightens the amount of testing substances that you can use at one time.
=Skill | Systematic testing 1 |
=Points | 3 |
=Unique Rule | You can use up to 15 testing substances parallel, but it will take 15 minutes instead of 10. |
=Details | You probably have been travelling and testing the local plants for some time. You have devices a system of fluid efficiency. |
=Level | Upgrade to Level 2 by training 3 points |
=Skill | Systematic testing 2 |
=Points | 6 |
=Unique Rule | You can use up to 15 testing substances parallel, but it will take 15 minutes instead of 10. |
=Unique Rule | You can use up to 40 testing substances parallel, but it will take 20 minutes instead of 10. |
=Details | Your skill in testing substances in highly professional. You probably tested substances for a living at an alchemy lab at some point in your live. |
The Toxin-resistance condition can be taken during character creation or trained later in life. They denote a high resistance against toxic effects which gives you the ability to drink more potions without averse effects.
=Condition | Toxin-resistance |
=Points | 3 |
=Unique Rule | Your toxin levels are allowed to be 1 higher before you have to contact a GM. |
=Unique Rule | At first light of each day you lose one additional random toxin level. |
=Unique Rule | You have a 10% chance of surviving consuming otherwise deadly substances. |
=Downtime Rule | This condition can be trained as if it was a skill. |
=Downtime Rule | You can have this condition more than once. |
=Details | Either you are born with a natural resistance against toxic substances or you have build up an immunity over the years. |
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