Alchemy skills

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 in downtime to research the plants in an area from books. Each 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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Last updated Mon, 13-09-2021 21:58 by Brian Bors
Created Thu, 14-05-2015 16:19 by Anonymous

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