| Alchemy | |
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| Tweet Topic Started: Feb 27 2010, 11:46 AM (75 Views) | |
| RazorX | Feb 27 2010, 11:46 AM Post #1 |
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Alchemy is the exact science of mixing two or more ingredients together to create different effects. The effects may be as small as settling a sick persons stomach to being able to heal wounds and increase Adrenaline production in a persons body. Alchemy does not allow a person to corrupt the natural elements, although we do use these elements in our work. The corruption of matter is transmutation and is a different science altogether and one frowned upon by Alchemists. Alchemists use a variety of objects in the mixture of their tonics. An alchemist requires a number of vials in which to store their creations. Other objects such as mortar and pestles, retorts and other mixing equipment are optional and while not necessary help with the creation of mixtures. Alchemists also require access to a number of ingredients to create their mixtures. Basic medical kits can be purchased in most towns and usually hold enough ingredients for the average Alchemist to create a decent number of mixtures. More complicated mixtures require the addition of minerals such as zinc, lead and mercury along with chemicals and plant life. Medical kits for simpler term hold a base number of resources depending on the size and make for example small medical bags hold( 20)twenty resources while a small Alchemy bag would hold (40)forty resources due to it being made for that purpose. Each Mixture has a time needed to mix depending on the complexity of the mixture (player must roll D6+Intelligene+Speed (no dex) +Trade (ask DM) against a mixtures difficulty score if roll is equal or up to two above the needed score mixture is made on time, if below needed score mixture either fails or takes longer to make (Up to DM) if over two above mixture is made perfectly and gets a bonus on its effects). Since it takes time to make mixtures Alchemists must plan beforehand what mixtures they wish to take with them during an outing. The Alchemists Guild has halls in all the major cities in your area from which some of these items can be purchased for a small sum. For more exotic ingredient such as gold, platinum and the like Alchemists usually have to buy them privately or find other means in which to obtain them. Since these items are usually rare and expensive all but that most well-to-do alchemist avoid them. Guild Halls also provide Alchemists with a safe haven to employ their work usually possessing a large number of work tables and mixing sets, libraries for young Alchemists to learn more about their craft and even thee rare demonstration by senior Alchemists. |
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| RazorX | Feb 27 2010, 11:50 AM Post #2 |
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Tonics There are three basic types of mixtures an Alchemist can create the most common and the easiest to make for inexperienced Alchemists are Tonics. Tonics have a wide range of abilities to quickening the heal process in a person, and numbing pain to keener eye sight and hearing. Tonics are usually drunk and have effects that only last a short while such as instant healing acceleration and short term hearing increase. Please note that the overuse of certain Tonics can result in the taker displaying unexpected side effects. Tonics are usually made by mixing herbs and other organic matter with a small amount of liquid. A Mortar & Pestle are required to crush the plant. Enclosed is a list of basic Tonics that all New Alchemists should know Tonic of Healing Resources: 1 Time: 15mins Challenge: 2 Effect: +1 Hp, no perfect Duration: Instant Side Effects: N/A Tonic of Fortitude Resources: 2 Time: 20mins Challenge: 2 Effect: +1 Shrug Duration: 3 rounds (5 if perfect) Side Effects: Side effects may include slight dullness of hearing (-1 perception) Tonic of Keen Eye Resources: 2 Time: 20mins Challenge: 3 Effect: +1 Perception Duration: 10mins Side Effects: Some subjects have experienced blurred sight after the effects wear off (roll D6 3 or less – 1perception for 5mins, if perfect D6 2 or less) Tonic of Steady Hand Resources: 2 Time: 20mins Challenge: 3 Effect: -1 on a guns inaccuracy Duration: 3 rounds (4 if perfect) Side Effects: N/A Mouth Wash Resources: 2 Time: 15mins Challenge: 3 Effect: +1 Social, +2 if perfect Duration: half an hour Side Effects: Slight Minty taste in mouth. Tonic of Antivemon Resources: 3 Time: 30mins Challenge: 4 Effect: Removes Poison from body Duration: Takes effect after 1 round (instant if perfect) Side Effects:N/A Drinking a Tonic will take up a characters move or attack decided by character. Experimenting Alchemists are not born with knowledge of all the possible mixtures they can make; instead they have to learn them. The six tonics listed above and other mixtures that will be listed further on are basic mixtures that any body who knows basic Alchemy can make. For more advanced mixtures Alchemists must study books (mixtures learned from books are decided by DM) or the quicker way is to experiment the success rate of an experiment = D6+Number of Resources used (Max = Intelligence +2)+Inteligence+Trade. A normal experiment session takes around an hour. The total added to the score can be increased by using a test subject which adds D6/2+Body to the score; this can be done on you. Side effects may occur if failed. Mixtures you receive from experimenting will be decided by DM from a list of possible mixtures. Injections Injections are mixtures that are injected directly into a person’s blood stream usually to produce a chemical reaction. Injections can be shoot into a persons arm, leg or stomach depending on the kind of injection, injecting into a area inappropriate for that kind of injection will usually cause the injection to fail. Alchemists automatically inject into the correct area but other characters have to roll a D6+Intelligence roll and equal 4 to inject the correct part of their body. Most Injections work the same as Tonics but usually have less immediate side effects and last for longer periods of time and cannot be made perfectly any roll above the challenge just makes the Injection normally. Instead Injection causes addictions in the user. Addiction Addiction is the result of a person’s body becoming so used to having a certain type of injection in their body that going for long periods without it will cause them to go into withdrawal. When Addicted a character will have to have at least one shoot per day depending on level of addiction, characters that do not shoot up when needed will begin to suffer withdrawal. Symptoms of withdrawal are usually just a negative on roll depending on how far it has progressed but a Dm can include other effects of withdrawal. Stages of Addiction 1-3 shoots in a time span of a day = low addiction 4 shoots in a time span of a day = medium addiction 5 shoots a week = low addiction 5 shoots in a time span of a day = high addiction 6-9 shoots a week = medium addiction 6+ in a day = chemical dependence 10- 15 shoots a week = high addiction 16+ shoots a week = chemical dependence Stages of withdrawal Low addiction - If the addicted person does not receive another shoot each day he will suffer from withdrawal of -1 to all rolls. Medium addiction - If the addicted person does not receive 2 shoots each day he will suffer from withdrawal of -2 to all rolls. High Addiction - If the addicted person does not receive 3 shoots each day he will suffer from withdrawal of -3 to all rolls. Chemical Dependence – the final stage of addiction at this point the body is so dependant on chemicals that if it does not get at least 5 shoots a day he makes a D6 roll of D6+Body+Threshold and must beat the number of days he has had a Chemical Dependence or else character will slip into a coma from the shock to his/her system. If roll is made they suffer from -4 to all rolls. Curing Addiction If addiction is low it takes two days of withdrawal to get over the drugs. If addiction is medium it takes three days. High addiction takes four days. Chemical Dependence requires the sufferer to go to a Alchemy hall and be healed by a Senior Alchemist. Below are listed a few basic Injections Injection of healing Time: 20mins Resources: 4 Challenge: 4 Effect: +3 health Duration: Instant Injection of Might Time: 30mins Resources: 4 Challenge: 4 Effect: +2 body Duration: 6 rounds Injection of Insight Time: 30mins Resources: 5 Challenge: 6 Effect: +2 perception Duration: 20mins Injection of Fleet Foot Time: 40min Resources: 5 Challenge: 5 Effect: +2 speed Duration: 6 rounds Injection of Slight Time: 30mins Resources: 4 Challenge: 4 Effect: +2 slight of hand Duration: 10mins Like Tonics more advanced Injections can be learned by studying books and experimenting (Note that testing an experiment on a person counts as a shoot towards addiction). Injecting can be taken as a free action by Alchemists against a challenge difficulty set by the Dm and as a substitute for the moving action of any other character. Poisons The final mixture a Alchemist can make is poison there are three basic types of poisons a Alchemist can make Contact, Penetration or Odour. Contact poison was take effect once it touches exposed flesh, Penetration poison takes effect after entering an open wound and Odour poison takes effect after being smelled. All poisons take effect if swallowed. Employment of Poison There are a few ways poison can be used. Contact and odour poison can be used as a thrown melee weapon using a basic thrown melee to hit roll a general vial of poison will shatter on contact after being throw and will splash the contact poison over the general vicinity. Both contact and penetration poisons can also be used by coating it on weapons a single vial of poison can generally cover around 6 pistol shots, 4 rifle shoots or one melee weapon. Shotgun shoots can not be covered in poison. Hits with a poison covered melee weapon will cause the poisons effect to active every time it hits at a max of 3 times per vial of poison used. Poisons cannot be mixed on a weapon and poison effects are not stackable. Unless otherwise stated poisons effects start instantly and stay on a poisoned character from a max of 5 rounds and can be cured instantly by a Tonic a D6+Body roll. Here is a basic list of poisons known by beginner Alchemists Snake Venom Type: Penetration Time: 20mins Resources: 5 Challenge:3 Effect: -1 hp per round until cured Duration: 4 rounds Acidic Poison Type: Contact Time: 30mins Resources: 5 Challenge: 5 Effect: -1 health per round, -1shrug Duration: 3 rounds Chloroform Type: Odour Time: 20mins Resources:2 Challenge:2 Effect: Knocks out target when pressed to face Duration: Varied |
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| TheCruelBstard | Feb 27 2010, 06:27 PM Post #3 |
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Administrator
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I was completely fine with this...up until the plasmids. Get rid of them, or replace them with something more original. Before you complain about double standards with luke, he took the harvester idea and made something different from it. Plasmids don't fit the theme of what you're doing. Try something else. Otherwise things are pretty good, in need of tweaking, but pretty good. Edited by TheCruelBstard, Feb 27 2010, 06:29 PM.
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