Advertisement
FutureExabyte

Coming of Age: Alchemy

Jun 5th, 2013
141
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 6.04 KB | None | 0 0
  1. New Skill:
  2. • Alchemy (Smarts): Alchemy is the ability to craft and mix potions, usually for consumption. Each different mixture has a Difficulty. Difficulty controls various things, from the lowest minimum skill required, to how much the supplies cost. A raise makes half again the standard amount of potion, and two raises makes two times the standard amount. A full potion is sometimes required for the effects, but fractions can be saved up.
  3. Unless otherwise stated, nonhumans (witches, elves, changelings) cannot gain the effects of alchemical potions, as only generic human physiology gains the effects. Olems and oils are poisonous to drink, and the player must make a vigor roll or take a vigor and spirit reduction for 1d6 hours.
  4. An alchemist doesn't need to be at an alchemy shop in order to mix, though they do gain a +2 circumstance bonus when they do. Instead, they can pre-purchase certain amounts of components. For example, an alchemist could by 300 components and choose to use those components later, on six Difficulty 2 mixtures, or one Difficulty 3 and 4 each, or similar. A character with both the Survival and Alchemy skills can roll Survival in order to find 20 components, with an additional 20 components for each raise.
  5. An Aqua or potion normally lasts 1d6+Difficulty hours, but fractions may last longer or shorter. Olems, Oils, and applied poisons last 1d6+Difficulty days before wearing off.
  6.  
  7. 1: Cost 25, d4 Alchemy.
  8. 2: Cost 50, d6 Alchemy, -2 penalty to Alchemy roll.
  9. 3: Cost 100, d8 Alchemy, -4 penalty to Alchemy roll.
  10. 4: Cost 200, d10 Alchemy, -6 penalty to Alchemy roll.
  11. 5: Cost 450, d12 Alchemy, -8 penalty to Alchemy roll.
  12. 6: Cost 1000, d12 Alchemy, -8 penalty to Alchemy roll. Must have 'Master Alchemist' edge.
  13. 7: Cost 5000, d12 Alchemy, -10 penalty to Alchemy roll. Must have 'Master Alchemist' edge.
  14.  
  15. Poison: Variable Difficulty. Use the following modifiers to learn the difficulty: Paralytic (+2), Knockout (+1), Dizzying (+1), Lethal (+3). Weak(-1) [+2 to resist roll], Fading(-1) [+3 to healing roll], Potent(+2) [-2 to resist roll], Enduring(+1) [-2 to healing roll]. Works on nonhumans that are not immune to poison.
  16. Aqua Salus: Difficulty 1, Immunity to Poison
  17. Aqua Spiro: Difficulty 1, Semi-aquatic (Gain Fatigue Level every 5 minutes he holds his breath)
  18. Spiritwine: Difficulty 1, +3 PP for witch gifts or fey magic, counteracts Rosemary. Only functions on witches or fairies.
  19. Aqua Medela Par: Difficulty 1, +1 to natural healing rolls.
  20. Aqua Acredo: Difficulty 2, +2 to Notice (Sense), of the chosen Sense.
  21. Aqua Ignis Par: Difficulty 2, +2 to resist all negative environmental effects
  22. Olem Chalybs: Difficulty 2, Applied to objects. Negates 2 AP from attacking weapons, and increases Object Toughness by 4.
  23. Aqua Oculus: Difficulty 2, Low Light vision; Ignores penalties in Dim or Dark lighting.
  24. Lantern Oil: Difficulty 2, Flammable. When applied to a weapon, it can be set aflame. The weapon does +2 fire damage. Roll for flammability, as found on page 88 of the Savage Worlds Deluxe edition. Only burns for 1d6+2 rounds.
  25. Antimagic Solution: Difficulty 3. Can be applied to objects. Triggers all weaknesses caused by Silver, Rosemary, or Rowan.
  26. Aqua Celero: Difficulty 3, +1 Parry
  27. Gunpowder: Difficulty 3, Is able to be made into firearm ammunition, with enough supplies and crafting skills.
  28. Aqua Ignis: Difficulty 3, +1 Toughness, +2 to recover from being Shaken.
  29. Aqua Medela: Difficulty 3, +2 to natural healing rolls.
  30. Olem Sanctis: Difficulty 4, Applied to objects. +2 Damage, +4 to magical or unnatural creatures, and gives any regenerating creatures a -2 to their regeneration roll.
  31. Aqua Potens: Difficulty 4, One additional die to chosen physical stat.
  32. Aqua Bilis: Difficulty 4, Parry is reduced by 2, Melee damage rolls, fighting, and strength are increased by 2.
  33. Ghoul Infection: Difficulty 4, Once killed, the infected arises as a ghoul. Can be applied to weapons. Resisted with Vigor -2.
  34. Aqua Robustus: Difficulty 5, Hardy; A second Shaken result in combat does not cause a Wound.
  35. Orichalium: Difficulty 5, the 'heartstone' of the Forged, allowing the Forged to move, think, and live. Required for the creation of Forged and other objects. May have other effects.
  36. Aqua Medela Magna: Difficulty 5, Make vigor roll. Drinkers remove one wound level (or their Incapacitated status) with a success, or improve two steps with a raise.
  37. Arcane Phial: Difficulty 6, Choose any Power when crafting. Shattering or drinking this phial will cast the Power with a simulated raise. This has no PP cost.
  38. Powder of Soultheft: Difficulty 6, Usable on supernatural beings. Triggers all weaknesses and allergies of all supernatural creatures, and allows for a wizard's Ritual of Transference to be done within rounds instead of days. May have other effects.
  39. Phial of Regeneration: Difficulty 7, Grants Regeneration to the drinker, but gives them an allergy to Rowan.
  40.  
  41. New Hindrances:
  42. • Teetotaler (Minor, Human): This character does not get affected by alchemy the way normal people are. He is considered inhuman toward alchemy.
  43.  
  44. New Edges:
  45. • Book Learning (Novice, d6 Alchemy, d8 smarts): The alchemist can make Alchemy rolls instead of Survival rolls in order to find components.
  46. • Proficient Mixer (Novice, d10 Alchemy): Reduce alchemy difficulty penalties by 2. This edge can be taken more than once, but only once per rank.
  47. • Specialized Mixer (Seasoned, d8 Alchemy): The alchemist has a particular potion they are rather good at creating, earning a difficulty reduction to the specific mix by 1. This edge can be taken more than once, but only once per rank. Cannot reduce the difficulty below 1. Must have Master Alchemist to reduce the difficulty of Level 6 or 7 potions.
  48. • Supernatural Mixer (Seasoned, d6 Alchemy): The alchemist has learned to make potions that can affect supernatural creatures. When creating a potion, choose a supernatural creature it can effect. It will affect those beings and humans, instead of just humans. Increases the difficulty of a potion by 1.
  49. • Master Alchemist (Heroic, d12 Alchemy): The alchemist can now make Difficulty 6 and 7 potions.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement