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journeyman [2014/03/13 21:01]
dan
journeyman [2015/03/12 20:37]
jamesg
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 ==== Crafting - Upgrades ==== ==== Crafting - Upgrades ====
  
-At the start of an encounter you can choose ONE piece of equipment. You have performed some "quick fixes" on the equipment and that item will count as master-crafted for the duration of the encounter. If the equipment is already master-crafted then if it is a weapon then you may call +1 damage with it for the encounter, ​else if it is armour then it gains 2 additional hits.+At the start of an encounter you can choose ONE piece of equipment. You have performed some "quick fixes" on the equipment and that item will provide ALL the benefits of a master-crafted for the duration of the encounter ​(including both the ability to wield it and the buffs it would give if you had the skill). If the equipment is already master-crafted then if it is a weapon then you may call +1 damage with it for the encounter, if it is armour then it gains 2 additional hits, if a shield an additional resist.
  
 ==== Medicine - Healing Hands  ==== ==== Medicine - Healing Hands  ====
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 Your experience with alchemy extends to replicating the effects of other potions. With ten seconds work you may mix two different potions of the same level to produce a third potion of that level which will last until the end of the encounter. You must have had the opportunity to study this type of potion before, but do not need to know how to create it yourself. Your experience with alchemy extends to replicating the effects of other potions. With ten seconds work you may mix two different potions of the same level to produce a third potion of that level which will last until the end of the encounter. You must have had the opportunity to study this type of potion before, but do not need to know how to create it yourself.
  
-== Suppress Symptom ​== +== Concoction ​== 
-You may suppress the effects ​of an addiction for five encounters by carefully feeding a patient a dose of the potion in questionor disease symptoms via medical preparationsTreatment must be restarted if the patient drinks a potion they are being treated forIn order to suppress an addiction ​or treat a symptom ​you must know the cause. You can always identify an addiction ​to a potion you can mix+Your knowledge ​of AnatomyAlchemy, and Medicine comes together in beautiful synergyYou can find herbs and minerals in your local environment to support your treatmentsYou can use these to treat poisons ​or disease, as well as aiding other treatments. Can use them to treat large numbers of people over an extended period of time where your usual resources would be insufficient. And other uses at GM discretion. 
 + 
 +If you are not using the skill for another purpose and have at least 10 minutes between encounters, it is assumed you have enough time to concoct ​basic poultice capable of acting as a HEAL 2.
  
 == Advanced Application == == Advanced Application ==
 Twice per Adventure you may use your advanced knowledge of Alchemy to apply a potion you know how to mix for additional effect. This additional effect will be listed on the alchemy page for each potion. Twice per Adventure you may use your advanced knowledge of Alchemy to apply a potion you know how to mix for additional effect. This additional effect will be listed on the alchemy page for each potion.
- 
-== Deadly == 
-Poisons you mix are particularly difficult to treat. Even if successfully treated they are likely to have long term consequences for the victim. 
  
 === Level 4 === === Level 4 ===
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 == Mix Potion == == Mix Potion ==
 This skill may be taken multiple times. Each time you take it, it represents a new potion you know how to mix. At level 4 you may take this skill once for a class A potion, and as many times as you wish for class B potions. This skill may be taken multiple times. Each time you take it, it represents a new potion you know how to mix. At level 4 you may take this skill once for a class A potion, and as many times as you wish for class B potions.
-  ​ 
-== Treat == 
-The alchemist can slowly cure an addiction over time and can more quickly treat diseases and other conditions. While using the Suppress Addiction ability the alchemist may opt to work on curing the addiction or condition. Over the course of an adventure an Alchemist can expect to cure all but the most severe addictions (and even these will be considerably lessened). If the alchemists treatment is broken or the patient uses the potion for which they were receiving treatment, then the addiction is not lessened. When treating diseases or other conditions the progression will be determined by the GM. 
-This skill may also be used (with discussion with the GM) to achieve other effects, such as making someone dependant on your alchemy or to exacerbate a disease. 
        
 == Advanced Application == == Advanced Application ==
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 == Alchemical Manipulation == == Alchemical Manipulation ==
 You know how to apply alchemical preparations for advanced and long term effects. You may do this once per an adventure. The process is slightly time consuming and is extremely difficult to do while in combat. The character that has been manipulated will gain an incurable addiction which can be suppressed with alchemy but also gains some permanent effect or benefit. This sort of manipulation can only be performed once on a character. The exact effects should be discussed with the Larpo. You know how to apply alchemical preparations for advanced and long term effects. You may do this once per an adventure. The process is slightly time consuming and is extremely difficult to do while in combat. The character that has been manipulated will gain an incurable addiction which can be suppressed with alchemy but also gains some permanent effect or benefit. This sort of manipulation can only be performed once on a character. The exact effects should be discussed with the Larpo.
-==== Craftsman ​====+==== Crafter ​====
  
 === Level 1 === === Level 1 ===
-== Craftsman ​==+== Crafter ​==
 The character can carry out field repairs to standard quality armour of all classes, and can fix shattered standard equipment with access to a smithy. The character can carry out field repairs to standard quality armour of all classes, and can fix shattered standard equipment with access to a smithy.
  
 === Level 2 === === Level 2 ===
-== Craftsman ​== +== Crafter ​== 
-As Craftsman one, but the character can repair superior equipment, and gains the ability to field repair standard weaponry and shields. In addition, the character can craft a single standard item between each adventure.+As Level 1 crafter, but the character can repair superior equipment, and gains the ability to field repair standard weaponry and shields. Properly repairing weapons and shields takes about five minutes, but patchwork repairs suitable to make an item usable for the rest of an encounter can be done in60 seconds. In addition, the character can craft a single standard item between each adventure.
 == Builder == == Builder ==
 You know how to build most common types of building. When purchasing [[:​equipment_and_wealth#​resources]] you pay only 75% of the cost to represent the purchase of materials and labour used to construct the resource yourself. You may construct resources for other characters, you pay 75% of the cost as usual and pass the resource to the other character in exchange for whatever arrangement has been worked out between your characters. You know how to build most common types of building. When purchasing [[:​equipment_and_wealth#​resources]] you pay only 75% of the cost to represent the purchase of materials and labour used to construct the resource yourself. You may construct resources for other characters, you pay 75% of the cost as usual and pass the resource to the other character in exchange for whatever arrangement has been worked out between your characters.
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   * Armour: Either 1x Resist Rend or 1x Resist Strikedown   * Armour: Either 1x Resist Rend or 1x Resist Strikedown
 === Level 3 === === Level 3 ===
-== Craftsman ​== +== Crafter ​== 
-As craftsman one, but can repair master crafted equipment, and can field repair superior weaponry and shields. In addition, the character can now choose to craft EITHER two standard or one superior item between adventures.+As Level 2 Crafter, but can repair master crafted equipment, and can field repair superior weaponry and shields. In addition, the character can now choose to craft EITHER two standard or one superior item between adventures.
  
 == Adjustment == == Adjustment ==
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 === Level 4 === === Level 4 ===
-== Master ​Craftsman ​== +== Master ​Crafter ​== 
-As craftsman one, but the character can field repair any non-artifact weaponry or shields, field repair artifact armour and repair other artifact equipment in a smithy. In addition, the character can choose to manufacture EITHER one mastercrafted,​ two superior or four standard items between each adventure. Finally, the character can contribute more effectively to the creation of artifacts.+As Level 3 crafter, but the character can field repair any non-artifact weaponry or shields, field repair artifact armour and repair other artifact equipment in a smithy. In addition, the character can choose to manufacture EITHER one mastercrafted,​ two superior or four standard items between each adventure.  Mastercrafted items you have created will give you full benefits of a master crafter item when you are using them (including both the ability to wield it and the buffs it would give if you had the skill), this benefit is not gain when using master crafted items produced by someone else or when someone else is using your master crafted items. Finally, the character can contribute more effectively to the creation of artifacts.
  
 == Fitted Armour == == Fitted Armour ==
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 ==== Other Skills ==== ==== Other Skills ====
-== Tradesman ​==+== Wealth ​==
 You are skilled in leveraging deals and managing ongoing operations to secure an income. Instead of the standard [[:​equipment and wealth#​Wealth Levels|wealth]] scale, you use the one below. You are skilled in leveraging deals and managing ongoing operations to secure an income. Instead of the standard [[:​equipment and wealth#​Wealth Levels|wealth]] scale, you use the one below.
  
 ^Wealth Level ^Income^ ^Wealth Level ^Income^
-|Tradesman|27 Riel|+|Wealth|27 Riel|
 |2|54 Riel| |2|54 Riel|
 |3|81 Riel| |3|81 Riel|
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 Examples would include: Engineers guild, Circle of the Broken Wing, House Terrec, College of the Stars, etc. Examples would include: Engineers guild, Circle of the Broken Wing, House Terrec, College of the Stars, etc.
  
-== Council Contacts ​== +== Connections ​== 
-The character has connections and influence among Acryn’s council.+You may take this skill in one of three ways (you may not take a connection with the same group twice): 
 +  - The character has connections and influence among Acryn’s council
 +  - The character has connections and influence among Acryn’s nobility. 
 +  - The character has connections and influence among two specific groups. Choose two groups from the factions list (other than the wayfinder'​s guild and council). The Character has connections and influence with these groups. Examples would include: Engineers guild, Circle of the Broken Wing, House Terrec, College of the Stars, etc.
  
 == Well Travelled == == Well Travelled ==
journeyman.txt · Last modified: 2017/09/25 12:25 by toml