For Players
Setting Information
Factions
System Information
Classes
For GMs
Real World
For Players
Setting Information
Factions
System Information
Classes
For GMs
Real World
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Choose one of the following skill areas at character generation:
You gain a benefit associated with the skill area you have chosen.
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.
Your usage of Medical skills does not apply the WEAKENED effect.
Whether through testing potions on yourself, or simply being overexposed to fumes, some quantity of them courses through your blood, and you can invoke their powers with a thought. Once per encounter, you can immediately place yourself under the effect of any potion you know how to brew.
You may, with 10 seconds roleplay, restore 1 HP to a character on 0 HP.
Necessary for the diagnosis and curing of minor diseases, and for the diagnosis of addictions. While very minor diseases might be curable with a quick herbal preparation, serious diseases and addictions will require the “Suppress Symptom” alchemist ability. Recognise the addiction effects of any potion brewable at levels 1-3. Recognise the symptoms of common diseases.
You may, with 10 seconds roleplay, restore 4 HP to a character on 0 HP.
Twice per encounter, with 10 seconds of roleplay, you may restore up to 4HP, the character is then Weakened until the end of THIS encounter.
You may, with 1 minute of roleplay, fully restore a character’s HP. They will be Weakened until the end of the FOLLOWING encounter.
Twice per adventure, can apply Strengthen to a character for an encounter with ten seconds of preparation. That character may call RESIST to the first call of weaken against them.
Two additional uses of Patch Up per encounter, for a total of 3
Patch Up restores up to 6HP.
Two more uses per adventure
Once per adventure, with 60 seconds of roleplay you may apply the following abilities to a PC: Strengthened, +2 dodges, +2 calls of Rend, +2 calls of Shatter, +2 calls of Strikedown. The effect lasts until the end of the encounter. The effect may be applied before an encounter if the encounter is expected.
Once per adventure, with thirty seconds of appropriate roleplaying, you can remove most negative physical effects from a character, including lost hits, addictions, diseases and recent violent death.
You are an Alchemist and treated as such for the purposes of taking and producing Alchemical Potions. You may mix ingredients to produce Alchemical Effects. You have 6 potion slots for mixing potions you know between adventures. You may additionally recognise any potion you know how to mix, you may choose a single Class D potion to learn how to make.
You may recognise any class D or C potion
+3 additional potion slots for mixing between adventures
You may additionally recognise any Class B or A 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 2 you may take this skill once for a class C potion, and as many times as you wish for class D potions.
You may mix some potions in such a way that they can be delivered on a blade or by touch (potions will specify if they can be used this way)
+3 additional potion slots for mixing between adventures
This skill may be taken multiple times. Each time you take it, it represents a new potion you know how to mix. At level 3 you may take this skill once for a class B potion, and as many times as you wish for class C potions.
You may suppress the effects of an addiction for five encounters by carefully feeding a patient a dose of the potion in question, or disease symptoms via medical preparations. Treatment must be restarted if the patient drinks a potion they are being treated for. In 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.
Recognise an addiction to any potion brewable at levels 4-5. Recognise less common diseases. Recognise more common addictions and symptoms from other sources. You also have a chance of diagnosing disease or addiction-like effects stemming from magical or divine sources.
Once per an encounter you may use your advanced knowledge of Alchemy to apply a potion you know how to mix for additional effect. If the potion would normally provide a number of calls or hits then this effect is doubled (so a potion which provided 2 uses of Zero Strikedown now provides 4 uses of Zero Strikedown). Potions providing an effect with a duration will have the duration doubled. The effect of other potions should be discussed with the Larpo.
To gain this benefit while applying an alchemical paste you must also have Mix Alchemical Paste.
Poisons you mix are particularly difficult to treat. Even if successfully treated they are likely to have long term consequences for the victim.
+3 additional potion slots for mixing between adventures
You can identify and guess the likely effects of almost any alchemical preparation you encounter, even something unique or never before seen.
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.
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.
You gain an additional use of this ability (for a total of 2 applications per an encounter).
You may specify ONE of the potions you have mixed since the last adventure as being especially potent. The potion must usually have an encounter long effect. The potion now has an adventure long effect.
This skill may be taken multiple times. Each time you take it, it represents a new potion you know how to mix. At level 5 you may take this skill as many times as you wish for class A potions.
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.
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.
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.
You know how to build most common types of building. When purchasing simple 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.
Once per an encounter, you may (with a few seconds work) adjust some armour to give the wearer a single resist to ONE of the following effects, which must be chosen in advance: Strikedown/Rend/Weaken
Once per an encounter, you may (with a few seconds work) adjust a weapon to give the user a single resist to ONE of the following effects, which must be chosen in advance: Disarm/Shatter
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.
You may now use this ability twice per an encounter
You may now use this ability twice per an encounter
The character can carry out repairs under pressure when need is dire. Twice per adventure, they can fully repair a broken item with ten seconds of appropriate role playing. At the end of the encounter, it will fall apart again, and need proper repairs before being useful.
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.
Once per an encounter, you may (with a few seconds work) adjust some armour to make the wearer immune to ONE of the following effects, which must be chosen in advance: Strikedown/Rend/Weaken
Once per an encounter, you may (with a few seconds work) adjust a weapon to make it immune to ONE of the following effects, which must be chosen in advance: Disarm/Shatter
You know how to construct complex buildings or devices (such as siege weaponry). Mostly a between adventures thing. When purchasing advanced 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.
While fighting with a weapon they have crafted themselves, the Journeyman has a base damage of DOUBLE. While wearing armour they have crafted themselves, they have +2 armour hits.
Once per adventure you may apply your Fitted Armour or Balanced Weapon skill to an item, and it will last for the entire adventure.
You have crafted a thing that is very personal to you and who you are. It will be an item of equipment of at least mastercrafted quality with additional effects, the fate of which is deeply entwined with your own.
You are skilled in leveraging deals and managing ongoing operations to secure an income. Instead of the standard wealth scale, you use the one below.
Wealth Level | Cost | Income |
---|---|---|
0 | N/A | 10 Acra |
1 | 100 Acra | 60 Acra |
2 | 200 Acra | 120 Acra |
3 | 350 Acra | 180 Acra |
4 | 600 Acra | 240 Acra |
5 | 800 Acra | 300 Acra |
You can leverage your experience managing mechantile enterprises to expand your operations. You can maintain two resources rather than just one.
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.
The character has connections and influence among Acryn’s council.
The character has travelled widely, and can be assured of finding a local trading contact in any decently sized settlement they come to.
The character has a wide breadth of knowledge on certain subjects. Choose a relatively broad subject. Your character is well informed on the ins and outs of it.
Your character knows a relevant tidbit about almost any matter historical, academic or economic.
+1 Body Hits
+2 Body Hits
Depending on your Skill Focus, you can gain the following improved effect: