User Tools

Site Tools


journeyman

This is an old revision of the document!


Journeyman

Class Feature - Skill Focus

Choose one of the following skill areas at character generation:

  • Crafting
  • Medicine
  • Alchemy

You gain a benefit associated with the skill area you have chosen.

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.

Medicine - Healing Hands

Your usage of Medical skills does not apply the WEAKENED effect. Also every healing skill you use restores +1 hit to the patient.

Alchemy - Infused

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 class C or D potion you know how to brew.

Skill Effects

Medicine

Level 1

Emergency Aid

You may, with 10 seconds roleplay, restore 1 HP to a character on 0 HP.

Medical Knowledge

Necessary for the diagnosis and curing of minor diseases, and for the diagnosis of addictions. Very minor diseases may well be curable with a herbal preparation. You will always be able to ease the suffering of an individual, and the use of this ability (an hour or two in a settlement) is likely to win you the favour of the locals.

Level 2

Resuscitate

You may, with 10 seconds roleplay, restore 4 HP to a character on 0 HP. You can also use this ability to restore anyone on less than 4hp to 4hp between encounters.

Patch Up

Twice per encounter, with 10 seconds of roleplay, you may restore up to 6HP, the character is then Weakened until the end of THIS encounter.

Level 3

Surgery

You may, with 1 minute of roleplay, fully restore a character’s HP. They will be Weakened until the end of the FOLLOWING encounter.

Special Medicine

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.

Level 4

Fast Work

Two additional uses of Patch Up per encounter, for a total of 4

Quality Work

Patch Up restores up to 6HP.

Special Medicine

Two more uses per adventure

Level 5

Master of Biology

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.

Master Surgeon

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.

Alchemy

Level 1

Mix Potion

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.

Well Versed

You may recognise any class D or C potion

Level 2

Advanced Mixing

+3 additional potion slots for mixing between adventures

Extremely Well Versed

You may additionally recognise any Class B or A 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 2 you may take this skill once for a class C potion, and as many times as you wish for class D potions.

Mix Alchemical Paste

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)

Level 3

Advanced Mixing

+3 additional potion slots for mixing between adventures

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 3 you may take this skill once for a class B potion, and as many times as you wish for class C potions.

Suppress Symptom

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.

Advanced Application

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.

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

Advanced Mixing

+3 additional potion slots for mixing between adventures

Immensely Well Versed

You can identify and guess the likely effects of almost any alchemical preparation you encounter, even something unique or never before seen.

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.

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

You gain an additional use of this ability (for a total of 2 applications per an encounter).

Level 5

Potency

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.

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 5 you may take this skill as many times as you wish for class A potions.

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.

Craftsman

Level 1

Craftsman

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

Craftsman

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.

Builder

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.

Adjust Armour

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

Adjust Weapon

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

Level 3

Craftsman

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.

Adjust Armour

You may now use this ability twice per an encounter

Adjust Weapon

You may now use this ability twice per an encounter

Jury Rig

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. For Armour this is RENEW 12.

Level 4

Master Craftsman

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.

Fitted Armour

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

Balanced Weapon

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

Engineer

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.

Own Work

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.

Level 5

Perfect Enhancement

Once per adventure you may apply your Fitted Armour or Balanced Weapon skill to an item, and it will last for the entire adventure.

Legendary Item

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.

Other Skills

Tradesman

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 Income
010 Acra
130 Acra
260 Acra
390 Acra
4120 Acra
5150 Acra
Operations

You can leverage your experience managing mechantile enterprises to expand your operations. You can maintain two resources rather than just one.

Contacts

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.

Council Contacts

The character has connections and influence among Acryn’s council.

Well Travelled

The character has travelled widely, and can be assured of finding a local trading contact in any decently sized settlement they come to.

Journeyman Knowledge

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.

Jack of all Trades

Your character knows a relevant tidbit about almost any matter historical, academic or economic.

Tough

+2 Body Hits

Improved Skill Focus

Depending on your Skill Focus, you can gain the following improved effect:

  • Crafting - Upgrades: You may now upgrade TWO items for the duration of an encounter (per an encounter).
  • Medicine - Healing Hands: Medical skills with a limited number of uses may be used twice as often.
  • Alchemy - Infused: The usage of this ability increases to either two class C or D potions in an encounter OR one class A or B potion in an encounter.
journeyman.1362096214.txt.gz · Last modified: 2015/05/14 21:09 (external edit)