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journeyman [2015/05/14 20:35]
dan
journeyman [2017/09/25 12:25] (current)
toml Added retirement options to Master Crafter, Alchemical Manipulation and Master Surgeon
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 == Master Surgeon == == Master Surgeon ==
 Once per adventure, with sixty seconds of medical roleplaying,​ you can remove most negative physical effects from a character, including lost hits, addictions, diseases and recent violent death. Once per adventure, with sixty seconds of medical roleplaying,​ you can remove most negative physical effects from a character, including lost hits, addictions, diseases and recent violent death.
 +
 +If you have the Medicine: Healing Hands class feature then you may also **retire** using this ability. ​ You push yourself to keep everyone alive, pouring your heart and soul into your work.  You may use the abilities of Master Surgeon freely for the rest of the encounter (with the requisite roleplay time), keeping your allies alive and imparting part of yourself into them.  Ironically, the only one you can't save is yourself, and the sheer exhaustion from the exertion will be what kills you when the encounter is over.
 ==== Alchemy ==== ==== Alchemy ====
 === Level 1 === === Level 1 ===
 == Mix Alchemy == == Mix Alchemy ==
-You are an [[:​Alchemy|Alchemist]] and treated as such for the purposes of taking and producing Alchemical Potions ​and Pastes. You may mix ingredients to produce Alchemical Effects. You have 6 slots for mixing alchemy you know between adventures. You may choose to make either Potions or Pastes but must specify in advance. You may change a Potion or Paste you know how to make into the other type with 10 seconds work. 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 are an [[:​Alchemy|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 slots for mixing alchemy 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. In the case of poisons, you may identify the symptoms of any potion you know how to make, and provide a cure so long as you have got to the victim quickly.
  
 == Well Versed == == Well Versed ==
-You may recognise any standard potion, and take a good guess at the behaviour of non-standard potions.+You may recognise any standard potion, and take a good guess at the behaviour of non-standard potions. You may also recognise the symptoms of any standard alchemical poison with a thorough examination of the subject.
  
 === Level 2 === === Level 2 ===
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 == 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. ​Potions giving you an effect on your next call instead give you the same effect on your next 2 calls. Potions giving you a call in the encounter give you 2 calls in the encounter. Potions giving you an effect ​for the duration of an encounter give the effect for the duration of 2 encounters.
  
 +You skills also allow you to deal with unusual poisons, so long as you have some experience with the base of the poison (Well Versed/​Extremely Well Versed for alchemical poisons, an appropriate Journeyman Knowledge or Background for Divine or Magical poisons).
 === Level 4 === === Level 4 ===
 == Advanced Mixing == == Advanced Mixing ==
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 == Potency == == 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 effectThe potion now has an adventure ​long effect.+You may specify ONE of the potions you have mixed since the last adventure as being especially potent. ​This potion, once drunk, acts as if you had drunk the potion at the beginning of each encounter. ​So for example, a potent death ward would prevent you bleeding out during the adventure, a potent sticky sap would give you one disarm per an encounter, and a potent column of destruction would result in you being unconscious for most of the rest of the adventure ​as you begin each encounter by exploding destruction at someone, passing out, and being unable to be revived until the encounter is over (not all potions are good choices for potency).
  
 In addition, you will learn the level 3 addiction effects of the potion chosen. In addition, you will learn the level 3 addiction effects of the potion chosen.
 +
 +If you have Medical Knowledge, then instead of making a particularly potent potion, you may instead create (for no cost) a potion which will suppress all addiction effects stemming from a particular potion or potion group for an entire adventure (for example, you could create a single potion which would suppress the effects of a Lv3 Soul Strength addiction for an entire adventure, the same potion could also be used to suppress Lv1 or 2 Passion addictions).
  
 == Mix Potion == == Mix Potion ==
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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. As well as gaining a long term benefit determined by the GM (and in keeping with what the Alchemist was attempting to achieve) the target also gains a permanent alchemical addiction.+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. As well as gaining a long term benefit determined by the GM (and in keeping with what the Alchemist was attempting to achieve) the target also gains a permanent alchemical addiction. ​Layering multiple alchemical manipulations upon a single person are likely to have negative consequences that even the most skilled alchemists cannot predict
  
 If done using a standard potion, the character gains a permanent level 3 addiction to that potion, modified as follows. Rather than needing to take a potion to suppress the downsides of the addiction for an encounter, a single dose will suppress the downsides for a whole adventure but will not provide the indulgence effect. Additional uses of this potion will trigger the indulgence effect, but will also result in the withdrawal effect returning at the end of the encounter. For the rest of the adventure the addiction would work as a standard Lv3 addiction. If done using a standard potion, the character gains a permanent level 3 addiction to that potion, modified as follows. Rather than needing to take a potion to suppress the downsides of the addiction for an encounter, a single dose will suppress the downsides for a whole adventure but will not provide the indulgence effect. Additional uses of this potion will trigger the indulgence effect, but will also result in the withdrawal effect returning at the end of the encounter. For the rest of the adventure the addiction would work as a standard Lv3 addiction.
  
 If using a non-standard or artefact potion, please discuss with a GM. If using a non-standard or artefact potion, please discuss with a GM.
 +
 +If you have the Alchemy: Infused class feature then you may also **retire** using this ability. ​ You and the local environment become entwined and transformed by the massive quantities of Alchemy that you can generate within your own body, applying the manipulation on a much greater scale.
  
 ==== Crafter ==== ==== Crafter ====
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 === Level 1 === === Level 1 ===
 == Crafter == == 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. You may call RENEW ZERO with 10 seconds work on an inorganic creature which is dying.
  
 === Level 2 === === Level 2 ===
 == Crafter == == Crafter ==
-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.+As Crafter one, but the character can repair superior equipment, and gains the ability to field repair standard weaponry and shields. With 10 seconds work on an inorganic creature on 0 hits, you may call RENEW 4 (or restore an inorganic creature UP TO 4 hits outside combat). 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 in 60 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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 === Level 3 === === Level 3 ===
 == Crafter == == Crafter ==
-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.+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. With 10 seconds work, may call RENEW 6 against an inorganic creature up to 3 times per an encounter.
  
 == Adjustment == == Adjustment ==
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 == Jury Rig == == 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.+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 ​(or inorganic creatures) ​this is RENEW 12.
  
 === Level 4 === === Level 4 ===
 == Master Crafter == == Master Crafter ==
-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.+As Level 3 crafter, but the character can field repair any non-artefact ​weaponry or shields, field repair ​artefact ​armour and repair other artefact ​equipment in a smithy. Once per an encounter you may spend 30 seconds repairing an inorganic creature to fully restore their hit points. 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 artefacts. 
 + 
 +If you have the Crafting: Upgrades class feature then you may also **retire** using this ability. ​ You pour your very soul into a final item which develops supernatural properties that resonate with your life and goals. ​ It is not uncommon for this final act of crafting to be applied to upgrading a Legendary Item.
  
 == Fitted Armour == == Fitted Armour ==
journeyman.1431635702.txt.gz · Last modified: 2015/05/14 21:08 (external edit)