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journeyman [2017/04/26 16:05]
toml Adjusted for new Alchemy
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. 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.+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 ==
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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. Potions ​or pastes ​giving you an effect on your next call instead give you the same effect on your next 2 calls. Potions ​or pastes ​giving you a call in the encounter give you 2 calls in the encounter. Potions ​or pastes ​giving you an effect for the duration of an encounter give the effect for the duration of 2 encounters.+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). 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).
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 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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 == Master Crafter == == Master Crafter ==
 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. 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.1493222702.txt.gz ยท Last modified: 2017/04/26 16:05 by toml