by JoshuaDurron » Fri Jan 02, 2004 10:34 pm
EDIT: Bam. Lorr's great write-up of Alchemy stuff. Feedback?
Alchemy is a skill that takes a few common herbs and ingredients, mixes them together, and makes something very unusual. The skill relies on knowledge of ingredients and their properties, getting just the right proportions, and combining them flawlessly. As such, it has the base stats [Wis/Int/Dex].
Alchemy can be used to make a variety of items, depending on how many ranks a person has put into it. They are as follows:
Rank 1-
        Weak Healing Potion (20+2d6 HP restored)
        Weak Mana Potion (15+2d4 MP restored)
        Weak Restoration Potion (5+1d6 TP restored)
Rank 3-
        Antidote (Cures Poison)
        Cold Water (Cures Sleep, whether natural or magical)
Rank 4-
        ~Poison (Apply to a weapon to give it Level 3 Poison for Rank/4 rounds)
        Healing Potion (30+2d8 HP restored)
        Mana Potion (25+2d6 MP restored)
        Restoration Potion (10+1d8 TP restored)
Rank 6-
        *Astral Cleanser (Removes Mute Status)
        Hasting Potion (Gives the user the Haste status for Rank/3 rounds, but deals 8 damage to the drinker, as the potion is somewhat poisonous)
Rank 8-
        *Nulling Potion (Removes ALL status effects, good and bad)
        Jolt Potion (Brings a character from negative HP to 1 HP, and awakens them)
        ~Strong Poison (Apply to a weapon to give it Level 5 poison for Rank/4 rounds)
Rank 10-
        *Strong Healing Potion (45+2d12 HP restored)
        *Strong Mana Potion (40+2d8 MP restored)
        *Strong Restoration Potion (15+1d12 TP restored)
Rank 12-
        *Megajolt (Brings a character from negative HP to 25% HP, and awakens them)
        *Cleansing Potion (Removes all negative status effects)
        ~Killer Poison (Apply to a weapon to give it a Level 8 Poison for Rank/4 rounds)
Rank 15-
        *Healing Elixir (Restores all HP)
        *Mana Elixir (Restores all MP)
        *Restoration Elixir (Restores all TP)
Rank 20-
        *Omnijolt (Completely revives a character from negative HP)
Rank 28-
        ^ Phoenix Water (This item will resurrect dead people. It must be made with the tail feather of a Phoenix, an alchemical ingredient nearly impossible to acquire.)
Items marked with (*) require half the required alchemy ranks in the skill [k] Potions to be made (round up). In other words, to make a strong healing potion, a character would need 10 ranks in Alchemy, 5 ranks in [k] Potions. Items marked with (~) require half the required ranks in [k] Poisons to be made (round up). Pheonix Water (marked with ^) requires 15 ranks in [k] Great Potions to be made.
Combat Alchemy-
        We all know why people really become alchemists. To make things explode! Alchemists have a wide variety of things they can make, and then make go boom. Here are a few, listed by the necessary Alchemy skill rank needed to be made. (In order to make any of these items, half the required Alchemy rank is necessary in [k] Combat Alchemy.)
Rank 1- Fire Bottle: A bottle containing a little of this, a little of that, and lots of sulfur and oil. Detonates on contact, or can be set off with a fuse. Deals 4d6 non-magical fire damage to everything in a five-foot radius. Even if this item is dodged, the target still takes half normal damage. The attack must critically miss for damage to be avoided. Acc. = 12
Rank 3- Acid Bottle: A bottle containing a strong acid. It coats one target, and begins eating away at them for 4+1d8 damage every turn, until the victim is healed. Acc. = 14
Rank 4- Blazing Flask: A flask containing flammable liquid. When shaken, a reaction starts, causing pressure to build. The liquid sprays out, but it must be set on fire. If this can be done, everything within a ten foot long, 60-degree cone in front of the user is singed for 4d8 non-magical fire damage. No damage is dealt if this attack is evaded. Acc. = 12
Rank 6- Instant Earth: This bottle contains a bizarre, goopy mess that will begin coating its target and inhibiting movement. -2/-2 AT/PA penalty, and roll 1d10. On a roll of 10, the substance covers the face, and suffocation damage is dealt. Effects last for Rank/4 turns. Acc. = 10
Rank 7- Acid Rain Bomb: Yet another bomb, which spreads the effects of an acid bottle over a small area. All targets in a five foot radius, if effected, suffer 6+1d8 acid damage until healed. Acc. = 10
Rank 8- Seafoam Bomb: This is a round, ceramic container roughly the size of a football. It contains water, and a few other things. When it shatters, it mixes the ingredients contained within. The result is a blast of water being thrown out from the center of the blast. This deals 3d10 non-magical water damage to everything in a ten-foot radius. Even if this item is dodged, the target still takes half normal damage. The attack must critically miss for damage to be avoided. Acc. = 8
Rank 9- Fire Bomb: Another bomb, which acts much like a bigger version of the fire bottle. It deals 4d10 non-magical fire damage to all targets in a ten-foot radius. Even if this item is dodged, the target still takes half normal damage. The attack must critically miss for damage to be avoided. Acc. = 8
Rank 10- Crush: Bomb variety number four. This contains a large amount of Instant Earth, which is hardened by the blast that releases it, forming a large, heavy rock. Getting caught under it will deal the targets in a five-foot radius a total of 5d10 non-magical earth damage. Predicting exactly where the rock will be tossed by the explosion that forms it is hard to predict, so this weapon is inaccurate. Acc. = 6
Rank 15- The Big One: A bomb of truly epic proportions. It mixes fire and earth to make shrapnel and throw it around with lethal force. 5d12 non-magical damage will be dealt to all targets in a 15 foot radius. Even if this item is dodged, the target still takes half normal damage. The attack must critically miss for damage to be avoided. Acc. = 10
Rank 18- Earthen Cage: This is a special, very difficult to make bomb. It coats its target in liquid earth, which hardens the unfortunate target into a stone effigy. They are immobilized, and dealt suffocation damage until 80 HP damage is dealt to the stone. The stone has an AC of 30, and absorbs all physical damage instead of the imprisoned target. Magic damage will affect both the stone and the target. Acc. = 9
All these items are ranged throwing weapons, which use the same skill, Thrown Alchemy [Dex/Dex/Agi]
Great Potions-
Great Potions are legendary potions with special powers. They are like normal potions, except it is taken as a given that at least 8 ranks in [k] Great Potions will be necessary to make them. Certain specific ingredients are needed for these, which typically cannot be acquired through normal means. If a Griffon’s Claw is needed for a formula, the person making it will most likely have to go out and kill a Griffon, they won’t be able to simply go buy one.
Only one Great Potion, Phoenix Water, is known to exist, but others may be discovered. (In other words, feel free to make your own.)
       
Making Items-
        Making an item is a fairly simple, painless process. A skilled alchemist can generally gather and buy the ingredients he needs at a cost of roughly Necessary Rank*5 gold (a smart alchemist carries enough ingredients to replace everything he carries twice). No roll is necessary, but a preparation time of 10+Necessary Rank minutes is usually necessary. (To determine the prep time of a Great Potion, use the same formula, but rather than being the number of minutes necessary, take the number as the necessary number of hours.) The prep time may be cut by 50% if the alchemist hurries, but a 75% chance of failure will be incurred.
Useful Alchemy Stuff-
        The Belt- Many alchemists have a belt for bottled items. It usually has room for four to eight bottles, full or empty.
        The Bag- A padded bag for bombs. Without this, if someone is jostled/falls/ect while holding bombs, there is a 25% chance the bomb will accidentally explode. It can hold a good three bombs within its pouches.
        The Pouch- Pouches on the belt for separate alchemy ingredients make prep time less.
        Fire Starters- Twigs and other such stuff, mixed with a little gunpowder, which ignite when struck against something hard. Useful for starting a fire to boil water with, and perform other essential alchemy tasks. Any alchemist can make one. <p>
Things you learn from working at Burger King-
- "Bum Rush" refers to when the bar next door closes.
- A raw egg will explode if microwaved.
- The local Police Department considers 'Dire need of a Chocolate Shake' an emergency situation.
- Yes, the grease in the frier is hot.
- Always believe a manager when they tell you the grease is hot.
- Do not use your hand to see if the grease in the frier is hot.
- Do not curse in front of customers.</p>Edited by: [url=http://pub30.ezboard.com/brpgww60462.showUserPublicProfile?gid=joshuadurron>JoshuaDurron</A] at: 1/3/04 3:11 am