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*Self bow (from Ranged Combat)
 
*Self bow (from Ranged Combat)
 
*3 Templars
 
*3 Templars
 
==Known Chemick==
 
*"Concretism Adhesive Admixture" (creates an aspect - "Glob of Glue Goo")
 
*"Salve of Rapid Form Reunification" (as "healing accelerator salve" - heals damage the scene after application?)
 
*"Hedge-shearer's Oil" (creates a hazard which deals damage to plants?)
 
*"Philosopher's Draught for the Unity of Mind and Body" (as stress booster drug, grants an extra physical or mental stress box immediately after imbibing. The effect lasts 1 scene.
 
*(creates an aspect - "Radiating Charm"? - to improve Rapport rolls)
 
*(creates an aspect - "Illuminated With The Light of Reason"? - to improve Devise rolls)
 
*(creates a block - a thorn wall?)
 
 
==Chemicker's Corner==
 
 
'''Chemick Preparations'''
 
 
Chemick is the ability to derive an aspect from any natural property or capability of a creature, plant, or mineral, and to temporarily bestow that aspect on a subject. Whether that property is possessed by the creature, plant, or mineral as a skill, stunt, special ability, capability, or aspect, the chemick process always transforms it into an aspect. The recipient of that aspect gains a free invoke
 
 
*Example: A chemicker may gather an ingredient from the blood of a Snow Snake which gives the beast its ability to resist intense cold, and then use that to make a Potion of Cold Resistance. At its simplest, such a potion conveys a temporary Cold Resistance aspect to the imbiber if successful.
 
 
Lore specialties are important for Chemickers to know the aspects of creatures, plants, minerals, etc. There’s one core stunt: Chemick Lore. However, depending on how you describe your action, chemickers can also gain additional bonuses from stunts like Animal Lore, Demon Lore, Esteri Lore, Jeniri Lore, Mineral Lore, Plant Lore, and even Zoic Lore. A Lore roll like this can identify a useful aspect which the Chronicler may allow a chemicker to turn into an aspect using the rules here.
 
 
'''Types of Ingredient'''
 
 
*Delivery Methods are the ingredients used in determining whether the preparation is a potion, lotion / salve, gas, oil, acid, and so on. Salves take longer to have an effect than potions; the next scene, whereas potions are instantaneous. Usually they’re part of a standard chemick lab supplies, but may run out and have to be obtained separately. They don’t affect the difficulty of the brew.
 
*Latents are harvested ingredients which contain a property which may be converted into an aspect. Once harvested, latents are perishable, and often quickly lose their properties unless activated. Some rare latents may also act as either interpreters or activators (see below); some extremely rare or entropic latents may act as interpreters and activators. Each latent incorporated into a brew adds +2 to its difficulty.
 
*Interpreters are optional ingredients which allow a latent to be applied to specific targets. Interpreters are kindred-specific, ie they allow the latent to be used in a chemick preparation consumed by or applied to, say, a Hsun target. By default, chemickal preparations use a “common interpreter”, which allows them to affect humans, jeniri, and “common” animals. Universal interpreters exist, but they are usually entropic.
 
*Activators are ingredients which physically transform a latent into an effective chemick preparation, usually stopping the latent from losing its properties (or at least delaying its perishability). There are several types of activator, of increasing efficacy:
 
*An aspect activator converts into a simple aspect. This aspect may just be an aspect, or may act as an obstacle (+2 bonus, active effect, etc).
 
*A barrier activator converts into a barrier with a value equal to the shifts used to create it. It’s like a more powerful aspect. Remember that if you tie when trying to break through a barrier, you take a point of stress damage. (A Paralysis potion may be a good example.)
 
*A block activator converts into a block, which actively provides a skill level for its effect, which may include causing damage to the subject or enabling the subject to cause damage. Usually it’s only a single roll.
 
*A hazard activator converts into a hazard, such as a deadly poison which ravages the target over multiple exchanges.
 
Entropic ingredients are more active and easier to create effects from; however, they bestow an entropic taint on their subject while in effect, and in extreme cases this entropic taint may become permanent.
 
 
'''Harvesting Chemickal Ingredients from Beasts and Monsters'''
 
 
Chemicker characters can attempt to harvest ingredients from creatures for use in chemick potions and preparations. This is a declaration manoeuvre; if it’s obvious enough, then you may not even need to roll, but otherwise it’s probably a Lore roll (knowing which bit to harvest) or possible a Devise roll (delicate scalpel work to excise the correct organ), and so on.
 
 
Note that when harvesting ingredients in this way, it doesn’t matter if the source already has a relevant aspect or not; your harvest action creates one.
 
 
'''Example Chemick Preparations'''
 
 
*Healing Accelerator Salve: Often entropic, and the most advanced Accelerators incorporate an ingredient to counter the entropic effect. Requires an ingredient from an organism capable of rapid regeneration or other healing.
 
 
*Radium Charge: Highly unstable, used in radium rifles. Chemickers sometimes also make finished radium bullets, but it requires the Armourer stunt and the Glassblowing Specialist stunt, unless you’re a Kesh, in which case you don’t need the separate Glassblowing stunt.
 
 
*Stress Booster Drug: You gain an extra physical or mental stress box immediately after imbibing this preparation. The effect lasts 1 scene.
 
  
 
[[Chronicles_of_the_Fifth_Cycliad|Main Page]]
 
[[Chronicles_of_the_Fifth_Cycliad|Main Page]]

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