Difference between revisions of "Alchemy"
Jump to navigation
Jump to search
Line 67: | Line 67: | ||
| Significantly limited || class="na" | n/a || +2 || class="na" | n/a || class="na" | n/a || class="na" | n/a || class="na" | n/a | | Significantly limited || class="na" | n/a || +2 || class="na" | n/a || class="na" | n/a || class="na" | n/a || class="na" | n/a | ||
|} | |} | ||
+ | |||
+ | Typical duration is one scene. Longer/shorter duration may raise/lower the required level at staff discretion. | ||
Emulating the powers of other supernaturals: | Emulating the powers of other supernaturals: |
Revision as of 16:51, 13 December 2020
Alchemy |
Conjuration |
Conveyance |
Divination |
Enchantment |
Fascination |
Fortune |
Healing |
Hellfire |
Mana Manipulation | Oneiromancy |
Shadowcasting |
Shapeshifting |
Summoning, Binding, Warding |
Weather Control |
Basics
- Roll: Intelligence + (Alchemy knowledge or Herbalism or Science) vs (3 + level)
- 3+ successes gives full strength, 1-2 successes gives reduced strength
- Modifiers: -1 difficulty for rituals that have been mastered (we interpret this as "paid the ritual's freebie or XP cost or took it as a starting ritual")
- Cost is same as usual for rituals, overriding Sorc Rev 65
- You can cast an Alchemy ritual without purchasing it, you just don't get this modifier
- Duration of casting: 1 day per level of the ritual; if your Alchemy level exceeds the ritual level, reduce duration by a number of days equal to the difference (minimum of an hour or so)
- Additional -1 day if ritual is mastered
- '+rules magical items' does not apply (because the items are single-use)
- Extended rolls not allowed
- Duration of effect: Varies, but normally one scene
- Rituals: See below
Aspects
Instead of aspects, this Path gives access to certain types of rituals at each level.
Ritual level | |||||||
---|---|---|---|---|---|---|---|
Type of effect | Limits | 1 | 2 | 3 | 4 | 5 | 6 |
Emulate a supernatural power | See below | n/a | n/a | 1 | 2 | 3 | 4 |
Emulate a background or merit or negate a flaw | Staff discretion | TBD | |||||
Add dice to an ability | n/a | +3 | n/a | +4 | n/a | +5 | |
Add dice to an attribute | All uses | n/a | +1 | n/a | +2 | n/a | +3 |
Slightly limited (e.g. soak rolls) | n/a | +2 | n/a | +3 | n/a | +4 | |
Significantly limited (e.g. non-soak Stamina rolls) | n/a | +3 | n/a | +4 | n/a | +5 | |
Lower difficulty of an ability | n/a | -2 | n/a | n/a | n/a | n/a | |
Lower difficulty of an attribute | All uses | n/a | n/a | n/a | -1 | n/a | -2 |
Slightly limited | n/a | -1 | n/a | -2 | n/a | n/a | |
Significantly limited | n/a | -2 | n/a | n/a | n/a | n/a | |
Add dice to an ability | n/a | -3 | n/a | -4 | n/a | -5 | |
Add dice to an attribute | All uses | n/a | -1 | n/a | -2 | n/a | -3 |
Slightly limited (e.g. soak rolls) | n/a | -2 | n/a | -3 | n/a | -4 | |
Significantly limited (e.g. non-soak Stamina rolls) | n/a | -3 | n/a | -4 | n/a | -5 | |
Lower difficulty of an ability | n/a | +2 | n/a | n/a | n/a | n/a | |
Lower difficulty of an attribute | All uses | n/a | n/a | n/a | +1 | n/a | +2 |
Slightly limited | n/a | +1 | n/a | +2 | n/a | n/a | |
Significantly limited | n/a | +2 | n/a | n/a | n/a | n/a |
Typical duration is one scene. Longer/shorter duration may raise/lower the required level at staff discretion.
Emulating the powers of other supernaturals:
- Requires sufficient Lore for the relevant type of supernatural.
- Cannot emulate mage powers, they're too broad and often require the mage to get multiple successes.
Note that using a magical item does trigger Awareness checks.
- For this purpose, the item's level is 2 less than the level of the Alchemy ritual that created it (minimum 1).
For items documented using +equip, you should do '+equip/use' when using them.