Alchemy System

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Advanced Skills

What are these so called Advanced Skills?
Well, Advanced Skills are ones that may have pre-requisite(s) and often cost extra in order to take an advancement in.

What impact will this have on classes?
Certain classes will either mitigate any of the learning penalties, or at least reduce them (Not all of the skills obviously). Every 5th level in a class you get to pick one of the skills from that class to have the permanent affect on your character.

The maximum number of ranks one may have in a skill (except knowledge skills) is your maximum stat bonus in the stat associated with that skill per level, minimum of 4 points per level

Acting - (Charisma)

Alchemy - (Spirit) Everything that has to do with performing Alchemy and Transmutations. 3 points per rank, requires minimum of 8 ranks in knowledge alchemy total.
You may study the materials of an object (This act may reduce the difficulty of performing a  transmutation on that object, up to the GM). There is the ability to take things apart, and put them back together. Finally there is the creation of new objects. The more you know about the object the better. In the item list there will be a list of difficulties and times required for creating various objects. These will be related to the engineering required for making those objects. Below is a list of various things that are not necessarily described, but can give one a good guide for making some difficulties. Items that have BP will have a special roll for BP from the alchemist performing the transmutation. Reading alchemy from the items is as follows: a list of numbers separated by commas and then a colon folowed by the time. There will likely be multiple checks.
Check - depends, but each break down and transmutation check uses some of your energy.
Study Check - These are some example DC's to study a given object, study checks do not require a transmutation circle
05 - a simple object with no moving parts.
10 - a simple object with no moving parts but is pieced together using other parts, such as a chair or a puzzle.
15 - a simple object with moving parts that move in a simple motion, such as a generic wind up toy or simple music box.
20 - a moderate object with multiple moving parts, such as a complex wind up toy that can flap wings and move, or a two stroke motor.
25 - a moderate object with many moving parts, a simple engine found on a lawn mower
30 - a fairly complex object with complex moving parts, the inner workings of most cars
Break Down Check - These are some example DC's to break down an object into various parts, most do not require transmutation circles
05 - a hand sized object
10 - an object a bit larger in size, something that would be difficult to lug around with only one hand
15 - a small portion of a relatively thin wall
20 - a small portion of a relatively thick wall, or a large portion of a relatively thin wall
Transmutation Check - The act of building something back up
05 - building something simple, such as a doll, or a solid metal or ore that you understand, when making it from scrap that contains what you need
Retry - as long as you still have enough energy to continue performing transmutations, you may retry

Accounting - (Intelligence)

Carpentry - (Intelligence or Strength)

Cooking - (Spirit)

Cryptography - (Intelligence) hide what you are trying to tell people in ways that would fool anyone trying to figure it out.
This skill is used to both hide the information and figure it out. Anyone who is trying to break the code without knowing the key are at various penalties (-8 for levels 1-10, -6 for 11-19, -4 for 20-29, and -2 for 30-39). If the code is intended for you the penalties are reduced by 4 up to a maximum of +0. Can be used untrained, but penalties double the ones listed above apply, and no exploding dice or automatic successes. Costs 2 points per rank. Requires knowledge Advanced Math 7 ranks.

Criminology - (Intelligence) The study of Crime and Criminals. 2 points per rank
Find and interpret clues at a crime scene.

Decipher Script - (Intelligence) decipher ancient texts or runes
cryptography gives you a synergy bonus equal to the number of ranks you have in cryptography up to 3. You may also get the idea of what something written in a modern language might mean if you don't currently understand it. This may be used untrained if you have cryptography. Costs 2 points per rank. Requires Knowledge Ancient Languages 3 ranks.
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Engineering - (Intelligence) Requires 6 points in Knowledge Engineering, costs 3 points per rank.
build various things, and take things apart to learn how they work. you may use this skill to design things, which will reduce the difficulty in building an item. on top of all of this you may also attempt to figure out what is wrong with something and possibly fix it.
Building
Check - Each item that one may wish to make follows a special format. In the engineering section there will be a list of numbers each followed by the letter 'h' and another number. The second number represents the difficulty of a step, and the first number represents the number of hours that a given step takes. To calculate the difficulty for a step take the secpmd number multiply it by 4 and add 5.
Example - say that an item has the engineering of "3h1, 2h5, 1h2" there would be three checks, that take 3, 2 and 1 hours, and with DCs 9, 25, and 13 respectively.
Failure - if you fail you destroy the working materials that you were trying to use for that particular check.
Retry - as long as you still have materials you can keep retrying.
Designing
Check - To design something start with a DC of 10 and add modifiers based on level of difficulty for a design. The bigger the size the longer the time it takes to assemble, and the more complex it is the harder it is to assemble and the longer the time it will take to assemble. The GM may decide how to break up the total difficulty and time for the assembly for the end product.
Modifiers -
Retry -

Explosives - (Intelligence)

Fighting ____ Style - (Dexterity) there will be an accompanying table of various fighting styles their various costs and advantages that will be applied against other fighting styles, along with their cost per rank. When fighting somebody, you must select which style of fighting that you will be using, you may spend one round changing your style after combat has begun. (If you are attacked by surprise or if you are about to be attacked you may choose your style as a free action.)
 Style  Cost Per Rank
Advantages Against Other Styles
Description
 Boxing 2 points
   
 Kick Boxing
 3 points
   
 Eastern Martial Arts
 4 points
   
 Northern Wrestling
 2 points
   
 Western Martial Arts
 4 points
   
 Western Wrestling
 2 points
   
 Eastern Kick Boxing
 3 points
   
 Drunken Master
3 points
  

Interrogation - (Charisma)

Leather Working - (Dexterity)

Masonry - (Intelligence or Charisma)

Medicine - (Intelligence or Spirit)  Requires d6 intelligence, 6 ranks in first aid and 6 Ranks in Anatomy. 4 points per rank.
Successful roll allows you to figure out what is wrong with somebody, and gives you a +2 to any treatment roll including medicine, surgery, and first aid. Also used for autopsies. Furthermore it is used to treat people with medicine or first aid after they have been diagnosed.

Nursing - (Intelligence or Spirit)

Pilot - (Dexterity) used to control various types of vehicles. 2 points per rank to advance. requires at least a d2 in dexterity.
- Air Vehicles - only available to npc's unless you are in the local master of alchemical techniques era of play.
- Land Vehicles - if you have points in sea vehicles you may use this skill untrained. Drive cars and trains.
- Sea Vehicles - if you have points in land vehicles you may use this skill untrained. Pilot boats, surf, sail, etc...

Pottery - (Dexterity or Charisma)

Sneak - (Dexterity) sneak around and avoid being detected. Opposed rolls against listen checks. 2 points per level.
Check - roll higher than your opponents Search/Spot/Listen roll and you go unheard/unnoticed.
Retry - none, since if you fail it is already too late.

Spy - (Spirit or Charisma) requires d4 Charisma, d6 Senses, 3 points per level
The art of learning things without others knowing you learned them. Use to monitor people/places for things of interest.

Surgery - (Dexterity)

Tailor - (Dexterity)

Thievery - (Dexterity) a small class of various skills, requires d6 dexterity
Forgery - 2 points per level
forge signatures and documents. The better the roll to create the more likely it is to be believed, however the more outrageous the declaration the less likely it is to be believed.
Lifting - 3 points per level
Basically pick things out of other's pockets. Roll against senses, opponents get 1/2 their level to their roll.
Lock Picking -
Safe Cracking -

Track / Trail - (Intelligence or Spirit)

Traps - (Dexterity)

Use Weapon - (Dexterity but Strength may be a limiting factor)
Bow -

Gun - the ability to aim with a gun and shoot accurately, 2 points per rank to advance.

Knives -

Poles -

Sword -

Welding -

Write - Determines your ability to write articles, books, and anything amusing.


More skills to be added.