Alchemy System

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General Skills

Skills that one may learn while in any class, some are hobyist type skills, others are general abilities one might have.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.
Appraise - (Charisma) tell crap from not crap, and assess the value of said crap or not crap
Check - Easy/Common items are DC10, Slightly less common items are DC15, Uncommon Items DC2 ,Very Uncommon Items DC25, Rare Items DC30+, If an item is somewhat documented then the DC is lowered by 2, if the item has some documentation then the DC is lowered by 5, if the documentation is good then it is lowered by 8, if it is very good then DC is lowered by 11, if it is extremely  well documented it is lowered by 14.
Retry - Only if something about the item is discovered that would make it seem that it wasn't the item in question, or in the presence of a new discovery about it. If you have studied further you may attempt a retry, if you fail your retry you are more or less convinced that it is what you thought before, and if you pass you may learn the truth.

Balance - (Dexterity) exactly what it sounds like. may be used untrained
Check - when balance would be necessary, such as walking across a tight rope, or you were being tripped.
Retry - once you lose your balance, you may make a second attempt at twice the dc, if you succeed you may recover, if you don't then you fall.

Bluff - (Charisma) again exactly what it sounds like, may be used untrained
Check - the dc of the check is 10 + opponents level (or highest level of an opponent in an opposing group) + sense motive of opponent (or the opponent in the opposing group with the highest sense motive).
DC MODIFIERS (multiple may apply)
+10 if it is completely unbelievable and goes against conventional wisdom
+5 if the opponent outright doesn't trust you
+0 if it sounds reasonable and the opponent has no reason to trust or not trust you
-5 if the opponent trusts you
-10 if it is something that happens very commonly, and is somewhat frequent
Retry - if you fail within 5 of the target dc, you may try again with something that sounds more reasonable to the opponent, if it sounds less reasonable than you fail automatically.
Brawling - (Strength) the art of bashing peoples heads in, in a drunken bar fight
Check - roll regular to punch, and -2 to kick, (punch = hard damage (linear table), kick = hard damage (radial table)) Roll against opponents DC.
Retry - none until your next opportunity to strike.

Climb - (Strength) you know what this is, may be used untrained
Check - roll against dc based on 10 + modifier, if you exceed the DC by 5 or more you may move at your regular speed instead of half
MODIFIERS (do not stack with each other)
+40 no holds whatsoever, you would have to be spiderman to go up this wall
+30 a brick wall, with tiny numbers of holds, you would have to be amazing to climb this
+25 a cliff with very difficult holds
+20 a cliff with somewhat difficult holds
+15 a cliff with reasonably ok holds
+10 a cliff with nice holds
+5 a cliff with amazing holds
+0 a ladder
-5 stairs (you don't actually have to make people do climb checks to get up stairs unless they are shorter than 4 feet by an amount you deem appropriate)
Additional MODIFIERS (may stack with any of the modifiers for this check)
+10 wet surface that would be difficult to grip
+5 sweaty
-5 grip powder in use
-5 climbing gloves (may not stack with grip powder)
-5 climbing boots
-5 spike tools
-5 ropes used with anchors
-7 ropes used with anchors and a proper harness
Retry - one retry per check, to regain balance only, no measurable distance is gained

Diplomacy - (Charisma or Spirit) used to persuade others to go along with your idea.
Exact diplomacy rules can be found here, but the person trying to convince gets penalties depending upon how the other sees the idea and how they are toward the convincer. If it is the kind of idea that the other person would never go for, the penalty may just be that you cannot win. However, not all ideas are this way and the GM must apply penalties as s/he sees fit. may be used untrained. Used to haggle over prices as well.

Discipline - (Spirit)
used to avoid distractions when doing something complicated. This could be that you are trying to avoid being distracted by combat to do something very large and complex that could just well end the combat, or you could be trying to avoid finding something that caught your eye with an intriguing sparkle so that you can do your posted duty.

Escape - (Dexterity)
Fishing - (Dexterity)

First Aid - (Intelligence)
may be used untrained but only for simple things that one would succeed at anyway such as applying bandages or gauze.
Wrap up wounds and help people heal, use this to make casts, slings, and perform things such as removing a bullet, or injecting medicine. Granted things like removing a bullet are hard and penalties would be taken without the proper equipment.
Check - DC 10 plus modifiers, if you succeed the check then half of the damage that resulted from the given wound may heal in 1/4 of the regular time.
MODIFIERS
+45 to deal with extremely deadly and badly infected wounds
+40 big gaping wounds that no amount of first aid could actually help, the wounded would require immediate surgery
+35 wounds that are fairly large, surgery is needed or the person may be dead soon (may help stabilize them though)
+35 gun shot wounds that are not immediately fatal, but would be helpful to have removed
+30 severely broken arms or legs, something like this would likely require multiple checks (one to set the bones, and a second to make the cast)
+28 to treat typical snake bites
+25 to locate a very thin vein
+20 to inject into a very thin vein
+18 to remove a fairly stubborn splinter
+15 to identify some common diseases
+10 to remove a cast
+05 to inject into a normal sized vein
+00 to apply gauze and bandages properly
Failure - if you fail by 5 or more you may have caused additional damage
Retry - you may retry if you fail by less than 5 in most cases. This is of course assuming that the person in question is still alive. If you fail by 5 or more, you may need to deal with the additional damage that you created before retrying.

Gather Information - (Charisma) learn things about what is going on in an area, possibly even find someone you are looking for.
Check - most cases will have you perform a simple DC 10 to talk with people and gather banter on what is going on in the area. DC 15 to over hear something in a conversation you are not involved in. Apply modifiers as you see fit, examples are given. Also if the people you are trying to gather information from are going to come into harms way for giving you the information, then they are going to be exponentially more difficult to deal with and the gm may decide that you don't learn anything, regardless of success or not.
MODIFIERS
+20 the people who you are dealing with particularly hate you
+15 you did something pretty bad, but they don't necessarily hate you, they just don't trust you
+10 you are pretty fish, and you are poor with local customs
+05 you are slightly more awkward dealing with the locals.
+00 there is nothing particularly bad about you or the people you are dealing with
-05 the information that you seek is common knowledge, and anybody could gain it if they wanted to
-10 you could have noticed what you seek just by looking up the street.
Retry - as long as you have not upset anybody you can keep trying and trying.

Handle Animal - (Charisma) work with animals to get them to do what you want them to do.

Hide - (Dexterity) may be used untrained, opposed roll against search/spot.
Check - roll with the following modifiers to your roll, if you beet your opponents roll you remain hidden, if you fail you are found
MODIFIERS (GM may decide upon an automatic failure in some situations)
+10 if there is good cover, and it is a place that the opponent would be very unlikely to check
+5 if there is good cover, and the opponent might look in that particular spot
+0 there is reasonable cover
-5 there is very little cover
-10 there is almost no cover, and the opponent is going to look where you are
-20 there is no cover
Retry - none

Intimidate - (Charisma may be used untrained, opposed roll against something to be determined

Jump - (Strength) may be used untrained

Knowledge - (Intelligence) these are things that you just kind of know about, they allow for various bonuses in various situations

Move Silently - (Dexterity) Check advanced skills Sneak
Photography - (Charisma or Spirit)
Check - roll to determine focus, f-stop, and exposure time,.DC 10 for all 3
Developing film and creating pictures from the film is DC 15. If you fail within 5 points the film or prints are only partially ruined and may still have some good left to them.
Retry - as long as there is still film you can keep trying

Read - (Intelligence, but only as a limiting factor) (3 points per rank for non-native languages)
It is assumed that at level 2 that you have the ability to read your native language perfectly, and that you have a 3 in common text.
 Skill Level
 Meaning
 0  You can't make heads or tails of the language at hand.
 1
 You are capable of recognizing the origin of the text, but don't really understand more than a couple of symbols or possibly the alphabet (if there is one).
 2
 You are capable of getting the topic from a text, and are capable at writing a few words yourself.
 3
 You can understand most of what is written, and are capable of  writing some basic sentences about some basic stuff.
 4
 Can understand and write well, but are very poor with grammar.
 5  Can read and write well, using decent grammar.
 6  Native speaker fluency with normal vocabulary, and excellent grammar.
 7  Native speaker fluency with vast vocabulary, and perfect grammar.
If you are capable of speaking with a better grammar you may use that level of grammar when writing, and may make guesses at the way that something should be spelled if you do not know how. A skill level of one may be awarded to you for any language by the GM.
Repair - (Dexterity) These are a list of trade type repairs that can be learned cheaply
Armor - 2 checks required on armor that does not have obvious problems. Each check starting with #2 only repairs one thing.
Vehicle - 2 checks required on non-obvious problems. Each check starting with #2 only repairs one thing.
Weapons - 2 checks required on weapons that do not have obvious problems. Each check starting with #2 only repairs one thing.
Salvage - (Intelligence for some and Dexterity or Strength for others)
Check - will vary on situation, but you search through garbage, and on a successful roll you will find something if there is something there
Retry - you get as many retries as the GM feels is a good amount to end you at, but the final result will be the convincing one

Search/Spot/Listen - (Senses)
Check -
Retry -
Sense Motive - (Charisma)
Check -
Retry -
Speak Language - (Intelligence, but only as a limiting factor) (2 points per rank in non-native languages)
It is assumed that you are capable of speaking perfectly in your native tongue and that you have a 4 in common speak.
 Skill Level
 Meaning
 0  It's all clicks, beeps and whistles to you.
 1  You can understand the general concept of what is being said when the speaker is going slow, and are capable of talking on some very basic topics. (Where is the bathroom?)
 2  You are capable of speaking with people when they are all speaking slow, and the topic is basic. Your concept of grammar is very poor.
 3  You can converse slowly about basic subjects, and your concept of grammar is poor.
 4  You can converse easily, but your accent is very noticeable. Your grammar is good.
 5  You can converse very well, and your accent is only slight. Your grammar is great.
 6  Native speaker fluency with normal vocabulary, and excellent grammar.
 7  Native speaker fluency with vast vocabulary, and perfect grammar.
If you can read with a higher level of grammar, then you are capable of using that grammar in speech.  If you are capable of reading and writing using a higher grammar than what you speak with, you may use that level of grammar while speaking. A skill level of one may be awarded to you for any language by the GM.

Swim - (Strength)
Check - roll to see if you are able to swim in a given area (fatigue will be a factor after a distance)
DC's
05 - calm water that isn't terribly deep, such as the shallow end of a swimming pool
10 - calm water that might be a little bit deep or slightly moving shallow water, such as the 10 foot end of a swimming pool, or a slow moving stream that is deep enough to actually swim in
15 - slow moving water, a small river that has a consistent flow that isn't incredibly fast
20 - a moderately paced water, an average river
25 - a strong current, an average river after a moderate amount of rain
30 - a stronger current, an average river after the snow in the mountains melt or heavy rain
35 - a fast current, an average river after flooding with heavy rain
40 - a very fast current, a river with severe flooding and heavy rain
45 - the oceans rip tide
Retry - retries are available twice, but each time is at the next harder dc
Survival - (Intelligence)

Throwing - (Strength for the distance/damage, Dexterity to Hit)

Tracking - (Senses)

Use Rope - (Dexterity)
Subpages (1): Skill Mechanics