Alchemy System

Recent site activity

Talents

Ambidextrous – you can use either hand equally well, so neither hand counts as offhand. (3 points).

Danger Sense – you rarely get caught by surprise. The gm must roll automatically to see if you avoid traps or ambushes, even when you aren’t looking for them. This is an innate sense. You also get the chart 3 bonuses toward the difficulty to sneak up on you. (20 points)

Graceful in Armor - you are better in armor, and as such you dexterity penalty to wearing armors are reduced by 1 step, (maximum of 0 penalty). (5 points)

Natural Born Leader – you just command respect, people feel more compelled to follow your lead. Designate one task per session and all party members get a bonus (calculated by chart 1 in advantages chart) to accomplishing that task. (5 points)

Mind for Matter – your character just understands the way things are put together. Once you play with the construction of something, by trying to change it (even if you fail), or even by reading about it, you are more capable of performing that task. Further actions with that item or similar ones will get a bonus from chart1 in advantages charts. It will not stack, and items that are similar but far more complex only get half of the bonus. Can't have this and non-alchemical type. (7 points)

Sharp Shooter – you are just better with range, anything long distance you can handle. On all attacks with ranged weapons at a distance you get the bonus based on chart 2 in advantages chart. (10 points)

Mind for Numbers – you are amazing at math, anything math related you can do just that much better than anybody else. If you are engineering, navigating, or doing anything else that involves numbers in a significant way you can do it better. Chart 1 bonuses. (7 points)

Healing Touch – your character knows what is wrong with others physically. You are able to help heal somebody much more easily than others since you already know what is wrong. Advanced Chart 1 progression using first aid as skill one, and surgery as skill 2(15 points)

Martial Artist – you excel in hand to hand combat. You are a fast learner when it comes to learning new forms of fighting, and it only costs you half as many points to advance in fighting skills. (30 points).

Or you get the chart 2 bonus toward hand to hand combat. (10 points).

Or you get a 1 step bonus to your strength when calculating your damage ability for Hand to Hand combat (10 points).

All versions may be purchased.


Mechanics Insight – you know what is wrong with machinery much more quickly than others. You get a bonus from Advanced Chart 1 with jerry rig for skill one and repair for skill 2.

Human Compass – you get to negate all negative affects while navigating without a compass, so long as you have a map or you know the area. (5 points).


Well to Do – you have about 2 to 3 times the wealth of an average person. You can afford some of the nicer things in life, and not have to worry about too much debt as a result. (15 points).


Richer Than Most – you have so much money that you don’t even have the foggiest of what to do with it all, somewhere in the area of 20 times the wealth of the average person. (25 points).


Strong Immune System – you are better capable of resisting diseases than others, when rolling to see if you succumb to a disease you get the bonus listed in advantage chart 3 (5 points).


Well Balanced - you are well balanced and less likely to fall in tight rope situations. Chart 1 bonuses toward balance checks. (8 points).