Alchemy things! Making alchemy as useful as Enchanting.
Aug 8, 2015 19:20:46 GMT -8
Lιттle Ƭree (Cedar Ashland) and Cailean like this
Post by equivocation on Aug 8, 2015 19:20:46 GMT -8
Greek fire needs a damage code - I'd suggest going pretty brutal since it requires admin approval to use.
1) 2 fire damage (Reflex 50 check to take 1 fire damage) from moving through it.
And
2) 1 damage per turn within 20 meters from the thick, choking smoke, Resolve 80 to negate.
And
3) Damage per turn if it's splashed on you, escalating as such: 1 1 2 3 5 8 (Negated only by IC actions to stifle the flame, like rolling in sand... or having someone pee on it. LOLHISTORYLOL).
Also, alchemy can benefit from a couple of good old Chinese innovations, likechild labor flash powder!
Flash Powder (Rank 2) (non-magical)
When flash powder is ignited, it releases a deafening crack and a blinding flash. The penalties of these effects stack additively.
The following things apply to everyone except the alchemist who made it and anyone who has been instructed in RP in how to avoid them by an alchemist who has made flash powder before or an Alchemist of Grandmaster Rank.
- Anyone within 20 meters is stunned by the volume of the sound and left off balance for two turns, requiring a Reflex 75 check to make any action other than stumbling. Any actions taken that require rolling are taken at a -2 penalty, including Resolve defenses against mental attacks. This effect is extraordinarily painful and should be RPed as such.
- Anyone within 20 meters is deafened for 5 rounds.
- Characters with enhanced hearing (racial, any gift, magic, etc.) suffers both of those effects for an additional two rounds.
- Anyone within 20 meters with their eyes open who has line of sight on the igniting flash powder or on something reflective that could shine it into their eyes is blinded for two turns. Offensive rolls are taken at a -5 penalty (-8 for ranged). If this would put the attack trait at lower than 0, no effective attack is possible and no roll can be made at all.
- Characters with enhanced vision (racial, any gift, magic, even drow's supernatural darkvision, etc.) will be blinded for an additional two rounds.
- An alchemist who has made flash powder before or has Grandmaster level alchemy, as well as anyone who has been subjected to the effects of flash powder before, can recognize the concoction as flash powder with a Knowledge 150 check. Doing this means they can take the action in their post of covering their eyes and ears to avoid the effects.
Even a knowledgeable user is in some danger:
- Anyone within 1 meter of the flash powder as it ignites takes 1 HP of fire damage, though they can roll their preferred stat of Resolve or Reflexes to negate or avoid the HP loss against a Trait 40 check to entirely.
- A character carrying unignited flash powder who takes damage or otherwise jostles the container too much (for instance, any time they fail a Reflex check) rolls the Knowledge stat of the maker of the flash powder (themselves, or the alchemist who sold it if it's bought). If the roll is 25 or lower, the flash powder will spontaneously ignite in its container.
Powerful? Yes. But also indiscriminate and dangerous to the user.
AND NOW, FOR SOMETHING COMPLETELY DIFFERENT. We need more nonmagical potions!
Pine Resin Products (rank 1) (non-magical)
Pine trees! Harvesting their resin and distilling it in a retort or alembic yields two useful products. Rosin, the yellow-or-black solid resin product left over after the evaporation, can be sold off or used as a binding agent in plasters; the turpentine precipitate from the distillation, on the other hand, is a highly volatile chemical. It is a solvent, an ingredient in ethyl disinfectant, and a method of purging excess phlegm with its vapors, and a very, very flammable fire hazard... which is dangerous unless fire is your goal. Turpentine can be applied to a weapon's metal parts to ignite it for one scene. This does horrible damage to any weapon it's used on, but for one scene that blade does one additional damage on any successful hit.
Magician's Red (rank 1) (non-magical)
A shrubbery approximately a meter in height on average, with dully-shining red, slick flowers when blooming. The oil of the flower petals can be washed off and distilled, best performed with a glass alembic or retort to boil out impurities, to produce a thin, sticky, reddish liquid. When diluted and drunk, the quantity of the liquid will cause various amounts of general numbness, progressing to a general state of extreme relaxation and synesthesia, followed by a gentle sleep, though it will be filled with strange dreams and bizarre visions.
I'm holding off on those for now though because it's time for the POISON FIX, presented next post.
1) 2 fire damage (Reflex 50 check to take 1 fire damage) from moving through it.
And
2) 1 damage per turn within 20 meters from the thick, choking smoke, Resolve 80 to negate.
And
3) Damage per turn if it's splashed on you, escalating as such: 1 1 2 3 5 8 (Negated only by IC actions to stifle the flame, like rolling in sand... or having someone pee on it. LOLHISTORYLOL).
Also, alchemy can benefit from a couple of good old Chinese innovations, like
Flash Powder (Rank 2) (non-magical)
When flash powder is ignited, it releases a deafening crack and a blinding flash. The penalties of these effects stack additively.
The following things apply to everyone except the alchemist who made it and anyone who has been instructed in RP in how to avoid them by an alchemist who has made flash powder before or an Alchemist of Grandmaster Rank.
- Anyone within 20 meters is stunned by the volume of the sound and left off balance for two turns, requiring a Reflex 75 check to make any action other than stumbling. Any actions taken that require rolling are taken at a -2 penalty, including Resolve defenses against mental attacks. This effect is extraordinarily painful and should be RPed as such.
- Anyone within 20 meters is deafened for 5 rounds.
- Characters with enhanced hearing (racial, any gift, magic, etc.) suffers both of those effects for an additional two rounds.
- Anyone within 20 meters with their eyes open who has line of sight on the igniting flash powder or on something reflective that could shine it into their eyes is blinded for two turns. Offensive rolls are taken at a -5 penalty (-8 for ranged). If this would put the attack trait at lower than 0, no effective attack is possible and no roll can be made at all.
- Characters with enhanced vision (racial, any gift, magic, even drow's supernatural darkvision, etc.) will be blinded for an additional two rounds.
- An alchemist who has made flash powder before or has Grandmaster level alchemy, as well as anyone who has been subjected to the effects of flash powder before, can recognize the concoction as flash powder with a Knowledge 150 check. Doing this means they can take the action in their post of covering their eyes and ears to avoid the effects.
Even a knowledgeable user is in some danger:
- Anyone within 1 meter of the flash powder as it ignites takes 1 HP of fire damage, though they can roll their preferred stat of Resolve or Reflexes to negate or avoid the HP loss against a Trait 40 check to entirely.
- A character carrying unignited flash powder who takes damage or otherwise jostles the container too much (for instance, any time they fail a Reflex check) rolls the Knowledge stat of the maker of the flash powder (themselves, or the alchemist who sold it if it's bought). If the roll is 25 or lower, the flash powder will spontaneously ignite in its container.
Powerful? Yes. But also indiscriminate and dangerous to the user.
AND NOW, FOR SOMETHING COMPLETELY DIFFERENT. We need more nonmagical potions!
Pine Resin Products (rank 1) (non-magical)
Pine trees! Harvesting their resin and distilling it in a retort or alembic yields two useful products. Rosin, the yellow-or-black solid resin product left over after the evaporation, can be sold off or used as a binding agent in plasters; the turpentine precipitate from the distillation, on the other hand, is a highly volatile chemical. It is a solvent, an ingredient in ethyl disinfectant, and a method of purging excess phlegm with its vapors, and a very, very flammable fire hazard... which is dangerous unless fire is your goal. Turpentine can be applied to a weapon's metal parts to ignite it for one scene. This does horrible damage to any weapon it's used on, but for one scene that blade does one additional damage on any successful hit.
Magician's Red (rank 1) (non-magical)
A shrubbery approximately a meter in height on average, with dully-shining red, slick flowers when blooming. The oil of the flower petals can be washed off and distilled, best performed with a glass alembic or retort to boil out impurities, to produce a thin, sticky, reddish liquid. When diluted and drunk, the quantity of the liquid will cause various amounts of general numbness, progressing to a general state of extreme relaxation and synesthesia, followed by a gentle sleep, though it will be filled with strange dreams and bizarre visions.
I'm holding off on those for now though because it's time for the POISON FIX, presented next post.