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ichorsavant
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======Ichor Savant===== ====Class Feature: Ichorwerk==== * Ichor Savants of the Imperial Commission are licensed and trained to produce ichorwerk. * Most ichorwerk takes the form of potions. * A starting level Ichor Savant can produce 6 ichorwerk potions they know how to make in downtime. * For ease of reference, these are also known as 'potion slots'. * As they gain experience, Ichor Savants can learn to make different types of potions in greater number. ====Skills==== {{section>genericskills#Resuscitate&nofooter&nodate&nouser&nomdate&noeditbtn}} {{section>genericskills#Medical Knowledge&nofooter&nodate&nouser&nomdate&noeditbtn}} {{section>genericskills#Combat Repairs&nofooter&nodate&nouser&nomdate&noeditbtn}} ===Mix Potion=== * You learn a certain type of potion to mix. * You can make one of this potion for free every adventure and can make more with additional potion slots. * Mix potion lv.1 lets you learn to make a Class C potion. * Mix potion lv.2 lets you learn to make a Class C potion, or, once ever, a Class B potion. * Mix potion lv.3 lets you learn to make a Class B potions. * Mix potion lv.4 lets you learn to make a Class B potion, or, once ever, a Class A potion. * Mix potion lv.5 lets you learn to make Class A potions. * This skill can be taken multiple times. ===Brew=== * You are adept at ichorwerk. * You can make a single potion go further at the cost of making it degrade more quickly. * With 5 minutes work and appropriate tools you may turn a number of doses of a potion into 3 times that number. * These potion only last for an encounter before degrading into a useless muck. ===Abundance=== * You gain three extra potion mixing slots per adventure. ===Novice=== * You can recognise any potion you know how to make by examining it. * You can mix two class C potions together to make another class C potion you know how to make. ===Journeyman=== * You can recognise any standard potion by examining it. * You can mix two class B potions together to make a class B potion you know how to make. ===Master=== * You can generally make a good guess at what any ichorwerk does - even esoteric or particularly potent examples. * You can mix two class A potions together to make a class A potion you know how to make. ===Spontaneous Generation=== * You can generate X slots of potions within your body per encounter. * X is the level of this skill. ===Fuelled by Ichor=== * You may consume pure black ichor transmuting it within your body to produce the effect you desire. * You may consume 1 dose of ichor to produce the effect of any potion you know how to make. * This takes a toll on your mind, costing 2 PSYCHE. ===Berserker Serum=== * Twice per adventure you may with 10 seconds roleplay apply special serums to a willing or unconscious individual. This temporarily boosts their physical capabilities far beyond their natural limits. * The individual takes all damage as singles and is IMMUNE to REND. * They are driven into a blind rage however and must always attack the nearest enemy (if available) or otherwise, their nearest target. * This lasts until the end of the encounter. ===Potion Tolerance=== * You can drink 2 additional potions per encounter without suffering any ill effect. * However, taking a rank of this skill means that your body begins to mutate. * You must take a mutation from the list below for free. ===Mutations=== * As you work with the ichor you begin to mutate. * Whilst this tends to alarm those who you meet as you gradually transform into something other than human - it does have its perks. * Each time you take the potion tolerance skill you must take one of the following options. ==Bloated form== * Any tough skills you have grant one more hit. * You are slow and can never gain dodges. ==Disturbing Grace== * You move with unnatural grace making all around you look dull and clumsy. * Your body becomes weak and frail. * Ranks of tough grant dodges rather than hits. ==Eyes dark as void== * Your eyes become black pits. * You can see perfectly in the dark. ==Malleable== * Your body becomes strangely malleable. * This allows you to slip out of most bonds and squeeze through small spaces. ==Sticky Fingers== * Your fingers and feet become strangely sticky. * This allows you to climb walls and hang from ceilings with ease. ==Bone Spurs== * You have bone spurs in your arms which you may extend or retract at will. * This means you effectively have access to two concealed daggers at all times. ==Corrosive Mucus== * Your skin starts to exude a viscous, clear, mucus. . * With enough time and concentration, you can attempt to dissolve small things or parts of things that come into contact with these fluids. * You may call a WOUND on anyone who touches your bare skin with their bare skin. ==Bloodhound's Snout== * Your nose grows leathery and swells in size. * Your sense of smell grows even more accute. You can track scent trails so long as you have a strong enough sample of the scent you are trying to follow. ==Behemoth's Lungs== * Your lungs and esophagus swell in size, deforming your chest and neck. * You can hold your breath for much longer than a normal human. * In addition, your voice carries across great distances. ===Benediction=== * Once per encounter you may consume a potion and then touch another willing individual. * They then receive the effect of that potion as well without any cost. ===Scent of Ichor=== * You can smell any black ichor or ichorwerk people have on them. ===Greater Benediction=== * You gain an additional use of Benediction per encounter. ===Guided Mutation=== * Once per adventure you may feed another pure black Ichor and attempt to make permanent changes to their body. ===Concoction=== * You have moved beyond following the recipes of others. * Once per adventure you may attempt to create a unique potion to attempt to achieve you ends. * You use pure Black Ichor for this but could for instance try and make a large bomb or an airborne hallucinogen. * The GM will then decide what the new concoction does. ===Auto-Injector=== * You are able to load your poisons into small auto-Injectors. * Once per encounter you may call your choice of, SLEEP, REND, POISON or CURSE at someone who you hit with a throwing weapon. * The poison or curse effect may be from any of the potions you are carrying, which is used up, and will take effect at the end of the encounter. ===Potency=== * Thrice per adventure, you may increase the potency of a poison you know how to make.
ichorsavant.1505864095.txt.gz
· Last modified: 2017/09/19 23:34 by
gm_matthew
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