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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

Resuscitate

  • With 10s medical roleplay you may call HEAL 4 to someone on their death count.

Medical Knowledge

  • You may diagnose diseases and mundane poisons.
  • You may also come up with a treatment regimen which can cure normal potency afflictions of the body between encounters.
  • In downtime, you can devise a treatment regimen to cure strong afflictions of the body.

Combat Repairs

  • You may treat another's wounds amidst the heat of combat.
  • With 10s medical roleplay in combat you may call HEAL 4 on an ally.
  • Each ally may only be healed a number of times equal to their ranks of tough before they are weakened by this.

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