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