Alchemy
Alchemy is the art of mixing chemical reagents with enough power - will, spirit, magic - to enhance the chemicals in impressive but occasionally volatile ways.
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Explosives
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Teleport across the distance, allowing for rapid transport and bypassing dangers.
Attribute: Intelligence
Type: Special Attack
Requirements: None
Duration: N/A
Action Points: 3 AP
Number: Intelligence Modifier
Range: 20m
Rank 1
Explosives - Create a number of explosives that inflict 1d10+10 damage equal to your Intelligence modifier each day. These explosives inflict full damage on their target, and half damage to all adjacent squares and have a range of 5m.
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Rank 2
Bombardier - Increase the range of the explosives by 5m and add +5% to hit.
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Rank 3
Reactive - Add +2 to damage.
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Rank 4
(Level 5 and higher)
Attribute: Intelligence
Type: Special Attack
Requirements: None
Duration: N/A
Action Points: 3 AP
Number: Intelligence Modifier
Range: 20m
Rank 1
Explosives - Create a number of explosives that inflict 1d10+10 damage equal to your Intelligence modifier each day. These explosives inflict full damage on their target, and half damage to all adjacent squares and have a range of 5m.
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Rank 2
Bombardier - Increase the range of the explosives by 5m and add +5% to hit.
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Rank 3
Reactive - Add +2 to damage.
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Rank 4
(Level 5 and higher)
Mine - The explosive can be set as a pressure sensitive mine that will detonate if anyone sets foot in the square.
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-- Or --
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Enhanced Armory - Double the number of explosives you can produce each day.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
High Yield - Add an additional 1d10 to damage.
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-- Or --
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
-- Or --
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Pressure Bubble - Everyone in the first square and the area 1m around the blast takes full damage.
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Alchemical Enhancement
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Temporarily boost an attribute.
Attribute: Intelligence
Type: Enhancement
Requirements: None
Duration: 3 rounds
Action Points: 5AP
Cool Down: N/A
Range: Self
Rank 1
Alchemical Enhancements - You can create up to your Intelligence Modifier in potions each day. Select one Attribute Each potion enhances that ability by 5% and last for 3 rounds.
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Rank 2
Thickened Skin - Gain +1 armour while the Alchemical Enhancement is in effect.
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Rank 3
Enhanced Potency - Increase the effect to 10% per Attribute or two Attributes at 5%.
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Rank 4
(Level 5 and higher)
Attribute: Intelligence
Type: Enhancement
Requirements: None
Duration: 3 rounds
Action Points: 5AP
Cool Down: N/A
Range: Self
Rank 1
Alchemical Enhancements - You can create up to your Intelligence Modifier in potions each day. Select one Attribute Each potion enhances that ability by 5% and last for 3 rounds.
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Rank 2
Thickened Skin - Gain +1 armour while the Alchemical Enhancement is in effect.
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Rank 3
Enhanced Potency - Increase the effect to 10% per Attribute or two Attributes at 5%.
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Rank 4
(Level 5 and higher)
Unstable Brew - Increase the potency by 10% for one Attribute, but inflict 1d10 damage each turn it's in effect.
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-- Or --
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Extra Large Dose - Double the number of rounds the brew is in effect.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Enhanced Musculature - Add +4 to any damage inflicted while under an Alchemical Brew's effect.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Pinnacle of Alchemy - Gain +10 to three Attributes for the duration.
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-- Or --
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Poisons
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The art of toxic substances
Attribute: Intelligence
Type: Enhancement
Requirements: None
Duration: 1 round per level
Action Points: 3 AP
Cool Down: 2 rounds
Range: One weapon
Rank 1
Poisons - Apply a self-made toxin to one melee weapon or 5 pieces of ammunition. Any target that takes damage during the duration from this weapon or ammunition suffers 3 poison damage in addition to the weapon's normal damage. At the start of each of their turns, they must make an Easy Physical Prowess test to end this effect or take another 3.
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Rank 2
Extended Poison - Increase the duration to two rounds per level.
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Rank 3
Virulent - The user can create a second, more potent poison that inflicts 1d10 damage. The target can make a Physical Prowess test to resist the effects.
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Rank 4
(Level 5 and higher)
Attribute: Intelligence
Type: Enhancement
Requirements: None
Duration: 1 round per level
Action Points: 3 AP
Cool Down: 2 rounds
Range: One weapon
Rank 1
Poisons - Apply a self-made toxin to one melee weapon or 5 pieces of ammunition. Any target that takes damage during the duration from this weapon or ammunition suffers 3 poison damage in addition to the weapon's normal damage. At the start of each of their turns, they must make an Easy Physical Prowess test to end this effect or take another 3.
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Rank 2
Extended Poison - Increase the duration to two rounds per level.
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Rank 3
Virulent - The user can create a second, more potent poison that inflicts 1d10 damage. The target can make a Physical Prowess test to resist the effects.
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Rank 4
(Level 5 and higher)
Paralytic - Instead of inflicting damage the target must make a Physical Prowess test of half their AP for 3 rounds.
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-- Or --
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Joint Lock - On a failed physical prowess test the poison's target inflicts a -10% penalty on all reactions, such as Dodge and Parry.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Elemental Chaos - Add +4 damage per turn, and if so needed change the damage to match an elemental type.
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-- Or --
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
-- Or --
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Toxic - Any tests made to resist a poison become Difficult (-20%).
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