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fate:alchemy [2012/11/29 02:43]
galacticcmdr
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-====== Alchemy ====== 
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-Alchemy is the mystical counterpart to Scholarship,​ providing transformational and creative power of the inanimate world. This includes, but is not limited to, crafting potions and salves, changing objects properties, and creating a philosopher'​s stone. 
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-===== Trappings ===== 
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-All entries come from Legends of Anglerre pages 120 - 122. 
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-==== Know Substance ==== 
-The character can analyze and identify substances, including poisons. This can be used for [[actions#​assessment|assessments]] and [[actions#​declaration|declarations]]. 
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-==== Find Substance ==== 
-The character can detect a given substance with a base difficulty of Mediocre(+0) for a single element. Obscure compounds and magical substances are more difficult to detect. 
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-==== Create Potions ==== 
-You can make a potion for which you already have a [[skills#​power|power skill]] or [[stunt]]. As an example //you must have the Life power to create healing potions//. Roll Alchemy against Mediocre(+0) quality, the shifts generated indicate the potion quality up to a maximum of your Alchemy or power skill level minus 1, or the quality of your [[workspace|alchemical laboratory]];​ whichever is lower. The quality of a potion indicates the level of the power skill or stunt it contains. You can make 3 does of a power skill potion or 2 doses of a stunt and it takes half a day to craft. 
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-==== Purify Object ==== 
-Removes impurities, poisons, and diseases in liquids or foods; acting as a dispel against the effects. 
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-===== Stunts ===== 
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-==== Potion ==== 
-Similar to the Personal Magical Item stunt from [[Craftsman]],​ this allows you to create a potion for a power skill you already know, or to have a potion created by someone else. You have three advances, usually used to increase potion quality (so up to Good (+3) for a simple potion like a Potion of Healing), although you may spend an advance to create a potion for a stunt. You may take this stunt multiple times to increase the advances available. You may use the potion once per scene. 
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-<note tip> 
-**Potion of Minor Healing:** Acts as a Good (+3) Minor Healing ([[Life]] Power) trapping when drunk, healing stress damage equal to shifts. May be used 3 times. Cost: Good (+3). 
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-**Potion of Major Healing:** Acts as a Superb (+5) Major Healing (Life Power) stunt when drunk, healing consequences. May be used twice. Cost: Superb (+5). 
-</​note>​ 
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-==== Universal Potion ==== 
-The potion version of the Universal Magical Item stunt (see [[Craftsman]]),​ this gives you two advances, usually used to increase potion quality, though you may spend an advance to create a potion for a stunt. You may take this stunt multiple times to increase the advances available. Once defined, the potion is locked in for the remainder of the session; you may use it once per scene. 
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-==== Change Object ==== 
-You can modify an inanimate object’s aspects; one aspect is affected per use. Each "​step"​ of change costs 1 manipulation;​ changing a "Stone Floor" to "​Quicksand"​ would be 2 steps; changing it to "Pool of Water" would be 3. Unlike the Transmutation power skill this actually changes a thing; it’s not an illusion or temporary reality (i.e. a dispel has no effect). The difficulty equals the scale or cost/​quality of the object, whichever is higher; an object held by another may use the bearer’s Athletics or even Resolve to resist instead, at the Story Teller’s discretion. All usual manipulations apply: without further manipulation,​ the effect only lasts a few minutes, for example. 
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-==== Create Object ==== 
-//Requires Change Object// 
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-For a Fate point, the caster can create an object from thin air, with a -2 manipulation per descriptor. 
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-==== Destroy Object ==== 
-//Requires Create Object// 
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-This is a “dispel” version of Create Object which destroys rather than creates, again for the power’s duration. 
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-==== Animate Lesser Object ==== 
-//Requires Create Object// 
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-The alchemist can animate an object as [[Followers#​Minions] or [[Followers#​Companion]],​ creating animated statues, puppets, etc. These objects are alive, and can’t be dispelled. This works as a Lesser Summoning stunt (see [[Summoning]]),​ except the object is animated, not summoned. 
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-==== Animate Greater Object ==== 
-//Requires Animate Lesser Object// 
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-The alchemist can create golems, etc. This works as a Greater Summoning stunt (see Summoning), except the object is animated, not summoned; it’s often performed as a ritual and a group working. 
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-==== Create Touchstone ==== 
-//Requires Animate Greater Object and One or more story elements// 
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-At the end of a long and difficult quest, the alchemist creates a touchstone, a powerful alchemical item capable of transforming reality. It allows the wielder to modify aspects of other characters, creatures, items, even locations, at a +1 difficulty for each "​step"​ of modification (you could shrink a person to scale 1 at a +1 difficulty, or vaporize a rock (solid to liquid to gas) at a +2). The touchstone can be resisted, usually as a Composure conflict, and all range, scale, target and duration manipulations apply. 
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-With a touchstone, the alchemist enters an entirely new stage of his mystical explorations. In game terms, this unlocks the restricted occupation "​[[Discoverer of Secrets]]",​ which the alchemist can embark upon by taking a corresponding aspect. 
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-{{tag>​fate power stunt}}