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Alchemy Rules Repost
!!7ls3wo7NoED 02/01/10(Mon)04:00 No.7868896ALCHEMY RULES
These will take a week (-1 from your roll for the month, can stack) or a month for a slow test (+5 on the alchemy roll).
You can experiment to increase your skill the hard way, or can do any alchemists tasks you learn. At the moment you know experimentation, and ash to lye. However you can't make commercial amounts of lye solo, and don't have the stuff to do it largescale.
All of these are a roll to get under your alchemy skill (5) with the worst result always failing, until you're skill is double the skill needed.
Simple expeirment (d8) (+.1 for pass) Hard Experiment (d12) (+.2 for pass) Ash to Lye (d6) You can do a dangerous experiment which will give a -1 (good) modifier to any passes, but a +1 (bad) modifier to fails. A result of max (nat x where x is the dice you're rolling on with -1 mod) will result an a serious faliure, and will likely HURT (d10+3 on crit fail table) Any critical faliures otherwise will roll a d5 on the alchemy critical fail chart, wanting low.
Crit fail table 1: Surprise result: The kit’s fucked, but you’ve got a result that’s unusually good, and have found something you’d never find out normally. +1 alchemy skill. 2: Kit’s Fucked 3-4: Kit’s fucked, and you take minor burns, take an extra week off. 5: Kits fucked, you take serious acid burns, a month of dedicated healing from the healer, he’ll neglect the peasants in this time. 6-8: The kit explodes, burning you as above, but also creates a small fire, 12: Kits fucked, and you’re unable to do serious activity for a year 13: Kit explodes, you die. Shit guys. |