Rules
Enchanted Realms Rulebook
Basic Game Rules
The Skills System
Alchemy Skills
Alchemy Skills
† Has Prerequisite
Skill | Cost | Note | |||
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Distillery † | 300 | Alcohol & Chemicals | |||
Mixtures | 400 | Herbs and Brews | |||
Distillery Science | 500 | Reverse-Engineering | |||
Alchemy | 600 | Potions | |||
Alchemy II | 700 | Powerful Potions | |||
Alchemy III | 800 | Golems | |||
Vaccinations | 800 | Disease Resistance | |||
Toxin Coping | 300 | Prudence | |||
Wound Care † | 200 | Binding Wounds | |||
Wound Care II | 400 | Improved Care | |||
Soothe | 400 | Calming | |||
Stimulate | 400 | Calming | |||
Stitch and Wrap | 400 | Minor Healing | |||
Medicine | 500 | Improved Care | |||
Forensics | 600 | Medical Exam | |||
Toxin Treatment | 400 | Offset Toxins | |||
Vaccinations | 800 | Disease Resistance |
Alchemy | Distillery | Logic 13+ | ||||||||||||||||||||||||||||||||
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This skill allows for the creation of materia medica from herbs, plants and distilled creations. It also acts like toxin coping should that skill not have been acquired by this point. The alchemist can now handle and use poisons without the risks of self-infliction. Alchemy II is the only skill which can increase the number of d20s used for success rolls. The better of the head craftsman's Muse or Logic bonus can be added to these rolls.
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Unskilled: No benefit | ||||||||||||||||||||||||||||||||||
Karma Attainment:1 Week in a lab or brewery |
Alchemy II | Alchemy | Logic 15+ | ||||||||||||||||||||||||||||||||
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This skill allows for the crafting of potions, oils and powders of a supernatural nature. After preparing the ingredients in the appropriate quantities, a d20 against the TM is rolled for each interval. The alchemist can gain a modifier to the roll from the better of either Muse or Logic. If score is successful for the interval, then the highest raw die value is tallied against a running total. When the value reaches the success value, then the batch is complete. However, if the success value is not reached prior to the maximum time, then this lot is ruined.
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Unskilled: No benefit | ||||||||||||||||||||||||||||||||||
Karma Attainment:2 Weeks in a laboratory |
Alchemy III | Alchemy II and Mago-mathematics | Logic 16+ |
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This skill allows the creation of life via constructs. The details of how to build various forms is available from the GM. At the end of the month of karma accustomization to this skill, the the alchemist will have constructed a homonculus. | ||
Unskilled: No benefit | ||
Karma Attainment:1 Month in a lab or morgue |
Distillery | Brewing | Perception 9+ | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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This skill allows the creation of liquors, spirits and minor chemicals. As with brewing, there are several components to determine a drinkable result: batch-size, ingredients, TM, interval, success, maximum time and shelf life. After crafting the ingredients in the appropriate quantities, a d20 against the TM is rolled for each interval. If having alchemy or alchemy II, then additional d20s for each can be added to the roll. If any die is successful for the interval, then the highest raw die value is tallied against a running total. When the value reaches the success value, then the brew is complete. However, if the success value is not reached prior to the maximum time, then this lot is ruined. When brewing several batches at once, the character may choose to roll against each batch, the whole set or in divisions of his or her choice. Lastly, due to routine ingredient handling, one's risk for handling poison is reduced to TM:3 to avoid self-infliction. Alchemy and alchemy II can each add d20s to the chance of success rolls; however, as brewing is a requirement, it will not aid with this skill. The better of the head craftsman's Muse or Logic bonus can be added to these rolls.
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Unskilled: No benefit | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Karma Attainment:1 Week in a brewery or medical lab |
Distillery Science | Mixtures | Mind 12+ |
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This skill takes mixtures to the next level, where beyond identification of a potion, the actual formula can be reverse-engineered. Using the same TM, interval rolls and expiration times for creating a batch, the formula can be discovered. Whether successful or not, the sample potion used in the process is destroyed. | ||
Unskilled: | ||
Karma Attainment:1 Week in a laboratory |
Forensics | Homeopathy and Medical Zoology (Any) | Logic 14+ | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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By use of forensics, an examiner can conclude with a high degree of accuracy the cause of death of a corpse. If looking at an animal mauling, most persons can deduce this, assuming the body is less than a week old. However, someone with forensics can gain the size category and from the bite marks or clawed incisions determine some details about the predator. If the cause of death cannot be determined by external examination, then if a laboratory is available, an autopsy can be performed to test for a toxicology and for magical evidence in the flesh. The chart below is used for a person with this skill via a Logic check to discover what occurred. Of course, things that did not happen to the corpse would not be rolled.
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Unskilled: No benefit | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Karma Attainment:3 Days drawing sketches of death scenes |
Medicine | Wound Care | Logic 13+ |
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This skill trains a person in the anatomy and physiology of creatures in the following kingdoms: animal, atavistoid and humanish. When performing a medical treatment on a creature from these groups, a bonus of +3 is granted for any check or save against the feat’s TM. | ||
Unskilled: | ||
Karma Attainment:3 Days Studying Anatomy |
Mixtures | Distillery | Judgment 10+ |
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The mixtures skill is general knowledge of how herbs, brews and chemicals combine. What this provides is a field test of a potion or oil to identify on a Logic feat check (TM:16) for novel and unfamiliar blends without destroying the dose. Further, if in a lab and trying to identify a batch of potions, then with the destruction of one dose, the others of the same kind can be known without a roll. Lastly, this conveys the ability to handle poisons without a risk of self-infliction. From a construction value, this skill permits use of concrete without being a mason. | ||
Unskilled: | ||
Karma Attainment:Long Rest in a bar or lab |
Soothe | Wound Care and Distillery | Judgment 13+ |
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To perform the treatment of this skill, one must have a medical kit. This requires three actions (36 seconds) to administer the ointments and manipulate the spine of the recipient; however, upon completion, this will remove a shaken restriction or reduce a frightened restriction to a shaken condition. This will also reduce 1 point of Pain. | ||
Unskilled: | ||
Karma Attainment:1 Week of active work in a hospital or medical lab |
Stimulate | Wound Care and Alchemy | Judgment 13+ |
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To perform the treatment of this skill, one must have a medical kit. However, as an action, the medic can administer a pill and strike the proper glands to cause the reaction to become instantly activated. The medic must make a Judgment check (TM:9) for this to be successful. However, if it is, the recipient gains a heightened state of awareness for the following 10 minutes, gaining advantage on all Mind saves and checks for that duration, including Awareness checks. | ||
Unskilled: | ||
Karma Attainment:1 Week of active work in a hospital or medical lab |
Stitch and Wrap | Wound Care and Distillery | Muse 12+ |
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To perform the treatment of this skill, one must have a medical kit. It is a “after-battle” injury treatment like a wound care II would be. It is technically an enhancement of that skill. It requires a full minute for treatment; however, it can restore three points of damage. Moreover, if any suffering came from “crits” or a “bleed” effect, then this treatment can repair an additional d4 of damage. Like wound care a recipient of the treatment cannot receive another administration until after a long rest and new injuries occur. | ||
Unskilled: | ||
Karma Attainment:1 Week of active work in a hospital or medical lab | ||
Tags: [ ] |
Toxin Coping | No Requirement | Judgment 13+ |
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This skill purely grants nothing more than the ability to handle and use poisons without the risks of self-infliction. This low cost skill offers no other benefits. To clarify, it will not allow the milking of poisons from animals, but plant leaves which are poisonous to the touch could be gathered. | ||
Unskilled: | ||
Karma Attainment: |
Toxin Treatment | Wound Care and Alchemy | Muse 4+ |
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To perform the treatment of this skill, one must have a medical kit. This requires two actions (24-seconds) to cut, cup and apply a tourniquet to prevent the influence of a poison. At the end of the second action, the medic rolls a Muse check against TM:13/span>. If successful, this the poison will be effectively neutralized within 2d4 rounds, half that time if the patient is a dwarf or resistant to poison. However, the procedure will inflict a single point of damage to the recipient. While this is not fast-acting, it can be performed mid-battle if the GM agrees conditions are proper. | ||
Unskilled: | ||
Karma Attainment:1 Week of active work in a hospital or medical lab | ||
Tags: [ ] |
Vaccinations | Alchemy and Medical Zoology | |
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This allows for the creation of potions that will grant the imbiber a year of resistance against a specific disease, such as crow frenzy or rat fever. Should the “vaccinated” encounter the disease, he or she would make the appropriate save with advantage. As with most concoctions, there are ingredients needed, a formula to follow, and a batch-process over time that produces the potion. Each vaccination is unique, and the GM will provide the requirements for each when one with the skill attempts to create them. This may include the need to acquire less-common ingredients and possibly even purchasing the formula. | ||
Unskilled:Not possible | ||
Karma Attainment:Long Rest |
Wound Care | No Skill Requirement | Judgment 10+ |
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With this skill, on an action, this renders aid to a creature who has been wounded by Body damage. If the recipient has fallen in battle at zero or lower points, then this will immediately stabilize the being and remove the death saves. Care can be continued for two more actions at the discretion of the one rendering aid. During those actions, a skill check using Judgment modifiers can be rolled against TM:10 to restore one point of Body. With the possession of a wound or medical kit the restoration of the Body point is automatic. If not having one and the first check fails, then another action can be used to try again. However, no matter how many successes, only one point total of Body can be restored through this skill, which does help those even if in negatives. Additionally, wounds from necrotic or poison damage can be restored with this skill, which is helpful as salves do not heal those types of harm. Recipients of a successful wound care cannot receive another treatment until after a long rest and new injuries occur. | ||
Unskilled: | ||
Karma Attainment: 1 Day studying in library or hospital |
Wound Care II | Wound Care | Judgment 12+ |
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This is an advancement of wound care and for all practical purposes should be considered the same effect; however, when restoring Body points, no roll is required. Additionally, it is possible to restore a total of two points to a recipient. Of course, three actions are required to achieve this maximum effect, unless having a wound or medical kit; with one, both Body points can be restored on the second action. Recipients of this skill act the same as if having been treated by wound care and cannot gain the benefit of another without a long rest occurring between them. To clarify, only one method field medicine or wound care can be applied, but not both. Further, new injuries must have occurred before a new treatment can be administered. | ||
Unskilled: | ||
Karma Attainment: 1 Day of study at a hospital or library | ||