Chemistry

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CHEMISTRY

Chemistry is the mastery of mixing the natural elements of the world and creating a useful and sometimes deadly product. Chemistry creates Elixirs, which can be imbibed similar to potions to have an effect on the drinker, Salves, which can be applied to a surface for some effect or so that the next unlucky soul to touch it is exposed to the chemical, and finally Vials of toxic chemical that can have assorted effect on the target. Unless otherwise stated, you must have the rank of Chemistry equal to the production rank of the item in order to use it.

Salves- Requires a 3 count to apply to a target or surface.

Elixirs- Requires a 3 counted action to drink; doing so requires no special skill. To add the Elixir to food or drink requires a 3 counted and must be done in front of a Marshal; the first person to imbibe the food/drink will take the effect.

Vial- These are a thrown item and require the use of a packet, preferably orange. To throw the Vial the player must announce “Poison Vial”. Since it is an actual item they are throwing, they must have a free hand with which to throw the Vial and once the verbal has been said they have 3 seconds to throw the Vial or it is wasted. Vials function much like spells in that they affect the target if it strikes any part of them, their garb, or possessions.

Blade Poison- These poisons can be applied to a weapon that can be used at a later time. Up to 1 Blade Poison can be stored on Short Weapons/Thrown/Ammo, 2 on Medium/Long Weapons, and 3 on Great Weapons. In the case of Vorpal the weapon gains the effect of the Blade Poison for all attacks leading up to a successfully landed attack; for all other Blade Poisons it is consumed on the next swing hit or miss. It takes a 10 counted action to safely apply each poison to a weapon. If placed on Ranged weapons the effect is only good for a single attack hit or miss.  

Chemistry
Rank 1
Acid 5 Vial
Alchemical Solvent Salve
Antidote Elixer
Healing Elixer
Intoxicant Elixer
Liquid Light Salve
Nausea Salve
Oil of slipperiness Salve
Smelling Salts Salve
Vorpal +2 Blade
Rank 2
Acid 10 Vial
Antitoxin Elixer
Berserk Salve
Hardening Agent Salve
Minor Catalyst Elixer
Nausea Elixer
Paralysis Salve
Vorpal +4 Blade
Rank 3
Acid 20 Vial
Blue Luster Elixer
Lesser Catalyst Elixer
Nausea Vial
Paralysis Elixer
Paste of Stickiness Salve
Smelling Salts Vial
Vorpal +6 Blade
Rank 4
Acid 30 Vial
Berserk Vial
Forget (15min) Elixer
Greater Catalyst Elixer
Paralysis Vial
Red Luster Elixer
Rank 5
Bonding Compound Salve
Blade Poison: Nausea Blade
Decanter Special
Epoxy Special
Firedamp Special
Flask Flame Special
Glowing Bottle Special
Night Eyes Powder Salve
Petrification Salve Salve
Resin Special
Setting Solution Salve
Thermite Special
Universal Solvent Salve
Blade Poison +8 Blade

Acid Type: Vial Duration: Immediate Target takes damage of the specified amount, from volatile acid and fumes. The call for this Vial is different than the standard the call. The call is “Elemental Acid”.

Alchemical Solvent Type: Salve Duration: Immediate This substance will eat away and weaken the surface it is applied to. If it is applied to a surface that has a chemical salve already present it will neutralize it. If placed on an item or surface that is not Indestructible, the item becomes weak and requires 2 fewer points of Strength to break. 1 Dose of this salve will affect up to 1 square foot of surface, 1 inch thick.

Antidote Type: Elixir Duration: Immediate This elixir will cure the imbiber of any Metabolic effects that currently affect their person.

Antitoxin Type: Elixir Duration: Immediate This elixir will allow the imbiber to Resist the next Toxin that affects them.

Berserk Type: Salve, Vial Duration: 30 Minutes This chemical mixture causes the affected character to become Berserked, forcing them into a blind rage they will attack everyone in line of sight until the duration expires or they are unable to do so. This is a metabolic altering effect.

Blue Luster Type: Elixir Duration: 5 Minutes This chemical will make the imbiber immune to Fear effects for the duration.

Catalyst, Greater Type: Elixir Duration: Instant This chemical has no effect on its own, however when mixed with a potion that generates a protective, its effect multiplies. When the potion is in imbibed the effect will be double in some manner; if the effect has a duration then it is doubled, if the effect generates a shield/resist effect then it is doubled. This in fact grants the imbiber a double stacking of the same shield. It takes 1 minute to mix the elixir with the potion, after which the 2 tags must be clipped together, also once mixed they cannot be separated.

Catalyst, Lesser Type: Elixir Duration: Instant This chemical has no effect on its own; however, it can be mixed with up to 3 potions. This concentrates all 3 potions into a single vial, allowing all 3 effects to be gained on a single action. It takes 1 minute to mix the elixir with the potion, after which the tags must be clipped together. Also, once mixed, they cannot be separated.

Catalyst, Minor Type: Elixir Duration: Instant This chemical has no effect on its own, however when mixed with a potion that has a Restoration effect the effect of the potion is doubled. It takes 1 minute to mix the elixir with the potion, after which the 2 tags must be clipped together, also once mixed they cannot be separated.

Forget Type: Elixir Duration: Instant This effect will cause a character to forget the 15 minutes prior to imbibing the elixir. All they will remember for the time frame is a blank spot and nothing else from that time. This must be Role-played.

Hardening Agent Type: Salve Duration: 1 hour Applying this chemical to an item will increase its durability allowing the item to resist Shatter/Destroy effect once, after which the effects will fade.

Healing Type: Elixir Duration: Immediate Target is cured for 5 Body Points. This is non-magical healing.

Intoxicant Type: Elixir Duration: Extended An intoxicant is the equivalent to a strong alcoholic drink and will affect all races. While under the effect, which last 15 minutes per dose, the target is Slowed.

Liquid Light Type: Salve Duration: Until next sunrise This creates a salve that when applied to an item will generate a Light effect allowing the player to use a diffused light source.

Nausea Type: Salve, Elixir, Vial Duration: 30 Minutes The character becomes extremely nauseated and violently sick. They can use no game skills but can still speak in 3-4 word sentences.

Oil of Slipperiness Type: Salve Duration: Extended One dose of this oil covers up to one square foot and makes an area or item extremely slick. It can be used in a Counted Action to free a character from a Physical Entangle, Pin, Bind, or Web Effect. If placed on an object, it will make that object impossible to pick up (for 10 seconds from the first time it is touched). If on an area of ground or floor, anyone stepping into that area should roleplay sliding through or falling. This can be used as a Counted Action on a character not already subject to a Physical Entangle, Pin, Bind or Web (and not already so treated) to grant one Indefinite Resist (Physical Entangle, Pin, Bind, or Web), called as “Oil of Slipperiness.” An Oil of Slipperiness may also be used to dissolve a Paste of Stickiness (negating both).

Paralysis Type: Vial, Elixir, Salve Duration: 30 Minutes The target of this chemical becomes Paralyzed for the duration. During the duration they are still aware of the world around them so long as they are also conscious, but cannot move, speak, or use skills.

Paste of Stickiness Type: Salve Duration: Permanent This paste is a strong glue, and a single application will cover up to one square inch. If the item treated touches another item for three seconds, the two stick together. This can be used to glue an item into a character's hand and this will automatically Resist the next Disarm/Fumble Effect against that item with the call, “Paste of Stickiness.” A Paste of Stickiness may also be used to dissolve an Oil of Slipperiness (negating both). A Disarm Effect targeting any item stuck to another item with Paste of Stickiness will remedy the effect of the Paste of Stickiness.

Red Luster Type: Elixir Duration: 10 Minutes This chemical forces the imbiber into a controlled Berserk effect, while under its effects the imbiber is immune to Fear and Shun effects, additionally if affected by a Berserk effect they do not lose control and gain +4 Base Weapon Damage verse the player that generated the effect. While under this effect the character will pursue all enemies until there are none in sight.

Smelling Salts Type: Salve, Vial Duration: Instant This chemical will remove the following effects from the target: Charm, Stun, Fear and Unconsciousness.

Vorpal Coating Type: Blade Poison Duration: 24 Hours This contact gel is applied to a weapon and unlike all other Blade Poisons, needs no special skill to use once applied to the weapon. It adds the Vorpal bonus to the Base Weapon Damage for their next attack and is expended hit or miss.

ADVANCED PRODUCTION Advanced Chemistry items can only be crafted in game at a Laboratory. Each Recipe will have the required materials and the time needed to craft the item.

BONDING COMPOUND Creation Time: 15 Minutes Materials:  5 Uncommon Herbs  1 Rare Herb  1 Named Herb

Description This chemical takes a full minute to apply to the objects to be affected. It will cover up to 1sq.ft. on each item. Once applied the pieces must be put together and left undisturbed for 2 full minutes, at the end of which time the items will become as one. They cannot be separated without breaking the item. This can even be used to Rebuild broken items.

BLADE POISON: NAUSEA Creation Time: 15 Minutes Materials:  2 Common Herbs  2 Uncommon Herbs  1 Rare Herb

Description This blade poison is applied to a weapon; giving the weapon a Carrier Attack. It causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it, to have Nausea added as an Effect Carrier to the damage normally called.

DECANTER Creation Time: 30 Minutes Materials:  1 Rare Herb  1 Named  1 Glowing Bottle

Description This item allows a character to change a chemical into a more basic form in the field. This means a character could take a Vial and turn it into a Salve or Elixir of the same type, this takes 2 minutes of work.

EPOXY Creation Time: 30 Minutes Materials:  3 Uncommon Herbs/Residuum  2 Rare Herbs

Description This item is a named component and is used in other Advanced Production.

FIREDAMP Creation Time: 30 Minutes Materials:  3 Uncommon Herbs/Residuum  2 Rare Herb

Description This item is a named component and is used in other Advanced Production.

FLASK FLAME Creation Time: 30 Minutes Materials:  3 Uncommon Herbs/Residuum  2 Rare Herb

Description This item is a named component and is used in other Advanced Production.

GLOWING BOTTLE Creation Time: 30 Minutes Materials:  3 Uncommon Herbs/Residuum  1 Named Herb

Description This item is a named component and is used in other Advanced Production.

NIGHT EYES POWDER Creation Time: 15 Minutes Materials:  2 Uncommon Herbs/Residuum  3 Rare Herb

Description This chemical is a light powder that is applied to the character’s eyelids. Once applied, the character will be able to see in dark conditions without a light source. This does not allow for out of game items like night vision scopes, as this is intended for use in certain in game situations like Modules. This powder will last for 2 hours or until wiped away.

PETRIFICATION SALVE Creation Time: 15 Minutes Materials:  3 Uncommon Herbs/Residuum  2 Rare Herbs

Description This will remove the effects of Petrify from the target, restoring them to the state that they were in when they became Petrified. This means that all time for them starts again, and time sensitive things like Bleed Out counts will resume from where they were halted.

RESIN Creation Time: 30 Minutes Materials:  3 Uncommon Herbs/Residuum  2 Rare Herbs

Description This item is a named component and is used in other Advanced Production.

SETTING SOLUTION Creation Time: 25 Minutes Materials:  5 Uncommon Herbs/Residuum  5 Rare Herbs  1 Named Herb

Description This chemical can be applied to a single item up to 8 sq. ft. in surface area. Once applied, the chemical grants the item the Unshatterable property until the item expires.

THERMITE Creation Time: 30 Minutes Materials:  3 Uncommon Herbs/Residuum  1 Rare Herb  1 Named Herb

Description This item is a named component and is used in other Advanced Production.

UNIVERSAL SOLVENT Creation Time: 10 Minutes Materials:  2 Uncommon Herbs/Residuum  2 Rare Herbs

Description This chemical will cause up to 3 sq. ft. of an object to become weakened and easier to break. It takes a 10 counted action to apply to a surface, and lowers the Strength required to break the object by 6.

BLADE POISON: VORPAL +8 Creation Time: 25 Minutes Materials:  5 Uncommon Herbs

Description This Blade Poison is applied to a weapon, and unlike all other Blade Poisons, needs no Energy expenditure from Poison Use to use once applied to the weapon. It causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it, to have 8 bonus damage applied to the amount of damage normally called.