...
Any ideas?
...
Any ideas?
Apothecary: tradesman skill (Alchemy: brew potions & draughts).
Cost to create: 40% of normal cost. Difficulty is Hard.
Special items: rare items must be obtained which make up 35% of the cost to create the draught.
Dice results:
Failure: entire batch is worthless
Failure plus two boons: very poor quality (one white die only)
Failure plus two banes plus chaos star: deadly poison to the first one to taste it weak poison (8 white dice, each success inflicts one wound on the drinker and gains the sadfjfjslls condition)
Failure plus chaos star: weak poison (4 white dice, each success inflicts one wound on the drinker)
Success plus two banes: poor quality
Success: average quality
Success plus comet: superior quality
Thank you Emirikol!
So, you use Tradecraft as basic skill? Even if Apothecary does not have it as a career skill?
Or do you use Nature Lore, as Liber Infectis seems to imply?
Or do you reserve this ability to people who are within or have completed the apothecary career?
This is a good time to use the GM's toolkit rule that says a GM can make certain skills in-career when it is logical.
jh
I would use nature lore of gathering and collecting of herbs, preparing should be tradecraft, first aid or medicine depending on what they are doing.. but I think its all down to dm's decsion. Its your world use the rules as you feel fits best.
Crimsonsun
yes, it seems the system thinks Healing Draught could be made with Nature Lore or First Aid. That doesn't make so much sense as Tradecraft IMO. But I also wouldn't want to add another skill to Apothecary, at least without taking one away. I don't know which one would be, really. Folklore, maybe.
Other options to me would be make Apothecary an Intermediate Career. Or change the Career Ability, allowing the Apothecary to use First Aid or Nature Lore to create the Healing Draught. Perhaps with a Fortune die to that, and not to enhance the effect of the Healing Draught per se. Or both.
Also, I would add to Emirikol's rules: 2 Boon - you manage to create 150% of the quantity you intended. If that means you'll end up with half-a-dose, that dose could be consumed to smaller healing effects (2 Fortune die).
And I would roll Misfortune dice for the venon. And try my players in doing something they know but their characters don't (Intuition or the skill they used to make the Draught could be allowed to perceive the Draught had become something distasteful).
This was a helpful thread. I'm just getting into this game and a friend who got Apothecary for one of his career choices was asking about this.
We came up with the following based on the posts from you guys. Lots of stuff is borrowed from what is already written here.
Swap out Folklore skill for Tradescraft skill for the Apothecary. We don't really see how Folklore fits with this career anyway.
Add a new specialiaztion to Tradescraft: Potions & Draughts
Make 2 new Actions:
Action: Find Ingredients
Recharge: !
Special: This action cannot be used while in encounter mode. It can only be performed 3 times per day.
Difficulty: Hard (2D)
Requirements: Nature Lore, Indentify Plant Specialization
Action Check: Nature Lore (Int)
Dice results:
Failure + Bane: Ingredients were not found, and you suffered 1 wound while searching for them.
Failure: Ingredients were not found.
X Success: X Supplies of ingredients are found.
####################################################################################
Action: Make Healing Draught
Recharge: !
Special: This action cannot be used while in encounter mode.
Difficulty: Hard (2D)
Requirements:
Tradecraft, Potions & Draughts Specialization (new specialization)
Medical Supplies (equipment)
1 Supply of Ingredients
Action Check: Tradecraft (Ag)
Dice results:
Failure: entire batch is worthless
Failure plus two boons: very poor quality (one white die only)
Failure plus two banes plus chaos star: deadly poison to the first one to taste it weak poison (8 white dice, each success inflicts one wound on the drinker and gains the sadfjfjslls condition)
Failure plus chaos star: weak poison (4 white dice, each success inflicts one wound on the drinker)
Success plus two banes: poor quality
Success: average quality
Success plus comet: superior quality
Thoughts?
I guess the power of the healing draft should be counted using sucesses.
1 - Sucess : Poor
2 - Normal
3 - good
Boons and banes could be counting in spend less money/ingredients