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ACCOUNTING (10%)

Basic knowledge of arithmetics, calculus, and the usage of an abacus to


understand and manage inventories, accounts and crop registers

NATURAL WORLD (10%)


General knowledge of animals, plants, sea life, and climate in an environment
with which the adventurer is familiar. The keeper should halve the skill ability in
unfamiliar lands. Use Natural World to know and care for domesticated animals.
If character is looking for plant based alchemy ingredients in general (i.e.
random roll), then 20% of the Nature (Science) skill may be used as a bonus.

NATURE SCIENCE (0%)


The ability to find and identify specific flora and fauna needed for alchemical
solutions as well as knowing where they can be found. If applicable, 20% of
Natural World skill may be added to this for the purposes of finding a specific
plant based ingredient if in the correct area.

POTIONS (01%)
With this skill, recognize, compound, and dispense the infusions, poisons,
antidotes and hallucinogens of the Dark Ages. Finding ingredients may require
considerable Nature Science skill. . Beware! A fumbled infusion or antidote may
be a poison. May be used to mix basic Elixirs (plant & animal based potions) as
a non-Alchemist with simple tools (fire, hot water, bottles, etc.) without an actual
lab. May add 100% of the CRAFT (Alchemy) skill for this purpose.

CRAFT (Alchemy) (5%)


This is the skill actually used to make Devices, Dust, Gases, Acids, etc. This,
along with several other Craft skills (supplied by character or others), is one of
the true skills of the Alchemist. However, many non-alchemist characters also
get this skill because it boosts the ability to make simple elixirs that don't require
a lab using the Potions skill by 100% of the CRAFT (Alchemy) skill.

OCCULT (05%)
The Occult skill is to non-mythos Old Grimoire magic and Limbo creatures, what
the Cthulhu Mythos skill is to Mythos magic and monsters. Allows the user to
recognize occult symbols and paraphernalia, and provides knowledge of
astrology and (Arabian) alchemy concepts. This skill does not apply to Mythos
magic. Any evidence of Old Grimoire magic and of Limbo creatures calls for an
Occult roll. Succeeding, the adventurer is able to recognize the occult
significance of the occurrence. The Occult skill also helps to identify major occult
texts like the Emerald Tablet or the Sibylline Books.
OTHER KINGDOMS (01%)
With this skill, the adventurer knows something about the peoples and the lands
other than his own

OWN KINGDOM (20%)


The adventurer knows something about the peoples, the lands and the legends
of his native kingdom. This information comes from gossip and broad traditions.
Identification of a dialect is an excellent test for this skill

REPAIR/DEVISE (20%)
Every adventurer can fix or devise simple equipment, boats, and so forth. With
Devise, an adventurer can create pit-falls and other clever traps to catch
animals or humans. Tools and special materials may be needed.

Faerie Lore (Knightly): This is the art of knowing about and identifying and
avoiding trouble with the Fair Folk. Merlin is the master here.

Folk Lore(Knightly): The knowledge of how the common folk live. It can be
used to convince commoners you are friendly and like them and they can trust
you. Commoners use it to carry out their everyday activities--hunting,
agriculture, etc.

TUTORING
Without the Teach skill, a character may tutor another character. Only one
character may be tutored at a time. The Tutor must have at least a 51% in the
skill and over 2x of the skill of the student. Base of one week is required. Then
roll the Tutor's skill: Fumble d4-3, Fail d4-2, Success d4-1, Special d4, Crit d4+1
Student cannot benefit from further teaching/tutoring until they make a
successful skill increase by using the skill.

TEACH
Can teach multiple students (1/10 in Teach). Must have a higher skill being
taught than the student. Cannot teach any skill higher than the lower of the skill
being taught or ½ the Teach skill (i.e. Sword 150%, Teach 40%, can train no
student higher than 20% (limited by Teach).....Sword 40%, Teach 150%, can
train student no higher than 40% (limited by Sword)). Make Teach skill roll:
Fumble d4-2, Fail d4-1, Success d4, Special d6, Critical 2d4.
Alchemy for everyone requires:
HERBALISM (Lore)
May be used to make poultices (½ effect elixirs in general), 20% of skill may be
used to find herbs (either random or directed) and every point over 40% adds
1% to the making of elixirs and potions based on plant ingredients.

Potions (Potion Lore) and/or Craft (Alchemy)


Natural World and/or Nature Science

The above skills may be used to make basic elixirs (potions) based on simple
ingredients in a manner similar to making tea correctly, although a bit more
precision is required (hence, the skills). With a lab, higher effect potions and
other items may be crafted, but require the purchase of ingredients or other
skills to make them.

Craft (Alchemical Procedures)


Covers the manufacturing, preparing and refining of ingredients and equipment
required to make higher level alchemical items. Generally requires a lab, but
some items can be made with a semi-portable (as in back of a wagon in broken
down form) lab with partial equipment.

Craft (Tinker)
Required to make some of the more intricate equipment and items for alchemy.

Other Language (Alchemical Script)


The secret writings of alchemists with their formulas and notes. Depending on
the Alchemist, this may assist in breaking their personal codes they use to hide
their individual research (20% of skill).

Metallurgy (Science)
Gives a bonus to creating appropriate items using the Craft (Tinker) or Craft
(Alchemical Procedures) skills.

Physic (Science)
The ability to use more complicated and delicate animal parts beyond the simple
blood, skin, hair, flesh, etc. for manufacturing high level products, especially
creating life forms.

Scribe & Repair (Alchemical Gear)


Both useful for the aspiring Alchemist. The Repair skill can also allow the
Alchemist to devise alternate gear in the field.

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