Techno-Alchemist
Is a advanced specialized version of techno-wizardry, its not as concentrated on mechanical devices, and and will accept pure enchantment more redially, but is just as focused as a tw about adding magic to devices/objects. But is much more knowledgeable about magic.
Lore: Magic:
Base Skill (general knowledge): 25% plus 5% per level.
Recognize Wards, Runes, and Circles: 15% plus 5% per level.
Recognize Enchantment: 10% plus 5% per level.
This skill provides information about magic, magic creatures, myths about magic, magic guilds and associations, various magic-related legends, etc. No spellcasting powers are gained, nor is the ability to use Techno- Wizardtmdevices. Someone with this skill knows the general abilities of creatures of magic, the main types of magic for his geographic area, notorious magicians and wizards, and how to recognize genuine magical artifacts and writing.
Principles of Magic:Base Skill: 60% plus 2% per additional level for any practitioner of magic.
Taken from Through the Glass Darkly (Nightbanetm World Book Three) page 9. All hermetic (the kinds of mages that study to learn magic) practitioners of magic get this skill automatically at the above base skill. A hardcore magician (like a Sorceror, Wizard) might get a +5% or +10% bonus. Warlocks, Mystics, Shamans, and similar kinds of magicians (who learn spells through meditation and enlightenment) get this skill at the lower base skill (see above also).
This skill allows a practicioner of magic the ability to recognize most spells when cast, a better chance of recognizing enchantments, true runes, wards, and magic circles (get a +1% per level bonus on rolls for these if the Lore: Magic skill is possessed), and the skills necessary to analyze magical objects, items, scrolls, and books to learn about them (see the Magical Investigations section, page 36, of Through the Glass Darkly).
Mystic Investigation:
Base Skill: Add the I.Q. and the M.E. as the base skill proficiency, plus 4% per additional level. Do not add the I.Q. skill bonus.
Based On: The Magical Investigations passage of page 36, Through the Glass Darkly.
All magicians have the capacity to study and discover the secrets of powerful magic objects and arcane texts. Normally, the character must make a successful Principles of Magic roll or roll less than his I.Q. on 2d10 for each attempt to determine a specific power or function of the object of inquiry. Three consecutive failures when determining an aspect of the object means that it will remain hidden until further insight is gained (like another experience level or 25,000 points).
Characters with the Mystic Investigation Skill, however, have had formal training in the analysis of data, the research involved in finding hard information, and have developed a variety of personal techniques they employ in the scrutiny of magical things. They use the stated base skill, but if they fail they are not prevented from further study until attaining another experience level. They can continuously study an object until they discover all its secrets!
Study usually requires 4-7 days for simple things, one to two weeks for complex objects, a month for challenging, dangerous, or mystically obscured objects, and 1d4 months (or more) for the most powerful magical objects. Roll once on this skill per 6 hours of study - success means that the player can ask the GM one question (within reason) about the object, or the GM might tell the player something that would make him want to ask new questions.
The means of study is likely to be a personal thing. Cybermagestm might look at their funky blueprints and strange observation devices, a hermetic magician might walk around and get 'attuned to the energy vibrations of the area,' a fire warlock might meditate in a room full of candles, etc. GMs might encourage the player to come up with a unique method of study for the character.
Spellcrafting:
Base Skill: The base skill is equal to the I.Q. attribute, plus 3% per level of experience. Do not add the I.Q. skill bonus.
Special Bonus: Add +5% when crafting and testing spells for which the mage already has a specialization for, and add +10% to the success rate for scroll conversion. Also use the straight Spellcrafting skill when testing developed spells.
Limitations: Mystics, Warlocks, Biomancers, and anyone else who gains spells through meditation and not hermetic study cannot select this skill - their learning style is totally different!
Note: For those of you who want to use the official rules for developing spell magic, add 1/10th of the Spellcrafting skill percentile every time the development of a spell is attempted.
This is the science of developing new spells using existing spells and researched knowledge. A mage with a decent repertoire of spells and a high level of experience (6th and up) should be able to come up with a couple new spells. Note that this will require access to libraries of magical information if the spell is complex, high level, or has no basis in spells known already. The mage will need to find a library, like that of a guild, unless he has one of his own.
Alchemy:
Base Skill: 5% plus the I.Q. attribute, plus 5% per level. Do not add the I.Q. skill bonus.
Special Bonuses: Add a +5% bonus to each of the Science skills Math: Basic, Math: Advanced, some form of Literacy, Chemistry, Chemistry:Analytical, Biology, and Botany
Save Throws: A save vs spell magic must be made, alchemical potions should have a magic strength of 12 as a base, +1 more to the strength at levels three, five, seven, and ten.
The character has the skills and talent necessary to develop magical chemicals. With creativity, spells, occult texts, and his scientific skills the character can develop magic potions (or powders, foods, or poisons) based one of his spells or special magic formulas. The alchemist need only prepare the magically receptive substance, then channel the proper kind of magic energy into it! He can also use this skill to analyze something both magically and chemically, and even learn how to recreate it. It is also possible to invent new kinds of potions and compounds with this skill.
Duration of effects: Almost all extended- effect potions have a duration of ten melees (two and a half minutes) per level of experience. An alchemist can purposely make a potion with a shorter duration than is maximally possible. Sleep, pain relief, aphrodisiacs, etc. should last about 1d6 hours or possibly two hours per level of the alchemist.
Analyzing a magic potion: Both for informational purposes and for determining an alchemical formula. This takes a skill roll at -2% per level of the spell(s) in the potion. Failure means the formula has a flaw and won't work properly, or that the information gotten is misinterpreted. Analysis takes a hour per level of the spell(s) in the potion or compound. Each attempt to get information about something (duration, effect, type of magic, etc.) requires one analysis attempt.
Developing a new potion formula: There is a -5% penalty imposed for each level of the spell(s) being made into a potion, plus some spells may not be able to be put into potion form (like most illusion spells, for example). Again, failure means the formula has a flaw and doesn't work properly. Original creations (a mixture spells and effects) are possible, but obviously more difficult. It takes a week of research per level of the spell being transmuted into potion form to get the alchemical formula.
Creating a single potion or compound: This requires four hours of work per level of the spell (so three first level potions could be made in a day, and one 15th level potion in a week's time). The magic energy cost to enchant the potion should be equal to the total P.P.E.tm needed to cast all the spells in the potion. The creation of a potion based on a spell the character knows generally costs 100 gold (or credits) per level in components, maybe more depending on the GM's decisions.
Developing a unique potion or compound: Eventually, a player will want to make something that isn't based on spell magic. It isn't a requirement that alchemical substances be specific spells, but it is a little easier to work with. If possible, find whatever spells are most similar to the desired potion's effect and base the costs and success rolls from them. Unique alchemical formulas will obviously require unique ingredients. An Agony potion could need venom from a poisonous supernatural creature, an Impervious to Fire potion might need powdered fire dragon scales or fire worm juice, etc.
Altering an existing alchemical formula: Increasing the damage and extending the duration are the usual ways of improvement. Modifying the alchemical formula for 25% more damage/ healing/ penalties or 50% more duration than the basic formula imposes a -15% penalty (so getting 50% more duration and 50% more penalties from that Agony potion would cause a -60% to the skill roll). Reducing the alchemical formula for 25% less damage/ healing/ penalties or 50% less duration than the basic formula has a +3% bonus per alteration attempted. It is possible, though difficult, to make a potion last longer and hit harder than the alchemist is normally capable of. I suggest that GMs limit the improvements made on an alchemical formula, so that super- potions don't get created.
Mystic Herbology:Base Skill: 20% plus 5% per level. A failed roll means the treatment is flawed and will not work
Special Bonuses: Add +10% to the Holistic Medicine skill if it is possessed.
Mystic Herbology (new skill)
Holistic medicine gives a character a limited knowledge of herbs specifically in regards to their applications in healing and medicine. It does not include knowledge of rare or legendary plants or magic. This knowledge of planes and medicine will allow a character to assist a druid or herbalist. but does not enable the character to instill magic in plants nor to make magic potions. The mystic herbology skill is far more expansive and complete. It includes where to find these herbs. when to pick them. How to prepare and dry/preserve them, a complete knowledge of poisons, plant lore and legends, magical properties, protection against the supernatural. instilling an herb with magic and the creation of ordinary and magic teas, tonics, elixirs, potions, salves and balms.
Talisman Creation: The Techno-alchemist has the ability to make minor talismans. This is as per the Talisman spell, however they are not limited to those in the spell. Spells from 6th level and below can be made into magic talismans that have one activation only. The Smithy is also not limited to just talismans, they can be rings, amulets, medallions, bracers, and just about any small item worn like jewelry. The creation process is a ritual that takes two hours per level of the spell. At the end of the ritual the Smithy rolls percentiles to determine their success. Base Skill: 20% +4% per level of experience. Talismans created in this fashion can be used once, and then they are burned out. The Smithy can also try to enhance their talismans with the following penalties: Talisman can be used two times. ·5% on creation roll. Talisman can be used three times, -20% on creation roll. Talisman is reusable after 24 hours, in other words. it recharges, a penalty of -30% is applied to the creation roll. The penalties are accumulative should the Techno-Smithy try to combine two or more of the enhancements.
Forge Magic Weapons and Armor: The Smithy has the ability to forge superior and magic melee weapons (axes. swords, maces, etc.). Standard weapons and armor are of superior quality and always have a keen blade or are very durable. Magic weapons can be forged and imbued with magic abilities in a similar fashion to talismans. This is used in conjunction with the spell Enchant Weapon (Minor). The mage can put a maximum of three spell-like abilities within the weapon they create. The ability can be used a maximum of three times per day. Base Skill: 15% +4% per level of experience. In addition to the Enchant Weapon (Minor) ritual. the mage must perform a ritual for each spell-like ability they put into the weapon. The ritual takes two hours per level of the spell, with eighth level spells being the highest level spells that can be put into the weapon. Roll for each ritual performed. with a failure meaning the weapon is destroyed and the time wasted.
Techno-Wizardry Construction (+ I0%; Special): This is the in depth knowledge of how to combine magic with machines in order to construct Techno-Wizard devices. While the character can always cast spells, getting those spells to integrate properly into a new TW device is another thing altogether. This skill can also be used to analyze a TW device created by another mage and to duplicate its plans for reconstruction. Note: Truly alien machines and magic devices will incur a -40% penalty to analyze, repair or rebuild. Base Skill: 70% +2% per level of experience.
Recharge P.P.E. Batteries: The Techno-alchemist is also trained in the ritual that enable them to recharge P.P.E. batteries. The ritual takes ID4 hours. If more than one Smithy is involved in the ritual, the time can be cut in half. If the rituals performed on a ley line or nexus it only costs half the P.P.E. primarily involved in recharging the personal P.P.E. batteries and P.P.E. clips for magic energy weapons.
Initial Spell Knowledge
Amulet(290+), Armor of Ithan (10), Blinding Flash (I), Breathe Without Air (5), Call Lightning (15), Cloak of Darkness (10). Deflect (10), Electric Arc (8), Enchant Weapon (Minor) (400/1000), Energy Bolt (5), Energy Field (10). Fireball (10), Fire Bolt (7), Fuel Flame (5), Fly (15), Forcebonds (25), Globe of Daylight (2), Ignite Fire (6), Impervious to Energy(20). Impervious to Fire (5), Magic Net (7), Magic Shield (6), See Aura, See the Invisible(4), Sense Evil(2). Sense Magic (4), Shadow Meld (10), Superhuman Strength (10) Talisman(400) Telekinesis (8), Tum Dead(6), Plus 10 spells of choice from levels one through four
Spell Casting. The Techno-alchemist is not the master of spell magic the Ley Line Walker and Shifter are, but is still pretty capable. It is not a lack of understanding in magic that limits the Techno-Wizard's spell casting abilities, but his orientation. That orientation is magic used in conjunction with item. Consequently, his spell casting abilities are not the same as other spell casters. Instead of spell casting with a mere word and a gesture, the Techno-alchemist needs an appropriate device through which to concentrate his thoughts and focus his spell For Example: If a Ley Line Walker needs to cast a simple Fire Bolt spell. all that is required is speaking a few words and pointing at his target. For the device oriented Techno-alchemist, he needs a device as his delivery system. That device could be a C-18 Laser Pistol or an ordinary revolver, or one of his own, weird devices. He points his pistol at the target, whispers a few words and his Fire Bolt spell erupts from the pistol. Later he could use the same pistol to fire its normal laser beam (or bullet or whatever) again. Using a piece of technology as his spell focus does not harm the object in any way, it simply becomes the temporary conduit through which he channels his focus and energy. Once the spell has ended, the device is as non-magical as it was before casting the spell. Only full Techno-Wizardry conversion or enchantment permanently adds magical capabilities to a device. See Techno-Wizardry Construction.
Note: The Techno-alchemist cannot fire the pistol (laser or bullet) and a magic spell at the same time, it has to be one or the other. What the device is, and how it functions, also makes a difference. To fire the Fire Bolt he needed a mechanism like a gun because it was a logical energy (or bullet) firing machine to begin with. !t shoots, so it can fire his magic spell. Get the idea') So if the Techno-alchemist wanted to cast See the Invisible, he could NOT use a gun, because it doesn't make sense. He would need some type of binoculars, goggles, glasses or optic system to focus his spell through for him to See the Invisible with the item.
All Techno-alchemist spells must be cast in this manner, failure to do so means suffering the spell casting penalty for not having an appropriate focus. Spell Casting Penalty: All spell ranges, durations, M.D.C./ S.D.C. and damage are reduced by half when cast through traditional words and gestures, rather than refocused through a mechanical device.
Additional Spell Knowledge: Since the Techno-alchemist' focus is not on spell magic they are not able to figure out new spells at each additional level of experience. Instead they have to bargain and trade for additional spell knowledge. But will often trade spells for special projects and as rewards for services, as a result, it can be assumed the character learns 1D4+1 new spells selected from spell levels 1-4 with each new level of experience or two from levels 5 or 6.
P.P.E.: Like all men of magic, the Techno- Wizard is a living battery of mystic energy and draws on his inner power to create magic. Permanent Base P.P.E.: 3D6x I0, in addition to the P.E. attribute number. Add 2D6 P.P.E. per each additional level of experience. Of course, the mage can also draw P.P.E. from ley lines, nexus points, and other people whenever available. P.P.E. Recovery: For the TechnoWizards, spent P.P.E. recovers at a rate of four points per hoyr of sleep or rest. Meditation restores P.P.E. at 8 per hour of meditation and is equal to one hour of sleep for this character when it comes to recovery from fatigue and physical rest.
Ley Line Piloting: Techno-alchemist enjoy a sort of intuitive skill knowledge and ability to pilot any TW vehicle designed to go along ley lines with astounding skill, even if they normally have no piloting skill whatsoever. For Example: A Techno-alchemist without a Pilot Airplane skill can pilot a TK-Flyer or Wing Board like a pro, but he wouldn't even consider flying an ordinary airplane. This natural aptitude with "ley line vehicles" (TW vehicles designed to fly along ley lines) comes from the Techno-Wizard's link to TW devices and magic energy.
Techno-Wizard Base Piloting Skill: Applies to all ley line guided vehicles: 74% +2% per level of experience. All other mages, Ley Line Walkers and psychics must have the appropriate piloting skill for that type of vehicle or they can NOT operate the TW version (e.g., needs Pilot Airplane to fly a plane-like TW vehicle, Pilot Automobile to drive a TW car, etc.).
Wing Boards are the only exception, anybody can fly one with a little practice (74% +2% per level of experience). Only the Ley Line Walker with his affinity with ley lines gets a + I0% bonus to pilot a TW ley line vehicle.
Magic Bonuses: +2 to save vs Horror Factor, + I at levels 3. 7, 10 and 14. +2 to save vs possession and mind control, + I to save vs magic at levels 3, 7, 10 and 13, + I to Spell Strength at levels 4, 8, and 12. +3 on Perception Rolls that involve magic or machines or their combination.,
Psionic Powers
1. The tech alchemist Has the Following Psionic Powers: Machine Ghost (12), Mind Block (4), Object Read (6), Speed Reading (2), Telemechanics ( 10), and Total Recall (2).
2. I.S.P, Base: Roll 4D6 plus the character's M.E. number to determine the hase Inner Strength Points. The Techno-Wizard is considered a Minor Psychic so he or she receives another ID4+ I isp per each additional level of experience.
3. Saving Throw Versus Psionic Attack: As a Minor Psychic, the character needs a 12 or higher to save vs psionics.
O.c.c. Skills:
Speak and Read Native Language 98%
Language: Other: Two of choice (+ I5%).
Radio: Basic (+10%)
Computer Operation (+5%)
Computer Programming (+5%)
Computer Repair (+ I0%)
Basic Electronics (+15%)
Electrical Engineer (+ 10%)
Mechanical Engineer (+20%)
Armorer (+ IO%)
One Mechanical skill or Science skill of choice (+IO%)
Math: Basic (+20%)
Chemistry (+ IO%)
Chemistry: Analytical (+IO%)
Metallurgy (+15%)
Gemology (+10%)
Land Navigation (+5%)
Pilot: Two of choice (+5%).
Sensory Equipment (+10%)
W.P. Knife or Sword (pick one)
WP Energy Rifle
W.P. Energy Pistol
Hand to Hand: Basic: Expert as cost +1 occ related, Martial Arts +2, AIKIDO +2 or Assassin (if evil) +3.
O.c.c. Related Skills: Select two Electrical or Mechanical skills and five other skills. Plus select two additional skills at levels 3, 6, 9 and 12. All new skills start at level one proficiency.
Communications: Any (+5%; + 10% to radio and sensor based skills)
Cowboy': None.
Domestic: Any.
Electrical: Any (+ I0%).
Espionage: None.
Horsemanship: General only.
Mechanical: Any (+10%).
Medical: First Aid only.
Military: Any. (Parachuting (+5%).)
Physical: Any, except Acrobatics, Boxing and Wrestling.
Pilot: Any (+5%).
Pilot Related: Any (+5%).
Rogue: Any (+5% to Computer Hacking or safe cracking only).
Science: Any (+10%).
Technical: Any (+10%).
W.P.: Any.
Wilderness: Any.
Secondary Skills: Five skills from the Secondary Skills List in the Skills Section, plus one additional Secondary Skill at levels 4, 8 and 12. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus for having a high LQ. All Secondary
Skills start at the base skill level
Standard Equipment: Work overalls, set of nice clothes, pilot style jumpsuit, tinted goggles, sunglasses, multi-optics band, magnifying glass, pocket flashlight, large flashlight, six signal flares, mini-tool kit, knapsack, backpack, ID4 small sacks, one large sack, pocket mirror, silver cross, six wooden stakes and mallet (for vampires and other practical applications), canteen, binoculars, air filter and gas mask, pocket laser distancer, pocket digital disc recorder/player for recording his observations, and a hand-held computer. Note: Favorite clothing is Pre-Rifts aviator uniforms, flight jackets, jumpsuits, headgear. goggles, boots, etc. Currently considered to be high fashion among Techno-Wizards.
Light M.D.C. body armor (35 MD.C. main body) with two special magic features of player's choice, excluding Invisibility and Impervious to Energy. Weapons will include a survival knife, Swiss Army pocket knife (with small blade [ID4 S.D.C. damage], file, screwdriver, can opener, and pick), magic energy converted energy rifle and energy pistol plus ID4 conventional E-Clips.
Starts with the following TW vehicles: One Wing Board QI Tree Trimmer. One magic energy converted ground vehicle of choice with one additional magic feature, excluding Invisibility and Impervious to Energy. Favorite types of vehicle tend to be souped-up motorcycles, dune buggies, and hover vehicles.
Money: The Techno-Wizard starts with ID6xIOO in credits, ID6xIOOO in Black Market items and 2D4x I000 in quartz crystals and gems; everything has been spent on equipment.
Lore: Magic:
Base Skill (general knowledge): 25% plus 5% per level.
Recognize Wards, Runes, and Circles: 15% plus 5% per level.
Recognize Enchantment: 10% plus 5% per level.
This skill provides information about magic, magic creatures, myths about magic, magic guilds and associations, various magic-related legends, etc. No spellcasting powers are gained, nor is the ability to use Techno- Wizardtmdevices. Someone with this skill knows the general abilities of creatures of magic, the main types of magic for his geographic area, notorious magicians and wizards, and how to recognize genuine magical artifacts and writing.
Principles of Magic:Base Skill: 60% plus 2% per additional level for any practitioner of magic.
Taken from Through the Glass Darkly (Nightbanetm World Book Three) page 9. All hermetic (the kinds of mages that study to learn magic) practitioners of magic get this skill automatically at the above base skill. A hardcore magician (like a Sorceror, Wizard) might get a +5% or +10% bonus. Warlocks, Mystics, Shamans, and similar kinds of magicians (who learn spells through meditation and enlightenment) get this skill at the lower base skill (see above also).
This skill allows a practicioner of magic the ability to recognize most spells when cast, a better chance of recognizing enchantments, true runes, wards, and magic circles (get a +1% per level bonus on rolls for these if the Lore: Magic skill is possessed), and the skills necessary to analyze magical objects, items, scrolls, and books to learn about them (see the Magical Investigations section, page 36, of Through the Glass Darkly).
Mystic Investigation:
Base Skill: Add the I.Q. and the M.E. as the base skill proficiency, plus 4% per additional level. Do not add the I.Q. skill bonus.
Based On: The Magical Investigations passage of page 36, Through the Glass Darkly.
All magicians have the capacity to study and discover the secrets of powerful magic objects and arcane texts. Normally, the character must make a successful Principles of Magic roll or roll less than his I.Q. on 2d10 for each attempt to determine a specific power or function of the object of inquiry. Three consecutive failures when determining an aspect of the object means that it will remain hidden until further insight is gained (like another experience level or 25,000 points).
Characters with the Mystic Investigation Skill, however, have had formal training in the analysis of data, the research involved in finding hard information, and have developed a variety of personal techniques they employ in the scrutiny of magical things. They use the stated base skill, but if they fail they are not prevented from further study until attaining another experience level. They can continuously study an object until they discover all its secrets!
Study usually requires 4-7 days for simple things, one to two weeks for complex objects, a month for challenging, dangerous, or mystically obscured objects, and 1d4 months (or more) for the most powerful magical objects. Roll once on this skill per 6 hours of study - success means that the player can ask the GM one question (within reason) about the object, or the GM might tell the player something that would make him want to ask new questions.
The means of study is likely to be a personal thing. Cybermagestm might look at their funky blueprints and strange observation devices, a hermetic magician might walk around and get 'attuned to the energy vibrations of the area,' a fire warlock might meditate in a room full of candles, etc. GMs might encourage the player to come up with a unique method of study for the character.
Spellcrafting:
Base Skill: The base skill is equal to the I.Q. attribute, plus 3% per level of experience. Do not add the I.Q. skill bonus.
Special Bonus: Add +5% when crafting and testing spells for which the mage already has a specialization for, and add +10% to the success rate for scroll conversion. Also use the straight Spellcrafting skill when testing developed spells.
Limitations: Mystics, Warlocks, Biomancers, and anyone else who gains spells through meditation and not hermetic study cannot select this skill - their learning style is totally different!
Note: For those of you who want to use the official rules for developing spell magic, add 1/10th of the Spellcrafting skill percentile every time the development of a spell is attempted.
This is the science of developing new spells using existing spells and researched knowledge. A mage with a decent repertoire of spells and a high level of experience (6th and up) should be able to come up with a couple new spells. Note that this will require access to libraries of magical information if the spell is complex, high level, or has no basis in spells known already. The mage will need to find a library, like that of a guild, unless he has one of his own.
Alchemy:
Base Skill: 5% plus the I.Q. attribute, plus 5% per level. Do not add the I.Q. skill bonus.
Special Bonuses: Add a +5% bonus to each of the Science skills Math: Basic, Math: Advanced, some form of Literacy, Chemistry, Chemistry:Analytical, Biology, and Botany
Save Throws: A save vs spell magic must be made, alchemical potions should have a magic strength of 12 as a base, +1 more to the strength at levels three, five, seven, and ten.
The character has the skills and talent necessary to develop magical chemicals. With creativity, spells, occult texts, and his scientific skills the character can develop magic potions (or powders, foods, or poisons) based one of his spells or special magic formulas. The alchemist need only prepare the magically receptive substance, then channel the proper kind of magic energy into it! He can also use this skill to analyze something both magically and chemically, and even learn how to recreate it. It is also possible to invent new kinds of potions and compounds with this skill.
Duration of effects: Almost all extended- effect potions have a duration of ten melees (two and a half minutes) per level of experience. An alchemist can purposely make a potion with a shorter duration than is maximally possible. Sleep, pain relief, aphrodisiacs, etc. should last about 1d6 hours or possibly two hours per level of the alchemist.
Analyzing a magic potion: Both for informational purposes and for determining an alchemical formula. This takes a skill roll at -2% per level of the spell(s) in the potion. Failure means the formula has a flaw and won't work properly, or that the information gotten is misinterpreted. Analysis takes a hour per level of the spell(s) in the potion or compound. Each attempt to get information about something (duration, effect, type of magic, etc.) requires one analysis attempt.
Developing a new potion formula: There is a -5% penalty imposed for each level of the spell(s) being made into a potion, plus some spells may not be able to be put into potion form (like most illusion spells, for example). Again, failure means the formula has a flaw and doesn't work properly. Original creations (a mixture spells and effects) are possible, but obviously more difficult. It takes a week of research per level of the spell being transmuted into potion form to get the alchemical formula.
Creating a single potion or compound: This requires four hours of work per level of the spell (so three first level potions could be made in a day, and one 15th level potion in a week's time). The magic energy cost to enchant the potion should be equal to the total P.P.E.tm needed to cast all the spells in the potion. The creation of a potion based on a spell the character knows generally costs 100 gold (or credits) per level in components, maybe more depending on the GM's decisions.
Developing a unique potion or compound: Eventually, a player will want to make something that isn't based on spell magic. It isn't a requirement that alchemical substances be specific spells, but it is a little easier to work with. If possible, find whatever spells are most similar to the desired potion's effect and base the costs and success rolls from them. Unique alchemical formulas will obviously require unique ingredients. An Agony potion could need venom from a poisonous supernatural creature, an Impervious to Fire potion might need powdered fire dragon scales or fire worm juice, etc.
Altering an existing alchemical formula: Increasing the damage and extending the duration are the usual ways of improvement. Modifying the alchemical formula for 25% more damage/ healing/ penalties or 50% more duration than the basic formula imposes a -15% penalty (so getting 50% more duration and 50% more penalties from that Agony potion would cause a -60% to the skill roll). Reducing the alchemical formula for 25% less damage/ healing/ penalties or 50% less duration than the basic formula has a +3% bonus per alteration attempted. It is possible, though difficult, to make a potion last longer and hit harder than the alchemist is normally capable of. I suggest that GMs limit the improvements made on an alchemical formula, so that super- potions don't get created.
Mystic Herbology:Base Skill: 20% plus 5% per level. A failed roll means the treatment is flawed and will not work
Special Bonuses: Add +10% to the Holistic Medicine skill if it is possessed.
Mystic Herbology (new skill)
Holistic medicine gives a character a limited knowledge of herbs specifically in regards to their applications in healing and medicine. It does not include knowledge of rare or legendary plants or magic. This knowledge of planes and medicine will allow a character to assist a druid or herbalist. but does not enable the character to instill magic in plants nor to make magic potions. The mystic herbology skill is far more expansive and complete. It includes where to find these herbs. when to pick them. How to prepare and dry/preserve them, a complete knowledge of poisons, plant lore and legends, magical properties, protection against the supernatural. instilling an herb with magic and the creation of ordinary and magic teas, tonics, elixirs, potions, salves and balms.
Talisman Creation: The Techno-alchemist has the ability to make minor talismans. This is as per the Talisman spell, however they are not limited to those in the spell. Spells from 6th level and below can be made into magic talismans that have one activation only. The Smithy is also not limited to just talismans, they can be rings, amulets, medallions, bracers, and just about any small item worn like jewelry. The creation process is a ritual that takes two hours per level of the spell. At the end of the ritual the Smithy rolls percentiles to determine their success. Base Skill: 20% +4% per level of experience. Talismans created in this fashion can be used once, and then they are burned out. The Smithy can also try to enhance their talismans with the following penalties: Talisman can be used two times. ·5% on creation roll. Talisman can be used three times, -20% on creation roll. Talisman is reusable after 24 hours, in other words. it recharges, a penalty of -30% is applied to the creation roll. The penalties are accumulative should the Techno-Smithy try to combine two or more of the enhancements.
Forge Magic Weapons and Armor: The Smithy has the ability to forge superior and magic melee weapons (axes. swords, maces, etc.). Standard weapons and armor are of superior quality and always have a keen blade or are very durable. Magic weapons can be forged and imbued with magic abilities in a similar fashion to talismans. This is used in conjunction with the spell Enchant Weapon (Minor). The mage can put a maximum of three spell-like abilities within the weapon they create. The ability can be used a maximum of three times per day. Base Skill: 15% +4% per level of experience. In addition to the Enchant Weapon (Minor) ritual. the mage must perform a ritual for each spell-like ability they put into the weapon. The ritual takes two hours per level of the spell, with eighth level spells being the highest level spells that can be put into the weapon. Roll for each ritual performed. with a failure meaning the weapon is destroyed and the time wasted.
Techno-Wizardry Construction (+ I0%; Special): This is the in depth knowledge of how to combine magic with machines in order to construct Techno-Wizard devices. While the character can always cast spells, getting those spells to integrate properly into a new TW device is another thing altogether. This skill can also be used to analyze a TW device created by another mage and to duplicate its plans for reconstruction. Note: Truly alien machines and magic devices will incur a -40% penalty to analyze, repair or rebuild. Base Skill: 70% +2% per level of experience.
Recharge P.P.E. Batteries: The Techno-alchemist is also trained in the ritual that enable them to recharge P.P.E. batteries. The ritual takes ID4 hours. If more than one Smithy is involved in the ritual, the time can be cut in half. If the rituals performed on a ley line or nexus it only costs half the P.P.E. primarily involved in recharging the personal P.P.E. batteries and P.P.E. clips for magic energy weapons.
Initial Spell Knowledge
Amulet(290+), Armor of Ithan (10), Blinding Flash (I), Breathe Without Air (5), Call Lightning (15), Cloak of Darkness (10). Deflect (10), Electric Arc (8), Enchant Weapon (Minor) (400/1000), Energy Bolt (5), Energy Field (10). Fireball (10), Fire Bolt (7), Fuel Flame (5), Fly (15), Forcebonds (25), Globe of Daylight (2), Ignite Fire (6), Impervious to Energy(20). Impervious to Fire (5), Magic Net (7), Magic Shield (6), See Aura, See the Invisible(4), Sense Evil(2). Sense Magic (4), Shadow Meld (10), Superhuman Strength (10) Talisman(400) Telekinesis (8), Tum Dead(6), Plus 10 spells of choice from levels one through four
Spell Casting. The Techno-alchemist is not the master of spell magic the Ley Line Walker and Shifter are, but is still pretty capable. It is not a lack of understanding in magic that limits the Techno-Wizard's spell casting abilities, but his orientation. That orientation is magic used in conjunction with item. Consequently, his spell casting abilities are not the same as other spell casters. Instead of spell casting with a mere word and a gesture, the Techno-alchemist needs an appropriate device through which to concentrate his thoughts and focus his spell For Example: If a Ley Line Walker needs to cast a simple Fire Bolt spell. all that is required is speaking a few words and pointing at his target. For the device oriented Techno-alchemist, he needs a device as his delivery system. That device could be a C-18 Laser Pistol or an ordinary revolver, or one of his own, weird devices. He points his pistol at the target, whispers a few words and his Fire Bolt spell erupts from the pistol. Later he could use the same pistol to fire its normal laser beam (or bullet or whatever) again. Using a piece of technology as his spell focus does not harm the object in any way, it simply becomes the temporary conduit through which he channels his focus and energy. Once the spell has ended, the device is as non-magical as it was before casting the spell. Only full Techno-Wizardry conversion or enchantment permanently adds magical capabilities to a device. See Techno-Wizardry Construction.
Note: The Techno-alchemist cannot fire the pistol (laser or bullet) and a magic spell at the same time, it has to be one or the other. What the device is, and how it functions, also makes a difference. To fire the Fire Bolt he needed a mechanism like a gun because it was a logical energy (or bullet) firing machine to begin with. !t shoots, so it can fire his magic spell. Get the idea') So if the Techno-alchemist wanted to cast See the Invisible, he could NOT use a gun, because it doesn't make sense. He would need some type of binoculars, goggles, glasses or optic system to focus his spell through for him to See the Invisible with the item.
All Techno-alchemist spells must be cast in this manner, failure to do so means suffering the spell casting penalty for not having an appropriate focus. Spell Casting Penalty: All spell ranges, durations, M.D.C./ S.D.C. and damage are reduced by half when cast through traditional words and gestures, rather than refocused through a mechanical device.
Additional Spell Knowledge: Since the Techno-alchemist' focus is not on spell magic they are not able to figure out new spells at each additional level of experience. Instead they have to bargain and trade for additional spell knowledge. But will often trade spells for special projects and as rewards for services, as a result, it can be assumed the character learns 1D4+1 new spells selected from spell levels 1-4 with each new level of experience or two from levels 5 or 6.
P.P.E.: Like all men of magic, the Techno- Wizard is a living battery of mystic energy and draws on his inner power to create magic. Permanent Base P.P.E.: 3D6x I0, in addition to the P.E. attribute number. Add 2D6 P.P.E. per each additional level of experience. Of course, the mage can also draw P.P.E. from ley lines, nexus points, and other people whenever available. P.P.E. Recovery: For the TechnoWizards, spent P.P.E. recovers at a rate of four points per hoyr of sleep or rest. Meditation restores P.P.E. at 8 per hour of meditation and is equal to one hour of sleep for this character when it comes to recovery from fatigue and physical rest.
Ley Line Piloting: Techno-alchemist enjoy a sort of intuitive skill knowledge and ability to pilot any TW vehicle designed to go along ley lines with astounding skill, even if they normally have no piloting skill whatsoever. For Example: A Techno-alchemist without a Pilot Airplane skill can pilot a TK-Flyer or Wing Board like a pro, but he wouldn't even consider flying an ordinary airplane. This natural aptitude with "ley line vehicles" (TW vehicles designed to fly along ley lines) comes from the Techno-Wizard's link to TW devices and magic energy.
Techno-Wizard Base Piloting Skill: Applies to all ley line guided vehicles: 74% +2% per level of experience. All other mages, Ley Line Walkers and psychics must have the appropriate piloting skill for that type of vehicle or they can NOT operate the TW version (e.g., needs Pilot Airplane to fly a plane-like TW vehicle, Pilot Automobile to drive a TW car, etc.).
Wing Boards are the only exception, anybody can fly one with a little practice (74% +2% per level of experience). Only the Ley Line Walker with his affinity with ley lines gets a + I0% bonus to pilot a TW ley line vehicle.
Magic Bonuses: +2 to save vs Horror Factor, + I at levels 3. 7, 10 and 14. +2 to save vs possession and mind control, + I to save vs magic at levels 3, 7, 10 and 13, + I to Spell Strength at levels 4, 8, and 12. +3 on Perception Rolls that involve magic or machines or their combination.,
Psionic Powers
1. The tech alchemist Has the Following Psionic Powers: Machine Ghost (12), Mind Block (4), Object Read (6), Speed Reading (2), Telemechanics ( 10), and Total Recall (2).
2. I.S.P, Base: Roll 4D6 plus the character's M.E. number to determine the hase Inner Strength Points. The Techno-Wizard is considered a Minor Psychic so he or she receives another ID4+ I isp per each additional level of experience.
3. Saving Throw Versus Psionic Attack: As a Minor Psychic, the character needs a 12 or higher to save vs psionics.
O.c.c. Skills:
Speak and Read Native Language 98%
Language: Other: Two of choice (+ I5%).
Radio: Basic (+10%)
Computer Operation (+5%)
Computer Programming (+5%)
Computer Repair (+ I0%)
Basic Electronics (+15%)
Electrical Engineer (+ 10%)
Mechanical Engineer (+20%)
Armorer (+ IO%)
One Mechanical skill or Science skill of choice (+IO%)
Math: Basic (+20%)
Chemistry (+ IO%)
Chemistry: Analytical (+IO%)
Metallurgy (+15%)
Gemology (+10%)
Land Navigation (+5%)
Pilot: Two of choice (+5%).
Sensory Equipment (+10%)
W.P. Knife or Sword (pick one)
WP Energy Rifle
W.P. Energy Pistol
Hand to Hand: Basic: Expert as cost +1 occ related, Martial Arts +2, AIKIDO +2 or Assassin (if evil) +3.
O.c.c. Related Skills: Select two Electrical or Mechanical skills and five other skills. Plus select two additional skills at levels 3, 6, 9 and 12. All new skills start at level one proficiency.
Communications: Any (+5%; + 10% to radio and sensor based skills)
Cowboy': None.
Domestic: Any.
Electrical: Any (+ I0%).
Espionage: None.
Horsemanship: General only.
Mechanical: Any (+10%).
Medical: First Aid only.
Military: Any. (Parachuting (+5%).)
Physical: Any, except Acrobatics, Boxing and Wrestling.
Pilot: Any (+5%).
Pilot Related: Any (+5%).
Rogue: Any (+5% to Computer Hacking or safe cracking only).
Science: Any (+10%).
Technical: Any (+10%).
W.P.: Any.
Wilderness: Any.
Secondary Skills: Five skills from the Secondary Skills List in the Skills Section, plus one additional Secondary Skill at levels 4, 8 and 12. These are additional areas of knowledge that do not get any bonuses, other than any possible bonus for having a high LQ. All Secondary
Skills start at the base skill level
Standard Equipment: Work overalls, set of nice clothes, pilot style jumpsuit, tinted goggles, sunglasses, multi-optics band, magnifying glass, pocket flashlight, large flashlight, six signal flares, mini-tool kit, knapsack, backpack, ID4 small sacks, one large sack, pocket mirror, silver cross, six wooden stakes and mallet (for vampires and other practical applications), canteen, binoculars, air filter and gas mask, pocket laser distancer, pocket digital disc recorder/player for recording his observations, and a hand-held computer. Note: Favorite clothing is Pre-Rifts aviator uniforms, flight jackets, jumpsuits, headgear. goggles, boots, etc. Currently considered to be high fashion among Techno-Wizards.
Light M.D.C. body armor (35 MD.C. main body) with two special magic features of player's choice, excluding Invisibility and Impervious to Energy. Weapons will include a survival knife, Swiss Army pocket knife (with small blade [ID4 S.D.C. damage], file, screwdriver, can opener, and pick), magic energy converted energy rifle and energy pistol plus ID4 conventional E-Clips.
Starts with the following TW vehicles: One Wing Board QI Tree Trimmer. One magic energy converted ground vehicle of choice with one additional magic feature, excluding Invisibility and Impervious to Energy. Favorite types of vehicle tend to be souped-up motorcycles, dune buggies, and hover vehicles.
Money: The Techno-Wizard starts with ID6xIOO in credits, ID6xIOOO in Black Market items and 2D4x I000 in quartz crystals and gems; everything has been spent on equipment.