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If an alchemist does not have sufficient raw talent, he may still attempt to create an alchemical concoction above his level but there is a cumulative -10% chance of success for every point he has below what is needed. So, a person with a 17 talent trying to make a transmuter level concoction would suffer a –90% chance of success. Equipment Alchemists also need equipment to make their creations. Alchemy equipment costs money. There are four levels of equipment (or laboratories) that an alchemist can purchase and they are traveling, basic, advanced, and research. Each one has its own expense. The following table shows the cost of each laboratory:
Mixing the Recipe Once an alchemist has everything he needs to create a concoction (training, recipe, equipment, ingredients, and time) he can make an attempt roll to determine if he successfully makes the potion. The chance of success is determined by his base skill (skill slots) and can be modified downward by his raw talent (intellect + insight), providing it is not high enough to make the level concoction he is attempting. For example, an alchemist with 7 skill slots in alchemy and a talent of 14 wants to create an apprentice level concoction. His skill slots provide him with a base 70% chance of success (7 x 10%). Apprentice level recipes require a 13 talent to create. Since he has a 14 talent, he receives no negative modifiers. So, his chance to make the potion is 70%. If the same alchemist wanted to make a novice level recipe, he would have a base 70% but because novice level recipes require a 16 talent and he has only a 14 talent, he receives negative penalties. The negative modifier is equal to –10% per point of talent below what is required. In this case, he is two points shy so he would receive a –20%. His chance of making the recipe is reduced to 50%. If the same alchemist wanted to make a master level recipe, he would start with a 70% base chance of success. The master level recipe requires a 22 talent. He has only a 14, which is eight points shy. This gives him a –80% chance of success. So, the alchemist’s chance of success is reduced to 0%; he cannot make the elixir. Each time an alchemist rolls his d100 to determine if he succeeds, there is a 3% chance that the alchemist discovers an improved version of the recipe, providing that the alchemist has at least a 10% chance of making the concoction. This increases one of the concoctions effects (e.g. chance of success or duration). This discovery affects all similar creations in the future. The referee determines (randomly or by choice) which effect is increased. If an alchemist attempts to make a recipe and fails his attempt, all of the ingredients and time are consumed but the concoction fizzles and becomes useless. |