Post by Gravedust on Aug 17, 2010 12:22:40 GMT -8
Pharmacopia
Pharmacopia allows the user to create and apply special compounds that can provide short-term buffs to Allies and hamper the performance of enemies, as well as other effects. Pharmacopia relies on consumables, so the aspiring pharmacist should have some storage if they desire to ply their trade outside of port. A pharmacist's kit is also recommended.
Pharmacists need Chemical Shares to create compounds. These can be bought from port or from traders, or can be gained by Scrapping other chemicals.
Compound Creation
The first step in making a Chemical is deciding on the Compound you wish to use as a base. Each Compound has an effect, some positive (for use on allies) and other negative (to be used against enemies)
Each Compound has a number of stats that come along with it:
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Effect: What effect the Compound has.
Magnitude: The 'intensity' of the effect, the higher the magnitude, the more benefit (or harm) the effect will cause. Many compounds will have a Minimum or Maximum number that the Magnitude must be between.
Duration: How long the Chemical stay active, measured in Combat rounds. Outside of combat, the duration can be assumed to be in minutes. (The stresses of combat means that the chemicals are metabolized faster and thus wear off quicker.) Many compounds will have a Minimum or Maximum number that the Duration must be between.
Malpractice: The consequence of misapplying or improperly mixing the Chemical. Usually this will be a severe inverse of the intended effect. Note that only beneficial Chemicals have Malpractice effects. Negative compounds are assumed to always work.
Cost: the amount of Chemical shares needed to synthesize the Chemical.
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PHARMACOPIA COMPOUNDS
POSITIVE
STRENGTH SERUM
Effect: (Increases Strength by 1 per point of Magnitude, (plus Success Bonus)
Magnitude: 1-20
Duration: 1-10
Malpractice Effect: (Decreases Strength by 1 per point roll is failed by)
TOUGHENING SERUM
Effect: (Increases Toughness by 1 per point of Magnitude, (plus Success Bonus)
Magnitude: 1-20
Duration: 1-10
Malpractice Effect: (Decreases Toughness by 1 per point roll is failed by)
AGILITY SERUM
Effect: (Increases Agility by 1 per point of Magnitude, (plus Success Bonus)
Magnitude: 1-20
Duration: 1-10
Malpractice Effect: (Decreases Agility by 1 per point roll is failed by)
PAINKILLER
Effect: Removes roll penalty from being wounded.
Magnitude: 2-5
Duration: 2-10
Malpractice Effect: (Causes 1 health level of damage)
COAGULATOR
Effect: (Increases the result of medical rolls made on the person injected by 1 point per Magnitude (Plus success bonus)
Magnitude: 1-20
Duration: 2-5
Malpractice Effect: (Causes 1 health level of damage)
ADRENALIZER
Effect: (Adds a bonus to Combat Tactics rolls, equal to 1 per point of magnitude (Plus Success bonus)
Magnitude: 1- 20
Duration: 2-5
Malpractice Effect: (Causes 1 health level of damage)
NEUTRALIZER
Effect: Removes all positive or negative Pharmacopia effects from the person injected
Magnitude: 20
Duration: 1
Malpractice Effect: (Causes 1 health level of damage)
NEGATIVE
KNOCKOUT SERUM
Effect: Once injected, a Character must roll D100+[Base Toughness] Vs [Magnitude of Knockout serum] or fall unconcious for Duration x 5 rounds.
Magnitude: 1-100
Duration: 1-5
Malpractice Effect: None
TRUTH SERUM
Effect: Once injected, a character must pass a check of [D100+Base toughness] Vs. [Magnitude of truth Serum] or be unable to answer questions untruthfully.
This effect lasts for Duration x 5 rounds.
Magnitude: 1-100
Duration: 1-5
Malpractice Effect: None
POISON
Effect: Once injected, a character takes damage equal to the Magnitude of the poison every round for as long as the Duration lasts.
This damage is calculated as Area Damage, but is only soakable by Base Toughness. Toughness added by gear does not count.
Magnitude: 1-10
Duration: 1-5
Malpractice Effect: None
STRENGTH TOXIN
Effect: Reduces the target's Strength by 1 per point of magnitude (Plus success bonus)
Magnitude: 1-20
Duration: 1-10
Malpractice Effect: None
TOUGHNESS TOXIN
Effect: Reduces the target's Toughness by 1 per point of magnitude (Plus success bonus)
Magnitude: 1-20
Duration: 1-10
Malpractice Effect: None
AGILITY TOXIN
Effect: Reduces the target's Agility by 1 per point of magnitude (Plus success bonus)
Magnitude: 1-20
Duration: 1-10
Malpractice Effect: None
Once you have decided on a Compound, a Magnitude and a Duration, you can go about determining the rest of the stats for the Chemical.
____________________
DETERMINING DIFFICULTY AND COST
Write down the Compound, Magnitude and Duration for the Chemical you intend to make.
Unlike most other Items, Chemicals have 2 separate Difficulties. Synthesis Difficulty, which is how hard the Chemical is to make, and Application DIfficulty, which is how hard the Chemical is to apply effectively. Application Difficulty is always 1/2 of Synthesis Difficulty.
To find the Synthesis Difficulty, we multiply the Magnitude of the Chemical we are using by it's Difficulty Modifier. Then we multiply that by the it's Duration times it's Duration Modifier.
Synthesis Difficulty = [[Magnitude] x [Magnitude Modifier]] x [[Duration] x [Duration Modifier]]
Each Compound has it's own set of Difficulty Modifier and Duration Modifiers:
STRENGTH SERUM
Magnitude Modifier: 1
Duration Modifier: 1
TOUGHENING SERUM
Magnitude Modifier: 1
Duration Modifier: 1
AGILITY SERUM
Magnitude Modifier: 1
Duration Modifier: 1
PAINKILLER
Magnitude Modifier: 10
Duration Modifier: 1
COAGULATOR
Magnitude Modifier: 1
Duration Modifier: 1
ADRENALIZER
Magnitude Modifier: 2
Duration Modifier: 1
NEUTRALIZER
Magnitude Modifier: 20
Duration Modifier: 1
KNOCKOUT SERUM
Magnitude Modifier: 1
Duration Modifier: 1
TRUTH SERUM
Magnitude Modifier: 1
Duration Modifier: 1
POISON
Magnitude Modifier: 4
Duration Modifier: 1
STRENGTH TOXIN
Magnitude Modifier: 1
Duration Modifier: 1
TOUGHNESS TOXIN
Magnitude Modifier: 1
Duration Modifier: 1
AGILITY TOXIN
Magnitude Modifier: 1
Duration Modifier: 1
----
As an example, let's say I want to make a Chemical that increases Strength.
Using the Strength Serum Compound, I decide on a Magnitude of 10 and a Duration of 4. Strength Serum has a Magnitude Modifier of 1, and a Duration Modifier of 1, so using the formula gives us: [10x1] x [4x1], giving us a Synthesis Difficulty of 40.
Dividing that in half gives up the Application Difficulty, which is 20.
____________________
DETERMINING COST
The Cost of each Chemical depends on the compound being used. Each compound has a formula used to determine cost, usually based off the Magnitude of the chemical that is being created, plus it's Duration.
STRENGTH SERUM
Cost: [5 x Magnitude] + Duration]
TOUGHENING SERUM
Cost: [5 x Magnitude] + Duration]
AGILITY SERUM
Cost: [5 x Magnitude] + Duration]
PAINKILLER
Cost: [8 x Magnitude] + Duration]
COAGULATOR
Cost: [10 x Magnitude] + Duration]
ADRENALIZER
Cost: [10 x Magnitude] + Duration]
NEUTRALIZER
Cost: [10 x Magnitude] + Duration]
KNOCKOUT SERUM
Cost: [8 x Magnitude] + Duration]
TRUTH SERUM
Cost: [10 x Magnitude] + Duration]
POISON
Cost: [10 x [Magnitude x Duration]
STRENGTH TOXIN
Cost: [5 x Magnitude] + Duration]
TOUGHNESS TOXIN
Cost: [5 x Magnitude] + Duration]
AGILITY TOXIN
Cost: [5 x Magnitude] + Duration]
----
As an example, let's figure out the Cost of the Strength Chemical I made previously. Looking up Strength Serum, I see that the Cost is five times the Magnitude, with the duration added on. Since the Magnitude of the serum was 10 and the duration was 4, that gives us. ((5X10) + 4)
which equals 54.
So 54 Chemical Shares are needed to make the Chemical.
_______________________
FINISHING UP
Once you've finished figuring out the Chemical's stats, you're ready to make a roll to see if your character can create it or not. Before you do that, your GM may want to have a look at the stats to make sure you've done everything correctly. Or perhaps you want to record the item for reference later or simply to make remembering it's distinct stats easier, in any case you can use this format:
Name: (The name of the Chemical)
Compound: (What effect it has)
Magnitude: (How powerful that effect is)
Duration: (How long it lasts)
Synthesis Difficulty: (How difficult it is to make)
Application Difficulty: (How difficult it is to apply correctly)
Cost: (How many shares are required to create it)
Description: (Add whatever else you like here.)
Once you have written up the item and the GM has approved it, you can make the roll for attempting to create the item. (Make sure to consult the Item Creation section to make sure you meet the other prerequisites) For Pharmacopia this is:
D100+[Pharmacoipa] Vs. [Difficulty]
If the roll succeeds, Congratulations, and enjoy your new Chemical! Additionally, 1 Chemical Share is refunded for every point your roll was higher than the Difficulty, up to 25% of the Cost of the item
If the roll fails then the item is not created, and your Character loses 10 Chemical Shares for every point that the roll failed by, (some of the raw material that went into the synthesis was unrecoverable) up to the total Cost of the Item itself.
Pharmacopia allows the user to create and apply special compounds that can provide short-term buffs to Allies and hamper the performance of enemies, as well as other effects. Pharmacopia relies on consumables, so the aspiring pharmacist should have some storage if they desire to ply their trade outside of port. A pharmacist's kit is also recommended.
Pharmacists need Chemical Shares to create compounds. These can be bought from port or from traders, or can be gained by Scrapping other chemicals.
Compound Creation
The first step in making a Chemical is deciding on the Compound you wish to use as a base. Each Compound has an effect, some positive (for use on allies) and other negative (to be used against enemies)
Each Compound has a number of stats that come along with it:
----
Effect: What effect the Compound has.
Magnitude: The 'intensity' of the effect, the higher the magnitude, the more benefit (or harm) the effect will cause. Many compounds will have a Minimum or Maximum number that the Magnitude must be between.
Duration: How long the Chemical stay active, measured in Combat rounds. Outside of combat, the duration can be assumed to be in minutes. (The stresses of combat means that the chemicals are metabolized faster and thus wear off quicker.) Many compounds will have a Minimum or Maximum number that the Duration must be between.
Malpractice: The consequence of misapplying or improperly mixing the Chemical. Usually this will be a severe inverse of the intended effect. Note that only beneficial Chemicals have Malpractice effects. Negative compounds are assumed to always work.
Cost: the amount of Chemical shares needed to synthesize the Chemical.
----
PHARMACOPIA COMPOUNDS
POSITIVE
STRENGTH SERUM
Effect: (Increases Strength by 1 per point of Magnitude, (plus Success Bonus)
Magnitude: 1-20
Duration: 1-10
Malpractice Effect: (Decreases Strength by 1 per point roll is failed by)
TOUGHENING SERUM
Effect: (Increases Toughness by 1 per point of Magnitude, (plus Success Bonus)
Magnitude: 1-20
Duration: 1-10
Malpractice Effect: (Decreases Toughness by 1 per point roll is failed by)
AGILITY SERUM
Effect: (Increases Agility by 1 per point of Magnitude, (plus Success Bonus)
Magnitude: 1-20
Duration: 1-10
Malpractice Effect: (Decreases Agility by 1 per point roll is failed by)
PAINKILLER
Effect: Removes roll penalty from being wounded.
Magnitude: 2-5
Duration: 2-10
Malpractice Effect: (Causes 1 health level of damage)
COAGULATOR
Effect: (Increases the result of medical rolls made on the person injected by 1 point per Magnitude (Plus success bonus)
Magnitude: 1-20
Duration: 2-5
Malpractice Effect: (Causes 1 health level of damage)
ADRENALIZER
Effect: (Adds a bonus to Combat Tactics rolls, equal to 1 per point of magnitude (Plus Success bonus)
Magnitude: 1- 20
Duration: 2-5
Malpractice Effect: (Causes 1 health level of damage)
NEUTRALIZER
Effect: Removes all positive or negative Pharmacopia effects from the person injected
Magnitude: 20
Duration: 1
Malpractice Effect: (Causes 1 health level of damage)
NEGATIVE
KNOCKOUT SERUM
Effect: Once injected, a Character must roll D100+[Base Toughness] Vs [Magnitude of Knockout serum] or fall unconcious for Duration x 5 rounds.
Magnitude: 1-100
Duration: 1-5
Malpractice Effect: None
TRUTH SERUM
Effect: Once injected, a character must pass a check of [D100+Base toughness] Vs. [Magnitude of truth Serum] or be unable to answer questions untruthfully.
This effect lasts for Duration x 5 rounds.
Magnitude: 1-100
Duration: 1-5
Malpractice Effect: None
POISON
Effect: Once injected, a character takes damage equal to the Magnitude of the poison every round for as long as the Duration lasts.
This damage is calculated as Area Damage, but is only soakable by Base Toughness. Toughness added by gear does not count.
Magnitude: 1-10
Duration: 1-5
Malpractice Effect: None
STRENGTH TOXIN
Effect: Reduces the target's Strength by 1 per point of magnitude (Plus success bonus)
Magnitude: 1-20
Duration: 1-10
Malpractice Effect: None
TOUGHNESS TOXIN
Effect: Reduces the target's Toughness by 1 per point of magnitude (Plus success bonus)
Magnitude: 1-20
Duration: 1-10
Malpractice Effect: None
AGILITY TOXIN
Effect: Reduces the target's Agility by 1 per point of magnitude (Plus success bonus)
Magnitude: 1-20
Duration: 1-10
Malpractice Effect: None
Once you have decided on a Compound, a Magnitude and a Duration, you can go about determining the rest of the stats for the Chemical.
____________________
DETERMINING DIFFICULTY AND COST
Write down the Compound, Magnitude and Duration for the Chemical you intend to make.
Unlike most other Items, Chemicals have 2 separate Difficulties. Synthesis Difficulty, which is how hard the Chemical is to make, and Application DIfficulty, which is how hard the Chemical is to apply effectively. Application Difficulty is always 1/2 of Synthesis Difficulty.
To find the Synthesis Difficulty, we multiply the Magnitude of the Chemical we are using by it's Difficulty Modifier. Then we multiply that by the it's Duration times it's Duration Modifier.
Synthesis Difficulty = [[Magnitude] x [Magnitude Modifier]] x [[Duration] x [Duration Modifier]]
Each Compound has it's own set of Difficulty Modifier and Duration Modifiers:
STRENGTH SERUM
Magnitude Modifier: 1
Duration Modifier: 1
TOUGHENING SERUM
Magnitude Modifier: 1
Duration Modifier: 1
AGILITY SERUM
Magnitude Modifier: 1
Duration Modifier: 1
PAINKILLER
Magnitude Modifier: 10
Duration Modifier: 1
COAGULATOR
Magnitude Modifier: 1
Duration Modifier: 1
ADRENALIZER
Magnitude Modifier: 2
Duration Modifier: 1
NEUTRALIZER
Magnitude Modifier: 20
Duration Modifier: 1
KNOCKOUT SERUM
Magnitude Modifier: 1
Duration Modifier: 1
TRUTH SERUM
Magnitude Modifier: 1
Duration Modifier: 1
POISON
Magnitude Modifier: 4
Duration Modifier: 1
STRENGTH TOXIN
Magnitude Modifier: 1
Duration Modifier: 1
TOUGHNESS TOXIN
Magnitude Modifier: 1
Duration Modifier: 1
AGILITY TOXIN
Magnitude Modifier: 1
Duration Modifier: 1
----
As an example, let's say I want to make a Chemical that increases Strength.
Using the Strength Serum Compound, I decide on a Magnitude of 10 and a Duration of 4. Strength Serum has a Magnitude Modifier of 1, and a Duration Modifier of 1, so using the formula gives us: [10x1] x [4x1], giving us a Synthesis Difficulty of 40.
Dividing that in half gives up the Application Difficulty, which is 20.
____________________
DETERMINING COST
The Cost of each Chemical depends on the compound being used. Each compound has a formula used to determine cost, usually based off the Magnitude of the chemical that is being created, plus it's Duration.
STRENGTH SERUM
Cost: [5 x Magnitude] + Duration]
TOUGHENING SERUM
Cost: [5 x Magnitude] + Duration]
AGILITY SERUM
Cost: [5 x Magnitude] + Duration]
PAINKILLER
Cost: [8 x Magnitude] + Duration]
COAGULATOR
Cost: [10 x Magnitude] + Duration]
ADRENALIZER
Cost: [10 x Magnitude] + Duration]
NEUTRALIZER
Cost: [10 x Magnitude] + Duration]
KNOCKOUT SERUM
Cost: [8 x Magnitude] + Duration]
TRUTH SERUM
Cost: [10 x Magnitude] + Duration]
POISON
Cost: [10 x [Magnitude x Duration]
STRENGTH TOXIN
Cost: [5 x Magnitude] + Duration]
TOUGHNESS TOXIN
Cost: [5 x Magnitude] + Duration]
AGILITY TOXIN
Cost: [5 x Magnitude] + Duration]
----
As an example, let's figure out the Cost of the Strength Chemical I made previously. Looking up Strength Serum, I see that the Cost is five times the Magnitude, with the duration added on. Since the Magnitude of the serum was 10 and the duration was 4, that gives us. ((5X10) + 4)
which equals 54.
So 54 Chemical Shares are needed to make the Chemical.
_______________________
FINISHING UP
Once you've finished figuring out the Chemical's stats, you're ready to make a roll to see if your character can create it or not. Before you do that, your GM may want to have a look at the stats to make sure you've done everything correctly. Or perhaps you want to record the item for reference later or simply to make remembering it's distinct stats easier, in any case you can use this format:
Name: (The name of the Chemical)
Compound: (What effect it has)
Magnitude: (How powerful that effect is)
Duration: (How long it lasts)
Synthesis Difficulty: (How difficult it is to make)
Application Difficulty: (How difficult it is to apply correctly)
Cost: (How many shares are required to create it)
Description: (Add whatever else you like here.)
Once you have written up the item and the GM has approved it, you can make the roll for attempting to create the item. (Make sure to consult the Item Creation section to make sure you meet the other prerequisites) For Pharmacopia this is:
D100+[Pharmacoipa] Vs. [Difficulty]
If the roll succeeds, Congratulations, and enjoy your new Chemical! Additionally, 1 Chemical Share is refunded for every point your roll was higher than the Difficulty, up to 25% of the Cost of the item
If the roll fails then the item is not created, and your Character loses 10 Chemical Shares for every point that the roll failed by, (some of the raw material that went into the synthesis was unrecoverable) up to the total Cost of the Item itself.