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Created page with "You can craft concoctions that can be injected or taken orally that temporarily grant Mutant powers. '''Prerequisites''': Must have Craft Pharmacutiels 2 Ranks, Craft Chemicals 1 Rank '''Benefits''': You can bottle up mutations and grant them as temporary bonuses to whoever uses the drug. Craft DC20, time 1 Day. The Character must first study the Mutation up close. IE: Gain samples of blood/DNA and see the mutation in action. A Study check DC..."
 
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For a full list of Feats, go to the [[Feats|Feats]] page.
You can craft concoctions that can be injected or taken orally that temporarily grant [[Mutation_Enhancements|Mutant]] powers.  
You can craft concoctions that can be injected or taken orally that temporarily grant [[Mutation_Enhancements|Mutant]] powers.  


'''Prerequisites''': Must have Craft Pharmacutiels 2 Ranks, Craft Chemicals 1 Rank
'''Prerequisites''': Must have Craft Pharmacutiels 2 Ranks, Craft Chemicals 1 Rank


'''Benefits''': You can bottle up mutations and grant them as temporary bonuses to whoever uses the drug. Craft DC20, time 1 Day. The Character must first study the Mutation up close. IE: Gain samples of blood/DNA and see the mutation in action. A Study check DC 20 (if the Player chooses to 'take 20', this takes 1 day instead of 20 minutes) is necessary before an attempt at Crafting can be made.  
'''Benefits''': You can bottle up mutations and grant them as temporary bonuses to whoever uses the drug. Craft DC20, time 1 Day. The Character must first study the Mutation up close. IE: Gain samples of blood/DNA and see the mutation in action. A Study check (DC 20; if the Player chooses to 'take 20', this takes 1 day instead of 20 minutes) is required before an attempt at Crafting can be made.  


The concoction must be masterworked in order to grant 'upgrades' or 'specials' to the [[Mutation_Enhancements|Mutation]]. For every 1 Rank of Masterwork, the Mutation can be improved as if spending 2MP. For every 4 points that the Craft DC is beaten, add 1 MP.  
The concoction must be masterworked in order to grant 'upgrades' or 'specials' to the [[Mutation_Enhancements|Mutation]]. For every 1 Rank of Masterwork, the Mutation can be improved as if spending 2MP. For every 4 points that the Craft DC is beaten, add 1 MP.  


Instead of spending the MP to improve the Mutation, the Crafter can choose too imrpove the length of time the Mutation is active. Default time for combat-related abilities, i.e., Offensive, Defensive types, is 1d4+ X turns. X is the current total Ranks of Pharmaceuticals and Chemicals -3. For the Enhanced Ability type, this is 1hour + 15 min for every Rank above 3 in the combined Ranks of Pharmaceuticals and Chemicals. 1MP, adds +1 to the total turns or +1 hour.
Instead of spending the MP to improve the Mutation, the Crafter can choose to improve the length of time the Mutation is active. Default time for combat-related abilities, i.e., Offensive, Defensive types, is 1d4+ X turns. X is the current total Ranks of Pharmaceuticals and Chemicals -3. For the Enhanced Ability type, this is 1hour + 15 min for every Rank above 3 in the combined Ranks of Pharmaceuticals and Chemicals. 1MP, adds +1 to the total turns or +1 hour.
 
'''Note''': If the Study check must succeed before a Craft Check can be attempted. If the Craft check fails, the Concession is still made. However, instead of a positive mutation, a Drawback of equal MP value is applied for the specified time.


'''Note''': If the Study check must succeed before a Craft Check can be attempted. If the Craft check fails, the Concession is still made. However, instead of a positive mutationo a Drawback of equal MP value is applied for the specified time.
'''Special''': -

Latest revision as of 02:53, 30 March 2026

For a full list of Feats, go to the Feats page.

You can craft concoctions that can be injected or taken orally that temporarily grant Mutant powers.

Prerequisites: Must have Craft Pharmacutiels 2 Ranks, Craft Chemicals 1 Rank

Benefits: You can bottle up mutations and grant them as temporary bonuses to whoever uses the drug. Craft DC20, time 1 Day. The Character must first study the Mutation up close. IE: Gain samples of blood/DNA and see the mutation in action. A Study check (DC 20; if the Player chooses to 'take 20', this takes 1 day instead of 20 minutes) is required before an attempt at Crafting can be made.

The concoction must be masterworked in order to grant 'upgrades' or 'specials' to the Mutation. For every 1 Rank of Masterwork, the Mutation can be improved as if spending 2MP. For every 4 points that the Craft DC is beaten, add 1 MP.

Instead of spending the MP to improve the Mutation, the Crafter can choose to improve the length of time the Mutation is active. Default time for combat-related abilities, i.e., Offensive, Defensive types, is 1d4+ X turns. X is the current total Ranks of Pharmaceuticals and Chemicals -3. For the Enhanced Ability type, this is 1hour + 15 min for every Rank above 3 in the combined Ranks of Pharmaceuticals and Chemicals. 1MP, adds +1 to the total turns or +1 hour.

Note: If the Study check must succeed before a Craft Check can be attempted. If the Craft check fails, the Concession is still made. However, instead of a positive mutation, a Drawback of equal MP value is applied for the specified time.

Special: -