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Re: [DL] The Rest of the smoker <Shane>
>http://crpgn.mortality.net/forum/viewtopic.php?p=2787#2787
>
>BTW, would it be too upright to send this to pinnacle to put on their
>errata page?
Let's ask.
HEY SHANE! :->
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Here's my best interpretation of the rest of the smoker in way of new science.
The rest of the Smoker
Starting Elixer: At first level, a smoker can start with either 2D4 of the same
ammo, elixer, powder, pellet, pill, vapor or water from the Alchemical closet.
Alternatively, the Smoker can start off with one permanent alchemical item of
comparative low power (such as the smoker's gun).
Concoct Potion: At first level, the Smoker has the Brew potion feat and is able
to create magical potions (as per the DMG). However, the Smoker must make an
alchemy roll based on the power of the spells used to concoct the potion (based
on the table page 27 in Way of New Science)? However, The smoker does not have
to have the spells to make the potion. The cost to make a potion is equal to the
market price, in dollars.
If a potion malfunctions (one for minor potions, two for medium effect, three
for major potions), you must consult the following table below
Minor: The potion is only half as effective as normally.
Major: The potion is actually a mild poison. Besides not working, The subject
loses 1D4 temporary damage to strength and constitution and must make a save
verses fortitude (20 or better) to avoid redecorating the landscape.
Catastrophic: A lethal poison is created. Instead of its desired effect, the
potion does 6d6 hit points and does 2d4 temporary damage ot strength and
constitution. They may also have to make a fortitude save against massive damage
(G.M.'s choice)
Note: The marshal is well within his rights to say "NO" to any and all potions
not listed in deadlands proper.
Nature Sense: At 3rd level, the smoker gains an innate tie with the natural
world. He can identify plants with perfect accuracy. He can also determine
whether water found in a natural setting, such as a pond or stream is safe to
drink. Finally, the Smoker has an innate sense of discovering which parts of
animal can have alchemical properties. This includes abominations.
Academic Mastery: At 5, 14 and 20, the smoker gains the skill focus feat. It
must be done with the follow Skills: Alchemy, Demolitions, Knowledge
(chemistry), profession (herbalist), or Heal. Each time he gains this bonus
feat, he must apply it to a different skill.
Chemist Stock: At levels 7, 12, and 18, the smoker gains the Chemist Stock feat
as per Way of New Science page 29. Each additional level allows the smoker one
additional roll per class of ingredient required.
Scavenge Item: At 8th level, the Smoker gets the Feat Scavenge item as per Way
of New Science page 30.
Vision Quest: At 10th level, the Smoker may attempt a vision quest. He retires
to a drug den for 1d4 days where he fasts, smokes a rather obscene amount of
drugs and communes with the universe in his altered state. If he suceeds in a
Alchemy 25 check, the spirits provide him with a vision pertinent to the
knowledge he's seeking. This works exactly like the division spell (not normally
available to smokers). Note that undergoing more then 3 vision quests per week
causes severe addiction which can have serious consequences to one's health and
well being. If a one is rolled, the Smoker rolls once on the demensia table.
View Hunting Ground: At 17th level, the Smoker can see invisible at will. This
requires no skill check.
_________________
-------------------
Allan Seyberth
darious@darious.com
The government of the United States is not in any sense founded on the Christian
Religion
- George Washington