Alchemy System: Difference between revisions
(Created page with "<div style="text-align: center;font-size:20px;color:red;"> [This system is a work in progress and not yet released.] </div> <div style="text-align: center"> ===Overview=== </div> <div style="text-align: left"> Ephimoria uses a strict RPG and roll-based approach to combat following a 20-sided die (d20). The three main elements that dictate everything are health points ('''HP'''), special points ('''SP'''), and movement distance ('''MVT'''). Your race, type of special ab...") |
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===Overview=== | ===Overview=== | ||
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The alchemy system is a structured RPG type that relies on three major elements and mechanics. The category of alchemical and its classification. Is it a restorative coagulant? A disruptive smokebomb? A poison of drowsiness? etc.. The materials and their associated ranks in their subtypes, which determines the quantity needed to create the specific alchemical. Lastly, the type of alchemical. Is it an oil to apply to a weapon? An ingestible? A coating to apply to skin or armor? A throwable like bottled fire? All three of these mechanics ultimately determine the item that will be created, combined with the rarities and quantity of the materials themselves. More detailed info on the mechanics themselves will be listed below in their respective categories. | |||
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<div style="text-align: center"> | <div style="text-align: center"> | ||
=== | ===Categories & Classifications=== | ||
</div> | </div> | ||
<div style="text-align: left"> | <div style="text-align: left"> | ||
The category and classification of alchemicals determines an alchemical within a general grouping, such as a restorative, and a more specific purpose, such as a coagulant. These are unique and vary based on every materials alchemical purpose (if they possess one), and generally explains its intended effect(s) when used appropriately and not overdosed on. | |||
= | {| class="wikitable sortable" | ||
|+ Category & Classification Table | |||
|- | |||
! Category !! Classification | |||
|- | |||
| Restoratives || Blood Replenishment, Coagulant, Regenerative | |||
|- | |||
| Preventatives || Example | |||
|- | |||
| Disruptives || Example | |||
|- | |||
| Transmutations || Example | |||
|- | |||
| Reactives || Example | |||
|- | |||
| Mutagens || Example | |||
|} | |||
</div> | </div> | ||
<div style="text-align: center"> | <div style="text-align: center"> | ||
=== | ===Alchemical Tiers & Ranks=== | ||
</div> | </div> | ||
<div style="text-align: left"> | <div style="text-align: left"> | ||
X | |||
==== | ====Potion Tier==== | ||
X | |||
==== | ====Material Ranks==== | ||
X | |||
<div style="text-align: center"> | |||
===Alchemical Types=== | |||
</div> | |||
<div style="text-align: left"> | |||
=== | X | ||
{| class="wikitable sortable" | |||
|+ Alchemical Types Table | |||
|- | |||
! Type !! Uses | |||
|- | |||
| Ingestible || Example | |||
|- | |||
| Coating || Example | |||
|- | |||
| Throwables || Example | |||
|- | |||
| Oils || Example | |||
|- | |||
| Example || Example | |||
|- | |||
| Example || Example | |||
|- | |||
| Example || Example | |||
|- | |||
| Example || Example | |||
|} |
Latest revision as of 22:26, 25 March 2025
[This system is a work in progress and not yet released.]
Overview
The alchemy system is a structured RPG type that relies on three major elements and mechanics. The category of alchemical and its classification. Is it a restorative coagulant? A disruptive smokebomb? A poison of drowsiness? etc.. The materials and their associated ranks in their subtypes, which determines the quantity needed to create the specific alchemical. Lastly, the type of alchemical. Is it an oil to apply to a weapon? An ingestible? A coating to apply to skin or armor? A throwable like bottled fire? All three of these mechanics ultimately determine the item that will be created, combined with the rarities and quantity of the materials themselves. More detailed info on the mechanics themselves will be listed below in their respective categories.
Categories & Classifications
The category and classification of alchemicals determines an alchemical within a general grouping, such as a restorative, and a more specific purpose, such as a coagulant. These are unique and vary based on every materials alchemical purpose (if they possess one), and generally explains its intended effect(s) when used appropriately and not overdosed on.
Category | Classification |
---|---|
Restoratives | Blood Replenishment, Coagulant, Regenerative |
Preventatives | Example |
Disruptives | Example |
Transmutations | Example |
Reactives | Example |
Mutagens | Example |
Alchemical Tiers & Ranks
X
Potion Tier
X
Material Ranks
X
Alchemical Types
X
Type | Uses |
---|---|
Ingestible | Example |
Coating | Example |
Throwables | Example |
Oils | Example |
Example | Example |
Example | Example |
Example | Example |
Example | Example |