Using resource based skills
Alchemy
These items take time to brew so it's best to do them ahead of a mission. When they're done, I'll let you know what the final result is.
Alchemy uses reagents found in nature. Reagents have properties with a number assigned to them to state how strong they are: H, T, C, R.
H stands for Healing and T for Toxin. C is for Catalyst, which means the plant can be used as a base for making the end result more potent. R stands for Reaction, which means the reagent holds instabilities that increase the difficulty of making the item, but the end result could be more powerful.
The base already has a large amount of common plants:
Silverleaf (H2)
Noonshade (H1,T1)
Greenstem (C1)
Though because each usage of a plant amounts to a large amount of them being used up for a single serving, they may need time to regrow if there were multiple harvests in a single month.
Alchemy has a base difficulty roll of 8 which increases by 1 (2 for R type) for every property greater than 1. So working with Silverleaf and Noonshade for example has a difficulty 9, while Greenstem is only 8. Each additional ingredient used also increases difficulty by 1, so if you were brewing Silverleaf, Greenstem and Noonshade all together it has a total difficulty of 12.
Additionally you could instead choose to make a tincture instead that only has a base difficulty of 4, but the effects of the end result will be diminished.
If there is a property in a reagent you don't want, you could extract it for +1 difficulty more for each number of it. If the alchemy roll is successful in the end, that extracted property becomes an 'essence' item that you can add to other brews. Essences only increase the difficulty of alchemy by 1 for every two of them present, so using only one essence won't increase the difficulty at all.
If the successful alchemy only has two property types and they're both in balanced amounts it could become something special. A balanced amount of H and T will become an antidote, balanced T and C becomes an acid, balanced C and R becomes a compound. Antidotes offset toxic effects, acids can damage enemies and if strong enough corrode armor, and compounds for transmutation while also valuable in engineering projects.
If alchemy results in something with perfect balance in an all four properties, it becomes an elixir with a broad range of benefits. You can perform even more alchemy on the elixir but only with essences. Essences are twice as potent when added to an elixir and the first essence added transforms every property of the elixir to that essence type. There's a limit of three essences when working on an elixir.
A final thing an alchemist can do is transmutation, but it is challenging with a base difficulty of 15 and uses up a compound. One thing that can be transmuted is mundane weapons and armor to become a bit stronger. You could also try transmute gemstones and minerals into something else, but something more valuable will be more difficult. Transmuting can only be done inside the base since all the tools and equipment for it needs its own facility.
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Encountered wild reagents so far:
Thornweed (T1) (12 Per. or Nat. to find, found in wild growth. 10 Nat. to harvest)
Black Ivy (T2) (12 Per. or Nat. to find, found in wild growth. 12 Nat to harvest)
Freshwater Briar (2H, 1C) (10 Per. Or Nat. to find, found in clean jungle lakes. 16 Nat to harvest)
This message was last edited by the GM at 22:33, Sat 11 Mar 2023.