Quote:
Alchemists must show their mixing and matching prowess.
Mechanic (This is a two step event): Part 1, you must roll for supplies, part 2 you must make them! If your horseman doesn't get enough points for their work, they fail this test!
PART 1: Rolling for supplies: Roll 2d8 and match your results to the supplies below. If you get double, you get double that supply. Now your artisan has to figure out how to make it! All supplies are paired with a base alchemy kit
Rolling a 1: Insanity
Rolling a 2: Fear
Rolling a 3: Joy
Rolling a 4: Grace (Thanksgiving)
Rolling a 5: Chocolate
Rolling a 6: Human blood
Rolling a 7: Bones
Rolling a 8: Feathers
Part 2: Making with the items! Roll 1d8. Match your dice roll to the result. IF your horseman owns that supply and it is on their roll, they get the points. Ie: I roll 1 and I get Insanity. In Part 1, I also rolled Insanity. I get +2 points. You can roll up to 5 times, each time representing the steps you take to get the desired product of whatever your horsemen decides to make with their items. When the 5 turns are over, if you get +4 points overall, you pass! Otherwise you fail!
Rolling a 1: Insanity +2 points!
Rolling a 2: Fear +2 points!
Rolling a 3: Joy +2 points!
Rolling a 4: Grace (Thanksgiving) +2 points!
Rolling a 5: Chocolate +2 points!
Rolling a 6: Human blood +2 points!
Rolling a 7: Bones +2 points!
Rolling a 8: Feathers +2 points!
GOAL: Get + 4 points overall!
UPON COMPLETION: You have done it! Your horseman gains the ALCHEMIST PASSIVE ABILITY:
Alchemist passive ability: Your horseman can create potions using Fear they reap in battle. Every single time they get a successful hit in a battle from NON horsemen, they get +1 Fear points. They can create a variety potions with those Fear points. Each of these last only 1 hour. These can be shared or given to others.
+2 Fear points: You can make a potion that makes you tiny (1 inch)
+ 3 Fear points: You can make a potion that disguises you as a Halloween creature
+4 Fear points: You can make a potion that disguises you as a Human
+5 Fear points: You can make a potion that turns you into a nest of insects, instead of just one.
+10 Fear points: Will cure any status ailments, including horrific Insanity for a temporary period of time.
- In battle, your horsemen can simply summon an explosive potion that does +1 extra damage for 3 turns.
Mechanic (This is a two step event): Part 1, you must roll for supplies, part 2 you must make them! If your horseman doesn't get enough points for their work, they fail this test!
PART 1: Rolling for supplies: Roll 2d8 and match your results to the supplies below. If you get double, you get double that supply. Now your artisan has to figure out how to make it! All supplies are paired with a base alchemy kit
Rolling a 1: Insanity
Rolling a 2: Fear
Rolling a 3: Joy
Rolling a 4: Grace (Thanksgiving)
Rolling a 5: Chocolate
Rolling a 6: Human blood
Rolling a 7: Bones
Rolling a 8: Feathers
Part 2: Making with the items! Roll 1d8. Match your dice roll to the result. IF your horseman owns that supply and it is on their roll, they get the points. Ie: I roll 1 and I get Insanity. In Part 1, I also rolled Insanity. I get +2 points. You can roll up to 5 times, each time representing the steps you take to get the desired product of whatever your horsemen decides to make with their items. When the 5 turns are over, if you get +4 points overall, you pass! Otherwise you fail!
Rolling a 1: Insanity +2 points!
Rolling a 2: Fear +2 points!
Rolling a 3: Joy +2 points!
Rolling a 4: Grace (Thanksgiving) +2 points!
Rolling a 5: Chocolate +2 points!
Rolling a 6: Human blood +2 points!
Rolling a 7: Bones +2 points!
Rolling a 8: Feathers +2 points!
GOAL: Get + 4 points overall!
UPON COMPLETION: You have done it! Your horseman gains the ALCHEMIST PASSIVE ABILITY:
Alchemist passive ability: Your horseman can create potions using Fear they reap in battle. Every single time they get a successful hit in a battle from NON horsemen, they get +1 Fear points. They can create a variety potions with those Fear points. Each of these last only 1 hour. These can be shared or given to others.
+2 Fear points: You can make a potion that makes you tiny (1 inch)
+ 3 Fear points: You can make a potion that disguises you as a Halloween creature
+4 Fear points: You can make a potion that disguises you as a Human
+5 Fear points: You can make a potion that turns you into a nest of insects, instead of just one.
+10 Fear points: Will cure any status ailments, including horrific Insanity for a temporary period of time.
- In battle, your horsemen can simply summon an explosive potion that does +1 extra damage for 3 turns.