Joined: 10 Oct 2011
|Posted: Sun Sep 09, 2012 4:22 am Post subject: Skill Potions and Skill Bonuses for Skills from Magic
|I asked the question a long time ago about an Alchemist making skill potions, and assuming the GM aloows Alchemy to mimic Homomancy and allow skill bonuses this question applies to both Homomancers and Alchemists.
A skill bonus can be given to a skill the caster/Alchemist does not know. If a character is untrained the bonus dice help offset his untrained penalty (from the Homomancy description of skill bonuses on page 118.
So a Homomancer could cast a +10 skill bonus, for a skill he does not know, take the Attribute -2 penalty, and add in the +10 bonus. If for example he had an Intelligence of 2, cast a Gambling skill +10 spell for a scene long effect, he would get 10 dice sitting at the table?
Alchemists have an easier time with labwork. They can make 5 doses of a potion that lasts 12 hours. So a Gambling +10 potion would last 12 hours for them, and they could drink a second potion when the first ran out.
Now finding the privacy to cast such a spell is the magicans biggest problem, again, labwork in a Refuge is slightly safer, but takes more time and planning.
Are there limits for specialized skills? Painting or Medicine that require tools and such? an additional -2 for improvised tools? What if the person had access to tools, like a healers bag or surgical implements. Could the same Homomancer cast a Medicine +10 skill and perform First Aid and Surgery on his friends in an emergency? Would he just know how to deal with the wounds?
The ability to overcome the Untrained negatives, and have a character briefly be very good at, for a scene, an hour, 12 hours or for days or weeks with the extended duration effects could have a large impact on a game.
Anyone ever deal with something like this in game?