Alchemy is detailed
here.
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Rather than cast Spells or work some other form of Magic on the spur of the moment,
Alchemists instead concoct potions, inks, dusts, creams, salves, unguents, elixirs,
simple explosives, smoke bombs, agents and reagents, glues, poisons, and other such
materials.
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Alchemists can be quite potent if well provisioned with a stock of pre-made concoctions,
and can also earn good livings by selling the products of their labors as anyone
can use them.
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In campaigns focusing more on hack and slash action, Alchemists with a selection
of combat applicable wares including Healing Potions and the like can be very useful,
ably filling the role of both an arcanist and a divinist. In a more role-playing
oriented game their ability to serve as the Fantasy equivalent of a Gadgeteer
allows them to adapt to and interact with the storyline.
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NOTE: Some Alchemists also practice a form of Spellcasting Magic in addition
to their Alchemical pursuits (purchased and progressed seperately), but they don't
have to.
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Cost
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Ability
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30
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Recipes: 30 Alchemical Item Familiarities
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8
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Alchemical Lore: KS: Alchemy (INT-based) + 4
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3
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Research: Research (INT)
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5
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Market Savvy: Trading +1
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3
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Practiced Ease: Fast Draw (Potions) 11-
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NOTE: Reduces Full Phase to unstop and drink a Potion (or similar) to 1/2
Phase with a successful Skill Roll
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5
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Worldly Success: Money: Well Off
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NOTE: Use some or all of the increased starting funds from Wealth to pay for
Ephemeral Magic Items the Alchemist starts play with. When allocating funds in this
fashion an Alchemist only has to pay the "Created" Cost for Ephemeral
Magic Items they also have an Alchemical Item Familiarity with, but must pay full
price for any such items they do not have an Familiarity for. Suggested monetary
costs for Magic Items are given
here. Suggested increases in starting funds for Wealth are given here.
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1
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Literacy w/ Language Of Choice
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Value
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Disadvantages
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0
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None
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+55
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Total Cost of Package
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Cost
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Options
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1 each
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More Alchemical Item Familiarities
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2
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WF: Alchemist Group (Early Thrown Grenades, Flung Liquids, Powders)
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3
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Demolitionist
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-10
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Distinctive Features: Burn Scars / Permanently Singed Hair / Permanent Chemical
Stains On Skin / Etc (Concealable; Noticed and Recognizable; Detectable By Commonly-Used
Senses)
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The Alchemist has some sort of permanent disfigurement stemming from their profession.
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-5
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Physical Limitation: Hard Of Hearing (Infrequently, Slightly Impairing)
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The Alchemist has been too close to one too many explosions.
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-10
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Rivalry with other Magic Users (More Powerful, Group, Professional, Unaware,
Outdo)
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-5
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Social Limitation: Disreputable Master (Frequently; Minor; Not Limiting In Some
Cultures)
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The Alchemists Master / Teacher is / was generally scorned, disrespected, or has
a questionable past -- this colors peoples perception of character
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-5
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Social Limitation: Alchemy is looked down upon in setting (Frequently; Minor; Not
Limiting In Some Cultures)
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In a setting with one or more types of Spellcasting Professions, Alchemists may be
regarded as hedge magicians, pretenders, or otherwise be held in less respect than
those that can cast actual Spells
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