Alchemist Adventurer
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.
An Alchemist Adventurer is a capable and experienced veteran of applying the fine art of Alchemy in a practical and direct fashion. Depending upon the recipes they know, and Alchemist Adventurer can ably fill many different roles on just about any sort of adventuring crew.
Cost Ability
55 Master Alchemist Package
20 Awakened Package
4 Quick Quaff: Fast Draw (Potions) + 2
2 Hurler: WF: Alchemist Group (Early Thrown Grenades, Flung Liquids, Powders)
3 Blow It Up Good: Demolitionist
10 More Recipes: +10 Alchemical Item Familiarities
10 Capable: +1 Overall
6 Dodgy: Combat Luck (6PD/6ED)
105 Total Cost of Abilities
Value Disadvantages
0 None

+120

Total Cost of Package

Basic Package Deals
Master Alchemist
Alchemy is detailed here.
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.
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.
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.
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.
Cost Ability
30 Recipes: 30 Alchemical Item Familiarities
8 Alchemical Lore: KS: Alchemy (INT-based) + 4
3 Research: Research (INT)
5 Market Savvy: Trading +1
3 Practiced Ease: Fast Draw (Potions) 11-
  NOTE: Reduces Full Phase to unstop and drink a Potion (or similar) to 1/2 Phase with a successful Skill Roll
5 Worldly Success: Money: Well Off
  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.
1 Literacy w/ Language Of Choice
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
1 each More Alchemical Item Familiarities
2 WF: Alchemist Group (Early Thrown Grenades, Flung Liquids, Powders)
3 Demolitionist
-10 Distinctive Features: Burn Scars / Permanently Singed Hair / Permanent Chemical Stains On Skin / Etc (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
  The Alchemist has some sort of permanent disfigurement stemming from their profession.
-5 Physical Limitation: Hard Of Hearing (Infrequently, Slightly Impairing)
  The Alchemist has been too close to one too many explosions.
-10 Rivalry with other Magic Users  (More Powerful, Group, Professional, Unaware, Outdo)
-5 Social Limitation: Disreputable Master (Frequently; Minor; Not Limiting In Some Cultures)
  The Alchemists Master / Teacher is / was generally scorned, disrespected, or has a questionable past -- this colors peoples perception of character
-5 Social Limitation: Alchemy is looked down upon in setting (Frequently; Minor; Not Limiting In Some Cultures)
  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

Extention Package Deals
Awakened
Some characters are sensitive to Magic, and can detect it in some fashion.
Cost Ability
17 Magesight, Discriminatory, Range, Sense
3 +1 All PER
Value Disadvantages
0 None

+20

Total Cost of Package