Profession: Alchemist
Starting Gear: Leather robe, 1 small bag, 10 small bottles, 3 alchemistry tools of your choice not improved
Pay Rate: 100 shillings per game week
Starting Bonuses: 60 character points at character creation
Bonuses:
  • Can use potions twice a turn.
  • Starts with Mix Potions, First Aide, Potion Administration, and Herbal Knowledge at level 1
Penalties:
  • Alchemists always deal 25% less melee damage in battle, except for when using staffs, rods, or daggers.
Weapon & Armor Types:
  • Melee Penalty does not apply to thrown weapons, projectile weapons, rods, or staffs.
  • Can only wear cloth armor
  • Cannot use shields larger than bucklers

You deal with potion crafting. You are great at making things and are great in the role of support. You might even be the healer of the group with your like-magic potions.

The Alchemist Profession is all about potion research and potion crafting. It is not a profession that focuses on combat or making money. If you want to deal with potions this is the profession for you. 

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1) Starting Bonuses and Penalties

You already know that playing as an alchemist grants you an additional 60 character points at character creation as well as a salary of 100 shillings per week. However these are not the only an alchemist receives.

  • Alchemists can use up to 2 potions a turn in combat.
  • Starts with Mix Potions, First Aide, Potion Administration, and Herbal Knowledge at level 1.
  • Alchemists always deal 25% less melee damage in battle, except for when using staffs, rods, daggers, projectile weapons, or thrown weapons.
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2) Effects on Weapon Usage

Alchemists are not warriors. They are less effective at any kind of weapon usage, including unarmed combat, and therefore automatically deal 25% less damage in melee combat than other characters would. This penalty only applies to melee weapons, not projectile or thrown weapons. This penalty also does not apply to staffs and rods or daggers. Therefore an alchemist would be wise to wield either a staff, rod, a dagger, a throwing weapon, or a projectile weapon.

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3) Effects on Armor Usage

Alchemists are unable to wear heavy armor. They must stick with cloth armor. They can wear other armor types if they get the required armor skill, however they will suffer double the evade penalties. They also cannot use shields larger than bucklers.

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4) Character Point Rate

Alchemists make potions. They are masters of combining ingredients to make different effects, beneficial or poison.

The Alchemist's character point rate is:
  • Mental x 0.03; with an additional +0.25 for every level in Create Potions
  • An alchemist who gets all skills in the First Aid skill chain at level 1 gets to roll a 1d% increased by Mental as a percentage for extra character points.
  • An alchemist who gets all skills in the First Aid skill chain at level 4 gets to roll  2d% increased by Mental as a percentage for extra character points.
  • An alchemist's End of Session Bonus rate is your character point rate increased by 1/2 React. So if your character point rate is 1.5 and your React is 60, you would take 1.5 x 30 to get 45 extra character points at the end of the session. The GM can of course reward extra character points based on role playing. 
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5) Skills

Alchemists specialize in skills that deal with potion usage and crafting. Any of the skills listed below would have their costs decreased by half.

5.1) Alchemist Skills Progression 

5.2) Alchemist Skills

Skill Stat Cost Description Level Effects Cost to Acquire
Advanced First Aid 20 SA

Heals broken bones, impalement, and other serious conditions with First Aid.

N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Alchemical Application N/A

Apply potion to weapon giving weapon its effects.

N/A: only one level

In Profession: 25
Out of Profession: 50

Alchemical Identify 5 SA

+10 to Perceive to identify a potion and its properties.

Level 1: +10; 5 SA
Level 2: +20; 10 SA
Level 3: +30; 15 SA
Level 4: +40; 20 SA

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Awareness First Aid 10 SA

Heal 1d6 Awareness with First Aid.

Level 1: 1d6; 10 SA
Level 2: 2d6; 20 SA
Level 3: 3d6; 30 SA
Level 4: 4d6; 40 SA

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Create Arcane Potions N/A

Lets you combine spell components into your potions to make magical potions. Follows the same rules as Spell Crafting, meaning that you would need to have higher levels of this skill to us different components.

Level 1: Level 1 complexity
Level 2: Level 2 complexity
Level 3: Level 3 complexity
Level 4: Level 4 complexity

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Create Potions N/A

Lets you create potions based on your level of mastery.

Level 1: Level 1 potions
Level 2: Level 2 potions
Level 3: Level 3 potions
Level 4: Level 4 potions

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Energy Enrichment N/A

Able to spend stat points into potions to increase their effect.

  • 1 HP spent = 2 HP restore in potion
  • 1 SA spent = 2 SA restore in potion
  • 1 EP spent = 2 EP restore in potion

Level 1: 2 stat restore in potion
Level 2: 4 stat restore in potion
Level 3: 6 stat restore in potion
Level 4: 8 stat restore in potion

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Equip Potion N/A

This allows you to always have a potion in hand as long as you have enough of that potion without having to waste your support action to get another potion. 

N/A: only one level

This is a Tier 3 skill

Level 1: 75/150

Fast Potion N/A

Can use +1 potion per level of mastery as a support move.

Level 1: +1 potions
Level 2: +2 potions
Level 3: +3 potions
Level 4: +4 potions

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Fatigue First Aid 10 SA

Heal 1d6 Fatigue with First Aid.

Level 1: 1d6; 10 SA
Level 2: 2d6; 20 SA
Level 3: 3d6; 30 SA
Level 4: 4d6; 40 SA

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

First Aid 5 SA

Heal wounds and restore 1d8 HP.

Level 1: 1d8; 5 SA
Level 2: 2d8; 10 SA
Level 3: 3d8; 15 SA
Level 4: 4d8; 20 SA

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Herbal Knowledge 5 SA

+10 to Perceive to identify a plant and its properties.

Level 1: +10; 5 SA
Level 2: +20; 10 SA
Level 3: +30; 15 SA
Level 4: +40; 20 SA

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Item Rationing N/A

Get +1 extra use from a single potion per level of mastery.

Level 1: +1 use
Level 2: +2 uses
Level 3: +3 uses
Level 4: +4 uses

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Mix Potions N/A

Lets you mix a number of potions based on mastery to make a new combined potion.

Level 1: Mix 2 potions
Level 2: Mix 3 potions
Level 3: Mix 4 potions
Level 4: Mix 5 potions

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Mortality First Aid 15 SA

Heal 1d4 Mortality with First Aid.

Level 1: 1d4; 15 SA
Level 2: 2d4; 30 SA
Level 3: 3d4; 45 SA
Level 4: 4d4; 60 SA

This is a Tier 6 skill

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 250/450

Potion Administration N/A

Increases potion's effects when using it by 25%.

Level 1: 25%
Level 2: 50%
Level 3: 75%
Level 4: 100%

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Potion Save 10 SA

+10 to react to use HP restoring potion before killing blow can kill you. 

Level 1: +10; 10 SA
Level 2: +20; 20 SA
Level 3: +30; 30 SA
Level 4: +40; 40 SA

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Resuscitation 20 SA

Able to restore target to consciousness using First Aid as long as the target still has Mortality Points.

N/A: only one level

This is a Tier 3 skill

Level 1: 75/150

Use Potion as Defense N/A

Able to use a potion in defensive stance.

N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

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6) Alchemist Growth

As you develop and master skills within your alchemist profession, you will become a more capable alchemist. Each set of skills mastered will increase your tier level in your profession, which in turn will provide you with more benefits.

6.1) Tier 1: Basic Alchemist

This is the tier level you start out as. The starting bonuses listed earlier apply here.

6.2) Tier 2: Novice Alchemist

To reach this tier, you must acquire all of the skills in the Mix Potions skill chain at level 1. As a novice alchemist you benefit from the following bonuses:

  • Add 10% of React to React as a modifier.
  • +10 to SA as a modifier.
  • Increase bag storage space by 20%.
  • +0.5 to Character Point rate

6.3) Tier 3: Skilled Alchemist

To reach this tier, you must acquire all of the skills in the Mix Potions skill chain at level 2. As a skilled alchemist you benefit from the following bonuses:

  • Add 10% of Speed to React as a modifier.
  • +20 to Resist against poisons
  • Add 10% of Mental to Mental and SA as modifiers.
  • +0.5 to Character Point rate

6.4) Tier 4: Master Alchemist

To reach this tier, you must acquire all of the skills in the Mix Potions skill chain at level 3. As a master alchemist you benefit from the following bonuses:

  • All potions you make now have two uses.
  • +20 to Resist against poisons
  • Increase bag storage space by 40%.
  • Add 10% of React to a main stat of your choice as a modifier
  • All created potions are 50% more effective.
  • +0.5 to Character Point rate
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7) Combo Professions

With some professions, once you reach a certain point in character development, you can open up a combo profession. This combo profession would allow you to progress in the combined professions more easily, but make other professions more difficult. The combo professions allowed for alchemist are: assassin, agent and witch.

  • Assassin: Assassin can be opened up when you get Point Blank at Level 3, Stealth at Level 2, and Alchemical Application.
  • Agent: Agents act as spies and can be opened up when you get Stealth at level 2 from thief, alchemical application from alchemist, and level 2 Distraction from Entertainer. While Agent combines Alchemist, Thief, and Entertainer, you can only pick 2 professions to benefit from.
  • Witch: You can open up the Witch when you've acquired Sorcery and Magic Ink at Level 1 from mage and Binding of the Natural Spirits at level 2 or Herbal Knowledge at level 2. The later skills determine which profession combines with mage - druid or alchemist.

With a combo profession, the skills in both professions count as in profession skills, granting you the benefits of both. Also you can use the weapons and armor requirements from the least restrictive profession. You'll be able to follow the growth of both professions, however you will only gain the extra actions from the first profession. Once you go into a combo profession however, any skills from other professions will have their maximum mastery dropped by 10 and cost 10% more to acquire.

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Submitted by mythus on Sun, 11/14/2021 - 23:39