Alchemist

Alchemist (3 CP) ( MANY thanks to Bill Tobin and WAR Accelerant for the core ideas that shaped this system) The Alchemist is a character who has honed their ability to mix ingredients to create powerful Oils (defensive), Elixirs (curative), and Potions (offensive). NOTE: the keyword “Personal” indicates a skill that ONLY functions when using alchemical items created yourself. If the Alchemy skill does not have the Personal keyword, the skill can function when using any alchemical item. NOTE: Recipes DO NOT count as Alchemist skills. FREE SKILL Apprentice Alchemist (0 CP) You can create up to 3 Alchemical items for which you have the recipe in between events, per the Alchemy Creation rules. You can create 3 Alchemical items per game event day. Your base maximum Quintessence is 20, but can be modified by skills below. You can use Apprentice level recipes. You can choose 2 Apprentice recipes to put in your recipe book when you purchase this skill. ALCHEMIST SKILLS Journeyman Alchemist (5 CP) Requires Apprentice Alchemist, Tier 2. You can use Journeyman level alchemical recipes. Your base maximum Quintessence increases to 35. You gain 1 Journeyman recipe to add to your recipe book. Master Alchemist (5 CP) Requires Journeyman Alchemist, Tier 3. You can use Master level alchemical recipes. Your maximum base Quintessence increases to 55. You gain 1 Master recipe to add to your recipe book. This recipe cannot require special components. Apprentice Recipe (2, 2, 2... CP; 1 gold) You spend time and money researching a new alchemical recipe, or perhaps discovering an ages-lost one. This will be a simple recipe equivalent in power to other apprentice recipes. You must work with Logistics Staff to come up with the details of the recipe. This skill can ONLY be used during Downtime. Journeyman Recipe (2, 2, 2... CP; 2 gold) You spend time and money researching a new alchemical recipe, or perhaps discovering an ages-lost one. This will be a recipe equivalent in power to other journeyman recipes. You must work with Logistics Staff to come up with the details of the recipe. This skill can ONLY be used during Downtime. Master Recipe (2, 2, 2... CP; 5 gold) Requires Journeyman Alchemist. You spend time and money researching a new alchemical recipe, or perhaps discovering an ages-lost one. This will be a recipe equivalent in power to other master recipes. You must work with Logistics Staff to come up with the details of the recipe. This skill can ONLY be used during Downtime. Concentrated Mixture (4, 4, 4 CP; 1 Stamina; Personal) Requires 4 skills from this header. When applying a Potion to weapon, you may call “Imbue by Alchemy,” for “Double...” before 1 attack call. This has no effect on a Potion that already has the Double or Triple modifier. 2nd Purchase: When using a Thrown Potion, you can add “Double…” to any 1 thrown alchemical attack call. 3rd Purchase: This skill no longer has the keyword “Personal” Efficient Alchemy (3, 3, 5, 5 CP) The Alchemist is capable of making items faster than normal. The Alchemist can now make up to 6 items per game day. 2nd Purchase: Requires Journeyman Alchemist. You can make up to 9 items per game day. 3rd Purchase: You can make up to 12 items per game day. 4th Purchase: Requires Master Alchemist. You can create up to 15 items per game day. Intricate Flask (4, 4 CP) The Alchemist has a more intricate Flask. This skill increases the capacity of the Flask by 5 sections, for a total of 15. 2nd Purchase: Requires Journeyman Alchemist. Your Flask now holds 20 sections. Caustic Mixture (2, 3, 3, 3, 3 CP; 1 Stamina) The Alchemist can produce acidic mixtures that can be used to damage others. The Alchemist can spend 60 seconds at the Alchemy Lab in order to create an caustic mixture in their Flask. Touch an orange packet to the opening of the Flask, and then throw the packet for “1 Damage by Acid.” This mixture takes up one section in the Flask, and a Flask can never have more than three caustic mixtures in it at any time. 2nd Purchase: "2 Damage by Acid." 3rd Purchase: You can create (and your Flask can hold) +1 caustic mixture. 4th Purchase: "3 Damage and Agony by Acid." 5th Purchase: You can create (and your Flask can hold) +1 caustic mixture. Dilution (4, 4, 4 CP; 1 Stamina) The Alchemist can dilute a Concoction while maintaining its potency. When placing a Concoction in a Flask at an Alchemist Lab, the Alchemist may spend 1 Stamina and 1 Pure Matter to dilute the Concoction. The Flask now contains two copies of the Concoction (and takes up twice the number of sections). If there is not enough room in the Flask to fit two copies of the Concoction, this ability cannot be used. You can dilute Apprentice concoctions. 2nd Purchase: Requires Journeyman Alchemist. You can dilute Journeyman recipes. 3rd Purchase: Requires Master Alchemist. You can now dilute Master recipes. Extended Mixture (3, 3, 3 CP) The Alchemist has hardened their Flask to protect substances. Each time this skill is purchased, the Alchemist may carry over one mixture or Concoction from the Flask until their next event. This mixture/Concoction will still be in the Flask and still cannot be bottled. These concoctions must be turned in along with check-out at the end of the current event to be valid. Layering Oil (4 CP; Personal) The Alchemist knows the most efficient way to protect themselves with Oils. An Alchemist who has purchased this skill can apply a second Oil to their own clothes. The second Oil must be different than the first, as per the rules regarding Granted Defenses. Potent Recipe (3, 3, 3… CP) Choose 1 recipe in your recipe book you can use. The duration of this concoction is increased by +1 event permanently. Quintessence Reservoir (3, 3, 3, 3, 3, 3 CP) You have reinforced your Alchemy Lab so it can hold more Quintessence. Each time you buy this skill, your maximum Quintessence increases by 10. Regenerative Mixture (2, 3, 3, 3, 3 CP; 1 Stamina; Personal) The Alchemist can produce mixtures that can be used to heal herself and, at higher levels, others. The Alchemist can spend 60 seconds at the Alchemy Lab in order to create an Regenerative mixture in their Flask. Touch an orange packet to the opening of the Flask, and then touch yourself and call, "Heal 1 and Weakness to Self by Alchemy." This mixture takes up one section in the Flask, and a Flask can never have more than three regenerative mixtures in it at any time. You must Spend 1 Stamina for each mixture you create in this manner. 2nd Purchase: "Heal 2 and Short Weakness to Self by Alchemy." 3rd Purchase: This skill no longer has the Personal keyword, and calls, "Heal 2 and Short Weakness by Alchemy." 4th Purchase: You can create (and your Flask can hold) +1 caustic mixture. 5th Purchase: "Heal 2 by Alchemy." Reinforcing Mixture (2, 3, 3, 3, 3 CP; 1 Stamina; Personal) The Alchemist can produce mixtures that can be used to protect herself and, at higher levels, others. The Alchemist can spend 60 seconds at the Alchemy Lab in order to create an Reinforcing mixture in their Flask. Touch an orange packet to the opening of the Flask, and then touch yourself and call, "Grant Defense: 2 Protection to Self by Alchemy." This mixture takes up one section in the Flask, and a Flask can never have more than three reinforcing mixtures in it at any time. You must Spend 1 Stamina for each mixture you create in this manner. 2nd Purchase: "Grant Defense: 3 Protection to Self by Alchemy." 3rd Purchase: This skill no longer has the personal keyword, and calls, "Grant Defense: 2 Protection and Shield Weapon by Alchemy." 4th Purchase: You can create (and your Flask can hold) +1 reinforcing mixture. 5th Purchase: "Grant Defense: 3 Protection and Shield Weapon by Alchemy. " Stockpiled Materials (3, 3, 3… CP) Choose 1 recipe in your recipe book you can use. The number of charges available for that recipe increases by 1 permanently. CREATING ALCHEMICAL ITEMS An Apprentice Alchemist is able to create 3 Alchemical Concoctions each day. Alchemists start with 2 Apprentice recipes in their recipe book. You can write recipes into your recipe book that you cannot use, but you cannot create items using that recipe until you have the appropriate skill. To create a Concoction, you must have the Alchemy skill and you must have access to the recipe for that particular Concoction. Recipes also have charges, and each Concoction made from a recipe will use a charge from a recipe. Once a recipe is out of charges, it cannot be used to create Concoctions that day. This represents the Alchemist having limited physical components on hand to create with. Most Concoctions are made using a variety of mundane ingredients that are readily available, though in limited quantities. In these cases, all that is required is an amount of cash in order to obtain those ingredients. Any specific ingredients listed in the cost of a Concoction are considered rare and limited, and must be found by the character before they can make that Concoction. Concoctions take a lot of time to prepare and must be made before the event. In order to create Concoctions, a character is required to submit an Alchemy sheet during check in or check out, or by contacting logistics between events, and must pay the cost of the Concoctions. Unless otherwise noted, Concoctions will last for three events before their potency fades. Anyone is capable of using a bottled Concoction, but Concoctions placed in an Alchemists Flask cannot be used by anyone but the Alchemist. An Alchemist uses an Alchemy Lab to perform actions in-game. The Alchemy Lab is represented by a table or stand covered in bottles, Flasks and other scientific equipment. This area should be about about the size of a folding card table. More than one Alchemist may use the same Lab. Due to the volatile nature of Alchemical mixtures, the lab cannot be moved once set up. Each Alchemy Lab holds Quintessence-- collectively the raw materials needed to create alchemical items. At check in, the Alchemist may refill his Alchemy Lab at a cost of 1g per 10 Quintessence, up to the maximum of 20. The Alchemist will receive a tag with check-boxes for each Quintessence she has purchased. Each time a point is used, simply mark it on the tag. Each Alchemist has an independent store of Quintessence and no other character may use this Quintessence. The three most common types of Concoctions are Elixirs (curative/healing), Oils (defensive), and Potions (everything else). In a Nutshell: 1) Determine how much Quintessence you have available. 2) Determine how many items you can craft per day. 3) Choose which of the recipes in your book you want to make. 4) Spend the Quintessence and write the tags for the items. Mark used Quintessence off on your tag. 5) Determine where the items will be stored (bottled or Flask). 6) PLAY! Alchemist’s Flask Every Alchemist carries Alchemist’s Flask. An Alchemy Flask is a physical prop created by the player that must be at least the size of a 2-liter soda bottle. A Flask must be a container that can be closed and must be able to store tags. The Flask must be made in a safe manner, using materials that will not break easily and do not have sharp edges. Alchemists are encouraged to decorate their Flask. It is highly recommended that Alchemists create a “cheat sheet” that is easily accessible, showing their Flask sections and what is in them. Alchemy Flasks can be used to store Concoctions for quick use. Additionally, Alchemists have skills that allow them to perform Alchemical feats with substances in their Flask. An Alchemist’s Flask is divided into sections, which allow the Alchemist to store multiple substances in one container. The standard Flask has 10 sections, but there are skills that allow the expansion of this Flask. Every Concoction can be placed in a Flask at an Alchemist’s Lab with 60 seconds of roleplay. The tag is placed in the Flask and should be marked “Flask,” because substances in a Flask cannot be taken back out and will expire at the end of the event. The benefit of the flask is that it allows for easy use of concoctions. In order to use a Potion or an Oil from a Flask, simply touch a packet to the opening of the flask and then touch it to the target of the concoction. This does not decrease the time it takes to apply Oils or Potions, but you may do so without reading the tag. Elixirs in a flask may be delivered with 3 seconds of roleplay without having to read the tag. TYPES OF ALCHEMICALS Elixirs Elixirs are Concoctions that are ingested for beneficial effects. These effects could include Healing, Resists, and Grant effects. Bottled Elixirs are ingested by performing 3 seconds roleplay drinking the substance. At that point, the character receiving the effect must read the tag, to know what effect happens. In-game, the time required to read the tag represents disorientation before the effect sets in. If it is too dark to read the tag, an Elixir cannot be used. The character takes all effects on the tag, including any side effects. Additionally, you may feed an Elixir to someone by performing 3 seconds of roleplay feeding it to him or her, whereupon you will deliver the effect via touch. Elixirs in an Alchemist’s Flask are ingested by performing 3 seconds of roleplay. If the Alchemist is applying it to another character, they state the effect. There is no need to read a tag, and therefore no need for light. Elixirs can only be identified by an Alchemist. Doing so requires the amount of time it takes to read the tag. If the Elixir has a side effect, the Alchemist takes this effect when identifying it. Alchemists may also place Elixirs into their Flask. This requires 60 seconds of roleplay at an Alchemist lab. At the end of this 60 seconds, the Alchemist marks the Concoction tag as “Flask” and places it in the Flask. Each Elixir takes up 1 section in the Flask, unless otherwise noted on the tag. Elixirs in a Flask last until the end of the event, but may be extended from other Alchemist skills. Elixir props must be able to: be opened and closed, hold liquid, and be large enough to hold the tag or have the tag attached to the representation. Oils Oils are alchemical substances that are applied to an individual’s clothes or armor to prevent certain attacks. Oils are applied to an individual through 60 seconds of roleplay, followed by touching a packet to the tag and then to the recipient. They are then handed the tag and call the effect. Characters may only benefit from a single Oil at any time, and applying an Oil destroys any previously applied Oil. Oils can only be identified by an Alchemist. Identifying an Oil takes as long as it takes to read the tag. Alchemists may also place Oils into their Flask. This requires 60 seconds of roleplay at an Alchemist lab. At the end of 60 seconds, the Alchemist marks the tag as “Flask” and places it in the Flask. Each Oil takes up 1 section in the Flask, unless otherwise noted on the tag. Oils in a Flask last until the end of the event, but may be extended from other Alchemist skills. Oil props must be able to: be opened and closed, hold liquid, and be large enough to hold the tag or have the tag attached to the representation. Potions Potions is a catchall category including everything that doesn’t fall into the Oil or Elixir category. Potions fall into 3 classifications, based on their application: Ingested, Weapon, and Thrown. Alchemists may also place Potions into their Flask. This requires 60 seconds of roleplay at an Alchemist lab. At the end of this 60 seconds, the Alchemist marks the Concoction tag as “Flask” and places it in the Flask. Each Potion takes up 1 section in the Flask, unless otherwise noted on the tag. Potions in a Flask last until the end of the event, but may be extended from other Alchemist skills. Potions are represented by vials. These vials need to be large enough to hold the tag or to have the tag attached to the item, and must be able to hold liquid. Ingested Potions follow the same rules as Elixirs. Weapon Potions can be applied by spending 60 seconds of activity roleplaying coating the weapon. At the end of the roleplay, the character touches a packet to the vial and then to the weapon and calls “Imbue by Potion.” That weapon is now capable of swinging an effect based on the particular Potion used. A player may swing that effect until a character calls a defense or roleplays taking the effect. A weapon coated in a Potion cannot be used for any other called attacks or offensive strikes, and the Potion is consumed if the player loses possession of the weapon or if the weapon is used for any other attack. Some effects may exist that improve the use of a Potion. Thrown Potions can be thrown by using an ORANGE packet. To use a Thrown Potion from a potion prop, the user must touch a packet to the potion prop for 5 seconds and then throw the orange packet, making the appropriate verbal attack. From an Alchemist’s Flask, the alchemist must touch the orange packet to the flask, call, “Imbue by Alchemy”, and then throw the packet with the appropriate verbal. Common Recipes Below are the Potions, Elixirs, and Oils you can make, once you purchase the appropriate Alchemist skills to do so. The recipes below are just the tip of the iceberg. They are only SOME of the recipes possible for Alchemists. Recipes can be researched during Downtime, found as treasure, purchased from NPC merchants, etc.

Sample Apprentice Concoctions

(Apprentice Recipes have 4 charges each)
  • Ionium Elixir:
    • Cost: 5 Quintessence
    • This produces an Elixir capable of fixing a specific effect from the list below. When applying this Elixir, call “Cure by Alchemy.” Effects: Agony, Maim, Weakness, Root, Slow
  • Diluted Hartshorn Sap Elixir
    • Cost: 5 Quintessence
    • This produces an Elixir capable of healing the recipient. After drinking the Elixir, call “Heal 2 and Agony by Alchemy.”
  • Striped Tarantula Venom (Potion)
    • Cost: 7 Quintessence
    • This Potion can be applied to a weapon, to allow the user to swing “Slow by Poison.”
  • Simple Rattler Venom (Potion)
    • Cost: 7 Quintessence
    • This Potion can be applied to a weapon, to allow the user to swing “Agony by Poison.”
  • Oil of Mineral Black
    • Cost: 3 Quintessence
    • This produces an Oil that protects the user from weapons. “Grant Defense: Shield Weapon by Alchemy.”
  • Fulminating Copper (Potion)
    • Cost: 7 Quintessence
    • This potion can be thrown as a grenade weapon, calling, “Slam by Alchemy.”
  • Diluted Calomel Oil
    • Cost: 3 Quintessence
    • This is a weaker version of the Calomel Elixir, allowing the user to remove Poison effect. Apply the oil and call, “Grant Defense: Purge Poison and Agony by Alchemy”
  • Quick Root (Potion)
    • Cost: 7 Quintessence
    • This potion can be thrown as a grenade weapon, calling, “Short Root by Alchemy”
  • Lodestone (Potion)
    • Cost: 7 Quintessence
    • This potion can be thrown as a grenade weapon, calling, “Short Weakness by Alchemy”
  • Diluted Esper Seeds (Elixir)
    • Cost: 5 Quintessence
    • This produces an Elixir capable of healing the recipient. After drinking the Elixir, call “Refresh 2 Stamina and Drain by Alchemy. You can only be the target of one of these items per Watch.”
  • Armorall (Elixir)
    • Cost: 5 Quintessence
    • This produces an Elixir capable of fixing one piece of armor. After pouring the Elixir on the target, call “Repair Armor” or “Refresh 4 Armor Points”
  • Sage’s Insight (Elixir)
    • Cost: 10 Quintessence
    • This produces an Elixir capable of imparting the knowledge of one field of study for one Watch, after drinking call “Grant Novice Knowledge Skill X”
  • Mage Bane (Potion)
    • Cost: 7 Quintessence
    • This potion can be thrown as a grenade weapon, calling, “Short Silence by Alchemy”
  • Liquid Pain (Potion)
    • Cost: 5 Quintessence
    • This potion can be thrown as a grenade weapon, calling, “Agony by Alchemy”
  • Fire Beetle Powder (Elixir)
    • Cost: 5 Quintessence
    • This produces an Elixir capable of producing a light source, After uncapping the Elixir you may light a single red or orange glowstick.
  • Tincture of Mercury (Oil)
    • Cost: 5 Quintessence
    • This produces an Elixir capable of sustaining movement, After drinking “Grant Defense: Shield Root or Paralysis by Alchemy.”

Sample Journeyman Concoctions

(Journeyman Recipes have 3 charges each)
  • Calomel Elixir
    • Cost: 12 Quintessence
    • This produces an Elixir capable of protecting the user from Poisons. After drinking the Elixir, call “Grant Poison Defense, Shield.”
  • Recluse Venom (Potion)
    • Cost: 15 Quintessence
    • This Poison can be applied to a weapon, to allow the user to swing “Maim (limb) by Poison.”
  • Distilled Antimony Oil
    • Cost: 10 Quintessence
    • This produces an oil that protects the user from Elemental effects. “Grant, Shield Elemental by Alchemy .”
  • Bezoar Dust Elixir:
    • Cost: 7 Quintessence
    • This produces an Elixir capable of fixing a specific effect. When applying this Elixir, call “Cure by Alchemy.”
    • Effects: Drain, Paralyze, Silence, Stricken, Stun.
  • Wyvern Venom Potion
    • Cost: 15 Quintessence
    • This Poison can be applied to a weapon, to allow the user to swing “5 Damage by Poison.”
  • Oil of Aqua Regia
    • Cost: 10 Quintessence
    • This produces an oil that protects the user from various effects. “Grant Defense: Shield <Mental/Physical/Metabolic> by Alchemy .”
  • Fulminating Silver (Potion)
    • Cost: 15 Quintessence
    • This potion can be used as a thrown weapon, calling, “Short Paralyze by Alchemy.”
  • Fulminating Iron (Potion)
    • Cost: 15 Quintessence
    • This potion can be thrown as a grenade weapon, calling, “Agony and  and Weakness to Fey by Alchemy”
  • Liquid Thunder (Potion)
    • Cost: 17 Quintessence
      • This potion can be thrown as a grenade weapon, calling, “Slam and Short Stun by Alchemy”
  • Liquid Steel (Oil)
    • Cost: 20 Quintessence
    • This Oil when applied to clothing provides protective properties for one watch. When applied to an article of clothing “Grant Defense: 4 armor. This armor can be refreshed with 5 minutes of Rest, and expires at the end of the current Watch.” This oil will not stack with other sources of armor.
  • Vision Dust (Elixir)
    • Cost: 15 Quintessence
    • This Elixir will provide limited insight to the future/past. Downtime item, submit a question when focused on a subject, can be used during an event as well. Limit one per player per event.
  • Dust of Displacement (Oil)
    • Cost: 10 Quintessence
    • This produces an Oil capable of projecting your appearance to the left of any packet attack, call “Grant Defense: Double Shield Packet by Alchemy.”
  • Dust of Twilight (Oil)
    • Cost: 10 Quintessence
    • This produces an Oil capable of protecting you from Shadow and Light attacks, call “Grant Defense: Shield Shadow & Light by Alchemy.”

Sample Master Concoctions

(Master Recipes have 2 charges each)
  • Zombie-Blood Oil
    • Cost: 20 Quintessence
    • This produces an Oil that protects the user from death. “Grant Defense: Shield Death by Alchemy.
  • Frostbite Spider Venom (Potion)
    • Cost: 25 Quintessence
    • This Poison can be applied to a weapon, to allow the user to swing “Paralyze by Poison.”
  • Bezoar Elixir: <Mental/Physical/Metabolic/Elemental>
    • Cost: 23 Quintessence
    • This produces an Elixir capable of fixing a variety of effects. When applying this Elixir, call “Cure <Mental/Physical/Metabolic/Elemental> by Alchemy.”
  • Giant Scorpion Venom (Potion)
    • Cost: 25 Quintessence
    • This Poison can be applied to a weapon, to allow the user to swing “3 Damage and Drain by Poison.”
  • Aqua Vitae Elixir
    • Cost: 50 Quintessence, Essence of Vitality
    • This produces an Elixir capable of fixing death. When applying this Elixir, call “Cure Death and Drain by Alchemy.”
  • Iocaine Powder Potion
    • Cost: 50 Quintessence, Iocaine Powder
    • This Potion can be applied to a weapon or ingested, to allow the user to swing or call “Death by Poison.”
  • Bezoar Oil (Oil): <Mental/Physical/Metabolic/Elemental>
    • Cost: 30 Quintessence
    • This produces an Oil capable of preventing a variety of effects. When applying this Oil, call “Grant Defense: Resist <Mental/Physical/Metabolic/Elemental> by Alchemy.”
  • Restorative Draught (Potion)
    • Cost: 30 Quintessence, Phoenix Feather
    • Until the end of the end of the current Watch, when the target of a Heal effect, you add +1 to the effect. This cannot stack with any other ability that augments the Heal effect, including the Cavalier skill.
  • Liquid Doom (Potion -- OR-- Oil)
    • Cost: 30 Quintessence, Bow of Rainbow
    • May be applied to a weapon or thrown like a grenade “Inflicts Stricken by Alchemy”
  • Steadfast Oil (Oil)
    • Cost: 30 Quintessence,  Diamond Root
    • Until you rest for 5 minutes, you call, “No Effect” against the Root, Slam, Paralyze, or Stun effects.
  • Instant Soldier (Elixir)
    • Cost 30 Quintessence, Requires a Dragon's Tooth
    • This Elixir, when poured over the ground where a foe has fallen creates an instant Tiberian Soldier for the remainder of the fight. Rules: Give the potion to a single NPC who has fallen in battle and give them the Item Card, calling, “Imbue to Corpse by Alchemy”. The Imbue Card must read:
      • “You rise with the spirit of a Tiberian Soldier inside you, temporarily bound to the mortal realm. You are friendly to the user of the potion that created you and will not attack them for any reason; you will reasonably follow their instructions. You have 10 Vitality. You can make 3 melee attacks for “3 Damage by Alchemy” and 2 melee attacks for “Short Repel by Alchemy”