Alchemists create potions, oils, elixirs, and other consumables imbued with the powers they’ve learned. Narratively, their concoctions are created “off-camera” some time prior to their use. In game terms, they’re “cast” as the player needs them—pulling various vials or containers from their alchemist’s bag or bandoleer and activating them as needed.

  • Requirements: Novice, Smarts d6+
  • Arcane Skill: Alchemy (Smarts)
  • Starting Powers: Any three from the list below.
  • Power Points: 10
  • Available Powers: alchemical fortitude, armor, blast, blind, boost/lower trait, darkness, darksight, electrolytic transferal†, entangle, fear, growth/shrink, intangibility, invisibility, light, liquefy object†, rejuvenating draft†, sloth, slumber, smite, speed, stun, transmute element†, transmute weapon†, wall walker
  • Power Edges: Alchemists may not take Power Edges except for Artificer, New Powers, Power Points, and Arcane Background (Alchemist) Edges.
  • Power Modifiers: Alchemists can’t use the Selective Power Modifier.
  • Components: Alchemists’ pills, potions, and grenades are expendable, giving them the Material Components Hindrance. Ingredients are often unusual and hard to find, particularly for higher rank spells, potentially even unique ones for Legendary rank. In some cases, a personal resources die roll with appropriate penalty for rank may be required to find components. For particularly exotic ingredients, obtaining the components could require an adventure of its own.
  • Complex Formulae: When brewing a potion, the character must make an Alchemy test. If the power is Rank Seasoned or higher, the Alchemist suffers a –2 penalty to the test for each rank above Novice. So, a Seasoned Power would have a –2 penalty, while a Legendary Power suffers a –8.

ACTIVATION

When an alchemist “casts” a power, the player must describe how it’s delivered.

Powers with a Range of Self or Touch are usually a potion, edible, pill, salve, or oil. Fatigue from Critical Failure affects the recipient, if someone other than the alchemist.

Powers with greater Range use misters, bellows, or grenades, with a maximum Range of 12” (24 yards). The alchemist “throws” the grenade or fires the mister with his Alchemy skill rather than Athletics or Shooting (but treats other projectiles normally). Critical Failure affects the caster normally—the device shatters in his hand, showering him with noxious fumes that cause Fatigue.

GIVING CONCOCTIONS TO OTHERS

An alchemist can “administer” her concoction to nearby allies just like casting any other power. If she wants to give someone a concoction to carry or use later, she states the concoction’s power and invests it with any number of her current Power Points.

Gifted concoctions are created with a specific aspect—boost Trait (Strength), for example, or sloth (but not speed). The alchemist has no choice in this—she can’t give someone boost Trait without naming the Trait affected, even if her power doesn’t normally have the Aspect Limitation.

Gifted concoctions last until used or 48 hours pass, whichever comes first. Once their Power Points are used, the alchemist recovers them normally.

The recipient rolls the maker’s Alchemy skill to activate the concoction, just as if the alchemist were administering it herself.