Alchemist: Master of Materials, Mutagens and Transmutations
Dec 13, 2018 21:17:46 GMT -6
Post by username on Dec 13, 2018 21:17:46 GMT -6
Alchemist
RV Salve Maker -> Cooker -> Alchemist -> Fullmethal Alchemist -> Doctor Feelgood
Attributes: Intelligence, Willpower, Wisdom
Skills: Academic Lore, Arcana, Crafts, Deceive, Drive, Forbidden Lore, Medicae, Perception, Scrutiny
Completion Bonus: +1 to all Transmutation Tests
Schools:
• Transmutation
• Healing
• Necromancy
• *Minor Magic (Transmutation)
• Break Bad
• Mutagen
• Chemist Bomb
• *Weapon Proficiency (Throwing)
• Foresight
• Pharmacist
• Spell Focus (Transmutation)
• Skill Focus (Crafts)
• Matter Transmutation
• *Peer (Scientific) OR Peer (Criminal)
• *Decadence
• One Hundred Percent Purity
• Improved Chemist Bomb
• Improved Mutagen
• Material Transmutation
• *Transmutation Expertise
• *Wizard Tradition (Great Work)
• Chimera Transmutation
• Greater Spell Focus (Transmutation)
• *Transmutation Expertise
• Master Pharmacist
• Improved Mutagen
• Portable Lab
• Spell Potion
• Specialized Mutagen
• Cluster Chemist Bomb
• *Transmutation Expertise
• *Spell Specialization (Transmutation)
--------------------------
New Feats
Break Bad
With a proper lab, tools, and at least an hour to spare, you can roll Intelligence + Crafts to create drugs. The TN for this test is equal to the TN of the Wealth Test to acquire the drug on the market and on a success crafts one dose of the drug.
Chemist Bomb
With a proper lab and tools, you can roll Intelligence + Crafts against TN15 to create a Chemist Bomb using the Frag Grenade profile. Every two raises over the TN creates another bomb.
Chimera Transmutation
When placed in a prepared Transmutation circle, you can fuse multiple creatures into a new one. With an Extended Action, you can roll Transmutation + Intelligence against the sum of each monster's Size times five. The length of the Extended Action is equal to half the TN in Rounds. The creatures merge into a chimera, a New Creature having an average of their Level, Attributes, Skills, and HP. The chimera also inherits appropriate traits and feats from the creatures involved, with SM approval. This action counts as a spell, so it risks Psychic Phenomena and can be dispelled while being cast. This fusion is permanent, and risks Perils if you try to make something impossible (such as a fusion of two different Exalted).
Cluster Chemist Bomb
When making bombs, you may add additional weapon qualities as laid out in the Improved Chemist Bomb feat by increasing the TN by an additional 10 for each property beyond the first.
Improved Chemist Bomb
When making bombs, you may increase the TN by 5 to add one of the following weapon qualities to your explosive batch: Shocking, Smoke, Immobilizing, Toxic, Compact, Fire, or Medicinal.
Improved Mutagen
Your mutagens have increased in power. Your Mutagens may now shift up to two attribute dots when used or shift between an additional pair of attributes at once. If you choose to create a mutagen that shifts multiple attribute pairs, the TN of creating it is determined by the sum of the largest pair.
Master Pharmacist
You're the best in the business. You may mix up to three different drugs together so they may all be used at once and may count the drugs you craft as being best quality where applicable.
Matter Transmutation
You can Transmute objects that have been placed in a hand drawn Transmutation Circle. As an Extended Action you can roll Transmutation + Intelligence against twice the TN of an item's normal acquisition Wealth test to transmute raw materials into the finished product. The length of the Extended Action is equal to half the TN in Rounds. The item in question retains the same qualities (density, mass, elemental composition etc.) as the materials used and if the materials used are not up to the task the finished product may not be functional. This action counts as a spell so it risks Psychic Phenomena and can be dispelled, although once created in this fashion an item is as permanent as any other.
Material Transmutation
You can Transmute an item placed in a hand drawn Transmutation Circle into an entirely different item, at least for a little while. As an Extended Action you can roll Transmutation + Intelligence against a TN equal to the sum of the two items’ normal acquisition Wealth tests to transmute the item into the different item, with a failure simply destroying the original item unless it is an artifact or something similar. The length of the Extended Action is equal to half the TN in Rounds. The item created in this manner must be of lower Rarity and Quality than the item used to create it and may be used for only one scene, after which it disintegrates into nothing. This action counts as a spell so it risks Psychic Phenomena and can be dispelled, although the created item remains stable until it is first used.
Mutagen
Given an hour, you can brew a powerful mutagenic potion. When beginning the creation of a mutagen, select two attributes and make an Intelligence + Transmutation test equal to 5 times the sum of the two attributes, a success creating one dose of Mutagen. Taking a half action to drink this mutagen will shift 1 dot from one of these attributes to the other for the length of a scene. Attributes cannot be lowered below 0 or raised above 6 in this fashion. If anyone other than the creator of the mutagen consumes it, they must make a Constitution test (TN15) or take 1 E Wound.
One Hundred Percent Purity
You may increase or decrease the addictivity of a drug by one step when crafting it and you may double the duration of your drugs where applicable, either in scenes or time.
Pharmacist
You double the trouble and double the fun. You may mix two different drugs together so that they may both be used at once and you double your yield when crafting drugs.
Portable Lab
You are always treated as having a lab and enough equipment on your person to make potions or drugs or chemical bombs, and cut the time to make any of them in half.
Specialized Mutagen
Whenever you make a mutagen, select one of the following effects:
Super Mutagen: You can shift up to 3 attribute dots with this mutagen.
Twisting Mutagen: You can shift 3 different attribute pairs with this mutagen.
Long Term Mutagen: The effects of this mutagen last a session.
Spell Potion
When you make a Focus Power test to cast a spell you may instead store the magic in a potion, bottle, canister, etc. to be used later. Provide any Material or Focus components when doing so and resolve any Psychic Phenomena that the Focus Power test causes while preparing the Spell Potion. Using the Spell Potion requires the same action/time as the stored spell (Free/Reaction/Half/Full/etc) and results in the spell being cast with the Focus Power result you made earlier. Only you may use the Spell Potion, being your own magic, but you may use the Spell Potion on someone else instead by shaking and spraying, squirting, throwing, etc it at them, to a maximum distance of Strength*3 meters. This requires making a Ballistics+Dexterity test to hit the target with the unstable magic as though casting a Ranged Touch spell. If successful, the target may immediately cast the spell with no further action required on their part, using the results of the Focus Power test made when the Spell Potion was prepared. If the target does not wish to cast the spell, they may make a Willpower+Arcana saving throw with a TN equal to half the prepared spell's Focus Power test. You may only have one Spell Potion prepared at a time.
Transmutation Expertise
Every time this feat is taken, decrease the TN of any Transmutation Test by 5. For the purposes of counting raises on a successful Transmutation test, they are still counted from what the TN of the test would be without Transmutation Expertise.
Wizard Tradition (Great Work)
Whenever you cast a Transmutation spell, the target object (or one object the target creature is carrying) increases in Quality by one for a number of rounds equal to twice your ranks in Transmutation.
RV Salve Maker -> Cooker -> Alchemist -> Fullmethal Alchemist -> Doctor Feelgood
Attributes: Intelligence, Willpower, Wisdom
Skills: Academic Lore, Arcana, Crafts, Deceive, Drive, Forbidden Lore, Medicae, Perception, Scrutiny
Completion Bonus: +1 to all Transmutation Tests
Schools:
• Transmutation
• Healing
• Necromancy
RV Salve Maker
Level 1
Requirements: Intelligence 2, Academic Lore 2, Crafts 2 • *Minor Magic (Transmutation)
• Break Bad
• Mutagen
• Chemist Bomb
• *Weapon Proficiency (Throwing)
• Foresight
Cooker
Level 2
Requirements: Intelligence 3 OR Transmutation 1, Academic Lore 2, Crafts 3, Break Bad• Pharmacist
• Spell Focus (Transmutation)
• Skill Focus (Crafts)
• Matter Transmutation
• *Peer (Scientific) OR Peer (Criminal)
• *Decadence
Alchemist
Level 3
Requirements: Intelligence 3 OR Transmutation 2, Academic Lore 3, Crafts 4, Pharmacist • One Hundred Percent Purity
• Improved Chemist Bomb
• Improved Mutagen
• Material Transmutation
• *Transmutation Expertise
• *Wizard Tradition (Great Work)
Fullmethal Alchemist
Level 4
Requirements: Intelligence 4, OR Transmutation 3 Academic Lore 4, Crafts 4, One Hundred Percent Purity • Chimera Transmutation
• Greater Spell Focus (Transmutation)
• *Transmutation Expertise
• Master Pharmacist
• Improved Mutagen
Philosopher Stoned
Level 5
Requirements: Intelligence 5 OR Transmutation 4, Academic Lore 5, Crafts 5, Master Pharmacist • Portable Lab
• Spell Potion
• Specialized Mutagen
• Cluster Chemist Bomb
• *Transmutation Expertise
• *Spell Specialization (Transmutation)
--------------------------
New Feats
Break Bad
With a proper lab, tools, and at least an hour to spare, you can roll Intelligence + Crafts to create drugs. The TN for this test is equal to the TN of the Wealth Test to acquire the drug on the market and on a success crafts one dose of the drug.
Chemist Bomb
With a proper lab and tools, you can roll Intelligence + Crafts against TN15 to create a Chemist Bomb using the Frag Grenade profile. Every two raises over the TN creates another bomb.
Chimera Transmutation
When placed in a prepared Transmutation circle, you can fuse multiple creatures into a new one. With an Extended Action, you can roll Transmutation + Intelligence against the sum of each monster's Size times five. The length of the Extended Action is equal to half the TN in Rounds. The creatures merge into a chimera, a New Creature having an average of their Level, Attributes, Skills, and HP. The chimera also inherits appropriate traits and feats from the creatures involved, with SM approval. This action counts as a spell, so it risks Psychic Phenomena and can be dispelled while being cast. This fusion is permanent, and risks Perils if you try to make something impossible (such as a fusion of two different Exalted).
Cluster Chemist Bomb
When making bombs, you may add additional weapon qualities as laid out in the Improved Chemist Bomb feat by increasing the TN by an additional 10 for each property beyond the first.
Improved Chemist Bomb
When making bombs, you may increase the TN by 5 to add one of the following weapon qualities to your explosive batch: Shocking, Smoke, Immobilizing, Toxic, Compact, Fire, or Medicinal.
Improved Mutagen
Your mutagens have increased in power. Your Mutagens may now shift up to two attribute dots when used or shift between an additional pair of attributes at once. If you choose to create a mutagen that shifts multiple attribute pairs, the TN of creating it is determined by the sum of the largest pair.
Master Pharmacist
You're the best in the business. You may mix up to three different drugs together so they may all be used at once and may count the drugs you craft as being best quality where applicable.
Matter Transmutation
You can Transmute objects that have been placed in a hand drawn Transmutation Circle. As an Extended Action you can roll Transmutation + Intelligence against twice the TN of an item's normal acquisition Wealth test to transmute raw materials into the finished product. The length of the Extended Action is equal to half the TN in Rounds. The item in question retains the same qualities (density, mass, elemental composition etc.) as the materials used and if the materials used are not up to the task the finished product may not be functional. This action counts as a spell so it risks Psychic Phenomena and can be dispelled, although once created in this fashion an item is as permanent as any other.
Material Transmutation
You can Transmute an item placed in a hand drawn Transmutation Circle into an entirely different item, at least for a little while. As an Extended Action you can roll Transmutation + Intelligence against a TN equal to the sum of the two items’ normal acquisition Wealth tests to transmute the item into the different item, with a failure simply destroying the original item unless it is an artifact or something similar. The length of the Extended Action is equal to half the TN in Rounds. The item created in this manner must be of lower Rarity and Quality than the item used to create it and may be used for only one scene, after which it disintegrates into nothing. This action counts as a spell so it risks Psychic Phenomena and can be dispelled, although the created item remains stable until it is first used.
Mutagen
Given an hour, you can brew a powerful mutagenic potion. When beginning the creation of a mutagen, select two attributes and make an Intelligence + Transmutation test equal to 5 times the sum of the two attributes, a success creating one dose of Mutagen. Taking a half action to drink this mutagen will shift 1 dot from one of these attributes to the other for the length of a scene. Attributes cannot be lowered below 0 or raised above 6 in this fashion. If anyone other than the creator of the mutagen consumes it, they must make a Constitution test (TN15) or take 1 E Wound.
One Hundred Percent Purity
You may increase or decrease the addictivity of a drug by one step when crafting it and you may double the duration of your drugs where applicable, either in scenes or time.
Pharmacist
You double the trouble and double the fun. You may mix two different drugs together so that they may both be used at once and you double your yield when crafting drugs.
Portable Lab
You are always treated as having a lab and enough equipment on your person to make potions or drugs or chemical bombs, and cut the time to make any of them in half.
Specialized Mutagen
Whenever you make a mutagen, select one of the following effects:
Super Mutagen: You can shift up to 3 attribute dots with this mutagen.
Twisting Mutagen: You can shift 3 different attribute pairs with this mutagen.
Long Term Mutagen: The effects of this mutagen last a session.
Spell Potion
When you make a Focus Power test to cast a spell you may instead store the magic in a potion, bottle, canister, etc. to be used later. Provide any Material or Focus components when doing so and resolve any Psychic Phenomena that the Focus Power test causes while preparing the Spell Potion. Using the Spell Potion requires the same action/time as the stored spell (Free/Reaction/Half/Full/etc) and results in the spell being cast with the Focus Power result you made earlier. Only you may use the Spell Potion, being your own magic, but you may use the Spell Potion on someone else instead by shaking and spraying, squirting, throwing, etc it at them, to a maximum distance of Strength*3 meters. This requires making a Ballistics+Dexterity test to hit the target with the unstable magic as though casting a Ranged Touch spell. If successful, the target may immediately cast the spell with no further action required on their part, using the results of the Focus Power test made when the Spell Potion was prepared. If the target does not wish to cast the spell, they may make a Willpower+Arcana saving throw with a TN equal to half the prepared spell's Focus Power test. You may only have one Spell Potion prepared at a time.
Transmutation Expertise
Every time this feat is taken, decrease the TN of any Transmutation Test by 5. For the purposes of counting raises on a successful Transmutation test, they are still counted from what the TN of the test would be without Transmutation Expertise.
Wizard Tradition (Great Work)
Whenever you cast a Transmutation spell, the target object (or one object the target creature is carrying) increases in Quality by one for a number of rounds equal to twice your ranks in Transmutation.