An Alchemist is anyone who knows how to produce an alchemical preparation. You will have a number of “potions slots” which you can use to produce potions you know between adventures. A Class C or D potion takes 1 potion slot to mix, while a class A or B potion takes 2 potion slots to create.
In addition to these potion slots, you can mix 1 potion of the appropriate level for each potion you know how to make (i.e., if you know how to mix 3 class D potions, then you can mix 3 class D potions between adventures in addition to those produced from your “potion slots”).
Many years of research have resulted in most commonly known potions being divided by learned alchemists into four groups. The main thing informing these groupings are the effects of being addicted to them, at least at the initial stages of addiction, but some alchemists claim that there are other similarities, in fields ranging from things as tangible as taste to the nebulous as the “feeling” of brewing them. The commonly accepted groups are as follows:
|D Class Potion||3 Riel|
|C Class Potion||9 Riel|
|B Class Potion||18 Riel|
|A Class Potion||27 Riel|
It is possible to craft unique potions from unique ingredients. The rules for this follow the standard rules for crafting an artefact. The potion will be a unique potion which will be used up when consumed (or potentially a small number of potions). Because these potions are unique, skills which rely on an in depth knowledge of their creation or application do not work (e.g., Advanced Application). As a general rule, an artefact potion will have an extremely powerful effect, but will also likely come with side-effects due to its unrefined nature.
Use of alchemy carries a risk of addiction. At the end of any adventure in which you have consumed one or more potions, pick one type of potion that you drank (or was otherwise exposed to, e.g. by rubbing armour oil into a broken pauldron or inhaling smoke from a smoke bomb). The GMs will flip a coin. If you lose the flip, you have begun to become (or continue to become) dependant on that potion and others with similar effects. If you already have an addiction and you drank a potion of that group during the adventure, you must choose that group to flip the coin for even if you drank other potions on the adventure. You can only have one alchemical addiction at any one time.
There are three levels of addiction. Potions are divided into four groups. Each group has an associated set of effects for first and second level addictions that are publicly visible. At the first level, you will be under a roleplaying effect that can be suppressed for the rest of an adventure by drinking a potion of the appropriate class, although you may choose the period of relief to be shorter if you wish. Obviously, relieving your addiction by indulging in your addiction carries a risk of worsening your addiction. At second level, you will also have a mechanical effect that can be suppressed in the same way. If you gain a third level of an addiction, you will receive an effect specific to the type of potion that you took that pushed you over the edge, at third level indulging in your addiction will only relieved you of your withdrawal effects for one encounter rather than a full adventure. Please consult with the GM team for your dose of horror. When indulging in a potion you are addicted to, you will have a roleplaying effect gained from consuming that potion, this lasts at least an encounter but may last longer (at the players discretion). You may also gain a mechanical effect (level 2 and higher) which will last until the end of the encounter in which you consumed the potion.
At the end of an adventure, your level of addiction is reduced by one if you drank no potions of the group you were addicted to.
If you end up with a level three addiction, and completely remove it through abstention, you are forever more immune to addictions from that class of potion. Mechanically this means that when choosing which potion you may have become addicted to at the end of an adventure, you only choose between potions from a group you are not immune to.
Alchemists, through their various experiments with alchemy, are slightly more resistant (or possibly susceptible) to the side effects of their potions. Alchemists may always choose which potion class they make a coin flip for, even if this would mean developing a second (or third, or fourth) addiction. This can make it easier for Alchemists to avoid developing debilitating addictions, but also carries a risk of catastrophic multiple debilitating addictions.
These potions principally deal with inflicting your will upon the world, and include potions which increase your strength or apply explosive damage to all around you.
These potions principally deal with internalising your will, and include potions which allow you to shrug off damage and seek visions of the future.
These potions deal with resisting or undoing change. Most of these potions deal with the repair of bodies or objects.
These potions deal with giving into the whims of fate. Most of these potions relate to death in some way, either protecting you from it or driving you into its arms.