Alchemist*
About this class
The Alchemists are, for the most part, erudites in control of the laws of physics and able to alter matter and produce various effects through the combining of alchemical reagents and applied science and engineering. While most of them live a life of research, science, medicine and experiments and generally uphold the law, some choose a more rock and roll path and go underground, for a life of forbidden research, mad science, questionable medicine and unspeakable experiments. These quacks tend to sell panaceas that don’t really work but are cheap to make, and are quick to make an escape before the pitchforks and torches are aimed their way.
Included subclasses
Starting stats
Hope feature
Class features
-
Alchemy is so cool !
You can produce small and harmless effects using your alchemy and your knowledge of the pysical world at will, such as changing an object's colour, create a smell or smoke, illuminate a room, repair a small object...
-
Knowledge is power
When you use an Experience, you can mark a Stress instead of a Hope. When you do, double the Experience bonus to the test.
-
Well-taught
Increase one of your starting Experiences by 1 once.
Class items
- A precious book given to you by your mentor
- Or A beautiful vial with an unknown liquid
Character questions
Background prompts
- What do you aspire to do that made you hoard so much knowledge ?
- How did you end up on the road, and with whom ?
- Do you really think you're a genius ? Who else from your community thinks so ?
Connection prompts
- What was your experience the first time you tried my product ?
- "Time for an experiment !" What do you do when you hear me say this ?
- What did you tell me when I made a mistake that exploded and you saved me ?
Subclass cards
Printable via header menu
Researcher
Foundation
SPELLCAST TRAIT: Knowledge
Eclectic Erudition: You can choose an extra lvl 1 Domain card from any Domain.
Alchemical protocols: The maximum of tokens you can place on any card is increased by 1.
Researcher
Specialization
More Mnemes: Your loadout maximum increases to 6.
Many Things to Remember: Once per session, you can recall a card from your Vault for 1 less Stress, but you must say a catchphrase when doing so.
Brain Nap: When you put a card into your Vault and it has a Recall cost of 1 or more, clear a Stress.
Researcher
Mastery
Brain overload: You can mark a Stress to increase your loadout maximum to 7 until you take a rest.
Real Panacea: Once per session, you can spend 3 Hope to administer a Panacea to an ally within Melee range. When you do, they clear half their marked Stress and Hit points, and clear all conditions that can be cleared.
Charlatan
Foundation
SPELLCAST TRAIT: Knowledge
Catastrophism: When you succeed with fear on an Attack Roll or a Mixture Roll (see the Vial domain), the targets suffer an extra 1D8 damage.
Fake Panacea: After a long rest, put a number of tokens equal to your Finesse Trait on this card, representing remedies you brewed. Spend a token to give a target within Melee range a remedy. Roll a D6. on even numbers, they clear a Hit point, on odd numbers, nothing happens.
Charlatan
Specialization
Improved Catastrophism: Your catastrophism is improved to 2D8.
Oops, I did it again: When you fail on a Mixture Roll, you can produce an explosion in a Very Close area within Close range. Targets in the area must make a Reaction Roll (12), marking a Stress on a success and taking Minor Damage on a failure.
Less fake Panacea: When you use Fake Panacea, on odd numbers, the target now clears a Stress.
Charlatan
Mastery
Greater Catastrophism: Your catastrophism is improved to 3D8.
Expert in Running Away: After you make an Action Roll, you may move within Very Close range before the end of your spotlight.
Alchemist*
The Alchemists are, for the most part, erudites in control of the laws of physics and able to alter matter and produce various effects through the combining of alchemical reagents and applied science and engineering. While most of them live a life of research, science, medicine and experiments and generally uphold the law, some choose a more rock and roll path and go underground, for a life of forbidden research, mad science, questionable medicine and unspeakable experiments. These quacks tend to sell panaceas that don’t really work but are cheap to make, and are quick to make an escape before the pitchforks and torches are aimed their way.
Domains
Vial + Idea
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A precious book given to you by your mentor
- • Or A beautiful vial with an unknown liquid
Alchemist*’s Hope Feature
Improvised Thinking : Spend 3 Hope to add or remove a token, or to increase or decrease a countdown from any effect. Describe how your expert alchemy or your great brain made this possible.
Class Features
Alchemy is so cool !
You can produce small and harmless effects using your alchemy and your knowledge of the pysical world at will, such as changing an object's colour, create a smell or smoke, illuminate a room, repair a small object...
Knowledge is power
When you use an Experience, you can mark a Stress instead of a Hope. When you do, double the Experience bonus to the test.
Well-taught
Increase one of your starting Experiences by 1 once.
Alchemist* Subclasses
Choose either the Researcher or Charlatan subclass.
Researcher
Rely on the breadth of your knowledge, and your strong conventional alchemy.
Spellcast Trait
Knowledge
Foundation Features
Eclectic Erudition: You can choose an extra lvl 1 Domain card from any Domain.
Alchemical protocols: The maximum of tokens you can place on any card is increased by 1.
Specialization Feature
More Mnemes: Your loadout maximum increases to 6.
Many Things to Remember: Once per session, you can recall a card from your Vault for 1 less Stress, but you must say a catchphrase when doing so.
Brain Nap: When you put a card into your Vault and it has a Recall cost of 1 or more, clear a Stress.
Mastery Feature
Brain overload: You can mark a Stress to increase your loadout maximum to 7 until you take a rest.
Real Panacea: Once per session, you can spend 3 Hope to administer a Panacea to an ally within Melee range. When you do, they clear half their marked Stress and Hit points, and clear all conditions that can be cleared.
Charlatan
Rely on your quick wit, with an unconventional alchemical approach to problem solving.
Spellcast Trait
Knowledge
Foundation Features
Catastrophism: When you succeed with fear on an Attack Roll or a Mixture Roll (see the Vial domain), the targets suffer an extra 1D8 damage.
Fake Panacea: After a long rest, put a number of tokens equal to your Finesse Trait on this card, representing remedies you brewed. Spend a token to give a target within Melee range a remedy. Roll a D6. on even numbers, they clear a Hit point, on odd numbers, nothing happens.
Specialization Feature
Improved Catastrophism: Your catastrophism is improved to 2D8.
Oops, I did it again: When you fail on a Mixture Roll, you can produce an explosion in a Very Close area within Close range. Targets in the area must make a Reaction Roll (12), marking a Stress on a success and taking Minor Damage on a failure.
Less fake Panacea: When you use Fake Panacea, on odd numbers, the target now clears a Stress.
Mastery Feature
Greater Catastrophism: Your catastrophism is improved to 3D8.
Expert in Running Away: After you make an Action Roll, you may move within Very Close range before the end of your spotlight.
Background Questions
Answer any of the following, or create your own.
- • What do you aspire to do that made you hoard so much knowledge ?
- • How did you end up on the road, and with whom ?
- • Do you really think you're a genius ? Who else from your community thinks so ?
Connections
Ask one of the following, or improvise.
- • What was your experience the first time you tried my product ?
- • "Time for an experiment !" What do you do when you hear me say this ?
- • What did you tell me when I made a mistake that exploded and you saved me ?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.