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Alchemists have come into prominence since the Alchemists Guild constructed the Silversun and fought back the darkness. Now, aspiring tinkerers and inventors are coming out of the woodwork, professing their inventions as well as applying their prowess in the Alchemical Arts to improving life, perfecting their work, and heading forth into the Desolation to seek more secrets of the world.
Hit Points: 3
Once per Adventure, an Alchemist may attempt to concoct a solution to provide an effect. This could be a potion for their ally (or themselves!), a poison for a foe, a phial of something foul to lay a trap, or something else entirely!
In order to produce a Concoction, an Alchemist will need at least 2 powerful ingredients - fresh parts of creatures of the dark will always work, but there are many things to be found in the dark which may provide new interesting flavours of power.
To produce your Concoction, talk to the GM, explain what you're trying to make and how. The GM will give you the effects of your Concoction based on the abilities and ingredients you are applying. At base, one minor positive effect should be achievable (equivalent to STRENGTHENing an ally for an encounter).
(Knowledge Skill)
You may recognise any common Alchemical solution and make a guess as to the effects of less common solutions.
Three times per encounter you may give a strengthening potion to a character to call STRENGTHEN.
Once per encounter you may give a healing potion to a character to call HEAL FULL.
Three times per encounter you may tinker with the armour of a character to provide one of the following buffs: