Alchemists

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Summary

Alchemists are scientists that believe in a more chemical power than their Gunnar/Mechanic associates. While a Gunnar tries to solve practical problems with a practical approach (ie. Build a gun and shoot the guard), the Alchemists are after more lofty goals in the name of Science. Specifically, a good number of Alchemists are looking for the secret to immortality. This, of course, does not keep them from being excellent combatants as well. Alchemists use their knowledge of chemicals and the compounds that make up every living thing to do that flashy bit of damage.

High level Alchemist can unleash torrential barrages of explosive chemical concoctions. This creates the possibility for a rather unusual variety of attacks.

History

The Alchemists are as old as the Wanderers themselves and belong to the “balance the paths” philosophy of Wanderer. More specifically, they believed that they could obtain immortality by finding the fine line between the two and becoming the Mythical Ninja-Pirate.

Current day Alchemists are a little more practical (barely) and just as eccentric. Alchemists love elixirs and potions. They love mixing them, they love selling them, and they definitely love using them. If there's a problem an alchemist can't solve with a liquid, then it's time for the Alchemist to move onto topic creams.

The Academy for the Progression of Human Excellence is the main branch of the Alchemists and is filled primarily with researchers and grad students trying to find the next great thing. While they don't necessarily have a head researcher, everyone will tip a respectable nod towards The Immortal Man for any traveler asking to see the best researcher they can find.

The Immortal Man is named as such because he's estimated to be around 80 years old, but looks like he's 25 and hasn't aged in years. Despite claims from himself that he's truly not immortal, a lot of the alchemist community believes he truly has found the compound for immortality and either isn't sharing it, or forgot to write it down. As such, he's a fairly useful source for information on the world before the Takara.

Attribute Scores

Alchemists don't necessarily need any one skill over the other, but a high precisions helps when working with sensitive compounds or fragile lab equipment.

Abilities

Level 1

Dihydrogen Monoxide Expert
Wanderer 1
Cost: Passive
The very base ability of any good Alchemist is to know how to mix various potions and concoctions. While this ability does not grant the ability to create any supernatural potions, this ability gives a +2 to checks to research them or concoct minor potions and elixirs like beers, water purifiers, metal-eating acids, etc.


Me Make You Boom!
Wanderer 1
Cost: Passive
Alchemists are also inherently good demolitions experts. A potion placed in the right (or wrong) place can make all the difference. Alchemists with this ability gain a +2 to all checks to create and place potions for the purposes of demolitions. This does not include precision for attack rolls.


That's the Stuff
Wanderer 1
Cost: 2
Alchemists understand how to make a brew that'll make someone smarter, stronger, faster, or just all around better. By spending an attack action, the Alchemist can craft a potion that will boost 1 attribute of the Alchemist's choosing by 1 for 1 turn. The Alchemist or his allies do not need to drink this on the turn it is brewed (which can be done as part of the Alchemist's move action), but it becomes unstable if unused in the combat. Drinking a potion can be done once a turn per character and takes no action. This does not give the HP from increased Body or Will.


Chemical Balance
Wanderer 1
Cost: Passive
Alchemists have to know how to carry various potions and vials at the same time without dropping them in combat. An Alchemist with this ability can carry a number of brewed potions in his hands equal to his agility score without having to drop one or pass it off. Normally the Alchemist can only carry 2 (1 for each hand). With or without this ability, the Alchemist is considered to have the required ingredients to mix the potions on his person via a series of belts and pouches on his clothing.


Elemental Salve
Wanderer 1
Cost: 2
Alchemists are masters of the elements and can imbue attacks with elemental power. Pick 1 element when the Alchemist takes this ability. The Alchemist can spend 2 Life at any time to make any attack that element. Furthermore, the Alchemist can spend a turn to brew up a potion of any other element or their own element that can be spread on a weapon to make its next attack any element of the Alchemist's choosing.


Level 2

Burn Baby Burn
Wanderer 2
Cost: 4
The Alchemist can concoct potions of various chemical backgrounds. When he or she uses this, he creates a potion of a pure element and flings it at his foe. This can be anything from the common fire to the less common love to the extremely uncommon metaphysical philosophy elements. This attack hits up to 8 squares from the alchemist and does 10 damage of any type of the Alchemist's choosing.


Rocket Sauce
Wanderer 2
Cost: 1
The Alchemist loves to create potions that give a person that extra kick. This potion allows its drinker to double his or her move jump speed for a turn (stacking with any other movement abilities) but has the distinct problem of making any move action a jump while the potion is active (no walking).


Got Your Weakness
Wanderer 2
Cost: Passive
Alchemists are men of science and have documented the weaknesses of every monster they've encountered. Whenever an Alchemist fights a monster that he or she does not know of any weaknesses of, they can spend 2 turns looking it up in their reference book. This reveals all elemental weaknesses and any other likely plans of attack.


Brew Tosser
Wanderer 2
Cost: Passive
Alchemist allies depend on the Alchemist being able to pass his potions on to them on a moments notice. They can't be bothered to always be adjacent to him. Alchemists can normally pass potions and items to allies as a free action, but the Alchemist that masters this skill has mastered his throwing to the point that he can toss potions to any ally within 5 squares without using an action. The ally must be conscious to receive this benefit.


Level 3

KABOOM!
Wanderer 3
Cost: 8
The Alchemists are excellent demolition experts as well. Using their chemical knowledge, they can craft quick and effective bombs that explode in a huge fiery explosions. This attack can be thrown 8 squares, hits a 5 square radius, and does 10 fire damage to everything in the explosion.


Here! Drink This!
Wanderer 3
Cost: 10
The Alchemist has learned to make unusual brews that can make an individual more of a Pirate or more of a Ninja. Or so they claim. In reality, all this potion does is either give the user a +2 to body and will at the cost of -2 agility and precision or vice-versa until the end of battle to whomever drinks it. This cannot lower an attribute below 1 and cannot raise it above 10.


Nectar of the Gods
Wanderer 3
Cost: 5
The Alchemist spends a turn and concocts a brew that cures any minor physical ailments that do not have a direct effect on combat (like a hangover, dehydration, hunger) and gives back 10 Life when drank. This brew goes bad if it is not drunk in the scene its made in.


Chamomile and Honey
Wanderer 3
Cost: 10
The Alchemist knows a great cure for Insomnia. When this potion is brewed, anyone that doesn't make a Body check of 15 falls immediately into a deep sleep. The participant must drink all of it though. So, forcing down their throat is unlikely to work. However, slipping it in their Tea might.


Chemical Breakdown
Wanderer 3
Cost: 5
The Wanderer can brew up a potion to break down an opponent's resistance to one element. When an opponent is hit with this potion, the target takes 5 more damage from all attacks of an element of the Alchemist's choosing.


Build Up Your Resistances
Wanderer 3
Cost: 10
The Wanderer can also brew up a potion for drinking that can raise resistances to the elements. Whenever anyone drinks this potion, they take 5 less damage from an element of the Alchemist's choosing until the end of battle.


Level 4

Chain Reaction
Wanderer 4
Cost: 10
The Alchemist has learned some pretty ridiculous chemical brews and knows how to combine them for explosive effect. The Alchemist using this attack takes out two potions and throws them at the same target. The chemicals then reaction and explode on top of that opponent. This attack hits at a +2, has a range of 8 squares, and does 15 damage of any element. Furthermore, if they target does not move out of the square on their next turn, they continue to take 10 more damage a turn until they do.


Equivalent Exchange
Wanderer 4
Cost: 1 Awesome Point and 10 Life
Alchemists are masters of Chemical balance and reorganizing the very make-up of items. Using his potions and chemical expertise, the Alchemist can change one item into another. When this ability is used, the Alchemist can take a mundane object or several mundane objects and transform them into something of equal mass and make-up. So, a tree can be made into a small boat, but it can't be made into a full-blown Caravel or a metal sword. Artifacts and Indestructible quality are uneffected. The mass of the object that can be changed is limited to the size of a large statue. Larger objects should require more awesome points.


Equal and Opposite Reaction
Wanderer 4
Cost: 5
The Alchemist knows a few tricks of desperation and is willing to get right in the thick of it if he has to. This attack does 30 damage to the opponent if it hits. However, regardless of whether it hits, both opponents are knocked back 4 squares and the user of the ability takes 15 damage.


Jack of All Planes
Wanderer 4
Cost: 1 Awesome Point
The Alchemist knows how to shape the very field that his or her battles take place on. By using his attack action, the Alchemist can physically change a major aspect of the battlefield's environment to his or her choosing. This effect can vary from covering the ground in ice to increase speed while already moving to covering the ground in difficult to navigate stone spikes to covering the area in fire that does 5 damage to every living thing each turn.


Level 5

Explodomania
Wanderer 5
Cost: 30
The Alchemist knows how to make one hell of a bomb, and he's not afraid to use it. The Alchemist crafts a potion that explodes in a 6 square radius when broken. This potion can be thrown 8 squares and does 25 damage. It also continues to do 5 damage to any opponents hit every turn after the initial explosion as the chemicals in the potion eat away their skin and clothes. This needs significant water to wash off and will otherwise continue to eat away at an opponent's life until they are unconscious.


The Immortality Equation
Wanderer 5
Cost: 30
Many have tried to recreate The Immortal Man's legendary and miraculous potion. None have succeeded, but some people have stumbled upon a temporary solution. When an alchemist brews this tonic, whomever drinks it becomes completely invulnerable to damage until their next action (damage taken from life drain to use abilities does not count).


Brew Fest
Wanderer 5
Cost: Passive
Alchemists are masterful and speedy brewers that can whip up an elixir or cure in the blink of an eye. The most skilled ones are even faster than that. An Alchemist with this ability can whip up 2 Potions in a turn. However, the user must wait 2 turns after using this ability before using it again, and the Alchemist can still only drink 1 potion and throw 1 potion a turn.


The Absolute Zero Equation
Wanderer 5
Cost: 30
Alchemists aren't just good at setting things on fire. Some Alchemists are experts of the cold as well. When an Alchemist rolls precision and hits with this potion with an 8 range, the target is frozen solid in a block of ice. The victim immediately makes a 15 body check, if they succeed, they break out on their next turn. If not, they must waste their turns until they make the body check or someone breaks them out. While encased in ice, the character takes no damage. Anyone wishing to break them out must do 50 damage to the ice barrier. Fire type damage counts as doubled for the purpose of breaking someone out. This is an unstable equation and melts after a couple of minutes and quite instantaneously when it does. Furthermore, this ice block will typically break after too much violent movement. This means that this is ultimately a good stall technique but a poor ability for kidnapping foes.


Liquid Thunder
Wanderer 5
Cost: 20
The Alchemists have found a frightening concoction that lets out a thunderous burst of sound and horrible secondary effects when violently shaken or upon impacting on an object. Upon throwing this attack anywhere within a range of 10 squares, do the following. Anyone next to the blast is at a -2 to avoid any other effects of the blast. Anyone within 2 squares of the blast make a Body check of 9. If the target fails, they are deafened for the battle (-2 to precision to hear hidden targets and -2 to dodge, immune to sound attacks). Then, anyone within 4 squares makes an agility or body check of 12 or is knocked down and drops any weapons or items they are holding at the time(requiring a move action to get up and grab the weapon next turn). Anyone within 8 squares rolls agility against the Alchemist's precision. If they fail, they take 20 damage from the concussive shockwave and shattering glass. Finally, anyone within 12 squares of the attack is automatically knocked 2 squares away from the origin of the blast automatically. This attack will cause objects lighter than a man to explode outwards from the explosion. Needless to say, most Alchemists think long and hard before using this one.


Desperate Trade-off
Wanderer 5
Cost: 1 Awesome Point
The clever Alchemist knows that he or she must stay alive at all costs, even if the solution comes at a great cost. When an Alchemist spends an attack action to brew this potion, the Alchemist creates a chemical reaction that taps into the body’s hidden energy reserve for one last desperate burst. Whoever drinks this potion can gain back as much life as they want up to their maximum life total (cumulative over multiple uses. So, no just gaining back 100 life each time). However, after the character is knocked unconscious or allowed to catch their breath long enough to heal, their maximum life total goes down by the amount of life gained for the rest of the day. If this somehow drops their maximum life down to 0 or below, the drinker remains unconscious and cannot be woken without proper rest.


Perfect Duplicate
Wanderer 5
Cost: 3 Awesome Points
Alchemy isn't just about exploding potions. Sometimes it's about making more hands so you can hold more exploding potions. When the Alchemist with this move uses an attack action to activate this move, he can brew up a potion and clone any willing party member, including himself. This clone is an exact duplicate of the character cloned, including their current life total and any buffs or debuffs on the character at the time of the cloning. The clone is also completely loyal to the Alchemist. The clone goes away at the end of combat, or, if used outside of combat, at the end of the scene.