Has anybody come up with an Alchemist playbook? I’ve been messing around with one, but don’t think I have a good enough handle on the game yet to do a full-blown playbook. I want one for a setting that does not have D&D style wizards, and my attempts have been loosely based on the Monster Blood Tattoo novels. I’m envisioning a sort of “combat chemist”, a guy who reaches into his satchel of weird alchemical mixtures and pulls out just the right potion/powder/whatever to throw at the monster and achieve a variety of effects. Below are my attempts at some basic moves for the class, but I’m very open to checking out anyone else’s stab at an Alchemist (BTW – the damages listed are just placeholders until I give them some more thought. Stores is an abstract measure of alchemical supplies, and I’m thinking you’d start with 5-10 stores, and need to find/buy more pretty quickly).
Alchemy
When you use an alchemical preparation, roll+DEX:
On a 10+, choose 1, or choose 2 and deplete your stores.
On a 7-9, choose 1 and deplete your stores.
On a 6-, deplete your stores and you suffer a mishap.
– Create a cloud of noxious vapors
– Create a cloud of thick, obscuring smoke
– Create a loud explosion (d8+2 damage area)
– Create a pool of dissolving acid (d10+1 damage ignores armor)
– Create a stunningly bright light
– Create a deafening noise
– Put a handful of creatures to sleep
– Catch things on fire
Analyze
When you have the time and laboratory equipment to investigate a mysterious substance, roll +WIS:
On a 10+, choose three
On a 7-9, choose 1
– You determine the substance’s components
– You determine the substance’s origin
– You determine the substance’s method of manufacture
– You determine the substance’s usefulness
Concoct
When you have access to the resources and equipment to make a concoction, roll+INT:
On a 10+, choose 1 or choose 2 and deplete your stores.
On a 7-9, choose 1 and deplete your stores.
On a 6-, deplete your stores and you are left with a useless goo.
– You create a deadly poison (1d6 ongoing damage poison)
– You create a sleeping draught
– You create a powerful antidote (counteract poison)
– You create an invigorating tonic (remove one debility)
– You create a healing balm (heal 2d6 HP)
– You create a boosting potion (+1 forward to one stat modifier for one use)
I’m not sure if anyone else has done it, but I’ve been contemplating making one (although I feel like I don’t want to start tinkering without some more experience with the base game). I was thinking that I’d take some inspiration from the Hoarder and Savvyhead playbooks from Apocalypse World. For making potions and whatnot I would start with the Savvyhead’s workspace move as a base and adapt it. I also want something akin to the Hoard’s desire to collect new stuff for your collection of supplies. I haven’t worked out exactly how I’d want that to work, but something where you’d roll a 6- and the GM would say things like “You rummage around in your stuff, and you don’t find anything that would work. But do you know what would be perfect for that? A gryphon heart” that would prime you to want to do things.
For combat, I was thinking that just saying as starting equipment: “you have Ammo:2 worth of reactive and noxious substances” and just let people describe their actions within the Volley move and let the GM work the consequences appropriate to the fiction. Then I was going to give a “When you vivisect a strange and unusual creature, Roll + INT. On a 10+ hold 3, on a 7-9 hold 1”, with various options to spend the hold, one of which would be “Gain Ammo:1 worth of reactive and noxious substances”.
Have you seen the artificer?
Second the Artificer.
I’ve seen the artificer, and I plan to include them as an option, but its not quite what I’m going for with the alchemist.