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| Homebrew Class Track - Alchemist; It's time to cook. | |
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| Tweet Topic Started: Sep 21 2015, 10:50 PM (953 Views) | |
| weredrago2 | Sep 21 2015, 10:50 PM Post #1 |
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He Who Posts Too Much
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Alchemist RV Salve Maker -> Cooker -> Alchemist -> Fullmethal Alchemist -> Doctor Feelgood Attributes: Intelligence, Willpower, Wisdom Skills: Academic Lore, Arcana, Crafts, Deceive, Drive, Forbidden Lore, Medicae, Perception, Scrutiny Completion Bonus: +1 to all Craft Tests Schools:
RV Salve Maker Requirements: Intelligence 2, Academic Lore 2, Crafts 2
Cooker Requirements: Intelligence 3, Academic Lore 2, Crafts 2
Alchemist Requirements: Intelligence 3, Academic Lore 3, Crafts 3, Pharmacist
Fullmethal Alchemist Requirements: Intelligence 4, Academic Lore 3, Crafts 4, One Hundred Percent Purity
Doctor Feelgood Requirements: Intelligence 5, Academic Lore 4, Crafts 5, Master Pharmacist
-------------------------- New Feats Break Bad With a proper lab, equipment, and at least an hour to spare, you can roll Intelligence + Crafts to create drugs. The TN for this test is equal to the TN of the Wealth Test to acquire the drug on the market. Mutagen Given an hour, you can brew a powerful mutagenic potion keyed to your DNA signature. Upon creating the mutagen, select two attributes. Taking a half action to drink this mutagen will shift 1 dot from one attribute to the other for the length of a scene. Attributes cannot be lowered to 0 this way. Attributes also cannot be raised to 6 or higher unless you have a power that allows for you to raise them above 5. If anyone other than the creator of this mutagen attempts to consume it, they must make a Constitution test (TN15) or take a point of E damage to their Gizzards. Chemist Bomb With a proper lab and equipment, you can roll Intelligence + Crafts against TN15 to create a Chemist Bomb using the Frag Grenade profile. Every two raises over the TN creates another bomb. Pharmacist Once per scene, you may reroll any Craft Tests for crafting drugs. Double your yield when crafting drugs. Improved Chemist Bomb When making bombs, you may increase the TN by 5 to add any of the following weapon qualities to your explosive batch: Shocking, Smoke, Snare, Toxic, Compact, Incendiary. One Hundred Percent Purity You may increase or decrease the addictivity of a drug by one step when manufacturing it. Add a +2k0 bonus to your drugs' effects where applicable. Improved Mutagen Your mutagens have increased in power. You can now shift up to 2 dots when you make mutagens. Specialized Mutagen Whenever you make a mutagen, select one of the following effects. Super Mutagen: You can shift up to 3 dots with this mutagen. Shifting Mutagen: You can shift 3 different attributes with this mutagen. Long Term Mutagen: The effects of this mutagen last an hour. Matter Transmutation You can Transmute objects that have been placed in a hand drawn Transmutation Circle. As a Half Action, you can roll Transmutation + Intelligence against the TN of an item's Wealth test to transmute raw materials into items. The item in question cannot have more moving parts than a crossbow, and retains the same qualities (density, mass, etc.) as the material used. This action counts as a spell, so it risks Psychic Phenomena and can be countered. Items created are permanent. Master Pharmacist Your're the best in the business. Add a +0k2 bonus to your drugs' effects where applicable. Otherwise, increase the effectiveness of your drugs in any way your SM will approve of. Portable Lab You are treated as having enough equipment on your person to make potions or drugs, and cut the time to make them in half. Spell Potion After performing the normal Focus Power test, you may store a spell in a potion. When the potion is consumed, the effect activates, along with any Psychic Phenomena or Perils of the Warp that would follow it. Only the caster of this spell can use the potion this way. Transmutation Expertise Every time this feat is taken, decrease the TN of any Transmutation Test by 5. Chimera Transmutation When placed in a prepared Transmutation circle, you can fuse multiple creatures into one. With an Extended Action, you can roll Transmutation + Intelligence against the sum of each monster's Size times five. The length of the Extended Action is equal to half the TN in Rounds. The creatures merge into a chimera, having an average of their Level, Attributes, Skills, and HP. The chimera also inherits appropriate traits and feats from the creatures involved, with SM approval. This action counts as a spell, so it risks Psychic Phenomena and can be countered. This fusion is permanent, and risks Perils if you try to make something impossible (such as a fusion of two different Exalted). Edited by weredrago2, Jan 22 2016, 11:04 PM.
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| weredrago2 | Sep 22 2015, 01:15 PM Post #2 |
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He Who Posts Too Much
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Alright, made some changes. If somebody could give me some feedback, I'd appreciate. |
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| ReptileViking | Sep 22 2015, 01:52 PM Post #3 |
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Looks pretty solid to me. I did notice one thing, in Mutagen it says "If anyone other than the creator of this mutagen attempts to consume it, make a Constitution test (TN 15) or take a point of E damage to your Gizzards." I think it should say "they must make a Constitution test (TN 15) or take a point of E damage to their Gizzards." Otherwise it sort of sounds like the Alchemist is the one taking damage. If you have room for another feat I think one that lets you make healing potions would be good, even if it was just improving natural healing speeds instead of getting into resource points. Finally, Fullmethal Alchemist made me laugh. |
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| Yog-Sothoth | Sep 22 2015, 02:09 PM Post #4 |
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Extremely Confused
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Isn't there a drug for healing people? Looking good so far. However, does it state anywhere the time it takes to craft a drug? As well, are you planning for this to incorporate aspects of alchemy or is it going to be pure chemist? |
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| weredrago2 | Sep 22 2015, 02:24 PM Post #5 |
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He Who Posts Too Much
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Bio-Foam heals people, and Spell Potion can store Healing spells. I didn't say how long it takes to craft a drug. Not sure what would be appropriate. As for alchemy, I only addressed it by adding support for Transmutation and Spell Potion. The rest is all drugs. Edited by weredrago2, Sep 22 2015, 02:26 PM.
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| ReptileViking | Sep 22 2015, 02:26 PM Post #6 |
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Right. I forgot about biofoam. |
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| Eisenritter | Sep 22 2015, 02:31 PM Post #7 |
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Old Iron Knight
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I would argue that synthesizing chemical compounds would be on a timescale measured in hours. At least a day at a time, assuming DtD doesn't support nanofabricators. |
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| Yog-Sothoth | Sep 22 2015, 02:44 PM Post #8 |
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Extremely Confused
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The Transmutation school of magic has little to do with alchemical projection; it's more about nature magic. I suggest, in the place of the Spell Book feat for the Transmutation school, a feat that allows you to make a wealth test equal to the item's rarity to acquire the appropriate materials-to-be-transmuted and then make an Intelligence + Crafts or Arcana test against the same TN as the acquisition test to transmute the materials into the magical ones that you use to make the item, and then a normal Crafts test to put the item together. Edited by Yog-Sothoth, Sep 22 2015, 02:45 PM.
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| weredrago2 | Sep 22 2015, 03:33 PM Post #9 |
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He Who Posts Too Much
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Added Object Transmutation. Should I make a way to do Chimeras? If so, how should I go about doing it? |
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| weredrago2 | Sep 22 2015, 04:05 PM Post #10 |
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He Who Posts Too Much
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Put in Chimera Transmutation. Don't know if it really fits, though. It might belong somewhere else. |
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