Force Wizard’s Got Talents – Part 10 (Alchemist Specialization)

“Force Wizard’s Got Talents” is my series on the Force talents, from all of the FFG Star Wars lines.

“Force Wizard’s Got Talents” is my series on the Force talents, from all of the FFG Star Wars lines. Welcome back, padawans and disciples. In Part 10, we look at Force talents for the Mystic career’s Alchemist specialization, in Unlimited Power. Please note that rules for Force potion and talisman crafting are in UP, pp. 79-85.

Abbreviations
F&D = Force and Destiny
FR = Force Rating
FT = Force Talent
UP = Unlimited Power


ALCHEMIST

Alchemical Arts (Ranked; 10 or 20XP)

  • Unique to Alchemist.
  • This is an Active talent (Incidental).
  • There are 2 ranks in the Alchemist tree, along a path that anyone who wants to craft talismans and/or potions will probably take. (Stimpak Specialization 5XP > Stim Application 10XP > Alchemical Arts 10XP > Grit 10XP > Transmogrify 15XP > Alchemical Arts 20XP).
  • Make a crafting check to create your Force potion/talisman.
  • Spend Strain equal to twice your Alchemical Arts ranks.
  • Add 1 Light pip or 1 Dark pip to the results for every 2 Strain you spend.
  • Beware the fine print! The text on p.32 of UP warns that you take 1 Conflict for every Dark pip you add.

Identify Ingredients (Unranked; 25XP)

  • Unique to Alchemist.
  • This is an Active FT (Out-of-Turn Incidental).
  • You must be exposed to the substance before identifying it by means of this FT.
  • The pool for the check is Force dice < your FR.
  • Immediately spend 2 Force pips to identify the substance and its effects.
  • The check may provide 1 Boost to subsequent attempts by the PC to recreate the substance. (GM’s option!)

Improvised Concoction (Unranked; 25XP)

  • Unique to Alchemist.
  • This is an Active FT (Action).
  • A once per encounter Action.
  • Requires a successful Hard (Difficulty 3) Knowledge: Xenology check to use. Add Force dice < your FR to the pool.
  • Create 1 dose of a potion, drug, or poison from available ingredients.
  • The text suggests the substances on pp. 81 and 181 of F&D. However, I think that with your GM’s buy-in you could create others, for example those in Edge of the Empire or Age of Rebellion.
  • There is a limit on Rarity of substances created with this FT: Rarity can’t be greater than the sum of the PC’s Intellect + number of Successes + number of Force pips spent.

Transmogrify (Unranked; 15 or 25XP)

  • Also: Magus (UP).
  • This is an Active FT (Incidental).
  • When making a crafting check, you may add Force dice < to your FR to the pool.
  • Spend 1 Force pip to add +1 Success to the result.
  • Spend 2 Force pips to add +1 Advantage to the result.

Next time, Part 11 will complete the Mystic career with the Magus and Prophet specializations, also from UP. Until then, may the Force be with you always, padawans and disciples.

 

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Linda Whitson

Contributing Writer & Copy Editor at D20 Radio
Linda Whitson is a long-time RPGer, amateur musician & artist, & an officer in the Rebel Legion Star Wars costuming club. Linda met her husband in an AD&D game and they have 2 teenagers, an anime fangirl daughter and a son who plays on his university's quidditch team. She is the Lead Mod of D20 Radio's forums and Copy Editor for the blog. Linda can be reached at GMLinda@d20radio.com

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