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- STYLE ABILITIES: Alchemist [XYZ7]
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- Researchers who look into the truth of all things and the laws that make up the source of those things, and then seek to obtain actual proof, using various techniques and knowledge gained in the course of that research, as to whether or not those truths and laws they found are in fact correct. Such describes the way of an Alchemist. The transmutation magic--or rather, alchemy that they use, is a byproduct of their verifications created in the process of researching those truths and laws, and is considered to be no more than an experimental tool. But even so, a power that mimicks everything that comes from the research of creation itself and creates new things by combining the power of replication magic with things that have been replicated, is a power that can't even be compared to other styles of magic-users. That power contributes greatly to the creation of medicine and artifacts, but many confuse Alchemists with merely "mages who make things."
- Name | Strength | Reflexes | Perception | Intelligence | Spirit | Empathy | Base HP | Base MP | HP Mod | MP Mod
- ---------------+----------+----------+------------+--------------+--------+---------+---------+---------+--------+-------+
- Alchemist | - | - | 2 | 2 | 1 | 1 | 11 | 13 | 8 | 8 |
- ---------------+----------+----------+------------+--------------+--------+---------+---------+---------+--------+-------+
- Transmutation Magic Knowledge
- Magic (Automatic) - Max LV Refer
- Timing : Constant
- Check : Automatic
- Target : Self
- Range : -
- Threshold : -
- Cost : -
- MC : OK
- This ability represents your mastery over transmutation magic. You know how this world works, and because of that, you are able to dismantle and rebuild various matter that exists in the world.
- You know all transmutation spells up to the LV of this ability. See the "Magic" chapter in the PDF on page 115 for information about this ability's maximum level.
- Artifact Transmute
- Magic (Transmutation) - Max LV 10
- Timing : Constant
- Check : Automatic
- Target : Self
- Range : -
- Threshold : -
- Cost : -
- MC : -
- You are a high-class alchemist who possesses the knowledge and skills needed to transmute artifacts.
- You acquire [LVx1000] SP that can be spent exclusively on Artifacts, disregarding all country data. These Artifacts can be loaned to others. The LV of Artifact that can be acquired is equal to [this ability's LV / 2 (round up)]. Even if these are used or lost, they are recovered during Afterplay.
- Workshop Alchemist
- Magic (Transmutation) - Max LV 5
- Timing : Constant
- Check : Automatic
- Target : Self
- Range : -
- Threshold : -
- Cost : -
- MC : -
- You are an alchemist with a workshop who is able to create Artifacts and other such things normally provided by the Academy on your own.
- Select LV number of the following Academy Supports: «Advanced Medicine» «Custom Weapons» «High Quality Arms» «Loaned Documents» «Pharmaceutical Knowledge» «Siege Weapon Construction». Halve the SP necessary to acquire the selected Academy Supports.
- Improve National Power
- Magic (Transmutation) - Max LV 10
- Timing : Constant
- Check : Automatic
- Target : Self
- Range : -
- Threshold : -
- Cost : -
- MC : -
- The foremost duty of an Alchemist is the elevation of their nation's power. Enhancing technology, increase the land's food production, refining minerals, and applying other resources more efficiently.
- During Preplay, you may freely distribute [LV] number of points to any national resource. The national resources increase only by the number of points distributed to them. The most that can be spent on a single national resource is based on this ability's LV: up to LV4, 1 point; up to LV7, 2 points; and at LV10, 3 points. These points may be re-distributed at each Preplay.
- Healing Alchemist
- Magic (Transmutation) - Max LV 10
- Timing : Constant
- Check : Automatic
- Target : Self
- Range : -
- Threshold : -
- Cost : -
- MC : OK
- This ability represents that you are an Alchemist skilled in medicine specialized in healing people. You carry tools and medicines for treatment.
- You acquire LV number each, individually, of Health Potions, Mana Potions, Cure-all Potions, and Healing Enclosures, regardless of all country data. Even if these are used or lost, they are recovered during Afterplay.
- Medicine Compounding
- Magic (Transmutation) - Max LV 3
- Timing : Refer
- Check : Automatic
- Target : Self
- Range : -
- Threshold : -
- Cost : -
- MC : OK
- This ability compounds medicine.
- Use this ability when using a [Type: Other (One Use)] item that recovers HP, MP, or Bad Statuses. You may use LV number of additional [Type: Other (One Use)] items that recover HP, MP, or Bad Statuses with the same timing. The target of the used items must be the same character. This ability may be used at the same time as «Administer Medicine».
- Administer Medicine
- Magic (Transmutation) - Max LV 5
- Timing : Refer
- Check : Automatic
- Target : Single
- Range : [LV] Sq.
- Threshold : -
- Cost : -
- MC : OK
- Use medicine on others.
- Use this ability when using a [Type: Other (One Use)] item that recovers HP, MP, or Bad Statuses. You may use that medicine on a character other than yourself. When you do, change the range to [LV] Sq. Treat Bad Status recovery items as though [Timing: Minor Action]. This ability may be used at the same time as «Medicine Compounding».
- Healing Alchemist II
- Magic (Transmutation) - Max LV 5
- Timing : Constant
- Check : Automatic
- Target : Self
- Range : -
- Threshold : -
- Cost : -
- MC : OK
- You possess the talent and skill to give superior medical treatment.
- You acquire LV number each, individually, of Strong Health Potions, and Strong Mana Potions, regardless of all country data. Even if these are used or lost, they are recovered during Afterplay. Additionally, you gain +[LV]D to the amount restored by HP or MP recovery items that you use. You must be CL5 to acquire this ability.
- Red Tincture
- Magic (Transmutation) - Max LV 5
- Timing : Constant
- Check : Automatic
- Target : Self
- Range : -
- Threshold : -
- Cost : -
- MC : OK
- You have succeeded in creating an exceedingly rare alchemic medicine, and are able to produce various kinds of drugs based on it.
- You acquire LV number of Miracle Drugs, regardless of all country data. When this ability is LV5, you may additionally acquire one False Life Jewel. Even if these are used or lost, they are recovered during Afterplay. You must be CL10 to acquire this ability.
- Prima Materia
- Magic (Transmutation/Epic) - Max LV 1
- Timing : Anytime
- Check : Automatic
- Target : Single
- Range : 0 Sq.
- Threshold : -
- Cost : Fate
- MC : OK
- This ability recalls the source of vitality through the foremost element of all creation that has been isolated by alchemy.
- You recover the use count of an item, spell, or ability with a limit on how many times it can be used (however, [Type: Other (One Use)] items are excluded from this.) By spending the following amount of Fate, you recover one use of the specified thing: for 1 Fate, recover something with "X per round"; for 3 Fate, recover something with "X per scene"; for 5 Fate, recover something with "X per episode."
- Emergency Administer
- Magic (Transmutation) - Max LV 5
- Timing : Constant
- Check : Automatic
- Target : Self
- Range : -
- Threshold : -
- Cost : -
- MC : OK
- This ability represents having a technique for effectively applying an unusually fast-acting medicine. With your hands, you're able to save someone's life faster than anyone.
- You are able to use «Urgent Medicine» one more time per round. When this ability is level 5, you are able to use it twice more per round.
- Arsenal Alchemist
- Magic (Transmutation) - Max LV 5
- Timing : Constant
- Check : Automatic
- Target : Self
- Range : -
- Threshold : -
- Cost : -
- MC : -
- This ability represents that you have the skills and leadership capability to take charge in mass producing fine goods in a factory.
- Increase the recovery amount of HP and MP recovery items, the weapon defense of vehicles and armor, and the attack power of weapons that are supplied to the cities and military-held points that belong to your country by LV. When this ability is LV3, increase the minerals national resource of your country by [LV / 4 (round up)].
- Transmutation Catalysts
- Magic (Transmutation) - Max LV 5
- Timing : Constant
- Check : Automatic
- Target : Self
- Range : -
- Threshold : -
- Cost : -
- MC : OK
- So that you are always prepared to use transmutation magic as quickly and effectively as possible, you carry a number of catalysts, such as acidic chemicals, special biological enzymes, and various kinds of metals, so that you can use them as the situation demands.
- Add one die to the result of your transmutation spells. When this ability is LV5, add a second die.
- Military Alchemist
- Magic (Transmutation) - Max LV 10
- Timing : Constant
- Check : Automatic
- Target : Refer
- Range : Refer
- Threshold : -
- Cost : -
- MC : OK
- You are an Alchemist skilled in the improvement and manufacture of military equipment.
- When Forces from your country are equipped with the [Equip: X] [Lightweight Equipment] or [Horse Armor] Force Options, calculate the effects as though that Force's level were LV higher. You must be CL5 to raise this ability to LV3, CL10 to raise it to LV5, CL15 to raise it to LV7, and CL20 to raise it to LV10.
- Artifact Transmutation II
- Magic (Transmutation) - Max LV 10
- Timing : Constant
- Check : Automatic
- Target : Self
- Range : -
- Threshold : -
- Cost : -
- MC : OK
- This ability represents being an extremely skilled Alchemist who has the ability to transmute Artifacts more quickly, in greater amounts, and with higher efficiency.
- When calculating the effects of «Artifact Transmutation», add this ability's LV to that ability's LV. You must be CL10 to acquire this ability. In order to raise this ability to LV6, you must be CL20.
- Transmute Gold (Fake)
- Magic (Transmutation) - Max LV 10
- Timing : Constant
- Check : Automatic
- Target : Self
- Range : -
- Threshold : -
- Cost : -
- MC : OK
- This ability represents learning personal techniques for doubling the finances of the national treasury, applying your transmutation magic. There are a wide variety of particulars to these techniques, but some may involve illegal activities.
- Increase the finances national resource of your country by [LVx2]. You must be CL10 to acquire this ability. Furthermore, you must be CL20 to raise this ability beyond LV5.
- Arsenal Alchemist
- Magic (Transmutation) - Max LV 10
- Timing : Constant
- Check : Automatic
- Target : Self
- Range : -
- Threshold : -
- Cost : -
- MC : OK
- This ability represents being an Alchemist who excels in industrial manufacturing while leading your minions and students, without getting complacent as an individual.
- When calculating the level of «Arsenal Alchemist», add this ability's LV to that ability's LV. You must be CL10 to acquire this ability. You must be CL20 to raise this ability beyond LV5.
- Quinta Essentia
- Magic (Transmutation) - Max LV 10
- Timing : Constant
- Check : Automatic
- Target : Self
- Range : -
- Threshold : -
- Cost : -
- MC : OK
- You are one of the few experts who has created a miracle drug, and used that as material to create a number of elixirs.
- When calculating the effects of «Red Tincture», add this ability's LV to that ability's LV. Also, you are able to acquire LV number of Extra Potions, and [LV / 3 (round up)] False Life Jewels. You must be CL20 to acquire this ability.
- Workshop Alchemist II
- Magic (Transmutation) - Max LV 1
- Timing : Constant
- Check : Automatic
- Target : Self
- Range : -
- Threshold : -
- Cost : -
- MC : OK
- You are an expert workshop Alchemist known the world over for your talent and skill. There is no Artifact you're not able to create, and due to your fame, you're easily able to gain any support you need.
- This ability may not be acquired unless you have «Workshop Alchemist» at LV5. You are able to acquire all Academy Supports at half the necessary SP (round up). You must be CL20 to acquire this ability.
- Elixir
- Magic (Transmutation) - Max LV 1
- Timing : Initiative
- Check : Automatic
- Target : Single*
- Range : 0 Sq.
- Threshold : -
- Cost : 100
- MC : OK
- This ability saves those close to death due to an all-purpose healing medicine that you created.
- The target sets their HP to 1. This ability has an effect on characters up to near death 3. Additionally, the target is healed of all diseases they are suffering from that were not inflicted by Chaos. However, it cannot remove harm already inflicted by that sickness, and cannot lengthen a life that is already shortened. You must be CL30 to acquire this ability.
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- TRANSMUTATION MAGIC
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- Arms Reinforce
- Magic (Transmutation) - Level 1
- Duration : 1 Scenario
- Timing : Major Action
- Check : "Knowledge: Craft"
- Target : Item
- Range : 0 Sq
- Threshold : 12
- Cost : Refer
- MC : OK
- Magic that enhances the materials and properties of weapons or armor.
- A single weapon has its Attack Power and Guard Rating, or a single weapon its Weapon, Crushing and Fire defenses, boosted by (Max Transmutation Magic Level).
- Each time you use this spell, reduce your maximum MP by (Max Transmutation Magic Level). This effect lasts until the spell is removed.
- Fortified Essence
- Magic (Transmutation) - Level 1
- Duration : 1 Scenario
- Timing : Major Action
- Check : Healing
- Target : Self
- Range : -
- Threshold : 12
- Cost : Refer
- MC : OK
- You infuse a potion you carry with magic, improving its efficacy.
- Until the end of the scenario, HP and MP recovery items you use get +(Max Transmutation Magic Level) to their effect. Each time you use this spell, reduce your maximum MP by 5. This effect lasts until the spell is removed.
- Urgent Medicine
- Magic (Transmutation) - Level 2
- Duration : Instant
- Timing : Initiative
- Check : Automatic
- Target : Self
- Range : 0 Sq
- Threshold : -
- Cost : 4
- MC : OK
- You immediately use medicine.
- You can use an HP, MP, or Bad Status recovery [Type: Other (One Use)] item as if it had [Timing: Initiative]. You can also use skills that change the target and/or range of the item at this time.
- This spell may be used once per round.
- Burn Essence
- Magic (Transmutation / Magic Attack) - Level 2
- Duration : Instant
- Timing : Major Action
- Check : "Ranged Weapons"
- Target : Cross
- Range : 2 Sq
- Threshold : Opposed
- Cost : 6
- MC : OK
- You throw a jar filled with flammable liquid, creating a magical burst of flame.
- Make a ranged attack against the target. It does [3D + Max Transmutation Magic Level + Your country's Technology + Your country's Minerals] Fire damage. If the target takes at least 1 point of damage, they take the burning 2 bad status.
- When your Max Transmutation Magic Level is 4 or above, you get a spray gun and can use this magic with [Range: 4 Sq].
- Augment Power
- Magic (Transmutation) - Level 3
- Duration : 1 Scenario
- Timing : Major Action
- Check : Healing
- Target : Self
- Range : -
- Threshold : 12
- Cost : Refer
- MC : OK
- Your research and expertise support you in battle in many ways. You imbibe elixirs to enhance your capabilities as the situation requires with this magic.
- Until the end of the scenario, you get +2 to an ability score of your choice. When your Max Transmutation Magic Level is 6 or higher, this becomes +3, and at Level 9 it becomes +4.
- Each time you use this spell, reduce your maximum MP by 10. This effect lasts until the spell is removed.
- Poison Mist
- Magic (Transmutation / Magic Attack) - Level 3
- Duration : Instant
- Timing : Major Action
- Check : "Healing"
- Target : Cross
- Range : 2 Sq
- Threshold : Opposed
- Cost : 6
- MC : OK
- You throw a jar filled with toxins, creating a magical poisonous mist.
- Make a special attack against the target. They react using Fortitude. If they fail their reaction, they take the poisoned bad status. The level of the poison is [Max Transmutation Magic Level + Your country's Technology + Your country's Forests].
- When your Max Transmutation Magic Level is 4 or above, you get a spray gun and can use this magic with [Range: 4 Sq].
- Hand Grenade
- Magic (Transmutation / Magic Attack) - Level 4
- Duration : Instant
- Timing : Major Action
- Check : "Ranged Weapons"
- Target : Cross
- Range : 4 Sq
- Threshold : Opposed
- Cost : 20
- MC : OK
- You've compressed immense magical force into a semi-stable container, creating a throwable explosive with great power.
- Make a ranged attack against the target. It does [6D + Max Transmutation Magic Level + Your country's Technology + Your country's Minerals] Crushing or Fire damage. If the target takes at least 1 point of damage, they take the burning 5 bad status.
- Potion Incense
- Magic (Transmutation) - Level 4
- Duration : 1 Scenario
- Timing : Major Action
- Check : "Healing"
- Target : Self
- Range : -
- Threshold : 14
- Cost : Refer
- MC : OK
- By turning it into an aroma, you use a potion with a wide effect.
- Until the end of the scenario, HP and MP recovery items you use have their target changed to [Target: Cross]. You can continue to use skills that change the target and/or range of the item.
- Each time you use this spell, reduce your maximum MP by 10. This effect lasts until the spell is removed.
- Surprise Mine
- Magic (Transmutation / Magic Attack) - Level 5
- Duration : Instant
- Timing : Initiative
- Check : "Stealth"
- Target : Cross
- Range : 4 Sq
- Threshold : Opposed
- Cost : 30
- MC : OK
- You lay a pressure-sensitive explosive beneath the earth with your magic.
- This spell can be cast only when you are not exhausted, and you become exhausted after casting it. Make a special attack against the target. They react using Detection. If they fail, they take [5D + (Max Transmutation Magic Level + Your country's Technology + Your country's Minerals) x 2] Fire damage.
- Burst Drug
- Magic (Transmutation) - Level 5
- Duration : 1 Scenario
- Timing : Major Action
- Check : Healing
- Target : Single
- Range : 0 Sq
- Threshold : 16
- Cost : Refer
- MC : OK
- By studying anatomy and physiology, you've refined your magic such that it can enhance the abilities of others, not just yourself.
- Until the end of the scenario, the target gets +2 to an ability score of their choice. When your Max Transmutation Magic Level is 8 or higher, this becomes +3.
- Each time you use this spell, reduce your maximum MP by 20. This effect lasts until the spell is removed.
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