Editing SavageIronKingdomsSWAE

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[[File:IK.Alcemist.jpg|350px|left]]These are a mix of brews. Note that anyone with the Alchemy Edge gains ½ their skill die in Science in starting alchemist formulas. They learn a new formula each time they raise their skill level and they can learn others through study. With access to a formula this takes 2 full days of study per Rank of the compound (i.e. Bile Brew is a Seasoned anti-toxin that takes 4 full days of study to learn). The basic cost of a compound formula is 50 copper for a Novice, 200 copper for a Seasoned, 500 copper for a Veteran, 1,000 copper for a Heroic and 5,000 copper for a Legendary. Characters generally cannot learn formula compounds of a higher rank then they are.
 
[[File:IK.Alcemist.jpg|350px|left]]These are a mix of brews. Note that anyone with the Alchemy Edge gains ½ their skill die in Science in starting alchemist formulas. They learn a new formula each time they raise their skill level and they can learn others through study. With access to a formula this takes 2 full days of study per Rank of the compound (i.e. Bile Brew is a Seasoned anti-toxin that takes 4 full days of study to learn). The basic cost of a compound formula is 50 copper for a Novice, 200 copper for a Seasoned, 500 copper for a Veteran, 1,000 copper for a Heroic and 5,000 copper for a Legendary. Characters generally cannot learn formula compounds of a higher rank then they are.
  
An Alchemist with a lab can create these at ½ listed cost (ingredients, etc.) in 1d4+1 hours per Rank (i.e. Seasoned takes 2d4+2 hours, Veteran 3d4+3 hours, etc.). An Alchemist can generally work on such items on average 8 hours a day. Working 12 hours causes a level of Fatigue (only regained after a full night of rest).  
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An Alchemist with a lab can create these at ½ listed cost (ingredients, etc.) in 1d4+1 hours per Rank (i.e. Seasoned takes 2d4+2 hours, Veteran 3d4+3 hours, etc.). An Alchemist can generally work on such items on average 8 hours a day. Working 12 hours caose a level of Fatigue (only regained after a full night of rest).  
  
 
Critical Fumbles on one’s Science check either ruin all the ingredients or with the GM call cause explosions or nauseous choking gas releases, etc. These will generally cause 2d6 damage in a Small Burst Template for Novice disasters, 3d6 damage in a Medium Burst Template for Seasoned disasters, 4d6 damage in a Large Burst Template for Veteran rank or higher. Whether it’s a gas release or explosion depends on the compounds being mixed (GM’s call).
 
Critical Fumbles on one’s Science check either ruin all the ingredients or with the GM call cause explosions or nauseous choking gas releases, etc. These will generally cause 2d6 damage in a Small Burst Template for Novice disasters, 3d6 damage in a Medium Burst Template for Seasoned disasters, 4d6 damage in a Large Burst Template for Veteran rank or higher. Whether it’s a gas release or explosion depends on the compounds being mixed (GM’s call).

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