When a leech takes bandolier, he gains access to the chemicals to the right of it. Why are these listed as alchemicals you can create if you get them for free anyway?
When a leech takes bandolier, he gains access to the chemicals to the right of it.
When a leech takes bandolier, he gains access to the chemicals to the right of it.
I believe it’s for when other playbooks wish to make them, assuming they take the Alchemist ability as a veteran advance. Or, if the fiction demands an alchemist doesn’t have access to a restock (a vendor or lab), but does have a chance to craft them (such as when in prison). I also use them as a frame of reference for custom alchemicals.
There’s no need for them to take Alchemist as a veteran advance(that just makes them better at it), but otherwise everything Ben said is right as far as I can see.
Nihzlet: I think Ben means other playbooks taking Alchemists as a veteran advance.
Yep, that’s right.
Isn’t that what I said? If I was cornfuzzling, my bad. IIRC, Big Papa John (that’s his syndicate name) mentioned needing Alchemist to make alchemicals.
Unless you want to burn your face off or explode or get eaten by frenzied spirits or…you get the idea. Alchemy isn’t safe, kiddies! 🙂
John Harper wait, so people without Alchemist can tinker alchemicals and people without Artificer can craft electroplasmic items?
Yep. Study and Tinker cover that stuff. The special abilities are no longer gate-keeping like they used to be.
I happily stand corrected! My friend will be extremely excited for his Lurk to make a “Thief” bow and magic arrows!
I jumped ahead to the revised versions of the crafting abilities and oh, snap! Thank you, John!
I re-read the full descriptions of Alchemist et al to be sure, and I like the new open system on crafting much more. 🙂 So cool to let everyone do it and those that choose to specialize in it just be better. Also, don’t forget that the Leech has Fine Tinkerering Tools!