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Alchemist Guild Specialties

Blitz Eternal: Adventures Beyond the Mists — v0.4 Draft

The Alchemist Guild's mechanical layer: the Opening Ability granted on joining, and the Specialties an Alchemist Guild Character can buy afterward. The Guild's vocation and its five-rung rank lore live in setting/guilds. How joining a Guild and buying its Specialties works is in character-creation, Advancement.

Opening Ability

Once per Combat, the Character produces a single-use consumable already on hand. No brewing roll required; it is simply carried, the way the trade's habits stay with a person.

Guild Retainer

Joining the Guild grants the right to recruit an Alchemist Retainer into your Company (companies-and-command, Part Five). It uses the Halberdier base stat line and advances as a Halberdier (companies-and-command, Part Three); the Guild adds one perk. Between fights, it may attempt a Check to brew a single-use consumable that grants the Company one extra die (+1d6) on its next Check or combat roll. Provisional and untested.

Specialties

Field Alchemy

3 Advancement Points. Migrated from the Legends Sage (Nothing Up My Sleeve) and placed here, since making a usable thing on short notice is the Alchemist's trade. Deepens the Opening Ability: during a lull in a fight (an Action spent in a quiet moment) or in downtime, you may craft one chosen single-use consumable rather than only the one the Opening Ability hands you, holding a small number so crafted at once (a soft cap the GM sets by Wits tier). Not a Guild-rank Specialty; it sits alongside the reserved Journeyman, Artisan, and Master names rather than claiming one. See sage-migration.md.

Immunization

3 Advancement Points. Migrated from the Legends Additional Specialties and reworked from a flat poison-immunity into the Alchemist's true signature: mastery over which substances take hold in their own body. You are immune to your own poisons and concoctions, and your body is yours to command. Whenever a consumable, poison, drug, venom, or other ingested or contact substance would affect you, you choose which of its effects apply and which you negate, each effect separately: keep a draught's benefit and refuse its side effect, blunt only the worst of a hostile poison, or shrug the whole thing off. This reaches only effects from an alchemical or toxic source, never a wound, a weapon, a spell, or a Condition applied by anything other than a substance (so the Chancellor's Pacify or a monster's venomous bite that works by pure magic is untouched, while a coated blade's poison is not). During downtime you may extend immunity to your own poisons to chosen allies, and revoke it at will. See additional-specialties-review.md.

Changelog
  • 2026-08-06: Added the Guild Retainer section (base stat line, advancement, and the Guild perk), moved here from companies-and-command, Part Five.
  • 2026-08-05: Created. Alchemist Guild mechanics moved here from setting/guilds as part of the per-Guild Specialties split.