Chemist
The answer to life's questions do not rely on God's guidance. A Chemist takes the future into their own hands, and creates from science. With a mind driven for knowledge, no wonder their poor souls are allured to Gehenna's mystifying dungeon's. We can only hope their discoveries make up for their misfortunate fates.

Attributes
+2 MND / -2 PHY

Skills
Composure, Dexterity, Health, Knowledge, Perception

Hit Die
D4




Scrap (A)
Dismantle an item to gather Materials for crafting. The amount of Material you gain is equal to your Knowledge Skill score. The Material gained is dependant on the item being scrapped, up to judgement from the GM. Can be used as a Bonus action.

There are 3 different Materials a Chemist can gain from Scrapping:
  • Junk - Gained from scrapping things built from metals or alloys, such as a Weapon or Trap. Used to repair or create other metal built items.
  • Organic Rubbish - Gained from scrapping organic matter, such as Food, Wood, or Corpses. Used to create a variety of simple wooden tools, or Drugs.
  • Noxious Substance - Gained from scrapping chemically important items such as lanterns and bullets. Can be used to create items requiring Chemical reactions like Explosives.
All Materials weigh 1Lb.
Invention (A)
Combine Materials to create an Item. A full list of Crafting Recipes can be found here: Inventions. As long as The Chemist has the neccessary Materials, they may craft without fail.

A Chemist may also improvise outside of these Crafting Recipes, coming up with their own. Whether they want to create an entirely new item, or use limited resources, they must make a Knowledge Skillcheck with the DC up to judge of the GM. As long as the Skillcheck succeeds, The Chemist may craft whatever it is they wished for. If they fail, they lose 1D6 Material out of the Material they intended to use.

Behold! A knife made from nothing but apple cores! Isn't it terrific?
Alchemy
With a Hexen, Alchemy set, or Alchemy tools, you may attempt to transmutate any Materials into different Materials with a succesful Knowledge Skillcheck. If unsuccessful, The Chemist must make a Coin Flip. If this is failed, face a Mishap or transform it into a completely random and uncontrollable object, by choice of the GM.
Blood Analyst
With just a small blood sample, and some time to analyze, make a Skillcheck with either Intuition or Knowledge to discover more information about something or someone, such as their stats and weaknesses. Mixed with a Hexen or Spellcaster, and you may find even deeper questions, such as their name, lineage, history, etc.
Body Harvest
A Chemist may dissect a decently preserved cadaver and extract:
  • Arm
  • Bone
  • Brain
  • Eyeball
  • Fat
  • Hair
  • Heart
  • Kidney
  • Leg
  • Liver
  • Lung
  • Skin
  • Thymus
  • Tongue
If the cadaver has more unusual anatomy, then The Chemist may also extract:
  • Horn
  • Tail
  • Tentacle
  • Wing
With every stack, The Chemist may extract an additional body part.
Breakdown
No one said it would be easy. Make a Resolve Test at any time and halve your HP, and bypass the Knowledge Skillcheck for an Invention.
Mad
A Mad Scientist you are. You may choose to take 1D20 MP Damage at any time in order to gain +2 for your next Knowledge Skillcheck. With every stack, you gain an additional +1.
Malconstruct
If currently under the effects of a failed Temper or Mood Skillcheck, your current Invention will deal an extra Damage Die if used as a weapon. For every stack, it will deal an additional Damage Die.
Occultcraft
With a Hexen, you may attempt to create a Magical Invention. This follows the same rules as a standard Invention, but with the application of Spellcraft as well. With a successful Knowledge Skillcheck, the Invention is made. With a unsuccessful Skillcheck, The Chemist must make a Coin Flip. If this is failed, face a Mishap or strange curse or disorder with your Invention, by choice of the GM.
Repair
A Chemist may make a Skillcheck similar to improvising for an Invention in order to repair an Item in bad condition. Similarly, if the Skillcheck is failed, The Chemist will lose 1D6 Material they intended to use.
Unorthodox
Your skills are unusually sloppy or hasty in some areas, leading to unpredictable results. You may choose to craft a Potion, Mutagen, Cognatogen, etc, without knowing it's result. This will lower the Knowledge Skillcheck to make it significantly. The results are choice of the GM, and may only be revealed when the concoction is taken.