Combat
Brew Ooze • Slow Action
Describe your brewing process → You brew a bottled ooze. (See Bestiary)
Soothing Mixture • Slow Action
Describe your brewing process → You brew a healing potion or panacea.
Spontaneous Combustibles • Passive
Whenever you see a strange chemical (unlabeled barrel, bag of powder, puddles of ooze, etc), choose an option from below to determine what happens when the chemical is disturbed. Anyone can disturb the chemical. If there aren’t any present chemicals, you can force the GM to add one.
Toxic • Passive
You are immune to all effects that relate to poison.
Once every 5 minutes or so, when you touch or damage a creature, you can inflict it with deadly poison, paralytic poison, or sleeping poison.
Toxic Mixture • Slow Action
Describe your brewing process → You brew a deadly poison, paralytic poison, or sleeping poison. Poisons take effect when they enter a creature’s body through any means (typically ingestion or through an open wound). Applying poison to a weapon takes about 1 minute; a weapon loses its poison coating after it inflicts its poison on a creature.
Volatile Mixture • Slow Action
Describe your brewing process → You brew a flashbang, grenade, firebomb, or vial of acid.
Describe your brewing process → You brew a bottled ooze. (See Bestiary)
Soothing Mixture • Slow Action
Describe your brewing process → You brew a healing potion or panacea.
Spontaneous Combustibles • Passive
Whenever you see a strange chemical (unlabeled barrel, bag of powder, puddles of ooze, etc), choose an option from below to determine what happens when the chemical is disturbed. Anyone can disturb the chemical. If there aren’t any present chemicals, you can force the GM to add one.
- Flash: Blind all creatures in a blast centered on the chemical, and deafen them for several minutes. Resisting.
- Corrode: Whoever disturbs the chemical picks an item or feature of the terrain that is within a close distance of the chemical. It is destroyed or damaged.
- Explode: Deal the alchemist’s ranged damage in a blast centered on the chemical; roll +1 damage die.
- Heal: Whoever disturbs the chemical heals life equal to its toughness. Resisting.
- Poison: The nearest creature (you choose on a tie) bleeds.
Toxic • Passive
You are immune to all effects that relate to poison.
Once every 5 minutes or so, when you touch or damage a creature, you can inflict it with deadly poison, paralytic poison, or sleeping poison.
Toxic Mixture • Slow Action
Describe your brewing process → You brew a deadly poison, paralytic poison, or sleeping poison. Poisons take effect when they enter a creature’s body through any means (typically ingestion or through an open wound). Applying poison to a weapon takes about 1 minute; a weapon loses its poison coating after it inflicts its poison on a creature.
Volatile Mixture • Slow Action
Describe your brewing process → You brew a flashbang, grenade, firebomb, or vial of acid.
Exploration
Brew Elixir • Slow Action
Spend an exotic reagent and describe your brewing process → You brew an elixir.
Handle with Care • Slow Action
Describe your brewing process → You brew adamant-hesive or universal acid.
Like Respond to Like • Passive
While holding something, you can ask the GM “Where are other things that are similar to this?” and the GM must answer honestly.
Taste for Alchemy • Quick Action
Describe how you evaluate a chemical through taste, smell, or touch → Ask the GM any question about the chemical and the GM must answer honestly (taste water to determine what swims in it, smell ash to learn what started a fire, touch gunpowder to learn how explosive it is, etc).
Spend an exotic reagent and describe your brewing process → You brew an elixir.
Handle with Care • Slow Action
Describe your brewing process → You brew adamant-hesive or universal acid.
Like Respond to Like • Passive
While holding something, you can ask the GM “Where are other things that are similar to this?” and the GM must answer honestly.
Taste for Alchemy • Quick Action
Describe how you evaluate a chemical through taste, smell, or touch → Ask the GM any question about the chemical and the GM must answer honestly (taste water to determine what swims in it, smell ash to learn what started a fire, touch gunpowder to learn how explosive it is, etc).
Interaction
Essence of Desire • Slow Action
Describe your brewing process → You brew a love potion, perfume of attraction, or bottled pheromones.Recipes
Psychoactives • Slow Action
Describe your brewing process → You brew all-cohol or a neuro-agent.
Snake Oil Salesman • Passive
Increase all rolls you make to barter, haggle, trade, and socialize with merchants.
The First One’s Free • Slow Action
Describe how you converse with someone → Greatly increase a roll for one:
Describe your brewing process → You brew a love potion, perfume of attraction, or bottled pheromones.Recipes
Psychoactives • Slow Action
Describe your brewing process → You brew all-cohol or a neuro-agent.
Snake Oil Salesman • Passive
Increase all rolls you make to barter, haggle, trade, and socialize with merchants.
The First One’s Free • Slow Action
Describe how you converse with someone → Greatly increase a roll for one:
- You convince the target to accept and use an item that you freely offer to them.
- You secretly slip the item into their belongings without their knowledge (you spike their drink, prick them with a poison needle, stash an item in their pocket, etc).
Recipes
Healing Potion • Potion
Drink the potion (a simple action) to heal an amount equal to your toughness. Resisting.
Panacea • Potion
Drink the potion (a simple action) to remove 1 debuff from yourself. Resisting.
Deadly Poison • Poison
Affected creatures bleed. Resisting.
Paralytic Poison • Poison
Affected creatures are stuck. Resisting.
Sleeping Poison • Poison
Affected creatures instantly go mute, and then gradually fall asleep over the course of the next minute. Taking damage or engaging in vigorous activity during this minute disrupts the poison. Resisting.
Flashbang • Bomb
Throw this bomb (an action) and roll. If you roll Mixed or better, the flashbang detonates to blind all creatures in a blast, and deafen them for several minutes. The flashbang leaves behind a thick cloud of smoke in the blast for about 1 minute.
Grenade • Bomb
Throw this bomb (an action) and roll to make a ranged attack. If you get Mixed or better, deal the brewer’s ranged damage in a blast.
Firebomb • Bomb
Throw this bomb (an action) and roll to make a ranged attack. If you get Mixed or better, deal the brewer’s ranged damage -1 damage die. Afterwards, a medium-sized area centered on the explosion is on fire. Until the fire is put out, all characters in it bleed.
Vial of Acid • Bomb
Throw this bomb (an action) and roll to make a ranged attack. If you get Mixed or better, deal the brewer’s ranged damage, ignoring block.
Adamant-hesive • Glue
Upon creation of this item, the brewer selects the one and only thing (time, water, heat, etc) that will dissolve the glue. When applied, the glue sets over the course of about 1 minute. Once set, the glue irrevocably sticks two things together.
Universal Acid • Acid
This acid dissolves up to 5 spaces of material over the course of about 1 minute. If a creature touches it, deal the brewer’s damage to them.
Exotic Reagent • Reagent
Exotic reagents are rare, highly valuable alchemical reagents (the heart of a demon, bottled cloud, gemstone dust, etc). In general, an adventurer should come across several exotic reagents over the course of an adventure. When you come across a strange material, ask the GM if it qualifies as an exotic reagent. If you successfully harvest it (the GM may require a roll to do so), write on your character sheet the reagent and a few concepts the GM tells you that are associated with the reagent (A demon heart relates to hatred and fire, a bottled cloud relates to sky and air, gemstone dust relates to earth and beauty, etc).
Elixir • Potion
Drink this elixir (a simple action) to increase a roll that relates to the exotic reagent(s) used to make it (for example, a demonheart elixir might let you increase a roll that relates to hatred, fire, or demons).
Love Potion • Potion
The drinker of this potion falls deeply in love with the next person who is of a race and gender that they normally find attractive. This effect persists for about 1 day.
Perfume of Attraction • Perfume
Spritz it over something (an action). For the next day or so, creatures in the area are inexplicably and powerfully drawn towards the scented object. Creatures that are close enough to smell the perfumed object gain the desire to posses it.
Bottled Pheromones • Perfume
Upon creation of this item, the brewer selects a base instinct (lust, rage, hunger, fear, etc). When unbottled, pheromones fill the air. Creatures in the area gradually feel the chosen emotion in increasing intensity.
All-cohol • Drug
This alcohol is so powerful that a single sip can make a person completely and totally drunk within 1 minute (bigger creatures require more to get drunk). Creatures under the influence of this alcohol tend to forget everything that happens when they’re drunk.
Neuro-Agent • Drug
Upon creation of this item, the brewer selects the method of taking the drug (injection, inhalation, ingestion, etc) and then works with the GM to determine its effects (extreme elation, hyperactivity, the munchies, how long it lasts, etc). Whoever takes this drug will begin to experience its effects. The drug is addictive.
Drink the potion (a simple action) to heal an amount equal to your toughness. Resisting.
Panacea • Potion
Drink the potion (a simple action) to remove 1 debuff from yourself. Resisting.
Deadly Poison • Poison
Affected creatures bleed. Resisting.
Paralytic Poison • Poison
Affected creatures are stuck. Resisting.
Sleeping Poison • Poison
Affected creatures instantly go mute, and then gradually fall asleep over the course of the next minute. Taking damage or engaging in vigorous activity during this minute disrupts the poison. Resisting.
Flashbang • Bomb
Throw this bomb (an action) and roll. If you roll Mixed or better, the flashbang detonates to blind all creatures in a blast, and deafen them for several minutes. The flashbang leaves behind a thick cloud of smoke in the blast for about 1 minute.
Grenade • Bomb
Throw this bomb (an action) and roll to make a ranged attack. If you get Mixed or better, deal the brewer’s ranged damage in a blast.
Firebomb • Bomb
Throw this bomb (an action) and roll to make a ranged attack. If you get Mixed or better, deal the brewer’s ranged damage -1 damage die. Afterwards, a medium-sized area centered on the explosion is on fire. Until the fire is put out, all characters in it bleed.
Vial of Acid • Bomb
Throw this bomb (an action) and roll to make a ranged attack. If you get Mixed or better, deal the brewer’s ranged damage, ignoring block.
Adamant-hesive • Glue
Upon creation of this item, the brewer selects the one and only thing (time, water, heat, etc) that will dissolve the glue. When applied, the glue sets over the course of about 1 minute. Once set, the glue irrevocably sticks two things together.
Universal Acid • Acid
This acid dissolves up to 5 spaces of material over the course of about 1 minute. If a creature touches it, deal the brewer’s damage to them.
Exotic Reagent • Reagent
Exotic reagents are rare, highly valuable alchemical reagents (the heart of a demon, bottled cloud, gemstone dust, etc). In general, an adventurer should come across several exotic reagents over the course of an adventure. When you come across a strange material, ask the GM if it qualifies as an exotic reagent. If you successfully harvest it (the GM may require a roll to do so), write on your character sheet the reagent and a few concepts the GM tells you that are associated with the reagent (A demon heart relates to hatred and fire, a bottled cloud relates to sky and air, gemstone dust relates to earth and beauty, etc).
Elixir • Potion
Drink this elixir (a simple action) to increase a roll that relates to the exotic reagent(s) used to make it (for example, a demonheart elixir might let you increase a roll that relates to hatred, fire, or demons).
Love Potion • Potion
The drinker of this potion falls deeply in love with the next person who is of a race and gender that they normally find attractive. This effect persists for about 1 day.
Perfume of Attraction • Perfume
Spritz it over something (an action). For the next day or so, creatures in the area are inexplicably and powerfully drawn towards the scented object. Creatures that are close enough to smell the perfumed object gain the desire to posses it.
Bottled Pheromones • Perfume
Upon creation of this item, the brewer selects a base instinct (lust, rage, hunger, fear, etc). When unbottled, pheromones fill the air. Creatures in the area gradually feel the chosen emotion in increasing intensity.
All-cohol • Drug
This alcohol is so powerful that a single sip can make a person completely and totally drunk within 1 minute (bigger creatures require more to get drunk). Creatures under the influence of this alcohol tend to forget everything that happens when they’re drunk.
Neuro-Agent • Drug
Upon creation of this item, the brewer selects the method of taking the drug (injection, inhalation, ingestion, etc) and then works with the GM to determine its effects (extreme elation, hyperactivity, the munchies, how long it lasts, etc). Whoever takes this drug will begin to experience its effects. The drug is addictive.