Alchemy

Traits List

Combat: Acid, Biohazard, Flashbang, Inoculated, Healing Potion, Panacea

Exploration: Adamanthesive, Oil Slick, Sublimation and Separation, Thermite, Chymist

Interaction: All-cohol, Brew PotionLove Potion, Perfume, Pheromones, Snake Oil Salesman

 

Signature Resource Suggestion: Reagents

Related Themes: Transformation, Arcane, Occultism

Combat

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Acid

[Alchemy, Combat, Disintegrate]

This trait has two effective ranges: Touch and Near (30’). Touch can be used without spending a resource. Near requires reagents. See the chapter: Resources.

You can spend a good tale to dissolve a hand-held item or an equivalent amount of material into bubbling sludge. Also, you can make an attack that destroys one of the target’s items.

Backfire: Dissolve too much, dissolve too little, etc.

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Biohazard

[Alchemy, Combat, Narrative Authority]

When you enter combat, as a Neutral Tale you can describe a chemical on the battlefield. Choose an option from the list below for that threat.  Anyone can trigger the chemical, but enemies won’t recognize the potential hazard.

  • If damaged, it explodes and deals damage in a zone.
  • If released, it emits a poisonous gas (see: Poisonous)
  • If tapped into, the person who did so restores 1 health that was lost in this combat.

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Flashbang

[ Alchemy, Combat, Debuff, Blind ]

Spend a good tale to create a flash in a zone. Creatures in the zone are blind and deaf for about 30 seconds. Blind creatures can’t see; deaf creatures can’t hear. As such, the difficulty of rolls will change depending on the situation. eg: Consider yourself bolstered to sneak up on, or attack a blind and deaf creature.

Backfire: Flashbang someone you didn’t mean to flashbang, it attracts unwanted attention, there’s an undesirable effect, etc.

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Inoculated

[Alchemy, Combat, Defense, Immunity, Passive ]

You are immune to poison, diseases, curses, parasitic infections, and similar threats. Additionally, increase rolls to recognize threats from poisons, diseases, etc.

Describe: the almond smell of cyanide, the putrid tang of infection, a slight effervescent bubbling in that drink.

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Healing Potion

[ Alchemy, Combat, Heal ]

As a neutral tale, when the situation is calm and unhurried, you may spend 1 point of your signature resource to create 1 healing potion. The healing potion, when consumed will restore 1 point of health. You can give the healing potion to anyone. It occupies one full inventory slot. It’s also fragile and perishable. Potions will expire within a couple of days.

Describe: Throwing them a potion, injecting them with a narcostab, performing CPR.

Backfire: You heal the wrong target, The effect was wrong – possibly from one of your other traits, etc.

Related Traits: Alchemy.Panacea, Faith.Lay on Hands

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Panacea

[ Alchemy, Combat, Support, Cure ]

You can spend a good tale to remove all minor poisons, diseases, curses, parasitic infections, and similar threats from a target within touch range. Then you get a bad tale which you must use immediately to make a resource test (reagents).

In a calm, unhurried situation, you only need to make the resource test, the good tale is free.

Serious conditions may form the basis for challenges: “You must find the rare white rhino blossom to cure this ailment.” This trait is not meant to bypass interesting challenges.

Backfire: The target becomes hungry and thirsty, it takes a while to work, they get nauseous, etc.

Related Traits: Faith.Lay on Hands, Alchemy.Healing Potion

 

Exploration

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Adamanthesive

[ Alchemy, Exploration, Utility, Glue ]

You can spend a good tale to adhere two things together, instantly and permanently.

Collaborate on what dissolves the adhesive.

Backfire: You adhere something you didn’t mean to, it takes a long time to set, something can dissolve it, etc.

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Oil Slick

[ Alchemy, Combat, Exploration, Control ]

You can spend a good tale to cover a medium area in slippery liquid for several minutes. Creatures in the zone fall and slide with gravity or momentum until they leave the zone or they collide with an object. Creatures who have no momentum and are on a level surface simply fall instead. Creatures in the zone cannot stand or move unless they spend a Good Tale on any other action.

Backfire: Your zone includes more or less than you intended, it dissolves quickly, there are dry spots, etc.

See also: Elements.Frostbite

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Sublimation and Separation

[ Alchemy, Exploration, Utility, Resource Converter ]

You can spend a good tale to transform any material into one of its alternate forms, such as sand into glass, or ore into ingots. You can also divide an item into its component pieces, such as beer into water, barley, and hops. Alternatively, you can rearrange material, such as turning a steel chest into a steel shield.

Backfire: You transform more or less than you intended, something  was lost in the transformation, etc.

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Thermite

[ Alchemy, Exploration, Utility, Cut ]

As a neutral tale, you may declare an objective to “make thermite”. If you get a good tale, you may spend it to gain a resource: thermite [ ]. If you get a bad tale, you may choose to lose a resource: either your signature resource, or time.

Anyone can spend 1 minute setting a charge up to activate it.

Once activated, the charge slowly and continuously burns a very tiny tunnel through absolutely anything in the direction you chose until it burns out several minutes later. Thermite is absolutely unstoppable until it naturally burns out.

Backfire: The direction is off, it burns too fast or too slow, it’s loud and obvious, etc.

Related Traits: Elements.EarthWalk and Beast.Burrow

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Chymist

[ Alchemy, Exploration, Energy Builder ]

You’re bolstered to identify mundane compounds and perform mundane chemistry.

When you’re gathering reagents or distilling concoctions, you may spend a good tale to receive two points of your signature resource.

Related Traits: Arcane.Place of Power, Faith.Sanctuary, Martial Arts.

Interaction

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All-cohol

[ Alchemy, Interaction, Resource, Debuff, Drunk ]

As a neutral tale, you can spend your signature resource to create all-cohol. Anyone who drinks so much a sip instantly gains the condition “Drunk” and must act accordingly.

Related Traits: Martial Arts.Drunken Master, Bardic Lore.Breakfast of Champions

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Brew Potion

[ Alchemy, Interaction, Utility, Versatile ]

You have a recipe for any trait you currently possess, including temporary traits. Spend one point of your signature resource and undergo a CL3 challenge to brew a potion, oil, or toxin which carries that trait or confers the effect of that trait.

Potions created in this manner expire within a week or so.

Administering a potion requires a good tale. Anyone with the brew potion trait is bolstered to administer potions.

Collaborate: Which of your traits are eligible to be turned into brews, oils, toxins. How long does their effect persist.

Describe: preparation techniques, method of delivery, appearance, taste, smell, effect, etc.

Note: If you attempt to create a potion of “Brew Potion” or exploit any other infinite loop, your group should ridicule you.

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Love Potion

[ Alchemy, Interaction, Control, Charm ]

You can spend a good tale to give a target the condition, “enamored”. After about a minute they become interested in, and perhaps attracted to the next creature they see. The effect lasts for about 1 day.

Backfire: The target acts differently than expected, the effects are more or less potent than intended, etc.

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Perfume

[ Alchemy, Interaction, Control, Attract/Repel ]

You can spend a good tale to give something an incredibly pleasant or unpleasant scent for about 1 day. If it’s pleasant, creatures are inexplicably drawn to the scent and gain the desire to possess the item. If it’s repulsive, creature are disgusted by it and don’t want to be near it. This may have the opposite effect on creatures like undead and vermin that are attracted to disgusting smells, and it has no effect on creatures that can’t smell.

Backfire: It attracts something unexpected; the scent is fleeting or hard to remove.

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Pheromones

[ Alchemy, Interaction, Resource, Control, Command ]

Spend one point of your signature resource to emit pheromones to stimulate a particular instinctive behaviour (of your choosing). Creatures who inhale your pheromones become increasingly more driven by this instinct. Spend subsequent good tales to make them act on their desire to fulfill this instinct.

You can also use this trait to lay down a path, easily followed by beasts, trackers, and anyone else with this trait.

Examples: fleeing, fighting, eating, mating, survival, seeking safety, or protecting family.

Backfire: You awaken unexpected instincts; the instincts are more or less powerful than intended; you affect someone you didn’t intend to affect, etc.

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Snake Oil Salesman

[ Alchemy, Interaction, Passive, Utility (trading) ]

You’re a brilliant negotiator. Some might call you a huckster. When you’re involved in an interaction challenge to sell something, describe what claims and promises you make, then increase rolls to negotiate the price.

Backfire: Your subject becomes hostile or calls the authorities. Your mark is also a skilled huckster.

Related Traits: Bardic Lore.Honeyed Words, Artifice.Master of Merchants, Nature.Fairy Gold