Alchemy

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.

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).

Interaction

Essence of Desire • Slow Action

Describe your brewing process → You brew a love potion, perfume of attraction, or bottled pheromones.

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:

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.