Crafting volatile reagents and elixirs that skirt the edge of void magic. ## Tier 1 (Alchemy 1+) * Stabilize Reagent – Mark one die as Persistent; on success, reduce the danger of mishaps when mixing potions (ignore first failed die). * Basic Concoction – Once per scene, brew a simple potion: healing, toxin, stimulant, or adhesive. * Explosive Mix – Mark a die as Risky; on success, create an improvised bomb (2 Injury in 2m radius). Failure = 1 Injury to self. ## Tier 2 (Alchemy 2+) * Distill Essence – Mark one die as Corrupted; on success, extract void essence from a reagent (counts as 1 Corruption die if carried). * Potion Crafter – You can craft stable multi-use potions during downtime; +1 die when using them in play. * Toxin Specialist – Apply poison or acid to a weapon as a minor action. ## Tier 3 (Alchemy 3+) * Field Laboratory – You can set up a mobile lab; treat all Alchemy rolls as if in ideal conditions. * Mutagen Brewer – Once per session, mark a die as Risky; on success, brew a mutagen granting +2 to one Attribute for 1 scene. Failure = +1 Corruption die. * Catalyst Chain – Mark a die as Exploding; on success, your reagent affects multiple targets or doubles its potency. ## Tier 4 (Alchemy 4+) * Purge Brew – Once per session, brew a cleansing elixir that removes 1 Corruption die from its drinker. * Void Reclaimer – You may stabilize a void-tainted reagent; +1 die to Spirit rolls for 1 scene after drinking. * Grand Artificer – You may declare one rare alchemical item per session “already prepared” in your kit.