vaelora/Rules/Ability Trees/Skills/Occult/Alchemy (Focus).md
2025-08-01 09:16:36 +02:00

1.5 KiB
Raw Permalink Blame History

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.