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

18 lines
No EOL
1.5 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

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.