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Alchemy Stunts

Stunts that allow characters to make alchemical items, as described in Simple Magic Options, and related abilities such as alchemical bombs and mutagenic concoctions.

Acid Bombs: Because of my alchemical studies I am able to create and then later throw alchemical acid bombs.

When I am Quickly Focused I gain +3 to attack a target within two (2) zones of me by throwing an alchemical acid bomb at them.

If I am successful, the acid bomb shatters, splashing its contents upon my target and inflicting damage as stress normally, but if I succeed with style, I must reduce the stress to get a boost and the boost is upgraded to the situational Aspect Acid Burn! which is attached to the target.

This Aspect is automatically invoked at the beginning of subsequent exchanges to inflict two (2) stress to the target per invoke. This Aspect can be removed by overcoming a Good (+3) difficulty.

For a given session I can carry around and use a number of acid bombs equal to my (Clever + Arcane). Other people can use my acid bombs; they still count against my per-session limit however.

This stunt requires Arcane +1 or better to use.

Alchemical Belt: Because I equip myself with a variety of alchemical items, I often have just the thing for a given situation.

For a given session I can carry around and use a number of alchemical items from the following list equal to my ((Clever + Arcane) / 2) without needing to spend any monetary resources on acquiring them. I must choose the items I have on me at the start of a session or when appropriate to the narrative; I can choose any combination from the list adding up to my per-session limit. Other people can use my alchemical items; they still count against my limit however.

  • Acid Bomb
  • Alchemists Fire
  • Dust of Appearance
  • Dust of Dryness
  • Everburning Torch
  • Gas Bomb
  • Restorative Elixir
  • Smokestick
  • Sneeze Dust
  • Tanglefoot Bag
  • Trapbusting Kit
  • Vapor of Venting

See Alchemical Items for detailed write ups.

This stunt requires Arcane +1 or better to use.

Alchemical Bombs: Because of my alchemical studies I am able to create and then later throw alchemical bombs.

When I am Cleverly Focused I gain +1 to throw a bomb into my zone or an adjacent zone, generally against an Average (+1) difficulty.

If I am successful, my bomb explodes and inflicts a number of shifts of damage equal to my (Careful + Arcane) against every target in the zone without splitting shifts between them. This is non-discriminatory, and often causes collateral damage.

For a given session I can carry around and use a number of alchemical bombs equal to my (Clever + Arcane). Other people can not catalyze my bombs, they are only usable by me.

This stunt requires Arcane +1 or better to use.

Gas Bombs: Because of my alchemical studies I am able to create and then later throw alchemical gas bombs.

When I am Carefully Focused I gain +3 to attack a target zone within two (2) zones of me by throwing an alchemical gas bomb.

If I am successful the gas bomb shatters, releasing toxic fumes and applying the situational Aspect Toxic Gas! to the zone with two free invokes.

This Aspect is automatically invoked now and at the beginning of subsequent exchanges to inflict two (2) stress per invoke to every target within the affected zone that needs to breathe. This Aspect can be removed by strong winds or focused air by overcoming a Good (+3) difficulty.

For a given session I can carry around and use a number of gas bombs equal to my (Clever + Arcane). Other people can use my gas bombs; they still count against my per-session limit however.

This stunt requires Arcane +1 or better to use.

Gas Mask: Because I have a gas mask, while I am wearing it I am immune to gas-based effects including but not limited to poison gas or other effects that target the respiratory system including but not limited to dusts and pheremones. Additionally, improved optics in the mask's goggles grant me a +1 bonus when I am attempting to use my vision to create advantage or overcome.

Holly Water Vials: Because I have learned a special alchemical recipe, I am able to make a mildly magical mixture containing holly water, garlic, powdered silver, and grave dust that causes harm to the undead. These vials can be thrown, with the liquid splashing out upon impact to inflict harm on an undead creature.

When I am Quickly Focused I gain +4 to attack an undead target within one (1) zone of me.

If I am successful, the holly water vial shatters, splashing its contents upon my target and inflicting damage as stress normally, but this damage cannot be reduced by any innate ability of the target (other forms of protection such as a magic item or a spell do apply).

For a given session I can carry around and use a number of holly water vials equal to my (Clever + Arcane). Other people can use my holly water vials; they still count against my per-session limit however.

This stunt requires Arcane +1 or better to use.

Improved Gas Bombs (-2): Because of my alchemical studies I am able to create and then later throw alchemical gas bombs.

When I am Carefully Focused I gain +3 to attack a target zone within two (2) zones of me by throwing an alchemical gas bomb.

If I am successful the gas bomb shatters, releasing toxic fumes and applying the situational Aspect Toxic Gas! to the targeted zone and every adjacent zone, with two free invokes.

This Aspect is automatically invoked now and at the beginning of subsequent exchanges to inflict two (2) stress per invoke to every target that needs to breathe within the affected zones. This Aspect can be removed by strong winds or focused air by overcoming a Good (+3) difficulty.

For a given session I can carry around and use a number of gas bombs equal to my (Clever + Arcane). Other people can use my gas bombs; they still count against my per-session limit however.

This stunt requires Arcane +1 or better to use.

Mutagen (Beastshape; -2)

Because I have mastered strange transmogrifying magics I can concoct substances that allow me to change my own physical structure and capacity, taking on the forms of animals. I may spend a Fate point to temporarily assume an animal form. My trappings magically change with me and are unavailable until I return to my normal form.

When I change forms I move all of my Approach bonuses to a disposition relevant to the animal form I am assuming, and I move all of my Archetype bonuses to Focused (leaving all of my other Archetypes at +0). This lasts for an entire scene unless I choose to return to normal, which ends the effect. Additionally, I may spend another Fate point to assume a different animal's form, and I do not have to first change back to normal.

When I change forms I gain an additional Aspect named for the animal form I have assumed which I can invoke when my current animal form is relevant, and which can be compelled whenever my animal form or lack of humanoid anatomy might inconvenience me.

If the animal form I change into has natural weapons I may use Focused in place of Combatives while in a physical conflict.

If the animal form I change into has an unusual form of movement, such as the flight of a bird, the running of a wolf, or the swimming of a shark then I gain that mode of movement while I am in that form as well, at the GM's discretion.

If the animal form I change into has an unusual or extra keen sense, such as the low light vision of a cat, the olfactory senses of a canine, or the echolocation of a bat then I gain that sense while I am in that form as well, at the GM's discretion.

This stunt requires Arcane +1 or better to use.

Mutagen (Bruteform): Because I have mastered strange transmogrifying magics I can concoct substances that allow me to change my own physical structure and capacity, becoming much larger and stronger but at the cost of greatly diminished intellgence. I may spend a Fate point to temporarily move all of my Approach bonuses to Forceful (leaving all of my other Approaches at +0), and to move all of my Archetype bonuses to Focused (leaving all of my other Archetypes at +0). I also change my Trouble to 'Mutagenic Brute'. This lasts for an entire scene unless I spend another Fate point to change back to normal.

This stunt requires Arcane +1 or better to use.

Mutagen (Elementalform, -2): Because I have mastered strange transmogrifying magics I can concoct substances that allow me to change my own physical structure and capacity. I may spend two (2) Fate points to temporarily change into an Elemental.

When I activate this effect I must choose Air, Earth, Fire, or Water. For the duration of the effect I use the Large Elemental write-up for the Elemental type I have chosen instead of my own character write-up.

My transformation lasts for an entire scene but I may change back to my normal form at any time, ending the effect.

My trappings change with me and are inaccessible for the duration of the effect.

This stunt requires Arcane +1 or better to use.

Potions, Poultices, Poisons: Because I know ancient lores from more primitive times, I am able to brew potions, poultices, and poisons that can harm and heal and work odd and subtle magics on those who imbide them. I can be Cleverly Arcane and make substances that replicate effects that are usually the province of Primal. At any given time I can have a number of substances brewed up and ready for use equal to my Arcane + Primal capability.

This stunt requires Arcane +1 or better to use.

Prepared Caster (Alchemy)

Because of my studies as a classically trained Alchemist, given time and opportunity I may 'prepare' a number of potions, elixirs, salves and similar 'concoctions' equal to ((Careful + Clever + Focused) * Arcane).

Unused concoctions remain until they get activated or destroyed and can be stockpiled. These Aspects are portable; I may give them to others and they can be taken away from me.

Making a concoction requires time, materials, and either a lab or a field kit; the specifics are left to the GM's discretion, but simple potions might take minutes while very powerful potions might take one or more hours.

If a strict economy is being enforced in the campaign, it usually costs about half retail price to make a concoction; GM's discretion applies.

Commodities

Alchemical concoctions can be given, sold to, or stolen by others and used by them. They are effectively a commodity.

However all of an alchemist's concoctions, including those under another character's control, count against their preparation limit.

Alchemical Item Write-ups

A variety of write-ups for specific alchemical items and potions are available. Each usage of these kinds of alchemical items counts against an alchemist's preparation limit.

Note that the provided write-ups are just examples, and not a restricted list of allowed effects; an alchemist can make any sort of alchemical item the GM allows.

To prepare a concoction I roll 4dF and add (Focused + Arcane) against a Mediocre (+0) difficulty; failure indicates a botched concoction and that 'slot' is wasted for the day. I temporarily gain a new personal Aspect corresponding to the concoction I prepared with one invoke, and annotated with the margin of success.

Prepared concoctions are activated by invoking its Aspect as an action and resolving the effect of the concoction using the previously rolled margin of success. It is possible for a concoction resolution to fail if the margin of success is insufficient to the difficulty or if opposed successfully. If I am the activator, I can spend a Fate point at this time to add +2 shifts to the margin of success.

Unfortunately due to my focus on Alchemy, I cannot free cast spells.

This stunt requires Arcane +1 or better to use.

Prepared Caster (Alchemy Dabbler)

Because I am a capable dabbler in the esoteric science of Alchemy, given time and opportunity I may 'prepare' a number of potions, elixirs, salves and similar 'concoctions' equal to (Careful + Arcane).

Unused concoctions remain until they get activated or destroyed and can be stockpiled. These Aspects are portable; I may give them to others and they can be taken away from me.

Making a concoction requires time, materials, and either a lab or a field kit; the specifics are left to the GM's discretion, but simple potions might take minutes while very powerful potions might take one or more hours.

If a strict economy is being enforced in the campaign, it usually costs about half retail price to make a concoction; GM's discretion applies.

Commodities

Alchemical concoctions can be given, sold to, or stolen by others and used by them. They are effectively a commodity.

However all of an alchemist's concoctions, including those under another character's control, count against their preparation limit.

Alchemical Item Write-ups

A variety of write-ups for specific alchemical items and potions are available. Each usage of these kinds of alchemical items counts against an alchemist's preparation limit.

Note that the provided write-ups are just examples, and not a restricted list of allowed effects; an alchemist can make any sort of alchemical item the GM allows.

To prepare a concoction I roll 4dF and add Arcane against a Mediocre (+0) difficulty; failure indicates a botched concoction and that 'slot' is wasted for the day. I temporarily gain a new personal Aspect corresponding to the concoction I prepared with one invoke, and annotated with the margin of success.

Prepared concoctions are activated by invoking its Aspect as an action and resolving the effect of the concoction using the previously rolled margin of success. It is possible for a concoction resolution to fail if the margin of success is insufficient to the difficulty or if opposed successfully. If I am the activator, I can spend a Fate point at this time to add +2 shifts to the margin of success.

This stunt requires Arcane +1 or better to use.

Rarefied Flesh: Because I have practiced internal alchemy for many years and subjected by own flesh to alchemical rarefication, I am more durable than normal. I reduce by one (1) all stress inflicted on me by physical and magical attacks.

This stunt requires Arcane +1 or better to use.

Restorative Elixir: Because of my alchemical studies I am able to create and then later use restorative elixirs.

When I am Carefully Focused I gain +3 to overcome vs a Superb (+5) difficulty.

If I am successful I remove all debilitating situational Aspects currently affecting my health or normal functioning that have a difficulty to remove of Great (+4) or less. This does not work on environmental Aspects, scene Aspects, or other situational Aspects that affect me externally, it only works against situational Aspects that affect me directly and personally such as poison, fatigue, some spells, curses, and so forth.

Additionally, if I am successful, I may also clear one of my stress boxes or a Mild Consequence.

To use this ability I must be able to access the elixir and drink its contents.

For a given session I can make and carry around a number of Restorative Elixirs equal to my (Clever + Arcane). Other people can use my restorative elixirs, but only gain +1 while Carefully Focused when using one of them. Restorative elixirs given to others do count against my per-session limit.

This stunt requires Arcane +1 or better to use.

Sticky Bombs: Because of my alchemical studies I am able to create and then later throw alchemical sticky bombs.

When I am Quickly Focused I gain +3 to create advantage against a target within two (2) zones of me by throwing a sticky bomb at them.

If I am successful, the sticky bomb shatters, splashing its sticky contents upon my target, attaching the situational Aspect Trapped By Sticky Goo! to the target with three (3) invokes. While this Aspect is in play, the target is rooted in their current zone and thus cannot move to another zone. This Aspect can be removed by overcoming a Good (+4) difficulty, but each failed attempt to overcome it expends an invoke.

This Aspect can be removed by overcoming a Good (+4) difficulty. However when it is expended or removed a second situational Aspect, Sticky Goo Residue!, is attached to the target with four (4) invokes. The second Aspect prevents the target from moving more than one (1) zone per action, and they cannot both move and attack. The second Aspect can be removed by overcoming a Superb (+6) difficulty, but each failed attempt to overcome it expends an invoke.

Note that this ability can cause flying targets to plummet to the ground if they use winged flight.

For a given session I can carry around and use a number of sticky bombs equal to my (Clever + Arcane). Other people can use my sticky bombs; they still count against my per-session limit however.

This stunt requires Arcane +1 or better to use.

Theriaxis: Because I am a dedicated scholar who has mastered highly esoteric magical and medical lore, I am able to make and apply ointments, salves, nostrums, and elixirs that can heal and repair just about any form of illness, wound, infection, or impurity. While I am Carefully Arcane and I have access to my alchemical supplies, I may clear a Stress box or clear a Consequence by overcoming a difficulty equal to the numerical value of the stress box or Consequence. If I fail to overcome the difficulty of a Consequence I may not attempt to heal that same Consequence again. I may use this ability on others as well as myself if I am able to examine and treat them. I may use this ability (Focused + Arcane) times per day.

This stunt requires Arcane +1 or better to use.

Trapbusters: Because of my alchemical studies I am able to create and then later use special trapbusting kits that allow me to disarm or disable traps. Each trapbusting kit contains enough raw materials to mix up an acid or a neutralizing agent or even a small shaped explosive sufficient to counter one trap.

Using trapbusting kits that I made myself, I gain +5 while Carefully Roguish to overcome mechanical or magical traps that have a triggering mechanism.

To use this ability I must be able to access the materials in the trapbusting kit to mix up a compound to suit the situation and be able to apply it directly to the triggering mechanism of the trap.

For a given session I can make and carry around a number of trapbusting kits equal to my (Clever + Arcane + Roguish). Other people can use my trapbusting kits, but only gain +3 while Carefully Roguish when using one of them. Trapbusting kits given to others do count against my per-session limit.

This stunt requires Roguish +1 or better to use.

This stunt requires Arcane +1 or better to use.

Utility Belt: Because I equip myself with a variety of useful gadgets, tools, solvents, salves, compounds, and other bits, I gain +1 when I am doing something Clever and narratively describe what gizmo or concoction I pull out of my kit to help me solve a problem.