- Vitality Creation 1d10 Level Up/Rest 1d6
- Soul Creation 1d12 Level Up/Rest 1d10
- Power Creation 1d8 Level Up/Rest 1d4
- Knives, daggers, thrown weapons, dart shooters, slingshots, and their own thrown potions and explosives.
- Only light armor. No shields.
Status effects the Alchemist treats are one difficulty easier to cure. They identify any common potion by sight or smell (Easy Insight).
You excel at brewing, mixing and mending. You can tell a potion by its color and smell, and you know which plants and monster parts are worth keeping. You aren't a warrior, but a well-thrown flask can turn a fight. When someone falls, you are the one who gets them back on their feet.
The Alchemist Profession is all about potions and potion crafting. They can excel at healing or inflicting status effects - as long as they have the right potions for the job. A skilled alchemist can make potions that far exceed what the typical apothecary might sell.
Effects on Weapon Usage
- Deal 1d4 more damage with knives, daggers and thrown weapons.
- Thrown potions and explosives use the Alchemist's throw range and the potion throwing rules.
- Other weapons are used without the profession bonus.
Effects on Armor Usage
Only light armor. No shields.
Profession Level Progression
Alchemists are the potion and poison master. Alchemists specialize in skills that allow them to create potions, use potions more effectively, and treat status effects.
Alchemists progress following the Alchemist Node Chart.
- In order to progress to the next level you need to meet the required nodes and pay the progression XP cost.
- Each node cost XP to acquire.
- You can only acquire the nodes for your profession.
- You can acquire as many nodes as you want, but you must acquire the minimum required nodes to progress to the next level.
- You get your gen dice rolls for Vitality, Soul, and Power at each new level.
Skills
Alchemists specialize in skills that deal with potions and potion craft.
Alchemist Skills Progression
Alchemist Skills
Alchemist Skills are categorized into Potion Craft Skills, Field Medicine Skills, and Mutagen & Explosives Skills.
Potion Craft Skills
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|---|---|
| Create Basic Arcane Potions | 🔮 Support Action | ⚗️ Alchemistry | 4 Soul | self | potion brewing time | Normal Arcana |
Allows you to create basic arcane potions. |
Create Basic Potions |
| Create Basic Potions | 🔮 Support Action | ⚗️ Alchemistry | N/A | self | potion brewing time | Easy Insight |
Allows you to create basic potions. |
Potion Theory |
| Create Greater Arcane Potions | 🔮 Support Action | ⚗️ Alchemistry | 8 Soul | self | potion brewing time | Hard Arcana |
Allows you to create greater arcane potions. |
Create Novice Arcane Potions and Create Greater Potions |
| Create Greater Potions | 🔮 Support Action | ⚗️ Alchemistry | N/A | self | potion brewing time | Challenging Insight |
Allows you to create greater potions. |
Create Novice Potions |
| Create Masterful Arcane Potions | 🔮 Support Action | ⚗️ Alchemistry | 10 Soul | self | potion brewing time | Hard Arcana -2 |
Allows you to create masterful arcane potions. |
Create Masterful Potions and Create Greater Arcane Potions |
| Create Masterful Potions | 🔮 Support Action | ⚗️ Alchemistry | N/A | self | potion brewing time | Hard Insight |
Allows you to create masterful potions. |
Create Greater Potions |
| Create Novice Arcane Potions | 🔮 Support Action | ⚗️ Alchemistry | 6 Soul | self | potion brewing time | Challenging Arcana |
Allows you to create novice arcane potions. |
Create Basic Arcane Potions and Create Novice Potions |
| Create Novice Potions | 🔮 Support Action | ⚗️ Alchemistry | N/A | self | potion brewing time | Normal Insight |
Allows you to create novice potions. |
Create Basic Potions |
| Harvesting | 🔮 Support Action | 🔍 Identify/Investigate | N/A | touch | instant | Easy Medicine |
Gather ingredients from plants and kills: roll twice for spoils that are ingredients. For normal harvesting from the environment you only get one check per location or area per day. |
N/A |
| Poison Craft | 🔮 Support Action | ⚗️ Alchemistry | N/A | self | instant | Normal Medicine |
When you brew a poison, choose one: its die is one size larger, it lasts 1d4 rounds longer, or the target's check against it is one level of difficulty harder. |
Create Novice Potions |
| Potion Theory | 🔮 Support Action | ⚗️ Alchemistry | N/A | self | 1d10 hours | Easy Insight |
Study your formulas before working. For 1d10 hours, add 1d4 to Medicine checks to brew, identify or handle potions, poisons, explosives and mutagens. |
N/A |
| Rare Harvesting | 🔮 Support Action | 🔍 Identify/Investigate | N/A | touch | instant | Challenging Medicine |
When you harvest, roll 1d6: on a 6 you also find one rare ingredient the source can give. This roll takes the place of the Harvesting skill roll - you get your normal harvesting skill effects whether you roll a 6 on the 1d6 or not. |
Harvesting |
| Transmutation | 🔮 Support Action | ⚗️ Alchemistry | 5 Soul | touch | instant | Challenging Arcana |
Turn one material into another of equal or lower grade. The new material is worth no more than the old. |
Create Basic Arcane Potions |
| Universal Solvent | 🔮 Support Action | ⚗️ Alchemistry | 2 Soul per space | touch to initiate - spreads along surface depending on Soul spent | instant | Hard Arcana |
By touching an object or area, the alchemist is able to send through runic soul energy that dissolves adhesives, webs, rust, roots, and soft materials such as dirt and dust. The Soul cost is to dissolve any and all unwanted contaminants per space area. This is a utility skill that cannot be used in combat. |
Transmutation |
Field Medicine Skills
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|---|---|
| Counteragent | 🔮 Support Action | 📋 Status Effect | 4 Soul | touch | 1d4 hours | Normal Medicine |
Suppress an identified condition for 1d4 hours when the real cure is not on hand. |
Diagnose |
| Diagnose | 🔮 Support Action | 🔍 Identify/Investigate | 2 Soul | 1 person nearby that you can plainly see | instant | Normal Medicine |
This skill allows you to determine the status condition another is experiencing and all of its effects and treatments. |
N/A |
| First Aid | 🔮 Support Action | ❤️🩹 Healing | 2 Soul | touch | instant | Normal Medicine |
This skill allows you to easily treat wounds, splint broken bones, and heal 1d6 + Medicine worth of Vitality. |
N/A |
| Panacea | 🔮 Support Action | 📋 Status Effect | 6 Soul | self | instant | Hard Medicine -2 |
This skill is used when administering a potion. This skill allows you to add an effect to the potion that allows it to cure any one status effect, chosen by the alchemist at the time the potion is administered. If the potion already cures a status effect, this allows the potion to cure one additional status effect. Rolling a natural 20 when using this skill allows the potion to cure all status effects. Rolling a natural 1 when using this skill will inflict a random status effect instead. This cannot cure a condition, status effect, or disease that has no known cure. |
Treat Disease |
| Preventative Treatment | 🔮 Support Action | 📋 Status Effect | 4 Soul | touch | 1d10 hours | Normal Medicine |
Treat someone before exposure: their next check against that poison, disease or hazard is one difficulty level easier. Rolling a natural 20 when using this skill doubles the duration and adds the alchemist's Medicine trait as a bonus to the protected for their check rolls. |
Counteragent |
| Restorative Aid | 🔮 Support Action | ❤️🩹 Healing | 2 Soul | touch | instant | Normal Medicine |
Restores 1d6 Power. Rolling a natural 20 on the Medicine check will allow you to not only double the power restored, but also recover someone from a comatose state due to having 0 Power. |
First Aid |
| Stabilize | 🔮 Support Action | ❤️🩹 Healing | 2 Soul | touch | until status effects or condition is fully treated | Normal Medicine |
Stop a condition from worsening (Bleeding Out, Poison, burns, disease, etc) until it is treated. This prevents the status effect from stacking. While this skill does not cure the status effect, it will prevent death from the status effect. |
First Aid |
| Treat Burns | 🔮 Support Action | 📋 Status Effect | 4 Soul | touch | instant | Hard Medicine |
This skill allows you to treat and cure burns without any potions or spells, just by using your knowledge and inner power. |
Diagnose |
| Treat Disease | 🔮 Support Action | 📋 Status Effect | 6 Soul + 1 Soul per difficulty level of the disease | touch | instant | Hard Medicine -2 |
This skill can cure diseases along with their status effects, as long as it is treated within 3 days. The difficulty level of the disease will determine the overall Soul cost: Easy +1, Normal +2, Challenging +3, Hard +4; also +1 for every -1 die modifier such as Hard -2. Any "disease" that has already been declared incurable, has an Impossible difficulty level, or has never been cured cannot be cured with this skill - only diseases that have been cured. The difficulty level of the disease is determined by the GM. Below are some examples of diseases:
|
Treat Poison |
| Treat Poison | 🔮 Support Action | 📋 Status Effect | 4 Soul | touch | instant | Hard Medicine |
Cures Poison and Nausea without medicine. Rolling a natural 1 poisons the alchemist. |
Treat Visual Instability |
| Treat The Mind | 🔮 Support Action | 📋 Status Effect | 4 Soul | touch | instant | Hard Medicine |
Cures Anxiety, Depression, Loss of Purpose/Self and Forgetfulness. Rolling a natural 1 inflicts the alchemist with the status effect that was failed to be cured. |
Treat Burns |
| Treat Visual Instability | 🔮 Support Action | 📋 Status Effect | 4 Soul | touch | instant | Hard Medicine |
This skill allows you to treat and cure Visual Instability without any potions or spells, just by using your knowledge and inner power. |
Diagnose |
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|---|---|
| Use Potion as Defense | 🛡️ Defense Action | 🛡️ Defensive Move | N/A | self | instant | Easy React |
Allows you to use potion as a defense action. |
N/A |
Mutagen & Explosives Skills
| Skill | Action Type | Skill Types | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
|---|---|---|---|---|---|---|---|---|
| Adaptive Mutagens | 🔮 Support Action | ⚗️ Alchemistry | N/A | self | instant | Normal Insight |
Allows for brewing mutagens that cause adaptive effects such as breathing underwater, seeing in darkness, temperature endurance, and so on. Any ingredient effects that cause an adaptive effect can be brewed as long as at least one ingredient contains that effect. You can only create one effect per potion. The duration for the effect is 1d4 + Medicine Trait hours. |
Basic Mutagens |
| Basic Explosives | 🔮 Support Action | ⚗️ Alchemistry | N/A | self | instant | Easy Insight |
Create basic explosives with the following rule: can use up to 3 ingredients; explosives can have 1 payload effect. |
Potion Theory |
| Basic Mutagens | 🔮 Support Action | ⚗️ Alchemistry | N/A | self | instant | Easy Insight |
Brew a mutagen that raises one trait by 1d4. A mutagen raises one trait for 1d4 hours. When it wears off, the drinker makes a Normal Immunity check or crashes for the same duration lowering the trait following the boosted trait by the same amount. Standard mutagen rules from Potion Crafting apply. |
Potion Theory |
| Greater Explosives | 🔮 Support Action | ⚗️ Alchemistry | N/A | self | instant | Challenging Insight |
Create greater explosives with the following rule: can use up to 5 ingredients; explosives can have 2 payload effects. |
Novice Explosives |
| Greater Mutagens | 🔮 Support Action | ⚗️ Alchemistry | N/A | self | instant | Challenging Insight |
Brew a mutagen that raises up to three traits by 1d4 + potion effect. A mutagen raises traits for 1d4 hours. When it wears off, the drinker makes a Normal Immunity check or crashes for the same duration lowering the traits following the boosted traits by the same amount. Standard mutagen rules from Potion Crafting apply. |
Novice Mutagens |
| Masterful Explosives | 🔮 Support Action | ⚗️ Alchemistry | N/A | self | instant | Hard Insight |
Create masterful explosives with the following rule: can use up to 5 ingredients; explosives can have 3 payload effects. |
Greater Explosives |
| Novice Explosives | 🔮 Support Action | ⚗️ Alchemistry | N/A | self | instant | Normal Insight |
Create novice explosives with the following rule: can use up to 4 ingredients; explosives can have 2 payload effects. |
Basic Explosives |
| Novice Mutagens | 🔮 Support Action | ⚗️ Alchemistry | N/A | self | instant | Normal Insight |
Brew a mutagen that raises up to two traits by 1d4 + potion effect. A mutagen raises traits for 1d4 hours. When it wears off, the drinker makes a Normal Immunity check or crashes for the same duration lowering the traits following the boosted traits by the same amount. Standard mutagen rules from Potion Crafting apply. |
Basic Mutagens |
| Predatory Mutagens | 🔮 Support Action | 🔗 Chain With Other Skill | N/A | self | instant | Normal Insight |
This skill is used when brewing a Mutagens potion with a Mutagens brewing skill (Basic, Novice, Greater, Adaptive). This skill allows adding increased offensive capabilities to your mutagens potion. The increase is 1d4+Medicine Trait to Offensive and Bow Power while reducing Runic Power by the same amount, for the same duration as the Mutagens potion. A natural 20 allows for adding only the Offensive and Bow Powers bonus without the Runic Power penalty. A natural 1 causes only the Runic Power penalty to be applied. |
Novice Mutagens |
| Regenerative Mutagens | 🔮 Support Action | 🔗 Chain With Other Skill | N/A | self | instant | Challenging Insight |
This skill is used when crafting a healing or restoring potion using one of the potion crafting skills. Restores an amount equal to the alchemist's Medicine each round in battle (1d10 rounds), or each hour outside battle (1d4 hours). |
Novice Mutagens |
| Tailored Mutagens | 🔮 Support Action | 🔗 Chain With Other Skill | N/A | self | instant | Hard Insight |
This skill is used when using Basic Mutagens, Novice Mutagens, or Greater Mutagens to craft a mutagens potion. This skill allows you to craft that potion for a specific person. When crafting the potion you can choose to either increase the bonus by one die size or to decrease the crash difficulty check by one difficulty level. |
Greater Mutagens |
| Volatile Mutagens | 🔮 Support Action | 🔗 Chain With Other Skill | N/A | self | instant | Hard Insight |
This skill is used when using Basic Mutagens, Novice Mutagens, or Greater Mutagens to craft a mutagens potion. This skill doubles the trait bonuses of the mutagens potion, however the check difficulty for a crash raises to Hard and the crash effect is also doubled. |
Greater Mutagens |
Alchemist Abilities
These are abilities that are unique to the alchemist profession. Only alchemists can obtain and use these abilities:
| Ability | Ability Type | Effects | Requirements |
|---|---|---|---|
| Acid Application | 🛠️ Utility Ability |
Acids you apply to weapons gain your Medicine score. |
Poison Application |
| Alchemical Immunity | 🛡️ Passive Ability |
Immunity checks can be used against potions and not just status effects. Your own poisons and acids cannot harm you. |
Poison Application |
| Alchemical Knowledge | 🛡️ Passive Ability |
You are able to tell what a potion is more easily, gaining a +2 to Medicine when trying to identify potions. |
N/A |
| Basic Bigger Batches | 🛡️ Passive Ability |
Each brewing makes 1 extra potion. |
Create Novice Potions skill |
| Basic Infusion | 🛡️ Passive Ability |
Feed your homunculus a trait potion to raise that trait by 1 permanently. 1 infusion in total. |
Create Homunculus |
| Basic Item Rationing | 🛡️ Passive Ability |
A single potion gives 1 extra use. |
Alchemical Knowledge |
| Basic Quick Brew | 🛡️ Passive Ability |
Brewing takes 1 hour less (minimum 1 hour). |
Create Basic Potions skill |
| Blood Bond | ⚡ Activated Ability |
For 2 Soul, see or hear through your homunculus for up to 10 minutes within 1 mile. You always sense its direction and condition. |
Create Homunculus |
| Concentrated Formula | 🛠️ Utility Ability |
Combine two of the same potion into one with double potency, duration or area (choose one), within the tier's effect limits. |
Potion Substitution |
| Create Homunculus | 🛠️ Utility Ability |
Grow a small living helper in a flask from ingredients and your own blood. See notes on Homunculus at the bottom of the alchemist profession page. |
Create Greater Arcane Potions |
| Delayed Formula | 🛠️ Utility Ability |
A potion takes effect on a set trigger: when the drinker drops below half Vitality, or after 1d4 rounds. |
Concentrated Formula |
| Elemental Potions | 🛡️ Passive Ability |
Every potion you brew carries a small rider of your element.
|
Magical Substitution |
| Emergency Medicine | ⚡ Activated Ability |
Use First Aid or a treatment on your Defensive Turn, in place of your Defense action, at one difficulty level harder or for +2 Soul. |
Steady Hands |
| Energy Enrichment | ⚡ Activated Ability |
You can increase the effects of your potions by spending Vitality, Power, or Soul into them.
|
Create Basic Potions skill |
| Equip Potion As Weapon | 🛠️ Utility Ability |
You can equip a potion as your weapon and use it during your attack action. As long as you have more than one of that same potion it will keep replenishing in your hand. Once you run out however you would have to spend a support action to equip another potion. |
Use Potion as Defense skill |
| Explosives Application | 🛠️ Utility Ability |
Explosives you apply to weapons gain your Medicine score. |
Acid Application |
| Extended Release | 🛠️ Utility Ability |
A healing potion heals over time instead (as Regen), for a larger total. The duration is based on your Medicine trait. The healing amount is the same as the potion's healing amount each round. |
Concentrated Formula |
| Fast Potion | 🛠️ Utility Ability |
Use one extra potion per round as a support action. |
Potion Administration |
| Faster Potion | 🛠️ Utility Ability |
Use up to two extra potions per round with one support action. Replaces Fast Potion. |
Fast Potion |
| Field Concoction | 🛠️ Utility Ability |
Improvise a crude potion, antidote, poison or acid without a lab: half effect, and a natural 1 spoils it. |
Basic Quick Brew |
| Field Surgeon | 🛡️ Passive Ability |
Treat Serious Wounds and Broken Limb Bones in the field. |
Resuscitation |
| Free Action Potion | 🛠️ Utility Ability |
Once per round, use one potion with no action at all, on top of Faster Potion. |
Faster Potion |
| Greater Bigger Batches | 🛡️ Passive Ability |
Each brewing makes 3 extra potions. Replaces Novice Bigger Batches. |
Novice Bigger Batches |
| Greater Homunculus | 🛡️ Passive Ability |
Your homunculus grows to small size, adds 2d6 to its Vitality, and learns one Alchemist skill. |
Mutation and Potion Courier |
| Greater Infusion | 🛡️ Passive Ability |
3 infusions in total. |
Novice Infusion |
| Greater Item Rationing | 🛡️ Passive Ability |
A single potion gives 3 extra uses. Replaces Novice Item Rationing. |
Novice Item Rationing |
| Greater Quick Brew | 🛡️ Passive Ability |
Brewing takes 3 hours less (minimum 1 hour). Replaces Novice Quick Brew. |
Novice Quick Brew |
| Herbal Identify | 🛠️ Utility Ability |
You are able to identify plants and know their properties. |
N/A |
| Lingering Toxins | 🛡️ Passive Ability |
Poisons and negative status effect potions you make last 1d6 rounds longer. |
Alchemical Immunity |
| Long Throw | 🛡️ Passive Ability |
+1d4 throw range for potions and explosives. |
Basic Explosives skill |
| Magical Substitution | 🛠️ Utility Ability |
You can substitute an ingredient with a magic spell effect when creating a potion. If the magic spell effect matches an effect of at least one other ingredient, it will be part of the potion. The amount of spells you can substitute depends on the level of Create Arcane Potion skill you are using.
The rule is you have to include 1 ingredient and all other potion crafting rules do still apply. You also must have the spell you wish to apply to the potion. You will not lose the spell you are using as an ingredient substitute. |
Create Basic Arcane Potions skill |
| Masterful Infusion | 🛡️ Passive Ability |
4 infusions in total. |
Greater Infusion |
| Masterful Item Rationing | 🛡️ Passive Ability |
A single potion gives 4 extra uses. Replaces Greater Item Rationing. |
Greater Item Rationing |
| Masterful Quick Brew | 🛡️ Passive Ability |
Basic and Novice potions brew in 10 minutes; all others take 4 hours less (minimum 1 hour). Replaces Greater Quick Brew. |
Greater Quick Brew |
| Mix Potions | 🛠️ Utility Ability |
You can mix 2 potions to create a potion that contains both potions' effects. |
Alchemical Knowledge |
| Mutagenic Acceptance | 🛡️ Passive Ability |
A second mutagen while one is active no longer raises the crash check to Hard. Addiction is only risked on a natural 1. |
Mutagenic Tolerance |
| Mutagenic Mastery | 🛡️ Passive Ability |
Mutagens you brew and drink yourself no longer crash you. Mutagens you give others crash as normal. |
Mutagenic Acceptance |
| Mutagenic Tolerance | 🛡️ Passive Ability |
The mutagen crash check is one difficulty level easier. |
Basic Mutagens skill |
| Mutation | 🛠️ Utility Ability |
A mutagen given to your homunculus becomes permanent, and so does its crash, as a drawback. Two at most. |
Basic Infusion and Basic Mutagens skill |
| Novice Bigger Batches | 🛡️ Passive Ability |
Each brewing makes 2 extra potions. Replaces Basic Bigger Batches. |
Basic Bigger Batches |
| Novice Infusion | 🛡️ Passive Ability |
2 infusions in total. |
Basic Infusion |
| Novice Item Rationing | 🛡️ Passive Ability |
A single potion gives 2 extra uses. Replaces Basic Item Rationing. |
Basic Item Rationing |
| Novice Quick Brew | 🛡️ Passive Ability |
Brewing takes 2 hours less (minimum 1 hour). Replaces Basic Quick Brew. |
Basic Quick Brew |
| Poison Application | 🛠️ Utility Ability |
Poisons you apply to weapons gain your Medicine score. |
Alchemical Knowledge |
| Potion Administration | 🛡️ Passive Ability |
When you administer a potion, increase its dice value by 1 die. If the potion heals for 2d12, it will now heal for 3d12. Medicine trait score is still added to the final potion effect. |
Mix Potions |
| Potion Courier | 🛠️ Utility Ability |
Your homunculus carries potions and administers them to allies for you, with Potion Administration's bonus. |
Blood Bond |
| Potion Recall | ⚡ Activated Ability |
Make a medicine check with every potion you use. If you succeed at a hard medicine check, the potion refills automatically. |
Mix Potions |
| Potion Save | ⚡ Activated Ability |
Make a Hard React check to drink a healing potion as you take a blow that would be more than you can handle. If the hit is less than your Vitality before the hit plus the potion, you survive with whatever Vitality is left. Otherwise, you do not survive. |
Use Potion as Defense skill |
| Potion Substitution | 🛠️ Utility Ability |
You can substitute an ingredient with a potion when creating a potion. If the potion effect matches an effect of at least one other ingredient, it will be part of the potion. The amount of potions you can substitute depends on the level of Create Potion skill you are using.
The rule is you have to include 1 ingredient and all other potion crafting rules do still apply. You also must have the potion you wish to apply to the potion. You will lose the potion that you substitute as an ingredient. |
Mix Potions |
| Preservation and Purification | 🛠️ Utility Ability |
Keep food, herbs and monster parts from spoiling; clean water, food and medicine of contaminants. |
Useful Anatomy |
| Resuscitation | ⚡ Activated Ability |
When using First Aid, you can make a Hard Medicine check to revive anyone that died within a few minutes or 3 rounds. |
First Aid skill |
| Shrapnel | 🛠️ Utility Ability |
An explosive adds 1d6 piercing damage. |
Splash Radius |
| Splash Radius | 🛡️ Passive Ability |
Explosives and splashing potions cover a larger area. Add extra spaces equal to your Medicine around the area of effect. Each ring around the area must be filled before the next ring begins. |
Long Throw |
| Stabilized Mutagen | 🛠️ Utility Ability |
Brew a mutagen at half the bonus with no crash and no Addiction risk. |
Mutagenic Tolerance |
| Stable Mixtures | 🛡️ Passive Ability |
A natural 1 when throwing an explosive no longer goes off in your hand. |
Basic Explosives skill |
| Steady Hands | 🛡️ Passive Ability |
First Aid heals 1d4 more. This bonus is doubled if a natural 20 is rolled when using First Aid. |
First Aid skill |
| Triage | 🛠️ Utility Ability |
Examine every injured ally in sight at once; your next treatment on each is one difficulty level easier. |
Emergency Medicine |
| Use Potion As Spell | 🛠️ Utility Ability |
You can use a potion as your magic action. |
Equip Potion As Weapon |
| Useful Anatomy | 🛡️ Passive Ability |
+2 to Insight to recognize valuable ingredients in creatures and what they make. |
Herbal Identify |
The Homunculus
A homunculus is grown, not built. It is fragile, needs care, and grows with its maker. When it dies, it is gone.
- Growing one: a Create Greater Arcane Potions brewing that takes a full day. The base is the Alchemist's own blood, which costs 1d6 Vitality (healed normally). It needs at least 2 ingredients sharing a trait effect; that trait becomes its starting gift. Hard Medicine check. An Alchemist keeps one homunculus at a time.
- What it is: tiny; it climbs and fits through gaps a person cannot. Vitality 2d6 + the Alchemist's level, rolled at creation; Soul 1d6. Every trait starts at 1, except its starting gift at 3. Its only attack is a 1d4 bite or claw. It acts on the Alchemist's initiative, and a command takes the Alchemist's support action.
- Living, not built: it heals naturally and from potions. It can be poisoned, sickened, Feared and put to sleep.
- Feeding: once each game week it needs a feeding potion (any Basic potion with a healing effect). After one missed week its checks are one step harder and it stops healing naturally. After two, it loses 1d4 Vitality each day until fed.
- Infusion: a trait potion fed to it raises that trait by 1 permanently instead of its normal effect. No trait can rise above the Alchemist's own.
- Mutation: it keeps the mutagen's bonus for good, and the crash becomes a permanent drawback. Two mutations at most.
- Potion Courier: it carries up to 2 potions (3 when Greater) and delivers one as the Alchemist's support action. The drinker's daily potion limit still applies.
- Death: death is final. Through the Blood Bond the Alchemist feels it: 1d6 Soul lost and Dazed for 1 round. A new one starts over.



