this is just a preview
STATS:
choose one set
Grace+1 Might=0 Moxie+1 Insight+2 Magic-2
Grace+1 Might+1 Moxie=0 Insight+2 Magic-2
Grace-1 Might+1 Moxie=0 Insight+2 Magic=0
Grace+2 Might=0 Moxie-1 Insight+2 Magic-2
LANGUAGES
You start with 2 extra dialects.
You are literate.
MOVES
you start with Make Do and then choose one more
Make do: when you don't have access to your Alchemy Bag or its all out of stock you can still make a Healing potion, you need to spend 2 Gold for supplies in a town or
spend time foraging in the wilderness. Roll+Insight on the Alchemy Bag move.
Arcane Alchemy: when you
spend time with a magical object and your Alchemy Bag, the Oracle will tell you what the magical object does.
Barber surgeon: when you attempt to save the life of a critically wounded person (4+ Damage), roll+Insight. You can spend Stock from your Alchemy Bag to assist the roll 1-for-1, as much Stock as you want. On a hit, you prevent their current injuries from worsening by stabilizing them, and choose 2 (on a 10+) or 1 (on a 7-9):
• the pain, incense, and salves make them babble the truth. Ask them what secret they spill and increase your Bond with them by +1 (for NPCs, you simply learn a secret).
• their body is eager to be healed. Heal them of 1 Damage.
• their damage is not as bad as you first believed. Heal them of 1 Damage.
• their course of recovery teaches you something about your own skills. You get 1 xp.
• they owe you for your time, attention, and spent trappings, and you’re going to hold them to it. Tell them to add a +debt to you.
On a miss, they're not stabilized and they take 1 Damage AP right now.
Developed Immunity: you cannot be poisoned, and can detect the presence of a poison by smelling or tasting it.
Expert opinion: when you try to detect magic, you can roll+Insight instead of roll+Magic.
In the Nick of Time: whenever someone you have a Bond with is in trouble (your call), you may decrease your Bond with them by -1 (to a minimum of 0) to have you already be there, with the proper tools and knowledge, with or without any clear explanation why.
Of All Trades: you never have to make Unskilled rolls if you don't want to
Opening Doors: whenever someone you have a Bond with dies, you get +1 Magic (max +3).
ALCHEMY BAG
Your Alchemy Bag has all kinds of crap in it: scissors, rags, tape, needles, clamps, gloves, oils, wipes, alcohol, herbs, salves, leeches, maggots, phials, tonics, potions, splints, bandages, razors, pliers, charms, crystals, poultices, narcotics, incense, salts, powders, ointments, hooks, horsehair, screws, brazier, mortar & pestle, flint & steel, several dozen alembics, flasks, dishes, retorts, measuring devices, a scale, and braces. It is big enough to fill your saddlebags and satchel. When you use it, spend its stock; you can spend 0–3 of its stock per use. You can resupply it for 1 Gold per 2-stock if your circumstances let you trade for medical supplies. It begins play holding 6-stock.
Only characters with an Insight of +2 or higher can use an Alchemy Bag, otherwise they are rolling Unskilled.
To use it you need to
spend time near an open flame (either from a fireplace or campfire): roll+stock spent and choose an elixir to brew.
On a hit, you will brew the elixir, but the Oracle will choose 1 (on a 10+) or 2 (on a 7–9):
• while mixing chemicals the fumes threaten to overwhelm you; you’re
acting perilously
• during the later stages your mixture compresses; spend 1-stock more.
• the potion needs to settle for 24 hours before it can be of any use
• the potion needs constant attention (stirring or cooking) for 36 hours or else it spoils
• the potion is not as potent as it could be; add
weak
• the potion requires one more special ingredient before it's complete; almost always an organ from an animal, but could also be something more prosaic
On a miss, the potion does not cohere and both your time and stock are wasted.
You can brew simple concoctions to speed the recovery of someone whose Damage has stabilized: don’t roll but spend 1-stock. They spend their Damage in days miserable and immobile, but heal completely by the end.
Alchemy Bags can cost anywhere between 2 to 10 Gold to build from scratch.
ELIXIRS:
acid: used to burn through an object, if thrown onto an enemy can cause 3 Damage
antitoxin: counters effects of poison
clairaudience: drinker can hear sound from another distant location (ingested, duration)
clairvoyance: drinker can see into another distant place (ingested, duration)
ESP: drinker can hear the thoughts of those they look at (ingested, duration)
fire resistance: drinker does not take Damage from heat or flame (touch, duration)
glue: when applied to two objects will hold them fast until a solvent is applied
healing: will stabilize Damage and heal 1 Damage or heals 2 Damage (ingested, instant)
invisibility: makes user invisible to sight (ingested/touch, duration)
love: falls in love with the next person they see or hear, your choice (ingested, permanent)
luck: next roll+Grace hits at 10+ (ingested, duration)
persuasiveness: next roll+Moxie hits at 10+ (ingested, duration)
poison, paralytic: target becomes insensate and immobile (one dose, applied, instant)
poison, sleep: causes target to fall asleep (one dose, applied, instant)
poison, toxic: causes 3 Damage to target (one dose, applied/ingested, instant)
smoke oil: produces a large cloud of smoke that lingers if there is now wind, attempts to Sneak in the area of the smoke become Adept
sweet water: when added to another liquid, purifies it and turns it into water, adding this to potions ruins them (touch, instant)
water breathing: drinker can breathe water as if it were air (ingested, duration)
+instant: takes effect immediately
+permanent: makes a permenent change to the drinker
+duration: Oracle moves trigger expiration, player gets a warning before the effect is about to expire
+weak: potion could expire at any time, or has a lesser effect (e.g. healing potion only heals 1 Damage, love potion gets duration, luck potion hits at 7-9, etc.)
+applied: as in, applied to a weapon
+ingested: must be consumed to be of use
+touch: effect is triggered upon contact
ALCHEMIST SPECIAL
When another PC asks for a potion and you give it to them for free, you get +1 Bond with them.
When you successfully make a potion and then sell it to an NPC, you get 1 Experience.
EQUIPMENT: you get
• Alchemy Bag
• a horse
• 1 practical weapon
• 1 Gold
• fashion suitable to your role, including at your option a piece worth 1 Armor (you detail)
HORSE
PRACTICAL WEAPONS (choose 1):
• hammer (Damage:2 hand)
• handaxe (Damage:2 hand messy)
• mace (Damage:3 hand)
• quarterstaff (Damage:2 hand reach)
• sap (Damage:2 hand ko )
BONDS
Tell everyone to mark you at a Bond of 0.
Whatever numbers they tell, give it -1 because you try not to get too attached.
Additionally, you may ask "Which of you is a close friend and has seen everything that I've seen?" add +2 to whoever says they are (instead of -1).