Name Skills
Strength Dexterity Constitution Intelligence Wisdom Charisma
weak -1 shaky -1 sick -1 Stunned -1 Confused -1 Scarred -1
STR DEX CON INT WIS CHA
d6
Damage Armor HP Your max HP is
6+Constitution
Alignment Starting Moves
⃞ Lawful Bomber
Impose order onto chaos. When you spend time performing delicate procedures and filling things with volatile
substances, roll+INT. You create bombs (Near, area, 1 ammo, 1 piercing, and two of:
⃞ Neutral forceful, messy, +1 piercing, fire, and stun). ✴On a 10+ choose three. ✴On a 7-9 choose two.
Disregard safety or ethics to make a new discovery. ✴On a 6- choose one in addition to whatever the GM says.
• You create multiple varieties of explosives. Each time you use a bomb you may choose new
⃞ Chaotic
tags.
Cause a system to break down into chaos. • You create more than anticipated. +1 ammo. This option can be taken multiple times.
• Your bombs are stable; being dropped or overheated won't set them off.
Race • They have a timed fuse. Each time you use one say how long, from a few seconds to ten
minutes.
⃞ Human • Due to clever design, only you can figure out how to use the explosives.
When you use a mutagen and choose to take +1 or -1 ongoing to
an attribute you may choose any attributes. When you volley with a bomb, add the following to the list of options on a 7-9:
• You affect more or less than you intended.
⃞ Dwarf • Shrapnel and destruction deals damage or causes danger to everything in the area.
When you examine a structure, artificial or natural, the GM will
tell you its weakest point and just what would be required to Mutagens
destroy it. When you spend time in a well-equipped lab experimenting on yourself, you create a special
mutagenic potion that only works on you. Only one of these potions can affect you at a time.
⃞ Halfling
If one is already affecting you, a second has no effect. When you drink a mutagen, roll
When you use a sling or slingshot to volley with a bomb, add "far"
+CON. ✴On a 10+, choose one advantage and you may end the effects whenever you choose.
as a range.
✴On a 7-9, choose one advantage and one disadvantage, and the effects last for 24 hours.
Bonds ✴On a 6-, choose one disadvantage in addition to whatever the GM says.
Advantages:
Fill in the name of one of your companions in at least one: • Take +1 ongoing to STR, DEX, or CON (in which case, gain 3 hit points until the effects of
_______________'s antiquated notions stand in the way of the mutagen end).
progress. • Increase your damage die by one step.
_______________ meets only the basest definitions of sentience. I • Your visual, auditory, tactile, or olfactory/gustatory sense is heightened in some way - such
will endeavor to enlighten them. as darkvision or the ability to smell blood from a mile away (subject to GM approval).
_______________ has an interesting mind - and my curiosity. • At any time you may take one debility to shrug off damage.
I owe _______________ a great debt. Disadvantages:
• Take -1 ongoing to INT, WIS, or CHA.
• Any attacks against you are b[2dx].
• Your visual, auditory, tactile, or olfactory/gustatory sense is lost.
• The mutagen permanently warps your form somehow.
Potions
When you spend time in a well-equipped lab creating a potion, describe what you're trying
to create and roll+INT. ✴On a 10+, the GM will give you one or more of the following
Educated Guess conditions. ✴On a 7-9, in addition to one or more of the following conditions you create a
less effective or unstable version.
When you study and experiment with an alchemical or • It's going to take days/weeks/months. • It will require one or more hard-to-find reagents,
technological item, roll+INT. ✴On a 10+ you may ask two • First you must __________. which may or may not be available for purchase.
questions about it. ✴On a 7-9 you may ask one. • You'll need help from __________. • You will risk danger to do it.
The Alchemist Level
XP
Gear Your Load is 9+STR. Load
You carry dungeon rations (5 uses, 1 weight) and a box of tools, reagents, and
paraphernalia (weight 2). Choose your defenses:
⃞ Leather armor (1 armor, 1 weight)
⃞ Fire-resistant robes (half damage from fire and heat, 2 weight)
Choose your weapon:
⃞ Dagger (Hand, 1 weight)
⃞ Staff (Close, two-handed, 1 weight)
Choose one:
• Adventuring gear (5 uses, 1 weight)
• Healing potion (0 weight)
Advanced Moves ⃞
When you gain a level from 2-5, choose from these moves. When you gain a level from 6-10, choose from these moves.
⃞ Thermal Might ⃞ Mutant
While not truly a bomb, you have learned to create a substance that burns Choose one effect from the mutagen advantages list except for +1 STR, DEX, or
hot enough to melt practically any mundane substance - and many magical CON and gain it permanently. Describe the obvious visual changes to your body.
ones as well. You may mark off 1 ammo from your bombs to instead apply
enough of this substance to cover and destroy roughly a two inch-wide area. ⃞ New Tricks
Requires: Homunculus
⃞ Fire in the hole With some upgrades to your homunculus you grant it one of the following traits:
When a bomb or other explosion would deal damage to you or an ally, it does Warrior +3
w[2dx] to them. Foes still just take the first roll. Protector +3
Burglar +3
⃞ violent explosion Priest +3
When you create a bomb, replace the "1 piercing" option with "piercing equal
to your INT". ⃞ Sufficiently Advanced
⃞ inoculation When you make bombs, add the following to the list of choices:
•
Through painful injections and the imbibing of disgusting concoctions, You imbue your bombs with entirely magical properties. If you spend 1 ammo,
you've rendered yourself immune to nonmagical disease. any magical effects within the blast are dispelled.
⃞ only logical ⃞ Pinpoint
When you use pure logic and deduction to analyze your surroundings, you When you use a bomb you may narrow its effects to one target or a very narrow
can discern realities with INT instead of WIS. area, increasing its destructive force. Increase its damage by one step.
⃞ homunculus ⃞ Burned Before
You have created a homunculus, somewhere between a cat and a horse in
size. Treat it as a ranger's animal companion, though it looks like no natural, You take half damage from fire and explosions.
living creature. If it is destroyed you can form a new one in a few days.
⃞ Transmatter
⃞ ripper When you attempt to transmute up to ten pounds of one substance to another,
You are skilled at harvesting reagents from the bodies of all manner of roll+INT. ✴On a 10+ you succeed. ✴On a 7-9 you succeed, but only technically,
creatures. When you set to work on a corpse, the GM will tell you a body or there are unintended side effects.
part that is useful in creating potions, bombs, and/or mutagens, under
certain conditions. When you use the item under those conditions, take +1 ⃞ Faceman
forward to create the alchemical item in question. Examples might include
"the ogre's heart is only useful in potions that increase your strength" or "the When you spend a few days in a laboratory experimenting on yourself to
beholder's eyestalk is only useable if the potion's base is from deep permanently change your appearance, roll+CHA. ✴On a 10+, you change your
subterranean water that has never seen the sun". physical appearance, and so finely you can choose to look exactly like another
person. ✴On a 7-9, you succeed, but without fine control over all the details.
⃞ doctor Additionally, it will take a few days for your skin to regrow completely. This
When you create a healing potion or one with beneficial effects, on a 10+ it is cannot reverse disfigurements caused by being a mutant.
twice as effective or has an extra dose.
⃞ Make the whole world kneel
⃞ know-it-all When you demonstrate your superior knowledge to impress or intimidate, roll
Gain skill points equal to your level-1. Every time you gain a level from now +CHA. ✴On a 10+ one or more people present are cowed or inspired to loyalty.
on, gain a skill point. ✴On a 7-9 as a 10+ but someone (not necessarily present) becomes your enemy.
⃞ multiclass dabbler ⃞ multiclass Initiate
Get one move from another class. Treat your level as one lower for choosing Get one move from another class. Treat your level as one lower for choosing
the move. the move.