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The Alchemists

The document summarizes the playbook options for two character types in a roleplaying game: The Brewmaster and The Hedgewizard. The Brewmaster focuses on creating potions and remedies through alchemy, while the Hedgewizard uses tricks and slight of hand that appear magical but have rational explanations. Each provides a short description and lists related character moves that can be chosen when leveling up.

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John Peacock
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0% found this document useful (0 votes)
50 views1 page

The Alchemists

The document summarizes the playbook options for two character types in a roleplaying game: The Brewmaster and The Hedgewizard. The Brewmaster focuses on creating potions and remedies through alchemy, while the Hedgewizard uses tricks and slight of hand that appear magical but have rational explanations. Each provides a short description and lists related character moves that can be chosen when leveling up.

Uploaded by

John Peacock
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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THE BREWMASTER THE HEDGEWIZARD

a master of alchemical potions simple tricks bely a sharp mind

When you learn a po on formula, you may choose Brewmaster and Scavenger When you tell the GM that you were once someone different, you may choose
together instead of a move from your own playbook when you next advance. Hedge Magic instead of a move from your own playbook when you next advance.

BREWMASTER HEDGE MAGIC


When you brew a po on, poul ce, or salve with a specific effect in mind, add up Yours is the magic of the common folk, with a healthy helping of trickery. You
to three potent ingredients, and roll+WIS. On a 10+, you succeed; the GM will know two charms, o en taken for magic by those who don’t know be er, and
tell you how strong the po on is, how it works and how it’s best administered, o en underes mated by those who do.
and any poten al side effects. On a 7-9, the GM will tell you just one of these. ■ You can make a powder from inexpensive ingredients that explodes in a
Add +1 to the roll if any of the following apply: loud and bright flash when ignited.
■ The ingredient is freshly harvested. ■ You’re a master of cold reading; add “what do they want to hear from
■ You can add two doses of one of the ingredients. me” to Discern Reali es.
■ You add your own blood to the pot (1d4 damage). ■ You can use sleight of hand to pilfer or conceal a small item without no-
ce (you may need to defy danger to get close enough).

SCAVENGER ■ With concentra on and mu ering, you can make a small object you can

You are skilled in herbalism, foraging, and dressing game. When you discern re- see, no larger or heavier than a dagger, fly slowly.

ality, add the ques ons “what potent ingredient might I find here?” and “what When you use a charm, roll+WIS. On a 10+, it works as expected. On a 7-9, the
must I do to gather it?”. GM will offer you a hard bargain or tell you how it turns out worse than expected.

When you spend a few hours foraging for ingredients or disassembling a corpse,
roll+WIS. On a 10+, choose two and the GM will tell you what you’ve found. On If you have Hedge Magic, you may take one of these Moves or one from The
a 7-9, the GM will also tell you what you lost or suffered in the process. Brewmaster each me you level instead of one from your own playbook.

■ You find one dose of a new and poten ally powerful ingredient, but it
will take me to study its proper es.
■ You find two doses of a ingredient you are already familiar with. FORBIDDEN SPECIALTY
■ You find a source of food or water that provides four ra ons. There’s a reason you set up shop where you wouldn’t be bothered; choose one,
and the GM will tell you why you must hide it.

If you have Brewmaster, you may take one of these Moves or one from The ■ You are a world-renowned expert on a topic, like a specific ancient peo-

Hedgewizard each me you level instead of one from your own playbook. ple, exo c poisons, or the medicinal proper es of herbs. Gain +1 to a
roll where this would help.
■ You have a terrifying gi ; choose any Move of any level from any mag-

FIRST AID ical playbook not in use (or your own). The GM will tell you an extra

You know the art of first aid; if you can reach someone who is drawing their last condi on that applies on a 7-9 or in general.

breath’s side with at least a few ingredients at hand, they may add your WIS to
their roll. ANOTHER LIFE
Choose two Moves, from a playbook not in use (or your own), that are at least

HARMLESS one level lower than yours. Tell the GM how you acquired them in the past, and

You are o en underes mated or overlooked; if it’s at all plausible, people just choose one:

don’t no ce you unless you want to be no ced. In a conflict, you’re never con- ■ An old enemy who, while not ac vely looking for you, would seize the
sidered a threat unless you prove you should be. chance to do you harm.
■ You are notorious, infamous, or feared, for good reason, and even today

EFFICIENT USE OF MATERIALS mothers use you as a bogeyman,

When you brew a po on, you may apply one of the condi ons that normally ■ You are out of prac ce; take a -1 Forward when you use these Moves.

grants a +1 to instead double the doses of po on created. The GM will tell you the effect if the Move hasn’t a roll.

STANDARDIZED MEASUREMENTS FOCUS


When you brew a po on you’ve brewed before, using the same ingredients, the Choose one:

po on is in all respects as it was last me. ■ Double the bonus from your specialty.
■ Gain an op on from Forbidden Specialty you don’t already have.
■ Remove the extra condi on from a Move from Forbidden Specialty.
IRON CHEF
You can turn even the most unpalatable stuff into something tasty, as long as it’s
at least nominally edible. Add “or cook a meal while making camp” to the trigger IT’S ALL COMING BACK TO ME NOW
for Brewmaster; when you do, everyone who partakes receives the effects. Take +1 when you use a Move granted by Another Life.

CC-BY • katamoiran rpgs

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