Path of the Alchemical Tinker

*“The difference between life and death is a few chemicals.”*

**Requirements:** Burning Fluid (Alchemist), Base Course Set

**Path Completion Bonus:** +1 Wisdom AND +1 Technology

## Core Abilities

**Adroit Alchemy**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**Activation**: Passive

For every 4 abilities purchased in the Path of the Alchemical Tinker, add +1 to your TEK for the purpose of Design effects in the Path of the Alchemical Tinker. This bonus cannot exceed your Wisdom.

**Volatile Fire Bomb**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**DC**: 1

This Grenade bursts into flame, dealing 1d6 + TEK burn damage in a 1-meter radius and lighting flammable objects on fire.

**Glue Bomb**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**DC**: 1

This Grenade explodes in a 2-meter radius (or smaller if the crafter chooses, decided when crafting), dealing no damage but making everything sticky. Creatures directly hit gain the debuff *Sticky*: -3 Speed. The affected area becomes rough until the end of the Encounter.

**Tar Bomb**

**Prerequisite**: **Glue Bomb**

**Cost**: 500 XP

**Expedited for**: Craft, Science

**DC**: 4

This Grenade weighs 1 Bulk and explodes in a WIS-meter radius (or smaller if the crafter chooses, decided when crafting). Creatures directly hit gain the debuff *Sticky*: -6 Speed. The affected area becomes very rough until the end of the Encounter.

**Grease Bomb**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**DC**: 4

This Grenade weighs 1 Bulk and explodes in a WIS-meter radius (or smaller if the crafter chooses, decided when crafting). Creatures directly hit gain the debuff *Greasy*: vulnerable to burning. The affected area becomes slippery until the end of the Encounter.

**Somnolent Serum**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**DC**: 3

*A small vial of tasteless, insidious liquid.*

This dose of aqueous serum causes fatigue.

**Insomniac Serum**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**DC**: 3

*A small vial of tasteless, insidious liquid.*

This dose of aqueous serum wakes the target up and prevents them from falling asleep for WIS days. They gain a +TEK bonus to all checks made to endure or otherwise remain alert under stressful conditions.

**Disorienting Serum**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**DC**: 3

*A small vial of tasteless, insidious liquid.*

This dose of aqueous serum applies the stacking debuff *Disoriented*: take Ebb on all rolls.

**Sedating Serum**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**DC**: 3

This dose of aqueous serum relaxes the target's muscles, applies the stacking debuff *Sedated*: -10 Accuracy and -2 max Alerts.

**Arcane Fog Serum**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**DC**: 4

This dose of aqueous serum boosts the target’s defenses against magical effects. Until the next Rest, they are resistant to magic (including magical healing) and take a -4 penalty to casting rolls.

**Diluted Godfire Serum**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**DC**: 1

This dose of aqueous serum is filled with a surge of healing energy. It applies 1d6 + half your TEK HP.

**Concentrated Godfire Serum**

**Prerequisite**: **Diluted Godfire Serum**

**Cost**: 500 XP

**Expedited for**: Craft, Science

**DC**: 5

This dose of aqueous serum is filled with a powerful surge of healing energy. It applies 6d6 + 2 \* TEK HP and fatigue.

**Anesthetizing Serum**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**DC**: 1

This dose of aqueous serum numbs the target, making them unable to feel pain. The target unavoidably takes TEK Vim damage and gains 2 \* TEK temporary HP.

**Overloaded Anesthetizing Serum**

**Prerequisite**: **Anesthetizing Serum**

**Cost**: 500 XP

**Expedited for**: Craft, Science

**DC**: 4

This dose of aqueous serum numbs the target completely. It applies the buff *Anesthetized*: now and at the start of each of your turns, gain TEK temporary HP and become staggered.

**Fortifying Serum**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**DC**: 3

This dose of aqueous serum strengthens the target, granting the buff *Fortified*: +2 Strength.

**Viral Poison**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**DC**: 1

**Activation**: Passive

*A small vial of tasteless, insidious liquid.*

This dose of aqueous poison contains a potent infection. The target must succeed a DL 11 + TEK Strength check or become sick until the next Rest. If the target is already sick when they fail the check, apply 1 paralysis damage.

**Soul Poison**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**DC**: 8

*A small vial of tasteless, insidious liquid.*

This dose of aqueous poison drains a person's soul, removing TEK MP and applying the debuff *Soul Poison* until the next Rest: gain stiff and a -TEK penalty to all casting rolls.

**Common Elixir**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**DC**: 10

This aqueous elixir is equivalent to any mundane Consumable with Elixir in its name.

**Elixir of Invigoration**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**DC**: 8

**Activation**: Passive

This dose of aqueous elixir grants 3d6 + TEK Vim and half as much MP. This elixir may be crafted at half the DC; if you do so, the resources gained are temporary.

**Elixir of Relief**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**DC**: 3

This strongly basic aqueous elixir induces vomiting. It applies 3 stun damage and an amount of burn damage equal to the sum of the target's attribute damage, then removes 3 attribute damage. This also cures hangovers.

**Elixir of Recovery**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**DC**: 8

This dose of aqueous elixir applies TEK stacks of the buff *Elixir of Recovery*: when applied and at the start of each of your turns, gain 1d6 + WIS HP and remove 1 stack of this buff.

**Elixir of Love**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**DC**: 4

This dose of aqueous elixir applies the debuff *Easily Persuaded* until the next Rest: -6 to checks made to resist persuasion.

**Elixir of Haste**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**DC**: 6

This caffeinated aqua applies the buff *Energized*: +1 Action per turn. When this buff is removed, the target must succeed a DL 15 Strength check or become fatigued.

**Hasty Concoction**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**Activation**: 2 Actions, 2 MP, 4 Vim, \* DC

You craft 1 dose of any aqueous Design you know. This costs the normal DC required to craft the Design.

**Alchemist's Bandolier**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**Activation**: Passive

Aqueous Designs that you carry weigh 1 Bulk per type of Design instead of 1 Bulk per dose. (Multiple doses of the same aqua collectively weigh 1 Bulk.)

**Gas Canister**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**DC**: 2

This Grenade can be loaded with X doses of identical aquas, up to WIS (min. 1), by spending X Actions. This Grenade explodes in a radius of X meters. Affected targets must succeed a Strength check versus DL 10 + TEK + X or take the effects of 1 dose of the aqua. Creatures may choose to fail this check.

**Portable Acute Injection Needle (P.A.I.N.)**

**Cost**: 400 XP

**Expedited for**: Craft, Science

**DC**: 1

This Design resembles a needle and tube the size of a pen and can be loaded with 1 dose of aqua using 1 Action. The needle can inject the aqua into an adjacent target. The long needle penetrates up to 6 Armor: the aqua takes effect only if the target has 6 or less Armor, or if the target is a willing ally. For use against hostile creatures, this is a Tinkertech weapon that deals no damage: its contents are injected only on a direct hit. The needle breaks on a glancing blow and cannot be repaired.

**Sharp P.A.I.N.**

**Prerequisite**: **Portable Acute Injection Needle (P.A.I.N.)**

**Cost**: 500 XP

**Expedited for**: Craft, Science

**Activation**: Passive

Your **P.A.I.N.**s ignore an additional +TEK Armor.

**Syringe Gun**

**Prerequisite**: **Portable Acute Injection Needle (P.A.I.N.)**

**Cost**: 500 XP

**Expedited for**: Craft, Science

**DC**: 3

This gun shoots **P.A.I.N.** as ammunition, allowing the shooter to inject aquas from a distance. The **Syringe Gun** attacks as a Tinkertech weapon that deals no damage and has a Range of 2 \* TEK meters. Against allies, the **Syringe Gun** always directly hits. Each shot spends 1 **P.A.I.N.**, breaking it after use.

**Pharmacologist's Production**

**Prerequisite**: **Portable Acute Injection Needle (P.A.I.N.)**

**Cost**: 500 XP

**Expedited for**: Craft, Science

**Activation**: Passive

Designs in the Path of the Alchemical Tinker you craft which cost 1 DC produce a second copy for free.

**Tonic of Everliving**

**Prerequisite**: 15 abilities purchased in the path of the Alchemical Tinker

**Cost**: 500 XP

**Expedited for**: Craft, Science

**DC**: 9

This aqua imbues the target with a vigor unlike any other. The target regains all of their Vim and gains the buff *Tonic of the Everliving* until the next Rest: when you would receive a Grievous Wound, instead heal 6 HP and remove this buff. A creature may gain the buff *Tonic of the Everliving* only once per Rest.

**Ambrosia**

**Prerequisites**: **Tonic of Everliving**, 25 abilities purchased in the path of the Alchemical Tinker

**Cost**: 600 XP

**Expedited for**: Craft, Science

**DC**: 18

This god-like aqua tastes like a sweet nectar. This aqua cannot be contained in any Design, but provides **all** of the following effects when consumed:

* Regain 2d6 HP, 2d6 MP, and 4d6 Vim (roll each separately)
* Gain 3d6 temporary HP
* Gain +TEK to your next roll
* Gain +1 to all Attributes until the next Rest
* Remove all effects of threatened, staggered, paralyzed, stunned, sick, stiff, fatigue, and exhaustion and become immune to these effects until the end of the Encounter.