Alchemy Mehcanics

Meh Alchemy Feats for use in a campaign:
PokeAtlier

Mechanic: Alchemy

Alchemy is the what sets you apart from normal everyday people. Alchemy functions all around you; in the air, in the buildings, even in pokemon and people.

Those that have the basic knowledge of alchemy can inscribe a transmutation circle to do experiments. These include but are not limited to:

  • Creating items by mixing ingridients
  • Moving particles from one place to another, or short distance teleportation
  • How to enhance armour and weaponary by enscribing it with a transmutation circle
  • How to seal transmutation circles so they stay in constant effect, and how to unseal those that are sealed

Alchemy is widely practiced, however be careful, as sometimes alchemy can have dangerous side effects when done incorrectly. To prevent such dangerous events of massive failure, or Rebounding, one must understand the laws and limitations of Alchemy:

The Law of Conservation of Mass which states that energy and matter can neither be created from nothing nor destroyed to the point of elemental nonexistence. In other words, to create an object weighing one kilogram, at least one kilogram of material is necessary and destroying an object weighing one kilogram would reduce it to a set of parts, the sum of which would weigh one kilogram.

The Law of Natural Providence which states that an object or material made of a particular substance or element can only be transmuted into another object with the same basic makeup and properties of that initial material. In other words, an object or material made mostly of water can only be transmuted into another object with the attributes of water.Understanding these factors are key to any learned Alchemist, and once you have this down, you will be able to do much more.

Alchemy: Basic

Static
Effect: You know the basics or alchemy. Choose some sort of decal or symbol. This will be used during the creation of your transmutation cicrle for your experiments. You understand the laws of equivalent exchange (I.E. Conservations of Energy, Natural Providence, and Rebound.) You know that a Philosopher's Stone exists, but do not know how to create one. You may decomposes items of nature or Pokemon as long as they have 0 HP or less.

Alchemy: Intermidiate

Prerequistes: Alchemy: Basic, Level 7
Effect: Your alchemy skills have improved, and you now know more about alchemy in general. You may add half of X, with X being either your STR, DEX, CON, INT, WIS, or CHA modifier. Rare item drop yield increases to 10%. This feature replaces Alchemy: Basic.

Alchemy: Advanced

Prerequistes: Alchemy: Intermediate Level 12
Static
Effect: You have mastered most forms of alchemy. You may freely add X to any Alchemy checks, with X being either your STR, DEX, CON, INT, WIS, or CHA modifier. You also gain another ability slot to choose on your weapon. Rare item drop yield increases to 20%. This feature replaces Alchemy: Intermediate

Generic Alchemy Feats:

Alchemy: Weaponize

Prerequisites: Alchemy: Basic
Static
Effect: You may choose to create one weapon of choice. The first time you take this feature, you do not need to use any ingredients. This weapon can be just about anything as long as it can practically cause damage. This weapon starts at level 10, and weapon damage is 2d10. Accuracy on this weapon is set at 4.

Your weapon gains ability of your choice, as long as it is okayed by the GM. Name your weapon. You may take this feature again (Up to 3 times), but you must choose a different weapon everytime.

Weapon Tutor

Prerequisites: Alchemy: Intermediate, Bought at least 3 TMs
Daily - Every 10 levels, you may perform this feature another time per day.
Effect: You may push moves onto your weapon by refining it with Elemental essences. You must uses at least 40 essences to push a move onto your weapon, and other ingredients (i.e. a sharp fang, a claw, etc.) Pick a move and your GM will inform you of it's cost.

Elemantal Transmutation

Prerequisites: Alchemy: Intermediate, a weapon with elemental properties.
Static
Effect: Your weapon gains 1 stab die. You may take this feature again for a different weapon, but may not target the same weapon again.

Archaic Secrets

Prerequisites: Alchemy: Intermediate, 17 INT or WIS
Daily - Every 3 levels, you may perform this feature another time pre day
Effect: On any check for an alchemy feature, you may use half of either your INT of WIS modifier.

Explosive Deconstruction

Prerequisites: Alchemy: Intermediate, 16 CON
Daily - Every 5 levels, you may preform this feature another time per day
Effect: When you use decompose any item, roll a 1d20 + half your CON mod. On a roll of 14 or higher, you may completely destroy the item, causing 3d10 damage from the 3m explosion due to Rebound in the area.

Blood Rune

Prerequisites: Alchemy: Intermediate, 19 INT
Daily
Target: A Pokemon at -25% HP or less
Effect: Roll 1d20 + your INT modifier. On a roll of 19 or higher, you turn the Pokemon into a blood rune. A blood rune can be substitued for one half of a the reactants in a reaction, and can be used up to 1d4+1 times.

Spatial Distortion

Prerequisites: Alchemy: Intermediate, a pokemon with the move Teleport
At-Will - Drains 24 HP
Target: An object, trainer, or pokemon you can see
Effect: Roll 1d20. On a roll of 14 or higher, you force the target to teleport 1d6 + half your WIS modifier away from you.

Astral Transmutation

Prerequisites: Spatial Distortion, 16 CHA, Own at least 1 ghost, dark, or psychic type Pokemon
Daily - Every 5 Levels, you may perform this feature another time per day
Target: A wild Pokemon
Effect: Roll 1d20 + your CHA modifer. On a roll of 16 or higher, roll a 1d3. On a roll of 1, the Pokemon is switched for a Ghost type pokemon. On a roll of 2, the Pokemon is switched for a Dark type Pokemon. On a roll of 3, the Pokemon is switched for a Psychic type Pokemon.

Cryogenic Transmutation

Prerequisites: Spatial Distortion, 16 CHA, Own at least 3 Ice Types
Daily - Every 5 Levels, you may perform this feature another time per day
Target: A Pokemon
Effect: Roll 1d20 + your CHA modifier. On a roll of 16 or higher, the pokemon is switched out for an Ice type.

Heremetic Principle

Prerequisites: Alchemy: Intermediate, 17 STR or CON
Daily - Every 10 levels you may perform this feature another time per day
Target: Self
Effect: For the purpose of peforming alchemy checks, you may add half your STR or CON modifier. You may reroll any roll a failed roll, whoever the roll has a penalty of -X, where the penalty is the higher of your STR or CON modifiers.

Hasten

Prerequisites: Alchemy: Intermediate, 17 DEX
Daily - Every 5 levels, you may perform this feature another time per day
Target: Self
Effect: Use the move agility. The use of agility raises your DEX modifier by +2.

Soma Build

Prerequisites: Alchemy: Interemedaite, a Level 25 or higher Weapon
Static
Effect: Your weapon evolves, and changes to a new form. Your weapon damage increases to 3d10, and the weapon also gains one random capability. Your weapon also gains a 5th move slot. Accuracy for this weapon is now AC 3. You may take this feature up to 3 times, however the first use of this feature does not count towards feature points.

Soma Evolve

Prerequistes: Alchemy: Advanced, Soma Build, a Level 50 or higher Weapon
Static
Effect: Your mastery of alchemy allows you to unlock your weapon's full potential. Your weapon gains another ability slot, and your weapon damage increases to 5d10. Your weapon gains another capability at random, and all it's capabilities are increased by 1. Your weapon gains a 6th weapon slot. Accuracy for this weapon starts with AC 2. At level 75, your weapon gains another ability slot and random capability.

Soul Binding

Prerequisites: Alchemy: Advanced, Blood Rune, Astral Transmutation, 18 WIS
Daily - Every 5 levels, you may perform this feature another time per day
Target: A Ghost type Pokemon
Effect: Roll 1d20 and add you WIS modifier. On a roll of 17 or higher, you may bind said Pokemon to some item, such as a weapon or suit of armour. This effect last until the end of the day. Pokemon bound to an item receive certain benefits based on GM discretion

Nigredo: Putrefication

Prerequisites: Alchemy: Advanced
Static
Effect: You gain 20% more items when felling enemies. You also increase the yield of any Essences and other items when felling Pokemon by 45%. You may increase the power of Explosive Decomposition to 5d10 instead of 3d10, and increase the explosion radius to 5m instead of 3m.

Albedo: Purification

Prerequisites: Alchemy: Advanced
Static
Target: Your Pokemon
Effect: From the moment you catch a pokemon, they are treated as if they are loyalty 2 instead of loyalty 1. Your pokemon also gain + X to their attack rolls, where X is half your highest modifier.

Citrinitas: Enlightenment

Prerequsites: Alchemy: Advanced
Static
Target: Your pokemon you have owned for at least 2 weeks
Effect: You gain enlightenment with your alchemy. You can understand your pokemon's speech, and your pokemon's INT capability is raised by 1.

Rubedo: Unification

Prerequisites: Alchemy: Advanced, Soma Evolve, Elemental Transmutation
Static
Effect: You may pick either a type your weapon is Effective Against, Resists, or is Immune to. You are counted as this type for the purposes of taking damage and attacking. You gain a stab die of your own.

Philosopher's Stone

Prerequisites: Alchemy: Advanced, Nigredo: Putrefication, Albedo: Purification, Citrinitas: Enlightenment, Rubdeo: Unification
Monthly - Drains 50 HP from the User
Target: A Person or pokemon
Effect: You create one Philosopher's stone by sacrificing part of your own life force and a participant to create a Philosopher's stone. This stone cuts all alchemy checks in half. You may consume 1 Philosopher's Stone to permanantly raise any Stat by 2 Points, or increase all the stats of 1 Pokemon by +1 (Up to 3 times). If used in this fashion, you lose 1/6 your max HP permanently, or your Pokemon loses 1/8 it's max HP permanently. After 5 days, roll a 1d20. On anything lower than 10, the user losses 10 HP to use it's effects for 1 more day. Anything lower than 6, the Philosopher stone blows up, and causes 10d10 damage to whomever is caught in the 10m blast. The whole process takes 8 hours to complete. Philosopher's Stones sell for 100000 P.

Birthing a Homunculus

Prerequisites: Philosopher's Stone
Monthly
Effect: Consume one Philosipher's stone to synthesize one Solosis. This Pokemon is at level 5. You have 30 points to formulate your own base stats for this solosis, however, you may not go over 11 in one state before nature bonuses, and no state can be lower than 1. You may also change it's type by mixing essences. This process takes 10 hours to complete.

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