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Rising Legends: Alchemist Abilities
Alchemist Abilities
Construction Naturalist Tinker
Aspect
You can Craft alchemical objects up to Craft Tier 1 + TT.
Boost: You can Craft Poisons up to Craft Tier 1 + TT.
Naturalist Earth Tinker
Aspect
Increase the duration of poisons you Craft by 1 + TT.
Boost: Poisons you Craft gain +1 + TT/3 on their attack rolls.
Naturalist Earth Tinker
Aspect
Increase the DL to sense poisons you Craft by 1 + TT.
Boost: Reduce the onset of poisons you Craft by half 1 + TT/3 times.
Chaos Imagination Tinker
Aspect
Lock 1 + TT/2 poison exposure methods. When Crafting a poison, you can increase the Craft Tier by 2 to change its exposure method to a Locked exposure method.
Boost: When you do, add 1 + TT/6 additional Locked exposure methods.
Air Hero Environmental
Aspect
Gain 1 + TT/2 on defense against Entropic elements effects.
Boost: Gain +TT on defense against Inhaled Poisons.
Naturalist Space
Trick
Drink the contents of target Gripped object.
Boost: If it is Alchemical, increase the ET of it by 1 + TT/3.
Advanced Abilities
Those that practice and excel in the Alchemist style gain access to these more unique abilities.
Chaos Naturalist Tinker Potion
Spell - Infusion
Requirements: 7 Combined Tiers of Tools and Nature
After each time physical damage is dealt to target creature in Reach, they roll 1d12, DL equal to the damage + TT/3. On failure, Alchemical objects in their gear activate.
Duration 3 + TT rounds   Defense Magic
Boost: They must use a Major Action to Manipulate Alchemical objects.
Naturalist Umbral
Trick - Infusion
Requirements: 11 Combined Tiers of Tools and Nature
Target alchemical object in 3 + TT range becomes identical to an alchemical object you have Gripped of the same name.
Duration 1 + TT rounds
Boost: Lock 1 + TT/3 of Accurate, Devastating, Impact, Blind, Dazzled, Deaf, and Sickened. You may have the object gain any number of these.
Curative Naturalist Earth
Spell - Infusion
Requirements: 7 Combined Tiers of Tools and Nature
Target creature in Reach gains +1 + TT/2 on defenses against a poison that matches a poison you have Gripped. The Gripped poison is consumed.
Duration 1 + TT hours
Boost: Remove the poison from them.
Body Naturalist Spiritual
Spell - Suppression
Requirements: 9 Combined Tiers of Tools and Nature
Increase Density by 1 + TT/3 in an Aura 3 + TT.
Duration 1 + TT minutes
Boost: Phasing has no effect.
Order Space Tinker
Response
Requirements: 7 Combined Tiers of Tools and Nature
As you throw an alchemical object, you can reduce its Area Value by 1 + TT/3 to increase its number of d12 used to attack by the same amount. This cannot reduce the Area Value below 1.
Boost: Instead, lose d12 to attack to increase Area Value. This cannot reduce the number of d12 below 1.
Chaos Naturalist Tinker
Trick - Infusion
Requirements: 9 Combined Tiers of Tools and Nature
Pour some of the contents of a gripped fully filled alchemical object into 1 + TT/6 containers in Reach. Each still functions properly if used within 1 + TT rounds.
Boost: 1 Energy: Each gains +1 ET.



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