Vial
Domain overview
Threads : Versatile and a bit unstable mixtures prepared in advance, Powerful reliable recipes taking time to brew. Explosions, healing, buffs and debuffs.
Not good at getting hope.
Domain card index
| Level | Type | Name | Feature | Recall |
|---|---|---|---|---|
| 1 | Ability | Alchemical oils |
When you have a few minutes of peace, you can make a Mixture Roll (12).
When you have a few minutes of peace, you can make a Mixture Roll (12). On a success, you can choose an option to apply to one target within Melee range : Warrior's oil. Spend a Hope to add your Tier to a weapon's damage until your next rest Stamina unguent. Spend a Hope to clear a Stress on an ally when they take their next rest, once per ally |
1 |
| 1 | Ability | Improvised Mixture |
When you spend a Mixture, you can place a token on this card, up to your Mixture Trait, even if it is in your Vault.Make a Mixture Roll against an adversary within Close range.
When you spend a Mixture, you can place a token on this card, up to your Mixture Trait, even if it is in your Vault. Make a Mixture Roll against an adversary within Close range. On a success, the target takes 1d6+3 magic damage and is temporary Corroded, reducing its Severe Damage Threshold by your Tier. You can spend a Hope to clear any number of tokens up to your Mixture trait to add that many d6 to the Damage Roll. At the end of a session, clear all tokens. |
0 |
| 1 | Ability | Mixture |
You can not pick this as a domain card.Permanently take this card if any card in your loadout or Vault is from the Vial Domain.
You can not pick this as a domain card. Permanently take this card if any card in your loadout or Vault is from the Vial Domain. It does not count against your maximum loadout. Mixture Trait: When you take this card, choose Finesse, Knowledge, Instinct or your Spellcasting Trait as your Mixture trait with which to do Mixture Rolls for use with the Vial domain's cards. Mixtures: When you take a long rest, clear all remaining token and add tokens up to your Mixture Trait on this card. These tokens are refered to as "Mixtures" on some of this domain's cards and are spent to use them. When you take a short rest, you can spend a Hope to clear all remaining tokens and add tokens up to your Mixture Trait on this card. |
0 |
| 1 | Ability | Smoke screen |
Make a Mixture Roll (12).
Make a Mixture Roll (12). If you succeed, you can spend 1 Mixture to raise a smoke screen in an area within Close range. Choose an option :
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1 |
| 2 | Ability | Alchemical poisons |
While this card is in your loadout, using an Experience on an Attack Roll while spending a Mixture token, can make the targets temporarily Vulnerable.When you have a few minutes of peace, you can make a Mixture Roll (13).
While this card is in your loadout, using an Experience on an Attack Roll while spending a Mixture token, can make the targets temporarily Vulnerable. When you have a few minutes of peace, you can make a Mixture Roll (13). On a success, choose an option and apply it on a target in Melee range: Antidote. Spend 2 Hope: clear all poisons on the target and grant it temporary immunity. Sluggish toxin. Spend a Hope: Target's next weapon attack inflict the Restrained condition the victim makes an Action Roll. Instant poison. Spend a Hope: add d4 physical damage using your Mixture Trait to target weapon's next Damage Roll. |
2 |
| 2 | Ability | Deflagration |
Make a Mixture Roll against every target in an area within Close range.
Make a Mixture Roll against every target in an area within Close range. On a success, you can spend a Mixture to push every target you succeeded against within their Close range from the area. When you place this card in your Vault, gain a Mixture token. |
1 |
| 3 | Ability | Alchemical balms |
When you have a few minutes of peace, you can make a Mixture Roll (14).
When you have a few minutes of peace, you can make a Mixture Roll (14). On a success you can choose an option and apply it on a target in Melee range : |
2 |
| 3 | Ability | Demolition |
Spend a Mixture to make a Mixture Roll.
Spend a Mixture to make a Mixture Roll. Every target in an area within Close range you succeed against takes 1d8+4 magic damage and marks a stress. Always inflicts Severe Damage to objects. Special. If you have the Deflagration card in your loadout, you can apply it on the targets you succeeded against by marking a Stress. |
2 |
| 4 | Ability | Alchemical improv |
When you help a consenting ally or you add an Experience to an Action Roll, after rolling the duality dice, you can mark a stress to add a d6 to the result.Extra effects mays happen on certain die values:2: the target marks a stress.4: the target gains a hope.6: the target clears a stress and gain a hope.
When you help a consenting ally or you add an Experience to an Action Roll, after rolling the duality dice, you can mark a stress to add a d6 to the result. Extra effects mays happen on certain die values:
|
0 |
| 4 | Ability | Alchemical potions |
When you have a few minutes of peace, you can make a Mixture Roll (15).
When you have a few minutes of peace, you can make a Mixture Roll (15). On a success you can choose an option and create a consumable in the following list, which lasts until you take a long rest: Trait potion. Spend 1 Hope for a trait potion and 3 Hope for a major trait potion. Life or stamina potion. Spend 2 Hope for a minor potion and 3 Hope for a regular potion. |
3 |
| 5 | Ability | Acid |
Make a Mixture Roll (16).
Make a Mixture Roll (16). On a success, you can spend a Mixture to destroy a wall or some other nonmagical solid surface or object within Close range, but release a lot of acrid coloured smokes in the process. You can target a creature instead to make it temporarily Vulnerable. When you use this card, you can place it in your Vault instead of spending a Mixture token. |
2 |
| 5 | Ability | Alchemical Fumigations |
When you have a few minutes of peace, you can make a Mixture Roll (14).
When you have a few minutes of peace, you can make a Mixture Roll (14). On a success you can choose an option and apply its bonuses to yourself and every target within Very Close range: |
1 |
| 6 | Ability | Glue |
When you have a few minutes of peace, you can grant yourself and your allies advantage climb a surface.In addition, you can make a Mixture Roll (16).
When you have a few minutes of peace, you can grant yourself and your allies advantage climb a surface. In addition, you can make a Mixture Roll (16). On a success, you can spend a Mixture to fill an area within Close range with glue. Targets you succeeded against in the area, and targets who enter the area while it lasts are temporarily Restrained. When you use this ability, place a number of tokens equal to your Mixture Trait on the card. When a creature should break free of the glue, you can remove a token to prevent it, but the GM gains a fear. |
1 |
| 6 | Ability | Quality ingredients |
Add your Mixture Trait to your damage rolls with Consumables or when they spend Mixture tokens.Once per session, when you have a few minutes of peace, you can place 2 additional Mixture tokens on your Mixture card.
Add your Mixture Trait to your damage rolls with Consumables or when they spend Mixture tokens. Once per session, when you have a few minutes of peace, you can place 2 additional Mixture tokens on your Mixture card. Describe what you find and how you use it to prepare additional alchemical goodies. |
0 |
| 7 | Ability | Here's your vial! |
Your abilities outside of Melee attacks get increased range as shown below :Melee → Very close → Close → Far.This has no effect on abilities that have a range of Far or better already.
Your abilities outside of Melee attacks get increased range as shown below : Melee → Very close → Close → Far. This has no effect on abilities that have a range of Far or better already. |
0 |
| 7 | Ability | Vial touched |
While 4 or more cards in your loadout are from the Vial domain, you gain the following benefits :+1 to your Mixture TraitWhen you use a consumable, roll a d8.
While 4 or more cards in your loadout are from the Vial domain, you gain the following benefits :
|
2 |
| 8 | Ability | Alchemical leftovers |
When you finish a long rest, all your allies clear a Stress.
When you finish a long rest, all your allies clear a Stress. Roll a d6 two times, to know which potions you managed to brew with your leftovers. On a double, you instead choose the two potions :
The potions turn bad when you take a long rest. |
0 |
| 8 | Ability | Master of all alchemies |
You immediately identify any potion you can see, taste or smell.
You immediately identify any potion you can see, taste or smell. You also estimate their age and the likely region they were brewed in. You also gain the following rest move option: Alchemical improvements. When you take this move, you can increase any two consumables with an improved version to the next level (for example a minor stamina potion becomes a stamina potion). This increase lasts until you take a long rest. |
2 |
| 9 | Ability | Transmutation |
When you have a few minutes of peace, make a Mixture roll (19).
When you have a few minutes of peace, make a Mixture roll (19). On a success, you can spend 3 Hope and mark a Stress to temporarily change a nonmagical object's or structure's material into another. The target must be contained within a 1m cube. This does not work on gold, and you can not turn anything into gold. Spend another 3 Hope, mark an additional Stress and place this card into your Vault : the change becomes permanent. |
4 |
| 9 | Ability | You're papers, please! |
You can spend a Mixture to make a Mixture Roll.
You can spend a Mixture to make a Mixture Roll. Every target in an area within Close range must make a Reaction Roll against your roll. Choose a target to apply the effects to: On a success, place a d4 counter on this card, and a d8 counter on a failure, the highest number on top. Everytime the affected target receives damage, it is increased by the die value + your Mixture Trait. The die counter is then decreased by 1, or removed if it should reach 0 or you use this ability again. |
2 |
| 10 | Ability | Alchemical elixirs |
When you have a few minutes of peace, you can make a Mixture Roll (16).
When you have a few minutes of peace, you can make a Mixture Roll (16). On a success you can choose an option and apply its bonuses to a target within Melee range : |
1 |
| 10 | Ability | Diamond concoction |
Make a Mixture Roll (17).
Make a Mixture Roll (17). On a success, you can spend a Mixture or place this card in your Vault to place a d10 counter (best value up) on an ally or object within Close range. As long as the target has the counter, every time it receives damage, it is reduced by the value of the counter. The counter then decreases by 1. When the counter reaches 0 or at the end of the scene, remove the counter. |
2 |
Domain cards
1
Alchemical oils
When you have a few minutes of peace, you can make a Mixture Roll (12). On a success, you can choose an option to apply to one target within Melee range :
Warrior's oil. Spend a Hope to add your Tier to a weapon's damage until your next rest
Stamina unguent. Spend a Hope to clear a Stress on an ally when they take their next rest, once per ally
1
Improvised Mixture
When you spend a Mixture, you can place a token on this card, up to your Mixture Trait, even if it is in your Vault.
Make a Mixture Roll against an adversary within Close range. On a success, the target takes 1d6+3 magic damage and is temporary Corroded, reducing its Severe Damage Threshold by your Tier.
You can spend a Hope to clear any number of tokens up to your Mixture trait to add that many d6 to the Damage Roll.
At the end of a session, clear all tokens.
1
Mixture
You can not pick this as a domain card.
Permanently take this card if any card in your loadout or Vault is from the Vial Domain. It does not count against your maximum loadout.
Mixture Trait: When you take this card, choose Finesse, Knowledge, Instinct or your Spellcasting Trait as your Mixture trait with which to do Mixture Rolls for use with the Vial domain's cards.
Mixtures: When you take a long rest, clear all remaining token and add tokens up to your Mixture Trait on this card. These tokens are refered to as "Mixtures" on some of this domain's cards and are spent to use them.
When you take a short rest, you can spend a Hope to clear all remaining tokens and add tokens up to your Mixture Trait on this card.
1
Smoke screen
Make a Mixture Roll (12). If you succeed, you can spend 1 Mixture to raise a smoke screen in an area within Close range. Choose an option :
Creatures in the area receive the Vertigo condition, giving them a Disadvantage until they make an Action Roll.
Creatures in the area are hidden until they make an Action Roll.
2
Alchemical poisons
While this card is in your loadout, using an Experience on an Attack Roll while spending a Mixture token, can make the targets temporarily Vulnerable.
When you have a few minutes of peace, you can make a Mixture Roll (13). On a success, choose an option and apply it on a target in Melee range:
Antidote. Spend 2 Hope: clear all poisons on the target and grant it temporary immunity.
Sluggish toxin. Spend a Hope: Target's next weapon attack inflict the Restrained condition the victim makes an Action Roll.
Instant poison. Spend a Hope: add d4 physical damage using your Mixture Trait to target weapon's next Damage Roll.
2
Deflagration
Make a Mixture Roll against every target in an area within Close range. On a success, you can spend a Mixture to push every target you succeeded against within their Close range from the area.
When you place this card in your Vault, gain a Mixture token.
3
Alchemical balms
When you have a few minutes of peace, you can make a Mixture Roll (14). On a success you can choose an option and apply it on a target in Melee range :
Repairing balm. Spend 1 hope: the target clears 1 Hit point or Armor slot.
Calming balm. Spend 2 hope: the target gains an extra move during their next rest.
Encouraging balm. Spend 2 hope: The next time the target spends Hope, they may roll a D4 to spend that many Hope less.
3
Demolition
Spend a Mixture to make a Mixture Roll. Every target in an area within Close range you succeed against takes 1d8+4 magic damage and marks a stress. Always inflicts Severe Damage to objects.
Special. If you have the Deflagration card in your loadout, you can apply it on the targets you succeeded against by marking a Stress.
4
Alchemical improv
When you help a consenting ally or you add an Experience to an Action Roll, after rolling the duality dice, you can mark a stress to add a d6 to the result.
Extra effects mays happen on certain die values:
2: the target marks a stress.
4: the target gains a hope.
6: the target clears a stress and gain a hope.
4
Alchemical potions
When you have a few minutes of peace, you can make a Mixture Roll (15). On a success you can choose an option and create a consumable in the following list, which lasts until you take a long rest:
Trait potion. Spend 1 Hope for a trait potion and 3 Hope for a major trait potion.
Life or stamina potion. Spend 2 Hope for a minor potion and 3 Hope for a regular potion.
5
Acid
Make a Mixture Roll (16). On a success, you can spend a Mixture to destroy a wall or some other nonmagical solid surface or object within Close range, but release a lot of acrid coloured smokes in the process.
You can target a creature instead to make it temporarily Vulnerable.
When you use this card, you can place it in your Vault instead of spending a Mixture token.
5
Alchemical Fumigations
When you have a few minutes of peace, you can make a Mixture Roll (14). On a success you can choose an option and apply its bonuses to yourself and every target within Very Close range:
Stimulating incense. Spend 1 Hope per target: The targets gain a Hope. You gain a Mixture.
Serenity incense. Spend 3 Hope: The targets gain an extra rest action until they take a long rest.
Grounding incense. Spend 2 Hope: The targets have an advantage to their next Action or Reaction Roll.
6
Glue
When you have a few minutes of peace, you can grant yourself and your allies advantage climb a surface.
In addition, you can make a Mixture Roll (16). On a success, you can spend a Mixture to fill an area within Close range with glue. Targets you succeeded against in the area, and targets who enter the area while it lasts are temporarily Restrained.
When you use this ability, place a number of tokens equal to your Mixture Trait on the card. When a creature should break free of the glue, you can remove a token to prevent it, but the GM gains a fear.
6
Quality ingredients
Add your Mixture Trait to your damage rolls with Consumables or when they spend Mixture tokens.
Once per session, when you have a few minutes of peace, you can place 2 additional Mixture tokens on your Mixture card. Describe what you find and how you use it to prepare additional alchemical goodies.
7
Here's your vial!
Your abilities outside of Melee attacks get increased range as shown below :
Melee → Very close → Close → Far.
This has no effect on abilities that have a range of Far or better already.
7
Vial touched
While 4 or more cards in your loadout are from the Vial domain, you gain the following benefits :
+1 to your Mixture Trait
When you use a consumable, roll a d8. On a 8, the consumable is not destroyed after use.
8
Alchemical leftovers
When you finish a long rest, all your allies clear a Stress. Roll a d6 two times, to know which potions you managed to brew with your leftovers. On a double, you instead choose the two potions :
Agility potion
Strength potion
Finesse potion
Instinct potion
Presence potion
Knowledge potion
The potions turn bad when you take a long rest.
8
Master of all alchemies
You immediately identify any potion you can see, taste or smell. You also estimate their age and the likely region they were brewed in.
You also gain the following rest move option:
Alchemical improvements. When you take this move, you can increase any two consumables with an improved version to the next level (for example a minor stamina potion becomes a stamina potion).
This increase lasts until you take a long rest.
9
Transmutation
When you have a few minutes of peace, make a Mixture roll (19). On a success, you can spend 3 Hope and mark a Stress to temporarily change a nonmagical object's or structure's material into another. The target must be contained within a 1m cube.
This does not work on gold, and you can not turn anything into gold.
Spend another 3 Hope, mark an additional Stress and place this card into your Vault : the change becomes permanent.
9
You're papers, please!
You can spend a Mixture to make a Mixture Roll. Every target in an area within Close range must make a Reaction Roll against your roll. Choose a target to apply the effects to: On a success, place a d4 counter on this card, and a d8 counter on a failure, the highest number on top.
Everytime the affected target receives damage, it is increased by the die value + your Mixture Trait. The die counter is then decreased by 1, or removed if it should reach 0 or you use this ability again.
10
Alchemical elixirs
When you have a few minutes of peace, you can make a Mixture Roll (16). On a success you can choose an option and apply its bonuses to a target within Melee range :
Elixir. Spend 3 Hope: The target gains a Hope and a +1 bonus to all their Traits until their next rest.
Supreme Elixir. Spend 6 Hope: The target gains 2 Hope, clears a Hit point and gains a +1 bonus to all their Traits until their next long rest. Place an extra Mixture token on your Mixture card.
10
Diamond concoction
Make a Mixture Roll (17). On a success, you can spend a Mixture or place this card in your Vault to place a d10 counter (best value up) on an ally or object within Close range.
As long as the target has the counter, every time it receives damage, it is reduced by the value of the counter. The counter then decreases by 1.
When the counter reaches 0 or at the end of the scene, remove the counter.
Diamond concoction
Threads : Versatile and a bit unstable mixtures prepared in advance, Powerful reliable recipes taking time to brew. Explosions, healing, buffs and debuffs.
Not good at getting hope.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Diamond concoction Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
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Discussion
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