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Many see alchemy as the study of matter; others view alchemy as the study of change. In truth, both are correct, for alchemy is the study of everything. What doesn’t fall within its domain? Everything in the universe — from the tiniest speck of dust to the massive, ever-burning sun — owes its existence to chemistry. If matter and energy are the building blocks of reality, then alchemists are grand cosmic architects who rival even the gods themselves in their mastery over the physical world. Alchemists destroy matter in a way that would humble even the most fearsome warlord, breaking down objects into their most fundamental pieces. Alchemists create new wonders in ways that artists could never hope to match, brewing new chemicals that were heretofore unseen. When you understand the inner workings of the universe, the possibilities are endless: you could bottle sunlight, brew glory, or even unlock the hidden process for turning lead into gold. So, master chemist, what will you brew into your next bubbling concoction?

Examples of Alchemy characters include:



(Alchemy | Combat)

  • You can dissolve a handheld item or an equivalent amount of material
  • Descriptions
  • sizzling chemical
  • acrid scent
  • bubbling green liquid
  • reducing something to frothy sludge
  • Biohazard

    (Alchemy | Combat)

  • You can expend a chemical that you did not create to tell a free Good Tale
  • Descriptions
  • causing a chemical reaction
  • adding a spark to explosives
  • identifying a chemical's properties
  • Examples
  • black powder barrel
  • vial of acid
  • goo-puddle
  • mushrooms
  • pool of monster blood
  • thick smoke.
  • Reactions
  • explode
  • catch something on fire
  • heal someone
  • blind
  • create a thick cloud
  • poison
  • create fireworks
  • Flashbang

    (Alchemy | Combat)

  • You can create an incredibly bright flash and loud bang in a zone. Creatures in the zone gain the condition "Blind and Deaf" until the effects fade.
  • Descriptions
  • bottled sunlight
  • sonic crystals
  • volatile chemicals
  • shattering a sun crystal
  • fireworks
  • a bright flare
  • Healing Potion

    (Alchemy | Combat)

  • You can spend reagents to create a healing potion. Anyone who drinks it heals as if they received 1 day of uninterrupted bed rest and medical attention. Then, they gain the condition "Hungry and Tired."
  • Descriptions
  • a bubbling red liquid
  • a sweet-tasting potion
  • medicinal salves
  • brewing the potion in your lab
  • Examples
  • curative herbs
  • pure water
  • bottled sunlight
  • tree sap
  • crushed fruit seeds
  • enriched blood
  • sugar
  • Inoculated

    (Alchemy | Combat)

  • Gain the defense "Inoculated ☐." Mark it when you suffer a Bad Tale related to chemicals. Also, you're immune to poison, disease, and related conditions
  • Examples
  • disease
  • poison
  • venom
  • parasites
  • infections
  • blood curse
  • forced transformations
  • Panacea

    (Alchemy | Combat)

  • You can spend reagents to create a panacea. Anyone who drinks it replaces all conditions related to physical ailments with "Hungry and Tired." Physical ailments include things like poisons, diseases, and curses, not wounds like broken bones or severed arteries.
  • Descriptions
  • distilled water so pure it washes away anything
  • drink an antitoxin
  • release cleansing vapors
  • Examples
  • disease
  • poison
  • venom
  • parasites
  • infections
  • blood curse
  • forced transformation.
  • Reagents
  • distilled water
  • bottled cloud
  • soap
  • clear parchment pulp
  • spring water
  • a new leaf
  • starlight
  • Poisonous

    (Alchemy | Combat)

  • You have a poison. Collaborate on its properties. Creatures you poison gain the condition "Poisoned" and slowly start to suffer symptoms
  • Descriptions
  • injecting poison
  • venomous fangs
  • a toxic vial
  • poison-tipped blow darts
  • venom-coated weapon
  • Examples
  • muscle weakness
  • nausea
  • eventual death
  • paralysis
  • hallucinations
  • paranoia
  • anti-coagulation
  • Tranquilizer

    (Alchemy | Combat)

  • You have a tranquilizer. Collaborate on its properties. Creatures you tranquilize gain the condition "Tranquilized" and slowly start to lose faculties.
  • Descriptions
  • brewing the chemical in your lab
  • loading it into a delivery system
  • how their senses go numb
  • Examples
  • consciousness
  • sight
  • sense of feeling
  • ability to move
  • ability to talk
  • a certain trait
  • emotions
  • Adamanthesive

    (Alchemy | Exploration)

  • You can adhere two things together. After about 1 minute, they're permanently bound together. Collaborate on what dissolves the adhesive.
  • Descriptions
  • alchemical glue
  • fusing molecules together
  • never-melting ice
  • stitching together the fabric of reality
  • Examples
    Dissolves by
  • time
  • extreme heat or cold
  • a certain chemical
  • a magical phrase
  • pure distilled water
  • starlight
  • Field Alchemy

    (Alchemy | Exploration)

  • You can harvest rare reagents. When you do, the GM tells you what trait the reagent contains. You can perform alchemy to transform the reagent into an elixir. Anyone who drinks it gains that trait as a temporary trait for several minutes
  • Descriptions
  • mixing chemicals in a lab
  • distilling essences
  • bubbling liquid
  • growing magic crystals
  • mad science
  • Examples
  • moss
  • monster blood
  • powdered monster bone
  • venom
  • mushrooms
  • tree sap
  • magic crystals
  • Mutagen

    (Alchemy | Exploration)

  • You can spend reagents to create a mutagen, which can cause any effect imaginable. Collaborate on your mutagen's effects. For every beneficial effect your mutagen has, the GM gives it a detrimental side-effect
  • Descriptions
  • brewing a bubbling potion
  • harnessing raw chaos
  • bottling a chain reaction
  • special lab equipment
  • Examples
  • reduce a building to acidic sludge
  • transform someone into a monster
  • cause a huge explosion
  • Reagents
  • unstable chemicals
  • powerful bases
  • caustic acids
  • radioactive metal flakes
  • mithral flakes
  • Side-effects
  • it's highly unstable
  • it's radioactive
  • you mutate hideously
  • the fumes are toxic
  • it drains you
  • Oil Slick

    (Alchemy | Exploration)

  • You can create an extremely slippery zone
  • Descriptions
  • spew oil from a hose
  • shatter a goo flask
  • secrete from oily glands
  • shatter an oil barrel
  • Philosopher's Stone

    (Alchemy | Exploration)

  • You can turn certain materials into treasure. Collaborate on what materials you can transform.
  • Descriptions
  • changing their chemical structure
  • reshaping reality
  • turning lead into gold
  • rebuilding atoms
  • Thermite

    (Alchemy | Exploration)

  • You can spend reagents to create thermite. Anyone can spend about 1 minute setting it up to activate it. Once activated, it slowly and continuously burns a one-space tunnel through absolutely anything in whatever direction the user likes for several minutes. Thermite is absolutely unstoppable until it naturally burns out
  • Descriptions
  • billowing smoke
  • choking miasma
  • chemical fumes
  • bubbling chemicals
  • the acrid scent
  • Examples
  • metal oxide
  • rust flakes
  • copper powder
  • gun powder
  • kindling
  • bottled flame
  • lamp oil
  • aluminum
  • All-cohol

    (Alchemy | Interaction)

  • You can spend reagents to create all-cohol. Anyone who drinks so much as a sip instantly gains the condition "Drunk" and must act accordingly.
  • Descriptions
  • distilling the alcohol
  • the fermentation process
  • ruddy cheeks and slurred speech
  • how it tastes
  • Examples
  • yeast
  • barley
  • pure alcohol
  • liquor
  • wheat
  • hops
  • grains
  • distilled water
  • grapes
  • ripe fruit
  • Drug

    (Alchemy | Interaction)

  • You can spend reagents to create an addictive drug. Collaborate on the drug's properties.
  • Descriptions
  • growing special plants
  • brewing in your lab
  • wearing a gas mask and gloves
  • breaking bad
  • Examples
    Administered by
  • ingestion
  • inhaling via smoke
  • injection
  • inhalation through the nose
  • skin contact
  • Properties
  • extreme elation
  • hyperactivity
  • absolute fearlessness
  • itchy hives
  • sleeplessness
  • the munchies
  • Reagents
  • herbs
  • roots
  • crushed leaves
  • powdered seeds
  • dissolved tree bark
  • lizard oil
  • swamp gas
  • fumes
  • Love Potion

    (Alchemy | Interaction)

  • You can spend reagents to create a love potion. Anyone who drinks it gains the condition "Enamored" and falls in love with the next person they see who is of a race and gender they normally find attractive.
  • Descriptions
  • light and fruity pink liquid
  • butterflies in their stomach
  • distilling the essence of desire
  • Examples
  • butterfly wings
  • wine
  • strawberries
  • chocolate
  • hair from a virgin
  • sugar
  • sweat
  • spring water
  • Perfume

    (Alchemy | Interaction)

  • You can give something an incredibly pleasant or unpleasant scent for about 1 day. If it's pleasant, creatures are inexplicably drawn to the scent and gain the desire to possess the scent's source. If it's repulsive, creatures are disgusted by it and don't want to be near it. This may have the opposite effect on creatures like undead and vermin that are attracted to disgusting smells.
  • Descriptions
  • heavenly scent
  • heady aroma
  • relaxed and pleasant feeling
  • euphoria
  • being light headed
  • Pheromones

    (Alchemy | Interaction)

  • Collaborate on a base emotion or instinct. You can emit pheromones in the air. Anyone who breathes in your pheromones gains the condition "Instinct-Driven" and experiences the selected emotion or instinct with increasing intensity
  • Descriptions
  • musky scent
  • dilated pupils
  • mixing animal pheromones
  • working in your lab
  • altered biochemistry
  • Examples
    Emotions and Instincts
  • survive
  • reproduce
  • find a pack
  • lust
  • fear
  • rage
  • hunger
  • envy
  • joy
  • sadness
  • Snake Oil Salesman

    (Alchemy | Interaction)

  • You have a 50% discount on all purchases, and a 50% markup on all sales.
  • Descriptions
  • flashing a warm smile
  • giving a sales pitch
  • haggling down the price
  • "but wait, there's more!"

  • © 2023-2023




    Physical contact and adjacent spaces


    Several steps, or 3 spaces


    A room, or 5 spaces


    A building, or 10 spaces

    Very Far

    Several buildings, or 20+ spaces



    Players can spend their bolsters to increase a related roll. The GM can spend bolsters to make a PC decrease a related roll. Unspent bolsters eventually expire.

    Refer to Chapter 2 of the rules for more about increasing/decreasing rolls


    Traits that tell you to collaborate are intentionally vague and ambiguous. Work with the GM to create a balanced and thematically appropriate effect. Collaborations should be an ongoing process. For example, you may discover that an effect is too strong or weak after a few sessions, so you and the GM should rebalance the effect


    A condition is anything that temporarily affects your capabilities or status.

    Refer to Chapter 3 of the rules for more about conditions


    Defenses make you more resilient during Challenges. Defenses grant one or more boxes, which function the same as Challenge Number boxes. However, defenses have unique requirements that allow you to mark them only in specific situations


    A minion is a creature that serves another creature through a contract.

    Refer to Chapter 7 of the rules for more about minions


    A shrine is a divine conduit that allows a specific deity or set of deities to affect the mortal world.

    Refer to the Faith theme of the rules for more about shrines

    Temporary Item Trait

    A temporary item trait is any item trait that you did not spend XP to acquire. Temporary item traits come from a variety of source: magic items, potions, spells, etc. They're free and don't affect the XP cost of buying other item traits. You can't upgrade temporary item traits

    Temporary Trait

    A temporary trait is any that you did not spend XP to acquire. Temporary traits come from a variety of source: magic items, potions, spells, etc. They're free and don't affect the XP cost of buying other traits. You can't upgrade temporary traits


    Worldbuilding a collaborative process wherin the players and the GM work together to create something about the game world. One person is in charge of the worldbuilding event, and the other players support that player.

    Refer to Chapter 6 of the rules for more about world building


    A zone is an area of effect. If a trait affects a zone, collaborate on logically fitting zones that you can create with that trait, and write them into your trait. Example zones:
    Blast: An explosion that affects one space and adjacent spaces. Blast attacks can be melee or ranged.
    Cone: A 90° cone that extends out to a Close distance. Cone attacks are considered to be melee.
    Line: This is a line of spaces that extends out to a Far distance. Line attacks are considered to be ranged.


    Tavern Tales Toolkit 0.0.1-alpha-5

    Based on the Kickstarter 1.0.1 version of Tavern Tales with minor modifications


    • Metamagic has been renamed Augment and moved from Arcane traits into General traits
    Tavern Tales, the Tavern Tales logo, and any other associated artwork were orginally © 2014-2017 by Dabney Bailey, and has since been released under the Creative Commons BY-SA 4.0 license


    Tavern Tales KS 1.0.1 on Fandom Tavern Tales Discord