Alchemy

“I feel like this shouldn’t be as difficult as we’ve made it out to be.”

Introduction

Alchemy is a process by which items are duplicated and/or combined to create new items. It serves an important role in entry, and throughout the entire game, and is one of the bigger draws of RPGStuck as a system.

There are two separate concepts to tackle: the physical process of alchemy in the session, and the purpose of alchemy from an SM’s viewpoint.

The actual process of alchemy requires checking the code on the back of a captchalogue card with the item, putting a spare card into the punch designix with the card, and punching the card with the code. This punched card is then put into a totem lathe with a cruxite dowel to carve the totem. This totem is then placed on the alchemiter, and it produces the item at the cost of grist, the tier of the item dependent on the tier of grist spent.

In practice, the process tends to be hand-waved, skipping directly to combining items for alchemy with the preceding processes assumed off-screen.

There are two ways to combine when alchemizing, && and ||.

  • X && Y, or X AND Y for those familiar with computer programming, combines the form and function of X and Y.
  • X || Y, or X OR Y, retains the function of X or Y, but keeps the form of the other, Y or X.
  • X && Y || Z, or X AND Y OR Z, combines the form and function of X and Y, then keeps its form or function while Z takes the other, the function or form.

Then there is the purpose of alchemy from outside the in-universe perspective, which is to improve a player’s gear and increase their overall power. This is a simple concept that belies an open-ended problem, which will be explored further in the next section.

As the SM, alchemy is in your hands to do with as you please, both a power and a burden. You determine what a given alchemy combination does, with all its effects and limitations.

Grist Cost Tables
TierT0T1T2T3T4T5
030
16030
21806030
38701806030
418008701806030
5310012003251254522
Notes: Accessories and non-equipped items come at half the cost. T0: Build grist, the base tier 0 material, is highlighted because items typically cost only build grist (for mundane items and the like), or cost tiered grist but no T0 (tiered alchemy).

Instead of describing specific items, this document aims to list Tags instead, which denote a particular effect. Instead of creating specific items, you instead create items that happen to fit the effects of all the tags.

For example, a psi focus is listed as a tag under the psionics category. Foci can take all sorts of shapes, but they all serve a common function.

Some tags will have an indented entry for higher tiers. These entries will list suggestions for how to improve the tag; we recommend taking one of the suggestions (not all of them) as sufficient for an upgrade, though you have the final say.

Utility Tags

Here is a list of utility tags, organized by function.

Utility tags are assumed to be Tier 0 and therefore cost only Build Grist. If the tag is recommended to be built with tiered grist, it will specify so in the tag’s name.

Alchemy with utility tags typically will not produce weapons or wardrobes (with the rare exception for a psi foci). Therefore, all items here cost half the amount listed in the grist costs table.

Rarely, they will specify the item should cost extra (such as a car). In this case, apply the multiplier after halving the cost first.

Or they specify multiples (such as small cameras). In this case, the usual cost will create as many as listed in the multiple.

Stealth

The Stealth tag denotes items and effects that allow one to act without being detected.

  • Disguise (T0): Disguise some part of yourself. Choose one:
    • Face: Choose one: wear someone else’s face, wear a face that others can’t remember, wear a face that others can’t look at, wear a face that conceals expressions/emotions.
    • Footsteps: Modulate steps to sound like something larger or smaller, or change the shape of the footprints.
    • Body: Seem like another creature (falls apart if tested).
  • Silent (T1): Modify an item or some effect that makes noise, leaves a trace or psionic signature, can be traced, or can be easily found in some way. The item/effect no longer does so.
  • Mimic Beacon (T1): Create a static illusory decoy that has its own appearance and sounds. Consult the Illusion power if further details are necessary.
    • Higher Tiers**:** The decoy has a limited degree of autonomy, allowing it to move around and vary any sounds made as needed.
  • The Kojima Box (T0): Not necessarily a box, but some portable cover you can use to hide, whether it be a box, a bush, etc, assuming the cover makes sense to find in the area used. Alternatively, camouflage tailored to specific environments that only work when stationary.
    • Higher Tiers: The cover no longer needs to make sense for the environment.
  • Suppression Beacon (T1): Keeps one of the following from leaving a certain radius around the beacon: sounds or psionic signatures.
    • Higher Tiers: Total blackout bubble, contains all sensory stimuli inside the bubble inside, keeps all stimuli outside the bubble out.
  • Suppression Grenade Kit (T1): Create a kit of smoke bombs and flashbangs that can be refilled during a long rest. Consult the Bombkind specibus if more details are needed.

Social

The Social tag denotes items and effects that aid one in interacting with others.

  • Outfit (T0): It’s a stylish outfit that fits whatever aesthetic your character has going for them.
  • Dossier (T1): You can research specific individuals by some means, then write your findings in here to get a bonus on interacting with them.
    • Higher Tiers: The dossier takes on limited intelligence to analyze your findings and extrapolate additional details, strengths, weaknesses, etc on them that you ordinarily couldn’t have found on your own.
  • Embellishments (T0): Drawing arms or the threat of violence in social situations has a Stakes dice if it normally wouldn’t by cool/intimidation factor. Doesn’t actually protect you from the consequences of doing so, though.
  • CASIE Mod (T1): By usage of psionics, pheromones, sophisticated social cues, etc, provoke or repress an emotion from someone you’re actively interacting with.
    • Higher Tiers: Harder for the subject to tell they’re being manipulated, more complicated emotions or motives can be used, affect an entire crowd.

Psionics

The Psionics tag denotes items and effects that aids one in channeling psionics.

  • Psi Focus (T0): A focus for casting psionics, if you want separate foci with their own effects, or if you’re a martial taking up a psionic power by some means and you want to do alchemy for it.
  • Remote Focus (T1): Allows you to remotely channel psionic powers from a distance.
  • Retaliatory Thoughtforms (T1): Psionic ward that intercepts mental intrusions.
    • Higher Tiers: Analyzes its psionic signature to trace where it came from, or simulate a false mind for it to attack and follows it back to its origin, shuts down higher mental functions in the case the intrusion breaks through.
  • Psionic Facsimile (T1): Choose a psionic subpower of choice, the item grants the use of that subpower once per long rest. Recommend increasing the cost to grant multiple uses instead of several one-use items.
  • Psi Reader (T1): Scans a target to tell if they have any psionic power and a vague magnitude for said power if they do, and any psionic influences on them though not what specifically.
    • Higher Tiers: Grant more specific information about what powers they know, if they’ve used it recently, scan their psionic signature specifically so you can identify it later, scan any other psionic signatures about them to match up later with other scanned targets.

Medicine

The Medicine tag denotes items and effects for health and well-being.

  • Surgical Tools (T0): A set of surgical tools by which you can perform more complex medical operations.
  • Medkit (T1): A long-form set of medical tools by which someone’s healing can be boosted during rests; when spending hit dice during a short rest, dice equal to the medkit user’s skill points in Medicine can be rerolled. For quicker, in-strife applications, look to the injector.
  • Bioscanner (T1): Scans a target’s vitals to diagnose their health.

Hacking

The Hacking tag denotes items and effects that allow one to move and act in cyberspace.

  • Computer (T0): It’s a computer, you likely know what this is.
  • Deck (T0): A machine by which you can hack into mainframes and get your Neuromancer on.
  • Techjack (T1): A machine by which you can hack into simple items like cameras, street lights, etc that are mundane and unguarded a la Watchdogs.
  • Remote Array (T1): Grants you a remote connection to machinery.
  • ICE (T0): Software upgrade for your deck that intercepts incoming hackers.
    • Higher Tiers: Also damages and/or traces the intruders. Maybe it’s Black ICE that physically harms the hacker.
  • Spyware (T0): Tracking bugs to leave in mainframes into which you’ve hacked.
  • Malware (T0): Deletes, modifies, locks, or otherwise impedes other people’s use of their information.
  • Diagnostics Array (T0): Scans a mainframe non-invasively to glean as much information about it without tripping any alarms.

Exploration

The Exploration tag denotes items and effects that aids one in exploring the unknown.

  • Radar (T1): Lets you detect things in your proximity. Heat detection, life, psi, electronics, sound.
    • Higher Tiers: Detects aspects, grimdarkness, trickster, mix and match multiple types as desired.
  • Almanac (T0): It has data on local flora, granting a Stakes die to interact with them, such as navigating the wilderness, searching for specific lifeforms, etc.
  • Hunter’s Log (T1): Gives you a bonus to Discern anatomy on creatures you’ve previously encountered or otherwise had a chance to study, Scrutinize, etc.
    • Higher Tiers: Create new anatomical targets, auto-pass Discern checks.

Movement

The Movement tag denotes items and effects that open up new avenues of getting around.

  • Grappling Hook (T0): Exactly as it says on the tin, it’s a rope with a hook at the end to facilitate climbing high surfaces.
  • Jumps (T1): Lets you jump higher, or double jump, or otherwise leap higher than normal. Not necessarily locked to shoe form.
  • Shock Absorber (T0): Reduces fall damage and increases the threshold for vertical distances before fall damage is taken. Also not necessarily locked to shoe form.
  • Flight Packs (T1): Allows limited flight for a minute at a time.
    • Higher Tiers: Unlimited flight.
  • Scuba Gear (T0): Diving gear that allows underwater breathing and ignores treating water as difficult terrain.
  • Underwater Usage (T0): Pick an item/effect not normally suited for aquatic usage, like machinery, torches, pyrokinesis, etc. The item/effect now works underwater without impediment.
  • Waterwalk Shoes (T0): Allows you to walk on water or other liquid surfaces like magma (convection protection not included, also magma is not strictly water).
  • Environmental Protective Gear (T0): Pick an environmental hazard like extreme heat, extreme cold, extreme radiation, etc. The gear protects against it.
  • Glider (T0): A portable glider that can be used to fly from place to place.
  • Short-Range Teleporter (T1): Allows short-range teleportation on a cooldown.
    • Higher Tiers: The range is increased, the cooldown is decreased, etc.
  • Transportalizer (T1): Per canon, a teleportation pad that allows you to teleport from one transportalizer to another.
  • Hearth Anchor (T1): A teleportation anchor with hearthstones. Using the hearthstone allows you to return to the anchor’s location, with a hefty cooldown and long casting time. Must be in the same area, same Land etc.
    • Higher Tiers: Increase the range in which the hearthstones can be used, decrease its cooldown, allow the user to return to their previous location from the anchor.
  • Car (T0, 4x cost): It’s a car, you know what this does.
  • Boat (T0, 4x cost): It’s a boat. Might be manually rowed, uses sails to catch favorable winds, or a motorboat that’s loud.
    • Higher Tiers: More outlandish vehicles, like rockets, cruise liners, starships, tanks, etc.
  • Form Compressor (T1): Your outfit now temporarily compresses your form to let you move through small crevices.
    • Higher Tiers: Become briefly intangible instead, become gaseous, the duration doesn’t count down if stationary.

Info-Gathering

The Info-Gathering tag denotes items and effects that allows and abets one in gathering information.

  • Small Camera (T0, 6-pack): Physically small cameras, whether it be a body cam, a Go Pro, a hidden camera, or the like, capable of recording video and audio while being small enough to escape casual notice.
  • Tape Recorder (T0): A tape recorder that can record audio. It only records audio, but is smaller, harder to disrupt or fry, and has higher quality data than cameras.
  • Tracking Devices (T0, 6-pack): Multiple devices: several thumbnail-sized bugs that can be planted onto a surface, and a device (or program to download onto a phone, computer, etc) by which you can track the location of your bugs.
  • Journal (T0): It’s a simple journal! With SM discretion, the player can write down facts in here and see if they can draw any conclusions from it.
    • Higher Tiers: Lets them catalogue hidden anatomy on creatures they’ve encountered or researched beforehand to boost or outright skip Discern checks.
  • Alarm (T0): Multiple devices: several proximity-based alarms that go off when movement is detected within 5 feet of it, and a device (or program to download onto a phone, computer, etc) to which it actually sends said alarms.
    • Higher Tiers: Increase its proximity range, detect psionic signatures or life signs or other esoteric means by which it might catch supernaturally stealthy intruders.
  • Remote Controlled Drone (T0): A hand-sized drone on wheels or spider-like legs that can be controlled from your phone. By itself, it does nothing. Alchemizing this with a camera or some other devices in this document, however, makes it a drone with a camera or whatever you used that’s now mobile.
    • Higher Tiers: Autonomy to receive your command and carry it out to the best of its ability without having to manually control it.
  • Sensory Suite (T1): Grants you ways of perceiving the world in other ways, albeit in a very short range. Blindsight, follow psionic trails, detect life signs, feel tremors from movement, etc.
    • Higher Tiers: Increase its range, combine multiple senses.
  • Psyche Analyzer (T1): Lets you read someone’s body language, heartbeat, blood pressure, etc to gauge their reactions to gain better insight into them.
    • Higher Tiers: Straight up surface mind reading.

Miscellaneous

The Miscellaneous tag denotes items and effects that didn’t fit anywhere else but felt necessary to include.

  • Fridge (T0): A refrigerator can be used to cryogenically store goods. And run faster, according to the other devs.
    • Higher Tiers: You can run Doom on it, it actually runs by itself to places, serves as three-quarters cover, ice machine generates healing treats.
  • Dummies (T0): Body doubles that look like its maker. Difficult to distinguish at a distance, can probably fool dumber underlings and consorts.
  • Underling Wards (T0): Klaxons, jack in the boxes, analog jumpscares, etc that are harmless but effective at scaring off wandering underlings. One per entrance should be enough to cover a house or other building. Will not deter especially determined ones.

Combat Tags

Here is a list of combat tags, organized by how they enhance a player’s ability to throw down.

Combat tags are assumed to cost tiered grist, as they typically go on alchemized weapons, wardrobe, and accessories. Therefore, they will have a baseline tier associated with them.

You can always throw on multiple tags to approximate a higher tier tag. For example, if you want to create a T3 item, you can slap three T1 tags together and call it a day. If you want to create a T4 item, you can use four T1 tags, two T2 tags, a T2 tag and two T1 tags, a T3 tag and T1 tag, etc.

There are also legendary tags for alchemy made with the Denizen’s grist hoard in preparation for the endgame. You can approximate them by doubling their tier, so a T4 tag would approximate a T2 Legendary.

That said, we do not recommend reverse-engineering this, having a T1 Legendary substitute for a T2 tag. These are meant for the endgame and are disproportionately powerful to have.

  • Any tags indented below a legendary is meant for accessories to supplement the original legendary tag.

If a given tag specifies a given specibus, or power, or specific abilitechs/subpowers, it will be listed in its name. You are free to take the tag and apply it to other specibi or powers anyway, though adapting it is left up to you.

Developer’s Note (02/28/2022): This is still a work in progress; you might be asking why we haven’t organized them according to specibi or powers. The answer is that we don’t have enough tags to warrant that. If we get enough we’ll do it in the future, but for now, ctrl+f to search by specific terms.

Extra Abilitechs/Subpowers

The Extra Abilitech/Subpowers tag denotes items and effects that add additional abilitechs and subpowers that can be used.

  • Unwieldy Obstruction (T1): The weapon or focus becomes physically large or obstructive enough to allow a reaction to impose -2 to one attack roll targeting AC.
  • Return To Sender (Thrown tag, Throw T1): Reaction: After making a ranged attack with this abilitech, repeat the attack as it comes back for a second go. This deals half damage. If the abilitech allows +1 die size if the ranged abilitech is made as a melee attack, add that +1 die size when using this reaction.
    • To Whom it May Concern (T1): The projectile explodes. It now targets Reflex but hits everyone within a 10 ft. radius of the target.
    • Reply All (T1): The projectile is electrified, or otherwise creates a danger zone within a 5 ft. radius of its space where it lands; anyone who begins their turn or enters the area takes half damage.
  • Bolas Arrow (Bowkind T1): Taser Arrow, but the abilitech Prones the target instead. When knocked prone in this way, the target must also use a minor action, or use their full speed instead of half, to get up.
    • Dual Bolas (T2): Hit two targets within 10 feet of each other and knock them both prone, neither can move until both targets are up. An object can be substituted in place of a creature but the object will not be knocked prone.
  • Color Guard (Paintbllkind T1): Unbalance abilitech, but it instead imposes disadvantage on Stealth and grants attacks against them +2 to hit for 1 minute.
  • Setplay Shot (Double tag T1): Basic abilitech, but it deals no damage. Instead, until the end of your next turn, successive abilitechs with the same specibus have a rising +1 die size, up to +6 die sizes.

Pyrokinesis

  • Accelerant (T1): Ash Cloud (lesser), but it instead douses the air with accelerants for 1 minute. Any creatures that move into this terrain are doused with them even if they move out; the accelerants impose Lethal (2P) and extend any condition inflicted by a Pyrokinesis subpower by 1 round.
  • Fire Lash (T1): Spend a lesser slot when grappling as a major action to inflict Pd3+PCM damage on a successful grapple. They can then repeat this as a minor action without slot cost on subsequent turns to repeat the damage automatically as long as the grapple lasts.
  • Hearthfire (T1): You empower your affinity to create a healing fire while resting. When taking a short rest, spend a lesser slot. You and those short resting with you can add +2 to hit die rolls for healing.
  • Midnight Candle (T1): You Ignite (at-will) yourself instead, but Flame instead damages all other targets within range when it would damage you.

Anatomy/Called Shots
Alchemy for targeting anatomy.

  • Bloodwork (T1): Whenever you land an attack when targeting an Artery or similar anatomy, you can do one of the following:
    • Exsanguinate: When you destroy an Artery, you inflict two DoTs instead of one.
    • Pale Rider: When you destroy an Artery, its DoT also racks up Lethal that stacks to thrice the DoT’s magnitude.
    • Fountain: When you destroy an Artery and that target dies, it deals damage equal to twice the DoT’s magnitude to all enemies within 15 feet, and heals you and allies for half the amount.
    • Verge of Death: When you destroy an Artery, you can trade the DoT for a +4 crit range on all attack rolls against the target that cannot be removed by healing or skill checks.
    • Thanatophobia: The DoT also imposes Setback (2).
  • Exploit Weakness (T1): Whenever you land an attack when targeting an Opening or similar anatomy, you can do one of the following:
    • Sure Strike: You add +3 to the hit bonus.
    • Unbalance: When you land an attack against an Opening, they have Setback (2) for 1 round.
    • Raze and Ruin: Every time you land an attack against an Opening, you inflict Fade (1) and Sunder (1), stacking to 3 each.
    • Distance: If you are aware of an Opening on a target, you may flip it and impose -2 on their attack rolls against you until you target that Opening.
  • Breakpoint (T1): Whenever you land an attack when targeting a Shatterpoint or similar anatomy, you can do one of the following:
    • Battering Rams: You add +2 to the crit range bonus.
    • Siege Expert: Whenever you critically hit against the Shatterpoint, you may also Break, Clip, or Disrupt them for 1 round, of your choice.
    • Collateral Damage: When you critically hit a Shatterpoint, take half the damage done before the crit’s damage bonus; this is dealt to all other enemies within 15 feet too.
    • Crunch of Glass: Your critical hits against Shatterpoints trade out Daze for Impair for the same duration.
    • Shattered Bones: Inflict Lethal (Lvl) on any attacks landed against Shatterpoints.
    • Fisher’s Paradise: If you have +4 to hit from claiming double advantage, you can claim it to crit range as well when targeting Shatterpoints.
  • Malicious Shots (T1): Whenever you land an attack when targeting a Vitals or similar anatomy, you can do one of the following:
    • Kidney Shot: Your attacks against Vitals trade the Daze effect for Exposing the target until the end of your next round.
    • Weakened Constitution: Whenever you land an attack against Vitals, choose one condition on the target or inflicted by that attack: extend it by 1 round.
    • By the Throat: Whenever you grapple a target’s Vitals, you have +3 to crit against them.
    • Overwhelming Force: When you land attacks against the Vitals and it would cause the target to have more than two instances of Daze at once, raise the crit range and damage size by +1 per additional instance of Daze.

Abilitech/Subpower Tweaks

The Abilitech/Subpower Tweaks tag denotes items and effects that modify an existing specibus and/or power.

  • Heavy Mode/Overtuned (T1): The specibus/focus has +1 die size on all damage rolls, but if the attack roll has any Block dice, it gains an additional die of the highest one.
  • Life on the Edge (T1): Whenever this specibus or focus inflicts Rupture, it also inflicts Lethal of the same magnitude.
  • Hair Trigger (T2): Once per strife, when you miss a target with your attack roll, you may choose not to make the attack, refunding the action that would’ve been used to make it, but you cannot make another damage-dealing action with this refunded action. No resources are spent on the action, and any abilities that would’ve been wasted on the failed attack roll (such as Enhance! or Hold Breath) carry over to your next attack roll.
  • Skill Issue (T2): Once per strife, when you make a skill check during a strife and it fails to beat another skill check or a resistance, you may choose to forego the action, refunding the action cost, but you cannot reattempt another skill check with that refunded action. No resources are spent on the action, and any abilities that would’ve been wasted on the failed attack roll (such as Heroic Pose or As a Team!) carry over to your next skill check.
  • Pinning Charge (Dive, Flying Kick, Haymaker T1): These abilitechs also impose a condition for 1 round. Pick any one condition the specibus is capable of inflicting, or Clipped, or Impaired.
    • Pressed Assault (T1): Your next abilitech has either +2 die sizes or extends its conditions’ duration by 1 round.
  • Buzzsaw (Spree, Hack and Slash, Reap, Charge, Roadkill T1): These abilitechs instead make two attacks at disadvantage against each target instead. If both against a target hit, you make a third that automatically hits for half damage.
    • Circular Momentum (T1): You may harness the momentum on your following turn; either your next melee attack may hit all targets within range, or you may move half your base speed as a free action.
  • Extra Ordinance 1 (Bombkind T1): When using a Bombkind abilitech, you can decrease cache by 1 to make it hit all targets within 10 feet (or increase radius by 10 feet), extend the duration of its condition by 1 round (or environmental effect for 1 minute), or add +1 die size to damage.
  • Extra Ordnance 2 (Bombkind T1): When using a Bombkind abilitech, you can decrease cache by 1 to deal half damage on miss, push all targets 20 feet, Impair all targets in the environmental effect, or deal +50% damage on a crit.
  • Auld Lang Syne (Fncysntakind T1): If you use Letters to Santa while you already have three charges, the spirit of Christmas is so overwhelming that you cause an explosion centered on yourself, dealing Qd3+STR damage to all targets within 15 feet and Q damage to yourself.
    • Overflowing Cheer (T1): Track excess charges. If you get four excess charges, you immediately use an abilitech that expends 3 charges for half damage as part of the same minor action, then take half again damage to yourself, and go to 3 charges and no excess.

Defensives

The Defensive tag denotes items and effects that provides defensive, protective, and other harm reduction effects.

  • Deployable Shield (T1): A device that extends into a standing shield that can be used as a 10 ft. long piece of half cover for +2 to AC/Reflex. Alternately, it serves as a fully-covered, transparent wall up to 10 feet long.
    • Higher Tiers: The shield also grants Aegis, can move with the player, can be detonated as a trap that damages enemies and lets players fly away from the momentum.
  • Ice Block (Cryokinesis T1): When you would hit 0 HP, you instead go to 1 HP and encase yourself in ice, putting yourself in Stasis until the ice block around you is broken, 1 hour passes, or until you come out as a free action. This can be done once per long rest, but can be refreshed earlier with two lesser slots as a full-round action. The ice block has AC/resistances of 10 and 50 HP.
  • Holistic Infusion (Radiokinesis T1): When you hit 0 HP, you then immediately heal for Pd6+PCM hit points and return to the fight. This can be done once per long rest, but can be refreshed earlier with two lesser slots as a full-round action.

Friendly Utility

The Friendly Utility tag denotes items and effects that grants combat benefits to the player or their allies.

  • Crippling Strike (T1): Once per short rest, you may throw… something, at an enemy as part of rolling for initiative, rendering them Stuck until the end of their next turn. Cannot be used if surprised.
  • Oops! Dropped It! (T1): When rolling for initiative, you may drop… something, at a point within half your base speed. This creates a 5 ft. radius of difficult terrain that lasts for the duration of the strife. Cannot be used if surprised.
  • Offscreen Fan (T1): Once per short rest, you may do… something, making an Intimidation or Performance check against all targets as part of rolling for initiative, targeting Will resistance. For each target, if you break resistance, they are Dazed for 1 round. Cannot be used if surprised.
    • PRESENTATION!!! (T2): For each target, you may choose between Dazing them for 2 rounds, 2xDazing them for 1 round, or Impairing them for 1 round.

RPGStuck Gift Shop
Alchemy that brings back mechanics from Second Edition, for good or for ill. Probably for ill, since rpgstuck-chan gets paid by commission.

  • RPGStuck Gift Shop Memento: Fusilier (T1): You have three Cartridges that replenish on a short rest. You may expend one to perform one of the following as a free action:
  • Blast Shot: Your next ranged attack knocks the target Prone.
  • Clipping Shot: Your missed ranged attack still deals any bonus damage (anything besides the base damage roll before stat mods) that the attack would’ve landed if it hit.
  • Show of Force: Your ranged attack deals no damage but it targets Will resistance instead. If it breaks resistance, the target is Exposed until the end of your next turn. Either way, for the same duration, they are also Clipped and you have advantage on your ranged attack rolls against them.
  • RPGStuck Gift Shop Memento: Item Aura (T1): You have a sticker that you can put on an item; switching to and from this item is a free action instead of a minor action.
  • RPGStuck Gift Shop Memento: Pack Tactics (T1): Allies who make attacks while within 10 feet of you have +1 die size to their damage rolls.
  • RPGStuck Gift Shop Memento: Fall Vulnerability (T1): When you inflict fall damage, it has +2 die sizes (1d6 per 10 ft. to 1d10 per 10 ft.).
  • RPGStuck Gift Shop Memento: Hold Fast (T1): Whenever you take forced movement, you reduce it by 10 feet.
  • RPGStuck Gift Shop Memento: Antique Lamb’s Shield (T2): When you inflict Block dice as a reaction, you can take damage equal to your Hit Die average to use your Hit Die size instead (if you have a d10 Hit Die, you can take 5 damage to roll d10s for your Block dice)

Path Tweaks

The Path Tweaks tag denotes items and effects that modify Steps for a player.

Battlemind

  • Fortress Osmosis (T1): When using Disruption, add P to your Ward as part of the reaction. If the attack still lands or deals damage anyway, retroactively add another P to the Ward.
  • Greater Mind Shield (T1): Mind Shield can be used twice per round and can be used for allies within 100 feet as well.
  • Greater Mental Shackles (T1): Mental Shackles can either increase Setback’s magnitude by 1, or inflict Weaken instead of Setback.
  • Battlefield Minder (T1): Your Ward regens for P hit points when an ally within 100 feet spends a slot. Your block radius is also increased another 25 feet, or to the range of a psi power of your choice with damaging subpowers, whichever is greater.
  • Mind Blade (T1): Whenever Mind Spike deals damage, you can add that damage to your next single-target psi damage roll.
    • Greater Mind Blade (T1): Mind Spike inflicts full damage to attackers instead of half, so does Mind Blade.
  • Mental Construct (T2): As a minor action, you may empty your ward and create a mental construct that shares your speed and defenses, and HP equal to your prior ward value. It moves during your turn and can take one action of its own:
  • Make an attack (using your stats) against AC for Pd3+PCM damage.
  • When you land a single-target attack, deal an additional Pd3 damage.
  • You can dissemble the construct as a minor action, with any HP refunded to your ward. While active, your construct counts as your ward for the purposes of Steps and other synergies (such as Mind Spike), and you can draw your block radius from the ward.
    • The Shaper (T2): When you summon your construct, you can have it take a certain shape. You can change its shape as a minor action.
      • Big Cat: Attacks against Exposed, Prone, or Stuck targets, or attacks made while Hidden, have +4 to crit.
      • Horse: Your construct becomes a Large, mountable creature, and can Dash as an action.
      • Monkey: Your construct can grapple as its action, using your psionic skill for the check.
      • Eagle: Your construct grants itself and you the ability to fly.
    • Mobile Locus (T2): If your construct is within 30 feet of you, you can cast your psionic powers from the construct, drawing range from it rather than from yourself.
    • Synaptic Creation (T2): Once per short rest, check your ward and your construct; whichever one has more hit points, the other’s is raised to match it.
  • Palace of the Mind (T1): After being attacked by an enemy, you are able to accurately remember any tendencies or habits that they have whilst fighting, storing them within your ward to fortify it. As a free action once per round, you may add an enemy into your Mind Palace and gain select bonuses when fighting against them, depending on where in your palace you sent them. You may also do this if you successfully Discern a target in a strife.
  • The Dungeon: Enemies in your Mind Palace are locked away in the dark depths of your mind’s dungeon. Once per round as a reaction, when an enemy damages your ward, make an Endurance check, targeting their Will resistance. If you break resistance, inflict Setback (2). If you’re using a reaction to impose Block dice on an incoming attack, you may do this as part of that reaction.
  • The Library: You keep a vast library of past enemies you’ve fought in the past. While your ward is active, you have Aegis (P) against any enemies in your palace.
  • The Ballroom: Let’s dance! When an enemy is in your Mind Palace, you can bend them to your whims! While your ward is active, you have +2 to hit any enemies in your palace. If it has no hit points, but your attack would regenerate it (say, it expends a slot), it can claim the hit bonus.
    • Ars Memorativa (T1): Once per round as a free action, you can Discern an enemy in your mind palace, with advantage on the check.
    • Damnatio Memoriae (T1): Instead of adding an enemy into your Mind Palace, you may instead take an enemy already in the dungeon and send them to the guillotine! You may use a minor action to activate the guillotine, inflicting Lethal (3P), though they then exit the palace in pieces.

Bulwark

  • Unmoved Mover (T1): The Wall reduces forced movement by 30 feet instead, and you add +10 feet to any forced movement you inflict.
  • Greater Guarded Strike (T1): Guarded Strike’s temp HP increases from CON to Level.
    • Invigoration (T1): Guarded Strike also applies whenever you heal for hit points.
  • Legacy of Rome (T1): Phalanx Formations gains as many uses as there are allies in its range.

Champion

  • Greater Battlecry (T1): Battlecry no longer has disadvantage for targeting additional targets or increasing the effect’s magnitude. It can then do both simultaneously at disadvantage as well.
  • Bullfighter’s Showcase (T1): To the Death only confers advantage on attacks against you. When rolling for initiative, you can use this as part of the roll but only against a target you beat in initiative.
  • Paladin’s Aura (T1): While within the Custodian Stance, if an ally within block radius has a resistance targeted, and your resistance is higher than theirs, they may use yours instead.
  • Blue Diamond Certified (T1): You gain an extra reaction per turn that can only be used for the Bodyguard reaction. Additionally, you can move half your base speed before or after redirecting the attack as part of the reaction.

Ivory

  • Eigenvector Pin (T1): Vector Pin uses your INT instead.
  • Paranoia Agent (T1): Memetic Agent can have its Impair switched out with 2xDazed, Exposed or Stuck for the same duration.
  • Friction/Speed Force (T1): Both components of Blueshift can each be used once per round. Using it on enemies also deals 2P true damage, while using it on allies grants them 20 feet movement and forgoes the movement cost for yourself.
  • Field Modulation (T1): Discerning a target also nullifies their AC/Reflex bonuses from cover for 1 round. If you Aim or Assail, the modified attack ignores them too.

Martial Spirit

  • Martian Retaliation (T1): When you use Avoid, all attack rolls for 1 round against the attacker has +1 to hit per +1 die size on the spent Block die.
  • Towering Crags (T1): Mountain’s Resilience also grants Ward (P), and the damage reduction is doubled against any damaging attack rolls or skill checks that didn’t beat the DC.
  • Mountain’s Endurance (T1): If you have any negative conditions you failed to clear through Mountain’s Resilience, you may expend a Block die to retry it.
  • Mars Ultor (T1): When you impose hit penalties through Spirit of Mars, you also gain the malus’ magnitude as a hit bonus for 1 round.

Mastermind

  • Master of Positioning (T1): When using Outmaneuver, you can swap up to three sets of positions. You can swap two creatures’ positions as part of this.
  • Target Analysis (T1): Redlight also grants +1 to hit per Lethal (2P) on the target, up to +3 to hit.
  • Greater Anatomical Accuracy (T1): You can meld Anatomically Accurate and another Step:
    • Intensive Study: Intense Study gains +1 die size (and also Assails for the duration if +8 to Medicine).
    • Support Study: Fire Support also grants +2 to hit.
    • Witch Study: Witch Hunt also grants you a bonus Pd4 damage on your next damaging attack.
  • Saboteur (T1): When you Assail as a minor action, you can instead target an enemy and Weaken them for 1 round.
  • Opening Hand (T1): As part of rolling for initiative, select a target with a lower initiative roll than you; they immediately take Pd3 damage as a retroactively justified and prepared attack harms them. This is a basic abilitech and at-will subpower.
  • Master of Stratagems (T1): You replace Master of Tactics with Master of Stratagems: in addition to all effects, you gain a set of four Orders. You may give an Order at the start of each round to last for that round, and each Order may be given once per strife.
  • Stand and Fight: You and each ally may spend their entire move action to gain advantage on their attack rolls.
  • Reposition!: You and each ally may immediately move half their respective base speeds.
  • Special Ops: You and each ally have advantage on your skill checks.
  • Shroud and Brace: You and each ally may use a reaction to gain +2 to AC/resistances against an incoming attack. For each, if they could already Block it in some way, they add +2 to the roll instead.

Adherent/Allegro

  • Aggravation (T1): When you add your Level to damage via Motes of Power or reset your stacks of Agitato, gain 1 stack of Aggravation. You can expend 1 stack of Aggravation to reroll damage with +1 die size, including the same damage roll that ultimately gave you the stack to begin with. Aggravation stacks to 3 and can be used for other purposes:
    • Deranged Channeling (T1): Spend 1 stack on hit roll of 17-20 on the d20 when using Unfettered Channeling to explode, but placing it on the target (or center if AoE) instead of yourself.
    • Accelerated Catalysis (T1): Spend 1 stack to make Catalytic Brand start at Sunder (3), and the next lesser slot usage raises it to Sunder (6).
    • Greater Amoroso (T1): Spend 1 stack when using Amoroso to make it a separate attack with Pd8 base damage that automatically hits. Then give it +1 die size and count as an abilitech and/or subpower for any other effects that synergize with them.
    • Acceso Redux (T1): Spend 1 stack when benefitting from Acceso to increase the Rupture’s value by 2P.

Artillery

  • Bombardier Stance (T1): As a free action, you may enter the Bombardier Stance. While you are in this stance, your base speed is reduced to 5 feet, but you ignore the prone/non-moved requirements for Prone Position, Steady Aim, and One in the Hand. Furthermore, if there are no enemies within 30 feet since the end of your last turn, you gain +1 die size to all ranged damage rolls.
    • Mobile Artillery (T1): Twice per strife, you ignore the base speed reduction for 1 round.
  • Sniper’s Kit (T2 Legendary): When you roll for initiative, you pick one of the following benefits for the duration of the strife. Once per strife, you may switch between choices.
    • One Shot, One Kill: Your damaging attacks also deal Lethal equal to half the damage roll.
    • Second Strike: If you make an attack as a major action and it’s the only action expended that turn, you may spend your minor action, move action, and reaction to repeat the attack.
    • Shadow Bomber: When you Dash or move by any means other than your move action, you are Invisible until the start of your next turn.

Tracer

  • Critical Moment (T1): When you Trace, you may choose to delay the +100% bonus damage; at any point during the strife, you may use it on any landed attack against the traced target.
  • Multi-Tasker (T1): You can Half-Trace as a full-round action, half-tracing two targets at once, or half-trace one target and keep the ability to put one on a different target as a free action at any point within the next 1 minute. Half-trace works the same as trace, but two targets may be half-traced at once, your next successful attack against a half-traced target deals 50% bonus damage rather than 100%, and everything that specifies a traced target (Trigonometry, Vital-Point Targeting, etc) works on both targets.
    • Master Tracking (T1): Advanced Tracking can claim both +1 die size to all Aim dice and one d6 Aim die (which becomes d8).
    • Target Balance (T1): When you half-trace two targets at the same time, if either one is Blind, Dazed, Deafened, Faded, Ruptured, Setback, or Sundered, you transfer them to the other, with the same durations as their original.
    • Target Equilibrium (T1): When you land damaging attacks against a half-traced target, the other half-traced target takes damage equal to a stat mod of choice.
  • Greater Trace (T2): When you Trace a target, after your +100% bonus damage is used, your next attack against the Traced target gets +50% bonus damage.
  • The Network Backbone (T2 Legendary): When you Trace a target, you may trace a secondary and tertiary target. Whenever you deal damage to the primary Trace, you deal half that damage to the secondary, and half again to the tertiary. Whenever one of these traced targets die, you may Trace a new target as a free action (but do not gain the +100% damage bonus) and rearrange the primary/secondary/tertiary designations among the three as desired.
    • Fire Priority: You have a pool of six d4 Aim dice per round that can be used as desired on any attack against the designated targets. You can spend two dice to get two d6 Aim die, or spend one die to add +1 size to an existing Aim die.
    • Overlapping Fire: Whenever you benefit from Assail or deal stat mod damage onto a designated target, that damage is mirrored to the other designated targets.

Mystic

  • Radiant Chains (T1): Anchor of Light can target two creatures instead, if both are within 30 feet of each other. They are instead tethered to each other for 2 rounds, but when you cast the chains you may dictate if the two targets must be 10 feet or closer, or 40 feet or further. At the end of each tethered creature’s turn, if this condition is unmet, both of them take Pd3+PCM damage. You may tether one end to an object, an ally, or yourself; in this case, only the other target takes this damage when the condition is unmet (initiative 0 for objects).
  • Midnight Hour (T1): Whenever you impose conditions that benefit from Witching Hour, if you made a skill check to do so, check if it would have crit were it an attack roll. If it did, as well as attack rolls that actually crit, you may also impose Expose, Impair, or Stuck for 1 round, of your choice, or increase the duration of an extended effect by another 1 round.
  • Thorned Silver (T1): When you use Cursed Mirror, instead of transferring P damage to the target, you instead make the next 4 times you take damage transfer P damage to the attacker.
  • Leviathan’s Consumption (T1): Whenever a target heals from Leviathan’s Maw, the marked target takes the healed amount as damage.
  • Improved Runic Warding (T1): Runic Warding loses its clause preventing allies from benefiting from Aegis (P) for 1 round after having it.
  • Lasting Wards (T1): When Runic Warding confers Aegis from granting an ally a beneficial effect, it lasts for the duration of that beneficial effect.
  • Stake of Light (T2): Anchor of Light is instead placed within 60 feet and targets everyone within a 10 ft. radius instead.
  • Grasp of Light (T2): Anchor of Light can be used against a grappled target; they are unable to attempt a check to escape the grapple until the anchor is broken, with all the damage it entails.

Operator

  • Dogpile (T1): If there are multiple eligible minions and/or allies for Flank Tactics’ bonus, you may claim an additional +1 for every additional one, up to a cap of +6.
  • Shadow Ops (T1): You may meld Shadow Ops and another Step:
    • Shade Spectrum Operations: You may Shadowstep as part of the action.
    • Spin and Shroud: Tripwire Binding becomes an eligible ability on which Shadow Ops may be used.
    • Night District: Any Dancer ability becomes eligible for use with Shadow Ops.
    • Moon Runes: When you apply the benefits of Runic Warding to an ally by any means, you may use Shadow Ops for the ally, conferring its effects to them instead.
    • Shadow Referee: When you use Time Out! for an ally, you may use Shadow Ops for yourself or the ally, or spend two lesser slots for both.
    • The Unseen Children: You may use Shadow Ops on Defensive Youth Roll, and the Invisibility retroactively applies to the attack that triggered it.
    • Stalwart Shadow: Using Shadow Ops counts as +2 AC/resistances for Stalwart Defense. It also increases its cap from +3 to +4.

Warden

  • Sagas of Blood (T1): When you supercharge a rune, you may add the HP spent to your next damage roll.
  • Jomsviking (T1): You may use Runes of Blood as part of rolling for initiative. Additionally, once per long rest, the first time you are reduced to half HP or less (ignoring temp HP), you regain one use of the Step.
  • Thunderer’s Blessing (T1): When you supercharge Runes of Thunder, you deal your STR or DEX mod as damage if used against all targets, or both mods combined if used against one target.
  • Winter’s Bite (T1): You also gain +1 die size to damage with Runes of Snow.

Abraxas

  • Massive Attack (T1): Spend a second lesser slot when using Open Floor Samba as part of rolling for initiative to make the attack rolls and the initiative roll at advantage.
  • Teardrop Express (T1): Railbird no longer costs you a reaction and additionally steals the target’s reaction as well.
  • Falling Angel Semiosis (T2): Sinclair’s Psychic Avenger hits every target of choice within 50 feet instead, including the target of the original crit that activated it.

Dancer

  • Blade Waltz (T1): Whenever you spend DP in a strife, all enemies in the strife gain Lethal (P) per 1 DP spent, stacking up to Lethal (6P).
  • Positions! (T1): Whenever you spend DP in a strife, yourself or an ally may move 10 feet per 1 DP as part of the action that spent it.
  • Improvisation (T1): Once per strife, when you spend DP but fail to break resistance with the action that spent it (does not apply to All Eyes on Me or any DP move that doesn’t target a resistance), you refund the DP cost. Alternately, you may spend 1 DP to reroll the check.

Infernal

  • Spiteful Choir (T1): When using Intercessory Chant, you may spend P hit points to gain +1 die size and reroll it.
  • Dirty Deeds (T1): When spending SP as a major action, you may spend an extra 1 SP to use the ability as a minor action instead.
  • Forsaken Laws (T1): For each SP spent during a strife, you may increase or decrease some damage or healing roll in that strife by 2P. If this would deal negative damage, it heals for the negative value instead, and if this would heal for negative hit points, it damages for the negative value instead.
  • Infernal Compact (T1): If you spend SP during this round, you heal for P hit points per SP spent at the start of the next round. Alternately, you can let an ally heal for this amount instead.
  • Redirection (T1): Once per strife, when you gain any negative condition of duration 2 minutes or less, make an Occult, Sanity, or Deception check. If this check beats the attacker’s DC, you reflect it back on the attacker. If you fail to beat the DC, you can still redirect it to a willing ally within 50 feet instead of taking it yourself.

Shieldbearer

  • Heart of Iron (T1 Legendary): When you take a reaction that grants Block dice as a reaction, you may additionally do one of the following:
    • Impact Bracing: Grant Aegis (Lvl) to the target for the attack.
    • Interference: Force disadvantage on the incoming attack.
    • Interdiction: Move half your base speed.
  • You may expend a reaction to do this against attacks in block radius that do not have an attack roll to block.
    • Fortress Protocol: Defensive Stance’s bonuses are raised to +2 die sizes for Block dice, +1 die size for your damage rolls against targets within block radius, +2 to AC/resistances, reduce all forced movement by 30 feet, add +4 to any temp HP gained, and speed is no longer reduced.
    • Shieldcrash Mastery: Bonus Shield Slam allows a second minor action Slam, Improved Push also Exposes the target, and Concussive Throw also Impairs the target.

Shadowdancer

  • Concussive Egress/Ingress (T1): When using Shadowstep as a reaction, you can explode at your starting location or ending location, dealing Pd3 damage to all targets within 10 feet.
  • Greater Shadewalk (T2): Shadowstep and Doppelganger have their cooldowns reduced to 2 rounds.
  • Shuffleboard Blitz (T1): Combine Human Shield and Made You Blink. Draw a network among all strife participants; you may swap everyone to place each person, friend or foe, wherever you want.
  • From the Shadows (T1): You may use Shadowstep, Doppelganger, or Human Shield as part of rolling for initiative.

Hydra

  • Rising Deluge (T1): When you would inflict damage with Opportunist, you roll it but do not inflict it, instead store it, up to your max HP. When you land a single-target damaging attack, you may unleash all stored damage on the attack.
  • Sacrifice and Valor (T1): Whenever you would be able to block in a way that grants you Opportunist but choose not to, you may expend the reaction to deal damage through Opportunist with its damage increased by 50% in exchange for not blocking the attack.
  • Kraken’s Mien (T1): Whenever you use Opportunist, you can push or pull the attacker 10 feet, of your choice. If you block an attack that cannot have Opportunist used on it, you may instead move 10 feet.
  • Lost Archon (T1): You gain the Anigrusian Invocation ability. When you Defend as a major action, you may either deal Opportunist’s damage as true damage to all targets of choice within your Block radius, or grant yourself and all allies for half the damage roll as temp HP that stacks with itself from other sources.
  • Nessus’ Vengeance (T1): Dire Setback has its cap raised to 5, and lasts for the duration of the strife even if the condition that inflicted it fades. When a condition would expire, you may reduce Setback by 2 to extend that condition for 1 round. Whenever you inflict Expose, Impair, or Stick, you may inflict Setback (2) instead.
  • Plutonian Second (T1): You gain an additional reaction per round that can only be used for Opportunist with Herakles’ Bane, or when a DoT deals damage, to immediately deal it again.
  • Deep Sea Invocation (T1): Lernean Scales instead creates a tentacle that mimics your Opportunist procs for half damage on any target of choosing within range, for 1 round. Coils of the Hydra extends the tentacle’s duration to 1 minute, and three of them may exist at once.
  • Shifting Tides (T1): Alcaean Invocation now moves the target 10 feet in a direction of your choosing whenever the DoT procs. If they have at least Cripple (30) when the DoT procs, they move 20 feet instead.
  • Kraken’s Might (T1): Spend a reaction when landing a single-target attack to add the Opportunist damage to the damage roll.

Tactician/Vanguard

  • Recoupment (T1): Loss Prevention also works the other way; when you place temporary hit points on an ally through a resource (slots, etc) and temp HP expires on that ally instead of being used (whether or not all of that temp HP came from you, only some), up to P temp HP becomes hit points instead. Excess healing from this cannot proc Loss Prevention.
  • Adloquium (T1): When using Triage Protocols, you can forego the +2 die sizes or +2P healing bonus to grant temp HP equal to the original healed amount. This temp HP stacks with others. If you would add twice your Level to the heal, increase the temp HP by that much too.
  • Master of Marches (T1): Pick two among yourself and your allies; they may use March! as part of rolling for initiative.
    • Maneuver Monarch (T1): If you have Master of Positioning and Master of Marches, you gain an additional use of the former and can pick a third for the latter. You may then modify up to three initiative rolls by 5 in either direction.
  • Emergency Meeting (T1): Incite Treason becomes a free action.
    • You Need to Vent (T1): When Incite Treason expires, pick one of the other targets. They are Exposed or Stuck, of your choice, for 1 round. Then pick yourself or an ally to have moved your base speed while they weren’t looking.

Zweihander

  • Royalist’s Resolve (T1): Wind Up instead spends half your base speed to raise the damage roll by +2 die sizes.
  • Bloody Summer (T1): Bloodthirst stacks three times, but you can only inflict it once per melee attack.
  • Personal Space Violation (T1): Close and Personal adds a stat mod of choice to the bonus damage against anyone who is adjacent to you.
  • Gale Force (T2): Hurricane makes a fourth attack, and you may move between these four attacks as desired.

Arcane Avenger

  • Edmund’s Revenge (T1): Once per turn, when you spend a lesser slot, creatures targeted by Akedah Narrative take 2P true damage.
  • Akeldama’s Shadow (T1): Akedah Narrative also Dooms (P) the enemy.
  • Thricefold Greatness (T2): If you spend a lesser slot while using Twicefold Betrayal, you may either impose Weakness on Ruptured enemies, or Empowered on yourself while Aegis lasts.
  • Seven and Fourteen (T1): Once per turn for each, when you use Catalytic Lock Engaged or Melancholic Ire, you also gain P temporary hit points.
  • Bottomless Vengeance (T2): Catalytic Lock Engaged also inflicts its damage on all targets within 30 feet of the original target.
  • Extirpation Arcana (T2): Catalytic Lock Engaged instead chooses all targets within a 30 feet radius and deals the sum of all DoTs among up to four targets.
  • Somber Smoldering (T1): When you benefit from Melancholic Ire, you may also Aim as part of the reaction, using the same die size as the Block die.

Carmine

  • Steel Communion (T1): Iron Baptism’s bonus damage is doubled to the full max HP reduction, and the Hit Die is rolled at -2 die sizes instead.
  • Scarlet Rot (T1): When using Vermillion Wind, you may choose to inflict DoT (P, duration of Vermillion Wind) on all targets of choice within 100 feet, but you must also inflict it on yourself. This self-inflicted DoT cannot be removed by any means besides Vermillion Wind ending.
  • Bloody Hilarity (T1): The bonus dice boosted by Lavish Bloodburst additionally damages everyone within a 15 ft. radius, using the same attack roll as the original attack the Step modified.
  • Lilies for Spiders (T1): Wreath of Higanbanas reduces max HP by an additional P, but also Empowers the target’s next damaging attack.
  • Splotches of Crimson (T1): Wreath of Higanbanas additionally confers Regen (P, 3 rounds) on the target.

Heavy Weapons Guy

  • Improved Covering Fire (T1): Covering Fire no longer costs ammo, but you can voluntarily spend the original cost to reroll the Block die.
  • Doomsday Rounds (T1): Ordnance Fire ignores bonuses from cover and its targets cannot have Block dice conferred to it from others.
  • Survival Instinct (T1): Ballistic Evidence also grants +2 crit range on specibi that fit the description given in Bullet Wizard.
  • Yeet (T2): Ballistic Bafflement deals full damage.

Pirate

  • Whiplash (T1): When you grapple an enemy with Grappling Cable, you may instead throw the target 15 feet. If they are thrown into another enemy in this way, the grappled target is knocked Prone and you make a second grapple check against the other target to knock them Prone as well.
  • Wrecking Ball (T1): When you inflict the Exposed condition through Holmgang, you also deal Pd3 damage, raising the damage by +1 die size for every additional 10 feet moved.
  • Fisher’s Bloodthirst (T1): If you have Grappling Cable and Boarding Hook, when you grapple as a major action, you can choose to forego grappling the target to increase the range to 30 feet and hook up to six targets, pulling them all into adjacency. Using Boarding Hook inflicts DoT (P, 5 rounds) on all of them.
  • Body Shield (T1): You can use Hostage Situation a second time per strife but this second time requires a reaction.

Tower

  • Trench Warfare (T1): Line in the Sand allows for three prisms to be placed down, but all three must be contiguous in some way. Anyone who are Clipped and Dazed by it are additionally Exposed for the duration.
  • Collective Defense (T1): Stalwart Defense can stack up to +4, also affects allies within 60 feet, and can increase off such allies’ slot usage.
  • Aftershock (T1): You can burn out Bad Apple as a free action, making the attack also knock the target Prone, but disabling the Step until the end of your next turn.
  • Improved Battlements of Academia (T1): Battlements of Academia grants an additional +PCM Aegis.
  • Bunker Field (T1): Whenever you have temp HP, Ward, or some other ablative HP, you also have Aegis (P).

Hurler

  • Contortionist (T1): Aerodynamics or Elastics also makes attacks made with thrown weapons count as both melee and ranged for the purpose of synergy with other Steps and effects.
  • Retrieve Arms (T1): When you land a ranged attack with a thrown weapon, you may leave the weapon in the target; you can retrieve it as a major action, repeating that abilitech with +1 die size but as a melee attack. Alternately, if you land a melee attack with a thrown weapon, you may retain the weapon to throw as a major action, repeating the abilitech with +2 die sizes but as a ranged attack.
  • Actual Tricksy Bullshit (T1): You know all three maneuvers from Trick and the P times per short rest limitation is removed.
  • Gish Gallop (T1): If you use Counterpoint and your target passes their initiative roll, you may undo any damage done the once per strife usage; you cannot reattempt Counterpoint for 1 round.
  • Bloody Example (T1): If an attack with a thrown weapon deals at least 100% bonus damage through any means, all subsequent attack rolls against the target have +2 to crit until the start of your next turn.

Host

  • The Dogs are Out (T1): Wolfpack’s attack bonus goes to +6, and you can count non-minion allies as giving +2 for the bonus. Non-minion allies also qualify to trigger War Bond’s free Assail once per round.
  • Chooser of the Slain (T1): You can meld Hueste de Guerre and another Step:
    • Laid Bare by Light: Anchor of Light also Exposes the target while tethered by it.
    • Inquisitorial Mark: Karamazov’s Mien also imposes +1 crit range on all attacks against the target for the Cripple’s duration.
    • Vae Victis: Punch Down and its equivalent abilitechs have +1 crit range per minion within their attacking range.
    • Death Deferred: When you use Hair Trigger, you can use both effects of Hueste de Guerre on the target, but the Expose lasts until the end of the turn in which you land an attack roll on the target.
    • Iron Rain: Ordnance Fire’s Daze inflicts 2xDaze instead and its Sunder (2) is increased to Sunder (3).
  • Hunting Call (T2): Raging Howl also grants you and all allies +1 die size to all damage rolls for the duration.
  • Binding of Isaac (T2): You may use Catastrophe as part of rolling for initiative, the effects last for 1 minute or the end of the strife, whichever is longer, and your minion remains for the effects’ duration before succumbing to its fate.

Outlaw

  • Sailor’s Verbosity (T1): Increase the damage done by Sailor’s Vernacular to Pd2 damage. It now counts as an abilitech and/or subpower for the purposes of synergy with other Steps and effects.
  • Bloodcrazed Retaliation (T1): You meld Towering Arrogance and Blood in the Water. Instead of a twice per strife limit, when an attack roll misses you, you can use a reaction to both gain advantage and move 10 feet.
  • Overwhelming Ego Trip (T2): For every +P added to damage by Self-Aggrandization, or you would gain if the attack lands, you also gain +1 to crit on the attack.

Inquisitor

  • Eye for Weakness (T1): Keen-Eyed Attack can be done as part of rolling for initiative and has +1 die size to damage if the target has a lower initiative than you.
  • Lunar Phase (T1): You can meld Moonmarked and another Step:
    • Terminal Phalanx: If you benefit from Phalanx Formations through an ally, the ally also gains the benefits of Moonmarked.
    • Lunar Revelation: When you use Intense Study on a Moonmarked Target, you immediately roll the Aim die and lock it in place as a minimum; if the Aim bonus would be lesser than that roll, it uses that result instead.
    • Heavenly Focus: Focus Fire can be used as part of the same action to aggressively gesture at the target, with +1 to the Fade or Sunder’s magnitude.
    • Celestial Rampart: Battlements of Academia can stack twice if both triggering actions are used on the Moonmarked target.
  • Torture Racks (T1): If Karamazov’s Mien Cripples the target for half their base speed or more, they are also Clipped for the duration.
  • Misanthropy (T1): Witch Hunt also applies to anyone who does not make attacks against you on their turn.

Keystones
This is a miscellaneous section for keystone path alchemy that had one or two good ideas but not enough to warrant its own section.

  • Phantom Menace (Battlemaster T1): Instead of +1 to damage die size, you have a Pd2 damage bonus on all attacks that benefits from die size upgrades. Whenever you would add +1 die size, you instead add +1 die size to this bonus instead.
    • Storm of Swords (T1): Whenever you benefit from Master of Arms, you also gain +1 die size.
    • Zenith Strike (T1): When you use Sublime Excellence on a damaging attack roll, you gain +2 die sizes.
    • Stormwall Atlantis (Battlemaster T1): War on Three Fronts may alternately be used to gain the Avert action as a reaction.
    • Air Rent Asunder (T1): Whenever you miss an abilitech on a target(s), you still deal damage equal to half the bonus damage (anything besides the base damage roll before stat mods) that the attack would’ve landed if it hit.
    • Unassailable Grace (T1): While in the Ancient Stance, you may spend half your base speed to remove the Dazed, Crippled, and Prone conditions.
  • Houndmaster (Berserker T1): Berserker Stance instead calls a companion to you. Once per round, when a single-target attack lands, they can automatically deal Pd2 damage to that target. When you Assail, you may do it through the companion, who howls/screeches/screams to grant the damage bonus to yourself and all allies.
  • On the Threshold (Berserker T1): Berserker Stance also grants +1 die size to abilitech/specibus damage rolls, but the effects only kick in at half HP or less.
    • Bloody Glass (T1): After a rest, you can choose to reduce max HP by your Level to boost Berserker Stance by another +1 die size at half HP or less, for as long as the max HP reduction remains. You can undo this max HP reduction after a rest, though you can’t reduce your max HP multiple times for multiple die sizes.
  • Stormwracked Sworn (Thaumaturge T1): Eldritch Blast and any Step or alchemy effect that involves rolling anything besides an attack roll or skill check gains +1 size to that roll when at half HP or less.
    • Warmed by Hate Alone (T1): When you expend a Dream, pick two negative conditions; you ignore them for 1 round.
    • Purgation (T1): Expend a Dream as a free action to create a 30 ft. radius sphere of fire centered on yourself for 1 minute; all enemies of your choice within it count this as difficult terrain, and take P damage if they start their turn or enter the area. This counts as an abilitech and subpower for the purposes of synergy with other Steps and effects.
    • Our Lady of Cleansing Flame (T1): Once per strife, when you are critically hit or would be reduced to 0 HP, resolve it; you regain 1 HP and one Dream afterwards.
  • Seasons of the Valley (Harmony): Every strife, you have Spring, Summer, Autumn, and Winter. You may activate one season at the start of each round, and it lasts for that round. After a short rest, you may choose a specific season; this chosen season has additional effects when used.
  • Spring: You gain 3P temporary hit points.
  • Summer: When an enemy lands an attack on you, deal Pd2 damage to them. This damage counts as an abilitech/subpower for synergy.
  • Autumn: You gain +3 to all resistances and opposed skill checks.
  • Winter: All enemies within the strife count as having Rupture (P) that stacks with itself from other sources.
    • Season of Desolation (T1): If you start a round without any Seasons to use, you gain a rising +1 hit/crit/AC/resist that stacks to +3.
    • Season of Salvation (T1): If you or an ally is critically hit or reduced to 0 HP, you may expend a Season to grant them 3P hit points or temp HP (your choice).
    • Season of Renewal (T1): Whenever you spend 5 BP, you may regain use of one Season.
  • Princeps of Deceit (Protagonist T1): Whenever you use Heroic Pose as a major action, you may turn Invisible for 1 round. Alternately, an ally becomes Invisible for 1 round, or an enemy becomes Exposed until the end of your next turn. If used as a full-round action, pick any two.
  • Shonen Protagonist (Protagonist T1): Whenever you use LP, you also gain +1 to AC/resistances for the rest of the strife. You can only gain this +1 once per round, but it stacks three times, to +3.
  • Shifting Gear (Seraph T1): As a free action, you may Shift Gears; for 5 rounds, you have +1 die size to all damage, +2 crit range, and +10 ft. to your base speed. You are also Ruptured (P) and all attacks against you have +3 to crit range for the duration.
  • Cruise Control (Seraph T1): As a free action, you may turn on Cruise Control; for 5 rounds, you may Defend as a minor action and gain an extra minor action each turn that may only be used to Avert, Discern, or Defend. You also have halved base speed, -3 to crit range, and -1 die size to all damage for the duration.

Higher Tier Preset Alchemies

For players who want to start at higher levels, they’ll also want to start with alchemized gear to compensate.

We recommend starting them off at the first level of whichever tier of play they want to start in, and giving them a full complement of alchemy from the preceding tier. For example, players who want to start at level 5 at Tier 2 should have alchemy from Tier 1, just as they would have if they started at level 1 and got to level 5.

Level 5 Start (Tier 2)

Players starting at level 5 will have two Steps and their level 5 specialization. It’s also entirely possible they have the max of 20 in a stat of their choosing.
We recommend the following alchemized gear for them:

Specibus/Focus:

  • Weathered Tool: You may reroll 1s on your damage roll. If you can already do this, you instead add +1 to each die instead.

Wardrobe:

  • Saving Grace: Once per short rest, when you are critically hit or reduced to 0 hit points, you heal for Pd4 hit points after calculating and taking damage, but before you would pass out, die, or whatever the narration dictates.

Accessories:

  • Packed Lunch: Whenever you heal from rolling hit dice, you add +1 to each die.
  • Sharp Crystal: Whenever you can claim flat hit bonuses on an attack roll, you also have +1 to crit for every +2 to hit.

The following start will fit most needs for alchemy for someone starting Tier 2. However, we recommend talking with your player and switching them out for more specific items to suit their build. For example, the following might be the starting alchemy for a T2 player with scythekind and Steps from Dancer.

Specibus/Focus:

  • Harvest Moon (Buzzsaw): Reap makes two attacks at disadvantage against each target instead. If both against a target hit, you make a third that automatically hits for half damage.

Wardrobe:

  • Aesthete’s Veil (Khachaturian’s Encore): For each Step in Dancer, gain 2 Dancer Points (DP) that regen on a short rest. Provocative Dance and Marin Karin cost 2 DP, while Feign Surrender, Wait Your Turn, and All Eyes on Me cost 1 DP. These Steps then lose their rest/strife-limited uses.
    • You can Flourish as a major action to pose dramatically and gain 2 DP, but any DP gained this way are lost at the end of the strife. They then gain one of the following:
    • Whenever you spend DP in a strife, all enemies in the strife gain Lethal (P) per 1 DP spent, stacking up to Lethal (6P).

Accessories:

  • Butterfly Charm (Improvisation): Once per strife, when you spend DP but fail to break resistance with the action that spent it (does not apply to All Eyes on Me or any DP move that doesn’t target a resistance), you refund the DP cost. Alternately, you may spend 1 DP to reroll the check.
  • Silver Skull Keychain (Buzzsaw Extra): After using Reap, you may harness the momentum on your following turn; either your next melee attack may hit all targets within range, or you may move half your base speed as a free action.

Scenariostuck Premades

Alchemy premade for 3e Scenariostuck since removed in favor of a simpler, uniform progression are listed here, split into tier 1 and tier 2.

However, keep in mind that Scenariostuck balanced its alchemy differently; it chose one item from the list to use as an accessory, but did not have separate effects for specibus/focus and wardrobe. Each effect in the list has as much power as a specibus/focus effect, wardrobe effect, and accessory effect combined, for that given tier.

Tier 1:

  • Tojo Clan Pin (grapplers): Any targets you grapple are considered Ruptured (2, duration of grapple). When you use any abilities that need a grappled target, or calls for an Athletics check, add 3 damage to any damage it deals. If they deal no damage, they Daze (1 round) instead.
  • Witch-Cavalreaper’s Dreamcatcher (psi-grappler): Whenever you make two or more attack rolls in the same turn on a target you are grappling, the target takes 3 true damage. +2 crit range on attacks against targets you are grappling, +3 if the attack is psionic.
  • Sekhmet’s Intonation (heavy-hitting bruisers): At the start of a strife, add up your skill points in any two of Athletics, Endurance, psi skill, and Intimidation; you have this as temp HP that stacks with other temp HP. You then add the lesser of the two’s skill points to one attack’s damage roll per turn, adding it again for each hand used for the damaging attack.
  • Echo Edge (combo attackers): At the end of each turn, gain 3 points per damaging attack you landed that turn, up to 9 points per turn. You can turn these points to temp HP that lasts 1 round or a damage bonus to your next two attacks, dividing between the two as you wish.
  • Spider’s Skein (psi snipers): When you Defend, you can replace imposing disadvantage on incoming attacks for 1 round with gaining advantage and forcing half damage on miss (or full damage if the attack would already do this) to all outgoing damaging attacks until the end of your next round.
  • Atlas’ Icon (high HP sentinels): You gain 16 max HP, and can add your CON modifier or your skill points in Endurance, whichever is higher, to your damage rolls.
  • Incriminating Magazines (mitigation sentinels): You gain Ward (2), and all enemies in a strife are considered Doomed (total Ward, stackable). Whenever an attack against you misses, if the d20 roll is less than your Endurance or Sanity skill bonus, whichever is higher, the attacker is Exposed for 1 round.
  • Chromaphagic’s Paraphernalia (psi sentinels): Whenever you expend a lesser slot, all enemies in the strife take 3 true damage and are Weakened (1 round).
  • Detective’s Shorthand Notes (INT strategists): In a strife, you gain a Breakthrough meter that starts at 0 and goes to 5. You add 1 to this gauge whenever you pass a skill check or apply your INT mod in some way through a Step. When the meter is full, you can reset it as a free action to inflict Lethal (20) on a target.
  • Copy of Sophie’s World (WIS strategists): In a strife, you gain an Enlightenment meter that starts at 0 and goes to 5. You add 1 to this gauge whenever you pass a skill check or add your WIS mod to a damage roll. When the meter is full, you can reset it as a free action to gain +1 die size to all damage rolls for the rest of the strife.
  • Metropolitan Eyeliner (CHA strategists): In a strife, you gain a Showtime meter that starts at 0 and goes to 5. You add 1 to this gauge whenever you pass a skill check, or make an attack roll or skill check with advantage. You add 3 instead if you pass a Charisma skill check. When the meter is full, you can reset it as a free action to instantly deal 18 true damage to a target.
  • Traceur’s Stopwatch (phys strategists): In a strife, you gain a Reprisal meter that starts at 0 and goes to 5. You add 1 to this gauge whenever you pass a skill check or each time your STR or DEX mods are invoked when using a Step. You add 2 instead if you passed a Strength or Dexterity skill check. When the meter is full, you can reset it as a free action to make your next landed attack deal +100% damage.
  • Knight’s Gunblade Polish (martial hybrids): Whenever you land a damaging abilitech or subpower, make an Intelligence, Wisdom, or Charisma skill check, skill of your choosing; if this roll would also hit, the damage roll gains +1 die size and extend the duration of any conditions inflicted by 1 round. If the check would miss, you must choose which one of the two effects you apply.
  • Disarticulate’s Butter Knife (psi hybrids): Whenever you use an abilitech against a target with one or more conditions you inflicted, or conditions that expired on your turn, you can roll and treat it as if it were a psionic attack, and gain +2 to hit for each such condition (up to +6). If you land this abilitech, you heal for 7 HP and your next damaging subpower has half the hit bonus as both hit and damage bonuses.
  • Signed Copy of Diamond is Unbreakable (support psions): In a strife, when rolling for initiative, you summon a Realized Thoughtform, a Medium creature with 30 HP and 15 AC/resistances. It has a range of 5 feet, has 40 ft. speed, and +5 for any skill checks. It moves and acts as you will it, without an action cost, able to make a ranged (30 ft.) psionic attack (your psi attack bonuses) against a target’s AC, dealing Pd3+PCM damage on a hit, with a control range of 50 ft. You can Help this minion regardless of its distance, and Helping it also grants +5 dice sizes to damage. Whenever this minion benefits from Aim dice, Block dice, or damage bonuses from you, it can either heal for 3 hit points or deal an additional 3 damage.
  • Old Conductor’s Baton (thaumaturge): Once per strife, a free action, you may turn Invisible, then teleport your base speed in any direction. The Invisibility lasts until you use a damaging ability or the end of your next turn, and said damaging ability has +1 die size. You may do this as a reaction to a damaging attack; doing so also halves the damage of the triggering attack.

Tier 2:

  • Cena’s Seal of Approval (grapplers): Whenever you use a minor action that specifies grappled targets, you perform two of them. Targets you grapple are considered Exposed for the duration.
  • Karkellan Mind-Eater’s Teddy Bear (psi-grappler): Whenever you make a psionic attack against a target you are grappling, you heal for 5 damage and inflict DoT (5, duration of strife) on them.
  • Yiazmat’s Memento (heavy-hitting bruisers): You have Ward equal to the highest skill points among Athletics, Endurance, psi skill, and Intimidation. As a reaction to an incoming attack roll, you may move 15 feet and gain +15 damage to your next damage roll.
  • Reverb Nation Flag (combo attackers): At the end of each turn, gain 4 points per damaging attack you made that turn, up to 16 points per turn. You can turn these points to temp HP that lasts 1 round or a damage bonus to your next two attacks, dividing between the two as you wish.
  • Choir Path Testing Kit (psi snipers): When you Defend, you can replace imposing disadvantage on incoming attacks for 1 round with gaining advantage and forcing half damage on miss (or full damage if the attack would already do this) to all outgoing damaging attacks until the end of your next round. You can Defend as a full-round action to make damaging attacks also Impair (1 round) and Prone. Your Aim and Assail actions are merged into a single Assault action that performs both, counts for both, and also grants +1 crit on top.
  • Dyeus Pater’s Bust (high HP sentinels): You gain 50 max HP, and can add half your Con stat or twice your skill points in Endurance, whichever is higher, to your damage rolls.
  • Vintage Pinup Catalogue (mitigation sentinels): Whenever you apply Block dice against an attack, you also apply Aegis equal to the Block bonus. If the Aegis doesn’t get used, you may Rupture the target for that magnitude instead. Additionally, your Block dice have a floor of 3; any Block dice that roll less than 3 count as 3.
  • Ivory Chess Piece (psi sentinels): Whenever you expend a lesser slot, all enemies in the strife take 10 true damage and any two of the following: Weakened (1 round), Dazed (1 round), Impaired (1 round), Prone, Stasis (2 rounds), Sundered (1, stacks to 4), Faded (1, stacks to 4).
  • Tattletale’s BFF List (INT strategists): In a strife, you gain a Breakthrough meter that starts at 0 and goes to 5. You add 1 to this gauge whenever you pass a skill check or apply your INT mod in some way through a Step. When the meter is full, you can reset it as a free action to inflict Lethal (30, stacks, strife-long) and Exposed (strife-long) on a target. If a target’s HP ever falls below their Lethal threshold, they instantly die.
  • Ruina Library Card (WIS strategists): In a strife, you gain an Enlightenment meter that starts at 0 and goes to 5. You add 1 to this gauge whenever you pass a skill check or add your WIS mod to a damage roll. When the meter is full, you can reset it as a free action to gain +1 die size to all damage rolls and one free Assail per turn for the rest of the strife.
  • Mettaton’s Hot Pants (CHA strategists): In a strife, you gain a Showtime meter that starts at 0 and goes to 5. You add 1 to this gauge whenever you pass a skill check or make an attack roll or skill check with advantage. You add 3 instead if you passed a Charisma skill check. When the meter is full, you can reset it as a free action to instantly deal 42 true damage to a target.
  • Saint’s Fridge Crowbar (phys strategists): In a strife, you gain a Reprisal meter that starts at 0 and goes to 5. You add 1 to this gauge whenever you pass a skill check or each time your STR or DEX mods are invoked when using a Step. You add 2 instead if you passed a Strength or Dexterity skill check. When the meter is full, you can reset it as a free action to make your next landed attack deal +100% damage and also Daze (2 rounds) and DoT (10, stacks, strife-long) the target.
  • Black Wolf’s Stalking Music (martial hybrids): Whenever you make a damaging abilitech or subpower, make a psi skill check. If this check would also hit, an echo repeats the abilitech or subpower for either half damage or inflict one condition from it for 2 rounds. Whenever you spend a lesser slot in a strife, your next attack roll has advantage.
  • Sibilant’s Ritual Offering (psi hybrids): Whenever you use an abilitech against a target with one or more conditions you inflicted, or conditions that expired on your turn, you can roll and treat it as if it were a psionic attack, and gain advantage for each such condition. If you land this abilitech, you heal for 7 HP per condition (up to 21 HP) and your next damaging subpower has +7 damage per condition (up to +21) and advantage.
  • Vortex Magatama (support psions): In a strife, when rolling for initiative, you summon an Ascendant Thoughtform, a Medium creature with 60 HP and 17 AC/resistances. It has a range of 5 feet, has 40 ft. speed, and +7 for any skill checks. It moves and acts as you will it, without an action cost, able to make a ranged (30 ft.) psionic attack (your psi attack bonuses) against a target’s AC, dealing Pd4+PCM damage on a hit, with a control range of 50 ft. You can Help this minion regardless of its distance, and Helping it also grants +5 dice sizes to damage. Whenever this minion benefits from Aim dice, Block dice, or damage bonuses from you, it can either heal for 10 hit points or deal an additional 10 damage.
  • Lunar Mariner’s Rod of Justice (thaumaturge): You are permanently Invisible. Whenever you spend a Dream, you may choose to instantly teleport half your base speed, Aim, Avert, or Assail.