This guy is based on a combination of the two great hacks that we’ve seen on these boards, Legend of the Elements and Uncharted Worlds. This is just the moves. It’s for a game I’m coming up with, tentatively called Gilded World, which is about pirates, clockworkpunk and derring-do. Cryptonium is the Unobtanium of the setting.
Cryptonium Alchemist
You achieve wondrous feats using Cryptonium. These might be immediate effects, temporary potions or high-tech machines.
Moves
Botanical Mastery
When you forage in the wild for plants roll +Intellect. On a 7-9 choose one from the first list. On a 10+ also choose one from the second list.
Medicine that heals half the Black die on a Mending move
Poison that deals half the White die on an appropriate move
Narcotic
10+:
You get seeds to plant your own
It’s not risky to work with
The plant contains traces of extractable Cryptonium
Extraction
When you spend time carefully working with plants or minerals roll +Intellect. On a 7-9 you get one unit of Cryptonium to use for your moves. On a 10+, choose one from the list below.
The sample will last indefinitely
The sample isn’t glowing vividly
It didn’t take a long time to extract
Distillation
When you spend time to distill Cryptonium into an elixir, roll +Intellect. On a 7-9 choose an alchemical effect that this elixir can effect, plus one item from the list below. On a 10+ choose two.
The elixir will last more than a day
A non-Alchemist is capable of using it
The effect is more dramatic than normal
Evocation
When you destroy a portion of Cryptonium to cause change, choose an alchemic effect and roll +Intellect. On a 7-9 choose two effects below. On a 10+ choose three.
The effect doesn’t have a balancing effect
The effect is subtle enough that nobody knows it was you who caused it
The effect lasts for a whole scene
The effect is permanent (damage can be healed, healed wounds won’t return)
Choose an additional alchemic effect (costs two picks)
Magnify the effect and its balance (double die values, or something else that makes sense, costs two picks, suffer regular balance effect if you also chose to negate the original balance)
Pomp and Ceremony
When you attempt to impress anyone with your knowledge or convince them that you can accomplish wonders, roll +Flair. On a 7-9 choose one from the list below. On 10+ choose 2.
They fear your power
They respect your power
They want to use your power
Alchemic Effects
Alchemy requires the expenditure of Cryptonium. Its effects tend to cause some sort of change. Each effect has a balance. You choose an effect, and the corresponding effect also happens, unless you use a pick from Evocation to cancel the balance.
Alter Appearance
Change your facial appearance and hands to those of someone you’re touching; change their appearance to yours.
Arrest Aging/Speed Aging
You or your touched target stops aging for a month or grow a week younger, up to once per day; the next person you or your touched target sees or touches ages a month immediately (which is almost certainly going to be you if you use this technique on someone else).
Grow Plants/Wither
Cause a plant or seedling to mature and bear fruit; a plant withers. Both plants must be in close proximity. If there are no other plants present, the next plant you touch receives the balance, this stays with you for up to a year.
Heal/Harm
Heal yourself a close target of Black Die damage; cause White Die damage to yourself or someone close by. This can heal an enemy standing next to your target, or hurt an ally next to your healing target.
Repair/Rot
A building, ship or equipment item gets repaired; an item cracks, or another part of a ship or building becomes damaged.
Transmute Metal
A quantity of base metal becomes precious or a quantity of precious metal becomes base. This action requires no balance, but it does require two portions of Cryptonium.