Apothecary
AKA Plague Doctor / Medicine Man / Pathologist
“Don’t worry, this will probably work… probably”
Apothecaries are holistic medicine specialists that don’t use magical means to support their
allies and themselves. Their treatments are just as potent, if not more so, but come with a side
effect. Aiding their allies and harming their enemies with their different concoctions, they know
how to mend any injury or apply debilitating side effects before launching a counter offensive.
Character Building Questions
● Was your discovery of medicine an accident - or deliberate?
● Do you treat your research as who you are or as just a means to an end?
● Do you let magic discourage you from your research or let your work speak for
itself?
● How do you administer your remedies?
Apothecary Free Benefits
● Increase your maximum Inventory Points increase by 2.
● You may start Projects to create unique medicines; they are always
consumable and their area is based on the number and type of creatures you
need to cure.
Apothecary Skills
Aromatherapy ✦2
When you take damage from an enemy on scene, you can remove 1 section of your Dosage
Clock. If you do so, each ally on scene regains [SL × 5] Hit Points.
Tinctures ✦5
Each time you acquire this Skill, you discover a new tincture. The rules for discovering
tinctures and the Dosage Clock can be found below.
Offensive (⚡) Tinctures use [DEX + INS] for the Accuracy Check.
✦2
fected by one of your tinctures, they gain the Regen lingering
has the duration of Scene and is not removed when a tincture
he effect of Regen, they regain [SL × 5] Hit Points at the start of
✦2
ons of your Dosage Clock, each ally on scene regains [SL × 5]
Insurance Coverage ✦2
When you cast a spell or tincture that costs [SL × 5] or fewer Mind Points, you may erase 1
section of your Dosage Clock to ignore that cost.
Tinctures
Vials
When you discover a tincture, it is placed inside of a vial for future use. Vials are an
abstract container for ease of tracking whose appearance varies based on your
character’s look: they may be standard glass tubes, stones imbued with magical
properties, or otherworldly creatures you keep inside of a capture device that represent
the various remedies you have acquired.
Using Tinctures
Tinctures do not require an action, but can only be used before or after an action, and
only once per turn. When you do so, you spend Mind Points in order to apply the effects
of that tincture to the target.
● Every tincture requires you to spend Mind Points equal to its cost.
● Every tincture has an Amplified effect that can be used by erasing 1 section of
your Dosage Clock.
● If a tincture’s effect involves Hit Point and/or Mind Point loss and/or recovery, the
amount increases by 10 if you are level 20 or higher, or by 20 if you are level 40
or higher.
The Dosage Clock
When you gain the Tincture Skill, you also receive a Dosage Clock which interacts
with your tinctures.
● Your Dosage Clock has 4 sections and begins filled.
● When you use one of your tinctures, you can erase 1 section of your Dosage
Clock to amplify the effects of your tincture.
● Your Dosage Clock determines how many times you can amplify your tinctures
effects. You can still use your tinctures when the Clock is empty.
● All Sections of your Dosage Clock may only be filled while resting in a
settlement or through effects that expressly influence Dosage Clocks, and they
may only be erased by amplifying tinctures or Apothecary skills.
Tincture List
Below and in the next pages you will find a list of standard tinctures that each
Apothecary can discover by investing levels into the Tinctures Skill.
Your group can also collaboratively create new tinctures, and the Game Master may
opt to include them among rewards, obtained independently of your investment in
Tinctures. Each tincture is worth approximately 1000 zenit; try your best to keep any
new tinctures on a similar power to those on the standard list.
ure Cost Target Duration
iller 5×T Up to three creatures Scene
ffects of damage become lessened. The next time you suffer damage, that damage is
ed by 5 (applied before damage affinities). Once a creature reduces damage this way
times, this tincture ends.
fy: If you amplify this effect, the damage is reduced by 10 instead.
ensed Luck 30 One Creature Scene
le o’ fortune goes a long way. Choose one creature you can see. If the target is an ally,
an reroll one die on their next Accuracy, Magic, or Opposed Check. If the target is an
y, you may force the GM to reroll one die of your choice on an Accuracy, Magic, or
sed Check. After a creature benefits from this effect, this tincture ends.
fy: If you amplify this effect, if used on an ally, they may reroll both die on their next
acy, Magic, or Opposed Check. If used on an enemy, you may force the GM to reroll
die on an Accuracy, Magic, or Opposed Check.
h Boost 5×T Up to three creatures Scene
n extra push. The next time you regain Hit Points, the amount is increased by 5. Once
ture regains Hit Points this way three times, this tincture ends.
fy: If you amplify this effect, the healing is increased by 10 instead.
c Boost 5×T Up to three creatures Scene
your mind. The next time you regain Mind Points, the amount is increased by 5. Once
ture regains Mind Points this way three times, this tincture ends.
fy: If you amplify this effect, the MP gained is increased by 10 instead.
ge Boost 20 One creature Scene
o do some major hurt. The first time each turn you would deal damage, the amount of
ge is increased by 5. Once a creature's damage is increased this way three times, this
e ends. If the damaging effect targets more than one target, each instance of damage
eased but does not reduce this tinctures number of uses by more than 1.
fy: If you amplify this effect, the damage is increased by 10 instead.
Weaken⚡ 10 × T Up to three creatures Scene
are too weak to fight, it is already won. Each creature deals 5 less damage. Once a
re's damage is reduced this way three times, this tincture ends. If the damaging effect
s more than one target, each instance of damage is reduced but does not reduce this
es number of uses by more than 1.
fy: If you amplify this effect, the damage is decreased by 10 instead.
dotoxin⚡ 10 One Creature Scene
n is a fantastic deterrent. Choose an enemy you can see in the scene. The creature
5 additional poison damage at the start of each round. Once a creature takes this
ge three times, this tincture ends.
fy: If you amplify this effect, the additional damage increases to 10 instead.
Strike⚡ 20 One creature Scene
thy enemy weak point. Choose an enemy you can see and a damage type other than
cal. The creature loses any Resistance or Immunity it had to the chosen damage type.
the creature takes damage of the chosen type, this tincture ends.
fy: If you amplify this effect, the chosen enemy becomes Vulnerable to the chosen
ge type instead.
c Blocker⚡ 10 × T Up to three creatures Scene
agic for you. Each creature loses 5 Mind Points at the start of each turn. Once a
re loses Mind Points this way three times, this tincture ends.
fy: If you amplify this effect, the Mind Points lost increases to 10 instead.
Apothecary Heroic Styles
Spare Backup Style
Requirements: Acquired Skill Level 2 or Higher in Tinctures
Once per conflict, while your Dosage Clock has no sections filled, you may use an Action
and spend a number of Inventory Points equal to the number of sections on your Dosage
Clock you wish to fill.
Apothecary Heroic Skills
H.O.T.S (Heal Over Time: Supreme)
Requirements: You must have mastered one of the following classes: Apothecary,
Spiritualist, Tinkerer, Dancer, Esper, Gourmet, Florist.
When you or an ally regain Hit Points or Mind Points from the effects of a Tincture,
Spiritualist spell or the Healing Power skill, Potion, Dance, Psychic Gift, Delicacy, or
Magiseed, the creature recovers 5 additional Hit Points or Mind Points (depending on what the
effect restored) and recovers from one status of their choosing.