Alchemy
Alchemy is the art of producing compounds
or substances that have (usually) short-term magical effects. Most alchemy is
fairly simple herbalism. The alchemist uses the
properties of various plant and animal parts to enhance the natural processes
of the human body or to achieve other effects, and while their effects can be
spectacular, they are not truly magical in nature. At the higher levels of
knowledge, alchemy truly comes into its own. By purifying and revealing the
essential natures of the materials used — mixing elements or metals based on
their cosmic significance, on their elemental alignment, or based on their
associations — alchemy gains the ability to cause truly miraculous feats.
Internal alchemy is the most dangerous of
all forms of alchemy, and many thaumaturges refuse to
practice it. At least with external alchemy, or herbalism,
there is a chance to test an alchemical mixture before imbibing it. In internal
alchemy, the thaumaturge ingests the various compounds
and converts them into the desired substance in her digestive tract through
force of will. The advantage is that the effect takes place nearly immediately,
instead of requiring days of preparation. The disadvantage is that, if the thaumaturge is unsuccessful, many of the ingredients she is
imbibing are highly toxic until the substance is completed.
Alchemy normally has no cost in motes to
perform — its effects are generated from the passage of time and the ingredients
used in producing the material. Advanced alchemy (effects with a strength of 3
dots or higher) cannot be performed without the use of a lab, however — this normally
costs Resources 3 to maintain. Additionally, the ingredients necessary, while
usually available in any major city or large town, can have a cost as well,
usually equal to the level of the effect being produced -1. Internal alchemy is
always performed at a +2 difficulty and costs one Will power per attempt. It
can, however, perform effects all the way up to five dots.
A failed internal alchemy roll typically
results in a fairly nasty poison. The best the alchemist can hope for is violent
illness as the reagents intermingle in new, interesting and nauseating fashions
in her gut.
• The alchemist can produce a wide variety of
reasonably mundane formulas — minor painkillers, mild anti-inflammatories
and potions to counter the effects of illness. In contemporary terms, she can
stock a medicine cabinet. These potions provide no bonuses to Medicine or
Resistance rolls, but they may reduce the difficulty of those rolls by 1 in
specific circumstances.
•• Alchemical potions of this level can
allow a person to exceed her normal potential for a short time, grant extra
resistance to disease or pain or otherwise improve a person’s chances. They can
add one dot to an Attribute for a minute or two, grant an extra die on an
Ability check or allow someone to ignore up to a two-die penalty from pain,
wounds or some other reason for a few minutes. Healing philtres
made with at this level double a person’s natural healing rate for one day.
Potions of this level cannot raise a person’s Traits above mortal limits.
••• These potions can enhance their target
to superhuman limits for a short time or raise her to mortal limits for a
longer period of time — two dots to a single Attribute for up to an hour or one
dot for a scene if it raises the Attribute beyond 5. Alternately, a potion
could add one dot to a single category of Attribute (all Physical, etc.) for up
to a scene. Other options are possible as well. Up to three dots can be added to
an Ability or up to six dots for a brief period of
time (no more than 20 turns, or one minute). Materials of this strength can
also grant non-supernatural Merits to the imbiber for up to an hour (the
ability to see in the dark, for example). Up to a four-die penalty can be
ignored by the drinker of a potion at this level, for up to a scene. A healing
poultice can double the subject’s healing rate for up to a week and adds two
dice to all Medicine rolls made on the patient.
•••• Materials produced at this level of
strength can have truly lasting effects — an alchemist could purify steel to
the point of being unbreakable and ever-sharp or enhance the lifting properties
of hot air until it was as potent as helium. Benefits equal to level 2 potions
can be made permanent — the character must pay any relevant experience costs in
order for these bonuses to last, just like they normally would to raise an
Attribute or Ability or to buy a Merit, but she does not need to spend any time
in training.
•••••• The pinnacles of
alchemical knowledge. While
immortality is beyond even these vaunted heights, with the proper elixirs, the thaumaturge can extend his life indefinitely — certainly by
decades, perhaps centuries. Permanent effects equal to potions of three dots in
strength can be wrought, and the alchemist learns the secrets of transmutation —
the art of changing one thing fundamentally into another, such as the fabled
changing of lead into gold. The thaumaturge cannot transform
base materials into the Five Magical Materials, however.
Internal Alchemy Failure
Failed by Result
of failed roll
1 Sick:
Stamina + Resistance roll (difficulty 2) to do anything other than feel miserable.
Success grants 10 minutes of activity (-2 dice on all pools, and another Stamina
+ Resistance roll, if physical activity more serious than walking or gentle activity
is undertaken). Alchemist’s player can only make as many rolls per hour as the
character’s Willpower.
2 Really
Sick: As above, but difficulty is 3, and only five minutes are granted, and
only as many rolls per hour as Willpower - 2.
3 Sick
as a Dog: As above, but difficulty 4, three minutes of activity per
success, and only Willpower - 4 rolls per hour. Alternately, a poison that does
1L damage per potion’s level, soaked with Stamina.
4 Poisoned:
The poisons ingested do 2L damage per potion level. This damage can be
soaked with Stamina. A Stamina + Resistance roll (with a difficulty equal to the
poison’s level - the alchemist’s permanent Essence) costs one
Willpower and changes the damage to bashing, if successful. The poison
will likely also have side effects based on the desired effect of the potion —
a potion of strength may leave the alchemist weak and fatigued, for example.
5/Botch Badly
Poisoned: As above, but the poison does 3L damage per potion level, and the
difficulty of the Stamina + Resistance roll is equal to the potion’s level + 2 –
the alchemist’s permanent Essence.