While the Curious Pastimes 2nd Edition ruleset is largely finalised we will continue to make minor tweaks. To provide feedback please fill in the google form located at: https://forms.gle/gJPgL9Q132Bsx6DHA

Alchemy: Difference between revisions

From Curious Pastimes Wiki
No edit summary
 
(105 intermediate revisions by 4 users not shown)
Line 1: Line 1:
The closest to esoteric magic among the “mundane” arts, alchemy exploits the magical properties of herbs, venoms and other natural substances. Alchemists reduce, transform and combine these [[#Alchemy Ingredients|ingredients]] to produce potent potions, lethal poisons and other preparations with near-magical effects. With rare and special ingredients, taken from the bodies of powerful beasts or harvested from other worlds, alchemy can produce truly miraculous formulas.
==Alchemy==


==Alchemy Skills==
The closest to esoteric magic among the “mundane” arts, alchemy exploits the magical properties of herbs, venoms and other natural substances. Alchemists reduce, transform and combine these ingredients to produce potent potions, lethal poisons and other preparations with near-magical effects. With rare and special ingredients, taken from the bodies of powerful beasts or harvested from other worlds, alchemy can produce truly miraculous formulas.


The general skill of [[Alchemist]] allows the character to refine magically rich ingredients into essences and separate blood into the three humours. They can also brew any recipe from the Alchemist list, or identify any substance made with this skill or any of the below skills.
The general skill of [[Alchemist]] allows the character to refine magically rich ingredients into [[#Finished Ingredients|essences]] and separate blood into the three humours. They can also brew any recipe from the basic [[Alchemy Recipes|Alchemy]] list, or identify any alchemical brew.


Alchemist is the prerequisite of the following archetype skills:
[[Alchemist]] is the prerequisite of the following [[Character Creation#Archetype Skills|archetype skills]]:


'''[[Apothecary]]:''' An apothecary can brew more complex beneficial potions, per the Apothecary list. This skill is also the prerequisite for the skill [[Concoction]], which enables them to improvise unstable brews in the field.
:*'''[[Apothecary]]:''' Apothecary grants knowledge of more complex beneficial potions. Apothecary is the prerequisite for [[Concoction]], which enables them to improvise unstable brews in the field.
:*'''[[Imbuer]]:''' Imbuer grants knowledge of more complex formulas that affect, alter or enrich mundane materials rather than living bodies. Imbuer is the prerequisite for [[Amalgams]], which allows them to make powerful magical alloys.
:*'''[[Poisoner]]:''' Poisoner grants knowledge of more complex poisons and antidotes. Poisoner is the prerequisite for [[Antidotes]], which enables them to improvise antidotes for poisons in the field.


An alchemist with any two of the above three skills can learn the skill [[Alchemical Analysis]], which allows them to test the properties of alchemical ingredients in their laboratories.
'''[[Imbuer]]:''' An imbuer can brew more complex formulas that affect, alter or enrich mundane materials rather than living bodies, per the Imbuer list. This skill is also the prerequisite for the skill [[Amalgams]], which allows them to make powerful magical alloys.


====Identifying Alchemical Items====
'''[[Poisoner]]:''' A poisoner can brew more complex poisons and antidotes, per the Poisoner list. This skill is also the prerequisite for the skill [[Antidotes]], which enables them to improvise antidotes for poisons in the field.


Any Alchemist can, after a few seconds’ handling and examination, identify alchemically brewed items: if they know how to brew the item, they recognise exactly what it is, including the [[Alchemy#Alchemy Ingredients|ingredients]] and [[Creation#Work Units|work units]] required to make it, and any specific mechanical effects it has. If they ''don’t'' know how to brew it, they know if it’s a potion, a poison, an ink or enhancement, and a brief summary of its effects.
In addition, an alchemist schooled in any two of the above three skills can learn the [[Analysis (skill)]], which allows them to test the properties of alchemical ingredients in their laboratories.


:'''Example'''
===Creative Method===
:Kharan Melloch, an alchemist and apothecary, is examining a blade venom that will paralyse the victim for one minute. Kharan knows it’s a blade venom that causes a [[Calls#Body Effects, Mind Effects and Fear|body effect]], but they don’t know the specific mechanical effects.

Although alchemy, [[Crafting]] and [[Surgery]] are constrained by the natural laws within which they work, they are still strongly shaped by the creator’s beliefs and worldview, much as a magician’s arts are.

One creator might be stringently theoretical, analysing and measuring everything before picking up a tool; another might be wildly experimental, trialing every idea as it comes to mind. One might think exclusively in terms of the flows of magic from one form or state to another, while another might concern themselves entirely with the materials with which they are working, and a third might obsess over form and structure.

The fae were said to transcend the difference between mundane and magical working, changing a thing’s underlying pattern through pure will.

Mechanically, a crafter’s, alchemist’s or surgeon’s method has little effect on the game, but it can influence what tools they use and generate roleplay, and will play a significant role in research.

===Identifying Alchemical Items===

Any alchemist can, after a few seconds’ handling and examination, identify alchemically brewed items: if they know how to brew the item, they recognise exactly what it is, including the ingredients and work units required to make it, and any specific mechanical effects it has. If they don’t know how to brew it, they know if it’s a potion, a poison, an ink or enhancement, and a brief summary of its effects.

''Example. Kharan Melloch, an alchemist and apothecary, is examining a blade venom that will paralyse the victim for one minute. Kharan knows it’s a blade venom that causes a body effect, but they don’t know the specific mechanical effects.''


==Laboratories==
==Laboratories==


Any use of any alchemy skills that expends work units or study units, including brewing, analysis or research, requires the use of a suitably equipped alchemist’s laboratory. As with all equipment, a standard quality laboratory has no in-character cost; all that’s needed is a physical representation. Higher-quality laboratories must be bought or made in play and provided with item cards. [[Research]] specifically requires a superior or higher quality laboratory.
Any use of any alchemy skills that expends [[Creation#Work Units|work units]] or [[Character Progression#Study Units|study units]], including brewing, analysis or research, requires the use of a suitably equipped '''alchemist’s laboratory'''. As with all equipment, a [[Equipment and Resources#Equipment Quality|standard quality]] laboratory has no in-character cost; all that’s needed is a physical representation. Higher-quality laboratories must be bought or made in play and provided with an [[Equipment and Resources#Item Tracking|item card]]. [[Research]] specifically requires a superior or higher quality laboratory.


Although consisting of several parts, a laboratory is treated as a single item in game; a higher quality laboratory receives a single item card to track its existence, which must be attached to the work surface (table, bench etc.).
Although consisting of several parts, a laboratory is treated as a single item in game; a higher quality laboratory receives a single item card to track its existence, which must be attached to the work surface (table, bench etc.).


===Representing a Laboratory===
====Representing a Laboratory====


At minimum, a phys rep of a laboratory must consist of a surface to work on – a table, bench or bed, or even a roll-up mat or blanket – and at least three appropriate tools or fixtures, including mortar and pestle, retorts, retort stands and burners, alembics, cauldrons and other bowls or vessels.
At minimum, a '''phys rep''' of a laboratory must consist of a surface to work on – a table, bench or bed, or even a roll-up mat or blanket – and at least three appropriate tools or fixtures, including mortar and pestle, retorts, retort stands and burners, alembics, cauldrons and other bowls or vessels.


Tools do not necessary have to be constructed to the same standards as LARP weapons, but should be safe and suitable for use in play, e.g. blades or glass items must only ever be used in camp, at the alchemist’s laboratory, and away from areas where fighting is likely to occur.
Tools do not necessarily have to be constructed to the same standards as LARP weapons, but should be safe and suitable for use in play, e.g. glass items must only ever be used in camp, at the alchemist’s laboratory, and away from areas where fighting is likely to occur.


Very enthusiastic players may wish to bring phys reps that incorporate real fire, moving water, smoke or other practical effects. Anything along these lines must be submitted to the player’s faction command and members of the event team to ensure they are safe and that suitable precautions (including e.g. access to fire extinguishers) are being taken, and must never be left unattended.
Very enthusiastic players may wish to bring phys reps that incorporate real fire, moving water, smoke or other practical effects. Anything along these lines must be submitted to the player’s Faction Command and members of the Event Team to ensure they are safe and that suitable precautions (including e.g. access to fire extinguishers) are being taken, and must never be left unattended.


'''Note:''' The intent is to promote an engaging and immersive experience, not to present an insurmountable barrier! As with all phys reps, any sincere effort will be accommodated, and other players and staff may be able to lend props or give advice on how to source them.
'''Note:''' The intent is to promote an engaging and immersive experience, not to present an insurmountable barrier! As with all phys reps, any sincere effort will be accommodated, and other players and staff may be able to lend props or give advice on how to source them.


===Laboratory Quality===
====Transporting a Laboratory====


Transporting a laboratory (e.g. to steal it) does not require any special skills or numbers of people; as long as the players carrying the laboratory can physically move it, they can move it in character. This requires transporting the table, bench or mat and at least three tools or fixtures, although it is permissible to pack it up or carry it in parts.
Like all equipment, laboratories vary in quality. Like a crafter’s workshop, a higher-quality laboratory can be configured by its owner, optimising it for their creative method and granting the owner bonuses for certain actions. Other characters can still use the laboratory (i.e. can make use of the phys rep), but gain no benefits from it.


===Transporting a Laboratory===
====Laboratory Quality====


Like all equipment, laboratories vary in [[Equipment and Resources#Equipment Quality|quality]]. Like a [[Crafting#Crafter’s Workshop|crafter's workshop]], a higher-quality laboratory can be '''configured''' by its owner, granting them convenience for certain actions. Other characters can still use the laboratory (i.e. can make use of the '''phys rep'''), but gain no benefits from it.
Transporting a laboratory (e.g. to steal it) does not require any special skills or numbers of people; as long as the players carrying the laboratory can physically move it, they can move it in character. Note that transporting a laboratory requires transporting the table, bench or mat and at least three tools or fixtures, although it is permissible to pack it up or carry it in parts.


===Making a Laboratory===
====Making a Laboratory====


Any alchemist can make their own laboratory, at a cost in materials and work units.
Laboratories are made via the [[Artisan]] skill, at a cost in materials and work units. See ''[[Crafting#Making a Workshop|Making a Workshop]]''.


====Tools====
{| class="wikitable"
! Items !! Skill !! Costs !! WU
|-
| Superior Laboratory || Alchemist || 2 wood (O), 2 metal (H) || 20
|-
| Mastercrafted Laboratory || Apothecary / Imuer / Poisoner || 2 wood (O), 3 metal (H), 6 glass (H), 3 charcoal, 6 sand || 40
|}


By default, an alchemist’s tools don’t receive separate item cards from their laboratory; in game terms, the tools are part of the laboratory. That said, some of an alchemist’s actions can be performed away from their laboratory, e.g. with the [[Antidotes]] or [[Concoction]] skills; this requires some phys reps of suitable tools, which need not be carded.
Note that all designs using charcoal yield 1 unit of ash as a byproduct (p. 00), and all designs using metal yield one unit of powdered metal.


An artisan ''may'' make an individual high-quality tool, if wished (e.g. so that the tool can be enchanted). By default, this has no mechanical effect when using a laboratory.
===Tools===

By default, an alchemist’s tools don’t receive separate item cards from their laboratory; in game terms, the tools are part of the laboratory. That said, some of an alchemist’s actions can be performed away from their laboratory, e.g. with the Antidotes (p. 00) or Concoction (p. 00) skills; this requires some phys reps of suitable tools, which need not be carded.
A creator may make an individual high-quality tool, if wished (e.g. so that the tool can be enchanted). By default, this has no mechanical effect when using a laboratory.


==Alchemy Ingredients==
==Alchemy Ingredients==


Alchemy makes use of a range of ingredients available in the Renewal campaign, substances rich in magic from the natural world, which alchemy extracts, refines and combines to great effect.
Alchemy makes use of a range of ingredients available in the '''''Renewal''''' campaign, substances rich in magic from the natural world, which alchemy extracts, refines and combines to great effect.


There are two main types of ingredients in the game: raw ingredients, which can be gathered in the wild in play; and finished ingredients, which may be created in game through various skills, or produced as a byproduct of other processes.
There are three main types of ingredients in the game:
:*'''Raw''' ingredients, which can be gathered in the wild in play using the [[Foraging]] skill.
:*'''Finished''' ingredients, which may be created in game via [[Alchemy]].
:*'''Passive'' ingredients, which may be created in game or produced as a '''byproduct''' of other processes.


All ingredients can also be received via the [[Resources]] skill, bought from traders, received as a reward in plot or otherwise acquired in play.
All ingredients can also be received via the [[Resources]] skill, bought from traders, received as a reward in plot or otherwise acquired in play.


{| class="wikitable" id="Rarity" style="background-color: #ECE2FF"
===Alchemical Traits===
|-

| '''Rarity'''
Alchemy ingredients have three mystical alchemical traits: one primary, one secondary and one tertiary. Traits include the spheres of magic, mystical aspects (similar to ether, p. 00) or other properties, e.g. a herb might have the traits “corporeal/healing,” “anti-hope” and “sorrow.” These traits will suggest how best to use the ingredient in brewing and research.

The [[Analysis skill]] allows the character to identify an ingredient’s alchemical traits.

===Raw Ingredients===

Raw ingredients can be gathered in play using the [[Foraging]] and [[Gathering]] skills.

A list of standard raw ingredients follow, chiefly herbs that grow in the wild; a few other ingredients, including some venoms, bloods and animal parts, are also shown. Others exist, but may be harder to source, or require specific in character actions such as harvesting the bodies of fallen foes (see [[Butchery and Bloodletting]]).

Alchemists can refine these materials in various ways, creating finished ingredients; some recipes for doing so are listed in the next section below.

===Rarity===


A resource’s rarity is a measure of how common it is. Standard creation materials come in four degrees of rarity:
A resource’s rarity is a measure of how common it is. Standard creation materials come in four degrees of rarity:
*very common (VC)
*common (C)
*uncommon (UC)
*rare (R)


:*Very Common (VC)
Rarity serves as a general indicator of value; as a very rough guide, very common resources are worth around 1 copper coin each, common resources around 1 silver coin each, uncommon resources around 3-4 silver coins each, and rare resources around 9-12 silver coins.
:*Common (C)
:*Uncommon (U)
:*Rare (R)


Rarity reflects how easy it is to find in the game, and should roughly indicate value.
{| class="wikitable"
! Material !! Rarity !! Material !! Rarity !! Material !! Rarity
|-
| Abscess Root|| C|| Digitalis || C || Moon flower seeds || C
|-
| Acacia || C || Fenugreek || C || Nux vomica || C
|-
| Acorn|| C || Fireweed || C || Oidium sano || C
|-
| Agaric || C|| Gelsemium || C || Rosemary || C
|-
| Agrimony || C || Gentian || C || Scarlet radish|| C
|-
| Amaranth || C || Grave root || C || Scopolia || C
|-
| Ammoniacum || C || Hawthorn || C || Scullcap || C
|-
| Belladonna || C || Hellebore || C || Spikenard || C
|-
| Benne || C || Hemlock || C || Sweet geranium || C
|-
| Beth root || C || Hyssop || C || White bryony || C
|-
| Black horehound || C || Jambul seeds || C || White horehound || C
|-
| Black mushroom || C || Jewel weed || C || Yellow fungus || C
|-
| Box leaves || C || Lotus Leaves || C
|-
| Bugle || C || Lucerne || C || '''Other'''
|-
| Cayenne || C || Lycopodium || C || Raknid blood || C
|-
| Chokeweed || C || Majoram || C || Spider venom || C
|-
| Colewort || C || Muira puama || C || Unicorn horn || C
|-
| Comfrey || C || Master wort || C || Stag horn|| C
|-
| Cumin seeds || C || Mistletoe || C || Viper venom || C
|}
|}


====Alchemical Traits====
Alchemy makes some use of crafting materials, too; in particular, amalgams incorporate metals and gems.


Alchemy ingredients have three mystical alchemical traits: one '''primary''', one '''secondary''' and one '''tertiary'''.
===Finished Ingredients===


Traits including the spheres of magic, mystical aspects and other properties. These traits will suggest how best to use the ingredient in brewing and research.
The following finished ingredients can be created from various raw materials. The required skills, materials and cost in work units vary, and are listed below.


'''Essential Oils'''
:'''Examples'''
:A herb might have the traits “corporeal/healing,” “anti-hope” and “sorrow.”''
Any alchemist can, at a cost of 1 work unit, refine three units of a given herb and one oil, steeping and pressing the herbs to produce one unit of a concentrated oil known as an essential oil or essence. Essential oils have a rarity one step higher than the rarity of the raw herb.


The skill [[Alchemical Analysis]] allows the character to identify an ingredient’s primary alchemical trait.
'''Example. Sergey Kostova steeps three units of lycopodium (common) in one oil and presses them, spending 1 work unit and yielding 1 unit of essence of lycopodium (uncommon).'''


====Raw Ingredients====
'''Humours'''
Students of the natural world know that blood is not one fluid but an admixture of three humours, the near-mystical substances that carry the body’s magic. Alchemists have learned to separate blood into its parts, to better study or use them in their work: thick, yellow-white chymos; thin, blackish-green cruor and rich purple ichor.


Raw ingredients can be gathered in play using the [[Foraging]] skill. Alchemists can [[#Finished Ingredients|refine]] these materials in various ways, creating finished ingredients.
There are two approaches to separating blood. Wasteful alchemists with plenty of blood to hand can draw one unit of one humour from one unit of blood, discarding the rest, at a cost of 1 work unit. More careful alchemists can separate one unit of blood into one unit each of the three humours at a cost of 4 work units total.


A list of standard raw ingredients follow, chiefly herbs that grow in the wild; a few other ingredients, including some venoms, bloods and animal parts, are also shown. Others exist, but may be harder to source, or require specific in character actions such as harvesting the bodies of fallen foes.
===Passive Ingredients===
Already largely stripped of magic, passive ingredients have use to both crafters and alchemists – tanners use cream to make leather, papermakers use fluid to bleach vellum, alchemists use oil as a base for their potions.


Alchemy makes some use of [[Crafting#Crafting Materials|crafting materials]] too; in particular metals and gems to smelt [[Amalgam|amalgams]].
{| class="wikitable"
! Material !! Rarity !! Costs !! WU
|-
| Cream (3 units) || VC || 1 oil || 1
|-
| Fluid (3 units)|| VC || 1 oil || 1
|-
| Oil (3 units) || VC || 1 herb* || 1
|-
| Powder (3 units) || VC || 1 herb* || 1
|}


By default, all raw ingredients [[Equipment and Resources#Expiry|expire]] '''two years''' after being harvested, unless refined or used.
'''Note:''' *Any herb; this has no mechanical effect unless specified otherwise.


{{Raw Ingredients}}
BREWING ALCHEMICAL ITEMS


====Preservation====
An alchemist may brew any of the standard recipes known to them per their skills, or any unique formulas they have learned through research or teaching.


Items [[Surgery#Butchery and Bloodletting|harvested]] from dead bodies spoil '''one hour''' after they are removed, and must be preserved before being issued an [[Equipment and Resources#Item Tracking|item card]] as a resource.
Every recipe has a cost in work units and ingredients.


Preservation must take place in an [[Alchemy#Laboratories|alchemist’s laboratory]], at a cost of '''1 [[Creation#Work Units|work unit]]''' per item (body part, hide, blood etc.). It consumes one [[#Passive Ingredients|passive ingredient]] per item, typically oil, fluid, cream or powder. The alchemist performing the preservation hands the harvesting card and passive ingredient over to the referee logging the work, who issues an item card for the preserved item in turn.
==Roleplaying and Logging Work==


If it is important (e.g. for plot or roleplay purposes), the form of the preserved item may reflect the passive ingredient used: an item preserved with cream may be tanned or leathery, for instance, while an item preserved with powder may be dry and somewhat crystallised.
To brew any day, the player must engage in at least 30 minutes’ suitable roleplay at their laboratory, either all at once or spread out over several tasks through the day. Roleplay includes using their phys reps to mime grinding, mixing, distilling etc. as appropriate.


====Finished Ingredients====
They must then log their work with a referee, who will confirm that the character knows how to brew the formula (checking the recipe card, if relevant), confirm any benefit they get from using a configured laboratory, collect the resources consumed, and note how many work units the alchemist is using.


The following finished ingredients can be created from various raw materials. The required skills, materials and cost in [[Creation#Work Units|work units]] vary, and are listed below.
An alchemist may brew a recipe over more than one day to spread the cost, handing over all required resources when they start working. An alchemist can only be working on three recipes at a time; if they wish to start work on a fourth recipe, they must either complete one of their open items or abandon one, losing any work units and materials expended so far.


By default, all finished ingredients [[Equipment and Resources#Expiry|expire]] '''three years''' after being refined, unless used.
===Completing the Recipe===


:*'''Essences:''' Any alchemist can, at a cost of 1 work unit, refine three units of a given herb and one oil, steeping and pressing the herbs to produce one unit of a concentrated oil known as an '''essence'''. Essences have a rarity one step higher than the rarity of the raw herb.
Once the alchemist has accumulated enough work units to complete the recipe, the referee will issue a tearable card for the brew. Every potion, poison or other formula must be represented by a suitable phys rep – typically a bottle, jar or other vessel with a capacity of about 35 ml – to which the card must be attached.
:*'''Humours:''' Students of the natural world know that blood is not one fluid but an admixture of three '''humours''', the near-mystical substances that carry the body’s magic. Alchemists have learned to separate blood into its parts, to better study or use them in their work: thick, yellow-white '''chymos'''; thin, blackish-green '''cruor''' and rich purple '''ichor'''.<br/>There are two approaches to separating blood. Wasteful alchemists with plenty of blood to hand can draw one unit of one humour from one unit of blood, discarding the rest, at a cost of 1 work unit. More careful alchemists can separate one unit of blood into one unit each of the three humours at a cost of 4 work units total.


:'''Example'''
Note that all brews expire within '''a year'''.
:Sergey Kostova steeps three units of '''lycopodium''' (common) in one oil and presses them, spending 1 work unit and yielding 1 unit of '''essence of lycopodium''' (uncommon).


====Passive Ingredients====
==Preservation==
Already largely stripped of magic, passive ingredients have use to both alchemists and crafters – tanners use cream to make leather, papermakers use fluid to bleach vellum, alchemists use oil as a base for their potions.


By default, all passive ingredients [[Equipment and Resources#Expiry|expire]] '''two years''' after being refined, unless used.
Items harvested from dead bodies quickly spoil once removed, and must be preserved before being issued an item card as a resource.


{{Passive Ingredients}}
Preservation must take place in an alchemist’s laboratory, at a cost of 1 work unit per item (body part, hide, blood etc.). It consumes one passive ingredient per item, typically oil, fluid, cream or powder. The alchemist performing the preservation hands the harvesting card and passive ingredient over to the referee logging the work, who issues an item card for the preserved item in turn.


'''Note:''' Any herb can be used; this has no mechanical effect unless specified otherwise.
If it is important (e.g. for plot or roleplay purposes), the form of the preserved item may reflect the passive ingredient used: an item preserved with cream may be tanned or leathery, for instance, while an item preserved with powder may be dry and somewhat crystallised.


==Brewing Alchemical Items==
==Covens==


An alchemist may brew any of the [[Alchemy Recipes|standard recipes]] known to them per their skills, or any unique formulas they have learned through research or teaching.
Three alchemists can work together as a coven to brew more complex formulas. One alchemist is designated the lead alchemist on the brew, although all three alchemists must know the recipe for the brew being undertaken. A coven shares a single laboratory; a higher-quality laboratory must be configured to the lead alchemist to grant its benefits.


Every recipe has a cost in [[Creation#Work Units|work units]] and [[#Alchemy Ingredients|ingredients]].
The alchemists must all contribute the same number of work units to the brew. All points are pooled towards completing the recipe.


====Roleplaying and Logging Work====
==ALCHEMY RECIPES==


To brew any day, the player must engage in at least 30 minutes’ suitable roleplay at their [[Alchemy#Laboratories|laboratory]], either all at once or spread out over several tasks through the day. Roleplay includes using their phys reps to mime grinding, mixing, distilling etc. as appropriate.
The following recipes are known to characters with the relevant skills. Recipe descriptions include the following details.


They must then log their work with a referee, who will confirm that the character knows how to brew the formula (checking the recipe card, if relevant), confirm any benefit they get from using a configured laboratory, collect the resources consumed, and note how many work units the alchemist is using.
'''Form:''' The form the finished product takes: powder, liquid, gel, ink, cream, metal ingot, etc. Blade venoms must be applied to a bladed weapon and inflicted with a successfully blow, and ingested liquids must be drunk to take effect (note that a character doesn’t have to be conscious to drink a potion; healing potions especially are often poured into dying friends’ mouths).


An alchemist may brew a recipe over more than one day to spread the cost, handing over all required resources when they start working. An Alchemist can work on multiple recipes at a time in this way.
'''Onset:''' The time the potion needs to take effect, from the moment the poison is applied (drunk, eaten, smeared on etc.).


====Completing the Recipe====
'''Duration:''' The length of time that the potion’s effects last. Instantaneous spells deliver their effects immediately after the onset ends.


Once the alchemist has accumulated enough work units to complete the recipe, the referee will issue a [[Equipment and Resources#Item Tracking|tearable card]] for the brew. Every potion, poison or other formula must be represented by a suitable phys rep – typically a bottle, jar or other vessel with a capacity of about 35 ml – to which the card must be attached.
'''Call:''' Descriptions of combat poisons also include a damage or effect call, which must be given when the poison is delivered, to indicate to the target what effect they must take.


'''Note:''' By default all brews [[Equipment and Resources#Expiry|expire]] '''three years''' after being brewed. Achemists may be able to research longer-lasting brews.
'''Ingredients:''' The ingredients required to brew the potion. Ingredients must be handed over when the alchemist starts brewing.


====Covens====
'''Cost:''' The cost in work units that the alchemist must pay to complete brewing the potion.


Three Alchemists can work together as a '''coven''' to brew more complex formulas. One alchemist is designated the lead alchemist on the brew, although all three Alchemists must know the recipe for the brew being undertaken. All members of the coven may use their own [[Alchemy#Laboratories|laboratories]].
==Combat Poisons==


All points are pooled towards completing the recipe.
Poisons with the label “Poison” are blade venoms, powders and bombs intended for use in battle. Every combat poison can be delivered with a damage or effect call described in the Combat chapter, which the target should be able to enact without referee intervention.


==Magical Inks==
Combat poison calls always begin with the call Poison, indicating that the attack must be resisted via the skill or spell [[Resist Magic]] or equivalent ability.


[[Alchemy Recipes#Inks|Magical inks]] are special magically-enriched inks essential to [[Invocation]], which uses them to convey and trap magic into specially crafted low-magic items such as scrolls and stones.
By default, combat poisons do not require purging, although they may be purged to end their effects sooner than stated.


Lesser and greater scrolls, sigil stones and tattoos are all created using the same strength of ink; but different applications use different amounts.
==Recipes Known By Skill==


The ink recipes listed in ''[[Alchemy Recipes]]'' all produce one '''pot''' of ink. The [[Equipment and Resources#Item Tracking|tearable card]] for a pot of ink is marked with six boxes, and using ink requires ticking off a number of boxes as follows:
{| class="wikitable"
! Alchemist !! Apothecary !! Imbuer !! Poisoner !! Amalgams
|-
| [[Bitter Kiss]] || [[Beserkergang]] || [[All That Glitters]] || [[Beggars Poison]] || [[Amalgam]]
|-
| [[Burning Oil]] || [[Blessed Release]] || [[Corporeal Ink]] || [[Blinding Powder]] || [[Corporeal Amalgam]]
|-
| [[Emesia]] || [[Copper Skin]] || [[Elemental Ink]] || False Balm]] || [[Elemental Amalgam]]
|-
| [[Ghoulsbane]] || [[Healing Draught]] || [[Perfect Oil]] || [[Fool's Draught]] || [[Spiritual Amalgam]]
|-
| [[Healing Balm]] || [[Nomad's Potion of Healing]] || [[Rosali's Reinforcing Resin]] || [[Itching Powder]] ||
|-
| [[Magical Ink]] || [[Philtre of Visions]] || [[Spiritual Ink]] || [[The Shakes]] ||
|-
| [[Potion of Constitution]] || [[Potion of Fortitude]] || [[Tanglebomb]] || [[Sweet Elixir]] ||
|-
| [[Pure Water]] || [[Potion of Glibness]] || [[Thief's Friend]] || [[Tongue-Tying Potion]] ||
|-
| [[Sleeping Draught]] || [[Potion of Recall]] || [[Verdant Lotion]] || [[Truth Potion]] ||
|}


:*'''[[Invest Scroll|Scrolls]]:''' Writing a lesser scroll consumes one third of a pot (i.e. ticking two boxes), while writing a greater scroll consumes one whole pot (or ticking off six boxes).
===Magical Inks===
:*'''[[Invest Stone|Sigils]]:''' Writing one sigil consumes one sixth of a pot (i.e. ticking off one box). A lesser sigil stone requires two sigils, while a greater sigil stone requires three sigils. Some special effects may require more sigils.


All common inks are the same strength, but more specialised (i.e. sphere-specific) ink is easier to brew – and requires less expensive ingredients – than more general purpose ink. Sensible alchemists will [[research]] spell-specific inks, which are the cheapest of all.
Lesser and greater scrolls, sigil stones and tattoos are all created using the same kind of ink; but different applications use different amounts.


There are no general purpose '''exalted''' inks; at this power, all inks much be researched and brewed for each spell specifically.
The recipes listed here produce a pot of ink. The tearable card for a pot of ink is marked with six boxes, and using ink requires ticking off a number of boxes as follows:


====Amalgams====
'''Scrolls:''' Writing a lesser scroll consumes one third of a pot (i.e. ticking two boxes), while writing a greater scroll consumes one whole pot (or ticking off six boxes).


Amalgams are alchemically-created alloys incorporating precious metals and gemstones.
'''Sigils:''' Writing one sigil consumes one sixth of a pot (i.e. ticking off one box). Note that investing sigil stones requires drawing multiple sigils: two sigils for a lesser stone, 3 sigils for a greater stone, more to add specific benefits.


In [[Invocation#Talismans|talismans]], they serve a similar function to the magical ink on a scroll or sigil stone: the crafter making the wand, amulet or brand works the amalgam into a fine inscription representing the spell to be charged in the wooden or metal surface, which acts as a high-magic medium to convey the invoker’s magic into the low-magic base.
All common inks are the same strength, but more specialised ink is easier to brew – and requires less expensive ingredients – than more general purpose ink. Sensible alchemists research (p. 00) spell-specific inks, which are the cheapest of all.
Note that there are no general purpose exalted inks; at this power, all inks much be researched and brewed for each spell specifically.


Like ink, amalgams can be made in (from most costly to cheapest) general, sphere- or sigil-specific, and spell-specific forms.
===The Great Work===


They may have other properties and uses, creating mystical metals with extraordinary properties. Some claim they’re the path to immortality, or the purification of the soul.
Some alchemists look beyond common lotions and philtres to unlock great, fundamental truths about the world through a deeper understanding of matter – this is sometimes known as ''“The Great Work.”'' What this looks like varies from one master to the next, but some alchemists have sought (and some claim to have discovered!) the following formulas:


==The Great Work==
'''Universal Solvent:''' Also known as “alkahest,” this potent acid can dissolve anything into its constituent stuff. A true master of alchemy may be able to use such a formula to separate the alchemical traits of ingredients and recombine them, creating wholly new ingredients found nowhere in nature.


Some alchemists look beyond common lotions and philtres to unlock great, fundamental truths about the world through a deeper understanding of matter – this is sometimes known as “The Great Work.” What this looks like varies from one master to the next, but some alchemists have sought (and some claim to have discovered!) the following formulas:
'''Universal Curative:''' Also known as “azoth,” this powerful potion is said to be able to heal all injury, illness or poison (including any magical diseases or poisons) at a stroke – even to stop or reverse aging.


:*'''Universal Solvent:''' Also known as “alkahest,” this potent acid can dissolve anything into its constituent stuff. A true master of alchemy may be able to use such a formula to separate the alchemical traits of ingredients and recombine them, creating wholly new ingredients found nowhere in nature.
'''The Philosopher’s Stone:''' Also known as “chrysopoeia,” this remarkable substance is said to transform base matter into higher forms, e.g. to turn lead to gold.
:*'''Universal Curative:''' Also known as “azoth,” this powerful potion is said to be able to heal all injury, illness or poison (including any magical diseases or poisons) at a stroke – even to stop or reverse aging.
:*'''The Philosopher’s Stone:''' Also known as “chrysopoeia,” this remarkable substance is said to transform base matter into higher forms, e.g. to turn lead to gold.


For some, the Great Work includes the search for “primal matter,” the true, noble substance of which all other matter is a debasement; for some, it extends beyond the material to the spiritual, attempting to understand how to refine and purify the soul the same way they do ordinary matter.
For some, the Great Work includes the search for “primal matter,” the true, noble substance of which all other matter is a debasement; for some, it extends beyond the material to the spiritual, attempting to understand how to refine and purify the soul the same way they do ordinary matter.

Latest revision as of 13:41, 16 November 2024

The closest to esoteric magic among the “mundane” arts, alchemy exploits the magical properties of herbs, venoms and other natural substances. Alchemists reduce, transform and combine these ingredients to produce potent potions, lethal poisons and other preparations with near-magical effects. With rare and special ingredients, taken from the bodies of powerful beasts or harvested from other worlds, alchemy can produce truly miraculous formulas.

Alchemy Skills

The general skill of Alchemist allows the character to refine magically rich ingredients into essences and separate blood into the three humours. They can also brew any recipe from the basic Alchemy list, or identify any alchemical brew.

Alchemist is the prerequisite of the following archetype skills:

  • Apothecary: Apothecary grants knowledge of more complex beneficial potions. Apothecary is the prerequisite for Concoction, which enables them to improvise unstable brews in the field.
  • Imbuer: Imbuer grants knowledge of more complex formulas that affect, alter or enrich mundane materials rather than living bodies. Imbuer is the prerequisite for Amalgams, which allows them to make powerful magical alloys.
  • Poisoner: Poisoner grants knowledge of more complex poisons and antidotes. Poisoner is the prerequisite for Antidotes, which enables them to improvise antidotes for poisons in the field.

An alchemist with any two of the above three skills can learn the skill Alchemical Analysis, which allows them to test the properties of alchemical ingredients in their laboratories.

Identifying Alchemical Items

Any Alchemist can, after a few seconds’ handling and examination, identify alchemically brewed items: if they know how to brew the item, they recognise exactly what it is, including the ingredients and work units required to make it, and any specific mechanical effects it has. If they don’t know how to brew it, they know if it’s a potion, a poison, an ink or enhancement, and a brief summary of its effects.

Example
Kharan Melloch, an alchemist and apothecary, is examining a blade venom that will paralyse the victim for one minute. Kharan knows it’s a blade venom that causes a body effect, but they don’t know the specific mechanical effects.

Laboratories

Any use of any alchemy skills that expends work units or study units, including brewing, analysis or research, requires the use of a suitably equipped alchemist’s laboratory. As with all equipment, a standard quality laboratory has no in-character cost; all that’s needed is a physical representation. Higher-quality laboratories must be bought or made in play and provided with an item card. Research specifically requires a superior or higher quality laboratory.

Although consisting of several parts, a laboratory is treated as a single item in game; a higher quality laboratory receives a single item card to track its existence, which must be attached to the work surface (table, bench etc.).

Representing a Laboratory

At minimum, a phys rep of a laboratory must consist of a surface to work on – a table, bench or bed, or even a roll-up mat or blanket – and at least three appropriate tools or fixtures, including mortar and pestle, retorts, retort stands and burners, alembics, cauldrons and other bowls or vessels.

Tools do not necessarily have to be constructed to the same standards as LARP weapons, but should be safe and suitable for use in play, e.g. glass items must only ever be used in camp, at the alchemist’s laboratory, and away from areas where fighting is likely to occur.

Very enthusiastic players may wish to bring phys reps that incorporate real fire, moving water, smoke or other practical effects. Anything along these lines must be submitted to the player’s Faction Command and members of the Event Team to ensure they are safe and that suitable precautions (including e.g. access to fire extinguishers) are being taken, and must never be left unattended.

Note: The intent is to promote an engaging and immersive experience, not to present an insurmountable barrier! As with all phys reps, any sincere effort will be accommodated, and other players and staff may be able to lend props or give advice on how to source them.

Transporting a Laboratory

Transporting a laboratory (e.g. to steal it) does not require any special skills or numbers of people; as long as the players carrying the laboratory can physically move it, they can move it in character. This requires transporting the table, bench or mat and at least three tools or fixtures, although it is permissible to pack it up or carry it in parts.

Laboratory Quality

Like all equipment, laboratories vary in quality. Like a crafter's workshop, a higher-quality laboratory can be configured by its owner, granting them convenience for certain actions. Other characters can still use the laboratory (i.e. can make use of the phys rep), but gain no benefits from it.

Making a Laboratory

Laboratories are made via the Artisan skill, at a cost in materials and work units. See Making a Workshop.

Tools

By default, an alchemist’s tools don’t receive separate item cards from their laboratory; in game terms, the tools are part of the laboratory. That said, some of an alchemist’s actions can be performed away from their laboratory, e.g. with the Antidotes or Concoction skills; this requires some phys reps of suitable tools, which need not be carded.

An artisan may make an individual high-quality tool, if wished (e.g. so that the tool can be enchanted). By default, this has no mechanical effect when using a laboratory.

Alchemy Ingredients

Alchemy makes use of a range of ingredients available in the Renewal campaign, substances rich in magic from the natural world, which alchemy extracts, refines and combines to great effect.

There are three main types of ingredients in the game:

  • Raw ingredients, which can be gathered in the wild in play using the Foraging skill.
  • Finished ingredients, which may be created in game via Alchemy.
  • 'Passive ingredients, which may be created in game or produced as a byproduct of other processes.

All ingredients can also be received via the Resources skill, bought from traders, received as a reward in plot or otherwise acquired in play.

Rarity

A resource’s rarity is a measure of how common it is. Standard creation materials come in four degrees of rarity:

  • Very Common (VC)
  • Common (C)
  • Uncommon (U)
  • Rare (R)

Rarity reflects how easy it is to find in the game, and should roughly indicate value.

Alchemical Traits

Alchemy ingredients have three mystical alchemical traits: one primary, one secondary and one tertiary.

Traits including the spheres of magic, mystical aspects and other properties. These traits will suggest how best to use the ingredient in brewing and research.

Examples
A herb might have the traits “corporeal/healing,” “anti-hope” and “sorrow.”

The skill Alchemical Analysis allows the character to identify an ingredient’s primary alchemical trait.

Raw Ingredients

Raw ingredients can be gathered in play using the Foraging skill. Alchemists can refine these materials in various ways, creating finished ingredients.

A list of standard raw ingredients follow, chiefly herbs that grow in the wild; a few other ingredients, including some venoms, bloods and animal parts, are also shown. Others exist, but may be harder to source, or require specific in character actions such as harvesting the bodies of fallen foes.

Alchemy makes some use of crafting materials too; in particular metals and gems to smelt amalgams.

By default, all raw ingredients expire two years after being harvested, unless refined or used.

Material Rarity Material Rarity Material Rarity
Abscess Root C Digitalis C Muira puama C
Acacia C Fenugreek C Nux vomica C
Acorn C Fireweed C Oidium sano C
Agaric C Gelsemium C Raknid blood C
Agrimony C Gentian C Rosemary C
Amaranth C Grave root C Scarlet radish C
Ammoniacum C Hawthorn C Scopolia C
Belladonna C Hellebore C Skullcap C
Benne C Hemlock C Spider Venom C
Beth root C Hyssop C Spikenard C
Black horehound C Jambul seeds C Stag horn C
Black mushroom C Jewel weed C Sweet geranium C
Box leaves C Lotus leaves C Unicorn horn C
Bugle C Lucerne C Viper venom C
Cayenne C Lycopodium C White bryony C
Chokeweed C Majoram C White horehound C
Colewort C Master wort C Yellow fungus C
Comfrey C Mistletoe C
Cumin seeds C Moon flower seeds C

Preservation

Items harvested from dead bodies spoil one hour after they are removed, and must be preserved before being issued an item card as a resource.

Preservation must take place in an alchemist’s laboratory, at a cost of 1 work unit per item (body part, hide, blood etc.). It consumes one passive ingredient per item, typically oil, fluid, cream or powder. The alchemist performing the preservation hands the harvesting card and passive ingredient over to the referee logging the work, who issues an item card for the preserved item in turn.

If it is important (e.g. for plot or roleplay purposes), the form of the preserved item may reflect the passive ingredient used: an item preserved with cream may be tanned or leathery, for instance, while an item preserved with powder may be dry and somewhat crystallised.

Finished Ingredients

The following finished ingredients can be created from various raw materials. The required skills, materials and cost in work units vary, and are listed below.

By default, all finished ingredients expire three years after being refined, unless used.

  • Essences: Any alchemist can, at a cost of 1 work unit, refine three units of a given herb and one oil, steeping and pressing the herbs to produce one unit of a concentrated oil known as an essence. Essences have a rarity one step higher than the rarity of the raw herb.
  • Humours: Students of the natural world know that blood is not one fluid but an admixture of three humours, the near-mystical substances that carry the body’s magic. Alchemists have learned to separate blood into its parts, to better study or use them in their work: thick, yellow-white chymos; thin, blackish-green cruor and rich purple ichor.
    There are two approaches to separating blood. Wasteful alchemists with plenty of blood to hand can draw one unit of one humour from one unit of blood, discarding the rest, at a cost of 1 work unit. More careful alchemists can separate one unit of blood into one unit each of the three humours at a cost of 4 work units total.
Example
Sergey Kostova steeps three units of lycopodium (common) in one oil and presses them, spending 1 work unit and yielding 1 unit of essence of lycopodium (uncommon).

Passive Ingredients

Already largely stripped of magic, passive ingredients have use to both alchemists and crafters – tanners use cream to make leather, papermakers use fluid to bleach vellum, alchemists use oil as a base for their potions.

By default, all passive ingredients expire two years after being refined, unless used.

Material Rarity Skill Costs Work Units
Cream (3 units) VC Alchemist 1 oil 1
Fluid (3 units) VC Alchemist 1 oil 1
Ink (3 units) VC Alchemist or Artisan 1 charcoal 1
Oil (3 units) VC Alchemist 1 herb 1
Powder (3 units) VC Alchemist 1 herb 1
Powdered dye (3 units) VC Alchemist or Artisan 1 herb 1

Note: Any herb can be used; this has no mechanical effect unless specified otherwise.

Brewing Alchemical Items

An alchemist may brew any of the standard recipes known to them per their skills, or any unique formulas they have learned through research or teaching.

Every recipe has a cost in work units and ingredients.

Roleplaying and Logging Work

To brew any day, the player must engage in at least 30 minutes’ suitable roleplay at their laboratory, either all at once or spread out over several tasks through the day. Roleplay includes using their phys reps to mime grinding, mixing, distilling etc. as appropriate.

They must then log their work with a referee, who will confirm that the character knows how to brew the formula (checking the recipe card, if relevant), confirm any benefit they get from using a configured laboratory, collect the resources consumed, and note how many work units the alchemist is using.

An alchemist may brew a recipe over more than one day to spread the cost, handing over all required resources when they start working. An Alchemist can work on multiple recipes at a time in this way.

Completing the Recipe

Once the alchemist has accumulated enough work units to complete the recipe, the referee will issue a tearable card for the brew. Every potion, poison or other formula must be represented by a suitable phys rep – typically a bottle, jar or other vessel with a capacity of about 35 ml – to which the card must be attached.

Note: By default all brews expire three years after being brewed. Achemists may be able to research longer-lasting brews.

Covens

Three Alchemists can work together as a coven to brew more complex formulas. One alchemist is designated the lead alchemist on the brew, although all three Alchemists must know the recipe for the brew being undertaken. All members of the coven may use their own laboratories.

All points are pooled towards completing the recipe.

Magical Inks

Magical inks are special magically-enriched inks essential to Invocation, which uses them to convey and trap magic into specially crafted low-magic items such as scrolls and stones.

Lesser and greater scrolls, sigil stones and tattoos are all created using the same strength of ink; but different applications use different amounts.

The ink recipes listed in Alchemy Recipes all produce one pot of ink. The tearable card for a pot of ink is marked with six boxes, and using ink requires ticking off a number of boxes as follows:

  • Scrolls: Writing a lesser scroll consumes one third of a pot (i.e. ticking two boxes), while writing a greater scroll consumes one whole pot (or ticking off six boxes).
  • Sigils: Writing one sigil consumes one sixth of a pot (i.e. ticking off one box). A lesser sigil stone requires two sigils, while a greater sigil stone requires three sigils. Some special effects may require more sigils.

All common inks are the same strength, but more specialised (i.e. sphere-specific) ink is easier to brew – and requires less expensive ingredients – than more general purpose ink. Sensible alchemists will research spell-specific inks, which are the cheapest of all.

There are no general purpose exalted inks; at this power, all inks much be researched and brewed for each spell specifically.

Amalgams

Amalgams are alchemically-created alloys incorporating precious metals and gemstones.

In talismans, they serve a similar function to the magical ink on a scroll or sigil stone: the crafter making the wand, amulet or brand works the amalgam into a fine inscription representing the spell to be charged in the wooden or metal surface, which acts as a high-magic medium to convey the invoker’s magic into the low-magic base.

Like ink, amalgams can be made in (from most costly to cheapest) general, sphere- or sigil-specific, and spell-specific forms.

They may have other properties and uses, creating mystical metals with extraordinary properties. Some claim they’re the path to immortality, or the purification of the soul.

The Great Work

Some alchemists look beyond common lotions and philtres to unlock great, fundamental truths about the world through a deeper understanding of matter – this is sometimes known as “The Great Work.” What this looks like varies from one master to the next, but some alchemists have sought (and some claim to have discovered!) the following formulas:

  • Universal Solvent: Also known as “alkahest,” this potent acid can dissolve anything into its constituent stuff. A true master of alchemy may be able to use such a formula to separate the alchemical traits of ingredients and recombine them, creating wholly new ingredients found nowhere in nature.
  • Universal Curative: Also known as “azoth,” this powerful potion is said to be able to heal all injury, illness or poison (including any magical diseases or poisons) at a stroke – even to stop or reverse aging.
  • The Philosopher’s Stone: Also known as “chrysopoeia,” this remarkable substance is said to transform base matter into higher forms, e.g. to turn lead to gold.

For some, the Great Work includes the search for “primal matter,” the true, noble substance of which all other matter is a debasement; for some, it extends beyond the material to the spiritual, attempting to understand how to refine and purify the soul the same way they do ordinary matter.