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Alchemy

From Curious Pastimes Wiki

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 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 [[– 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 WU
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.