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Alchemy

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Revision as of 07:30, 14 May 2024 by ManagementBoard (talk | contribs) (Created page with "==Alchemy== 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 gene...")
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Alchemy

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.

Alchemist is the prerequisite of the following 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.

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.

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.

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.

Creative Method

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

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.

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 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.

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.

Laboratory Quality

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

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

Any alchemist can make their own laboratory, at a cost in materials and work units.

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