ALCHEMY
~ PHYSICS OF VICE AND VIRTUE ~
Alchemy is an oft misunderstood magical discipline that has been practiced for millennia. Many outside the halls of magical academia believe it to simply be another form of petty conjuring, one focused on turning non-precious metals into precious metals, specifically lead into gold. Still others confuse alchemy with engineering, believing the alchemist to be a builder of bombs or potent gases, magically transforming inert ingredients much in the same way as petty conjuring. Still others see alchemy as no more than science, a charlatan mixing ingredients until something useful or, more commonly, dangerous is concocted. While there is a grain of truth in these myths it lies in metaphor, specifically a metaphor for the human body. The natural self is lead, a base element, while the ideal self is seen as gold, pure and perfect. The alchemist mixes quintessential ingredients into a physic that, when imbibed, transforms the quintessence matrix of the imbiber to better emulate a particular sin or virtue. Because of alchemy’s scientific approach to magic, the Consortium of Hermetic Guilds classifies alchemy as a legitimate magical discipline for hermetic study. As a result, many hermeticists know how to brew at least one or two physics and every thaumaturgical school has a few teachers and students that practice alchemy exclusively. Alchemy is also found amongst petty conjurers who simply consider physics to be enchantments.
Working Alchemy
Alchemists need to have the Laboratory (Alchemical) asset in order to concoct physics. Much of alchemy is enhancing or suppressing and otherwise manipulating the natural energies of the body that manifest in behavior as virtues and vices. The alchemist creates physics that heighten these, causing both emotional and mental and physical changes. These physics are divided into increasing levels of potency typically labelled Knight, Duke and King.
Physics cost no quintessence to make but do require an Alchemy skill check. The Difficulty of these is equal to the quintessence needed to activate. Failure to create a more powerful physic may result in a less efficacious one so long as the number of successes is equal to or greater than a lesser physic. Each requires a number of hours equal to its activation cost to prepare, although the alchemist need not spend more than half of that time actually tending the process.
Knight physics cost 2 quintessence points to activate, Duke physics cost 4 quintessence points to activate and King physics cost 6 quintessence points to activate. Only one physic can be active in an alchemist at any given time, given this most alchemist never have more than twice their resolve in physics on their person at any given time. Duration of efficacy is based on the Alchemist’s Resolve +1
Some alchemical works refer to other categories of physic, such as Baron, Queen and Emperor. None of these are widely known at this time.
Acquiring Physics
Alchemy is closely related to both empirical thaumaturgy and petty conjuring; it may even be the bridge between the two. As such, anyone with the Conjurer or Thaumaturgist talent can brew physics providing she takes the Alchemy skill.
At adventurer creation of a physic costs 6 BP; learning the physic enables the adventurer to brew all three levels of potency. After adventurer creation an adventurer may learn a new physic in the same manner as learning a new spell. The Guild charges £90 per physic, leading less-wealthy hermeticists to sneak into the back rooms of rookery apothecaries in the hope of learning physics at a greatly reduced rate.
Physics of Vice
Despair
Despair is the abandonment of hope and the acceptance of failure and disappointment. Despair is about the protection of the inner self at the expensive all else. Physics of Despair are founded of lead and sulphuric acid.
Knight Physic of Despair: The alchemist gains a +4 bonus to Resolve, but a -2 penalty to Fortitude (rounds).
Duke Physic of Despair: The alchemist gains a +4 bonus to Resolve, but a -2 penalty to Fortitude (minutes).
King Physic of Despair: The alchemist is immune to all magical attempts to influence her behaviour, but is surrounded by the smell of the chemical reaction for the duration (hours).
Envy
Envy is the specific excessive desire for what someone else has. Physics of Envy help one steal from another. They require a mixture of pewter and vinegar as a base.
Knight Physic of Envy: The alchemist gains a +6 bonus to Pick Pocket and Pick Locks attempts (rounds).
Duke Physic of Envy: The alchemist gains the benefit of the demonology invocation Aer Amiculum (minutes).
King Physic of Envy: The alchemist takes on the appearance of her target. During this time she is utterly believable as that person. However, when the duration is over it takes an equal amount of time for her to return to her normal appearance, during which time her features are a melting and changing puddle horrific to behold (hours).
Gluttony
Gluttony is the consumption of anything to the point of waste. Physics of Gluttony enable the alchemist to consume whatever they wish, for a price, and are formulated through a mixture of brass and salt.
Knight Physic of Gluttony: The alchemist gains a +2 bonus to all Fortitude rolls (rounds).
Duke Physic of Gluttony: The alchemist gains immunity to any ingested poison or disease. During this time the Alchemist is compelled to eat garbage and drink dirty water (hours).
King Physic of Gluttony: The alchemist gains the Life Drain ability. During this time, however, he may only eat sapient flesh or become sickened as if having contracted Dysentery (hours).
Greed
Greed is the excessive desire for material goods. Physics of Greed enable the Alchemist to increase his wealth by various means. They are formulated around tin and iron oxide.
Knight Physic of Greed: The alchemist can sense concentrations of wealth within 60 yards (hours).
Duke Physic of Greed: The alchemist gains a +4 bonus to Haggling and Gambling (minutes).
King Physic of Greed: The alchemist can seemingly transform base metals into gold; however, this is an illusory effect, resisted by Resolve. Transformed metals return to their natural state after a number of hours equal to the alchemist’s Resolve (minutes).
Lust
Lust is intense desire, often associated with sexual desire but it can be any excessive desire. Physics of Lust help the alchemist with personal conquest and are formulated through reactions of gold and salt.
Knight Physic of Lust: The alchemist gains a +2 bonus to Presence against members of the desired sex, but an equal King Physic of Gluttony: The alchemist gains the Life Drain ability. During this time, however, he may only eat sapient flesh or become sickened as if having contracted Dysentery (hours). penalty when dealing with members of the other (minutes).
Duke Physic of Lust: The alchemist gains the benefit of the necromantic operation Dominor (hours).
King Physic of Lust: The alchemist gains a +4 bonus to all skills related to Presence, but suffers a -2 penalty to all skills related to Wits as his faculties become obsessed with his desires (hours).
Pride
Pride is an excessive sense of self-worth. Since nothing is more valuable than one’s self, the physics associated with this vice help protect the self. Physics of Pride begin with a distillate of mercury. To use any Physic of Pride, the imbiber must be naked in the Victorian sense for the duration of the physic. ‘Naked in the Victorian sense’ simply means that the imbiber must leave little to the imagination in terms of showing curvatures of the body and exposed flesh – a gentleman need not strip naked, but tossing aside his jacket and fully unbuttoning or even discarding his shirt would be enough.
Knight Physic of Pride: The alchemist gains a +4 to his Initiative but must use her next turn in combat to get to safety (rounds).
Duke Physic of Pride: The alchemist gains an armour value of 8 (minutes).
King Physic of Pride: The alchemist gains immunity from all melee and ranged weapons, but takes double damage (double the damage dice only, not extra successes from the skill roll) from magical attacks (rounds).
Sloth
Sloth is the failure to use one’s talents and gifts for any constructive purpose. Physics of Sloth always begin with lead. Physics of Sloth keep one from being moved.
Knight Physic of Sloth: The alchemist gains a +4 bonus to Fortitude. During this time he moves at half speed (rounds).
Duke Physic of Sloth: The alchemist gains protection from possession or mental coercion. During this time, however, his thoughts are dull and he takes a -2 penalty to both Presence and Wits (minutes).
King Physic of Sloth: The alchemist gains absolute immunity from harm, but loses the ability to move or speak (rounds).
Wrath
Wrath is inordinate and uncontrollable feelings of hatred and anger. Wrath physics help the alchemist act on that hatred and anger. They are based on combinations of iron and salt.
Knight Physic of Wrath: The alchemist gains a +4 bonus to one weapon skill of her choice. During this time she acts as if an ‘angry drunk’ (minutes)
Duke Physic of Wrath: This physic grants the Alchemist a +2 to Strength and Dexterity, but makes her irrational, giving a -2 to Wits (minutes).
King Physic of Wrath: Imbibing this physic cause the Alchemist to become a paragon of battle. The Alchemist gains 3 applications of the Huge quality (See the creature qualities in the Victoriana Core Rulebook). However, she is consumed with rage and attacks everyone and everything in sight (rounds).
Physics of Virtue
It has been noted that the Physics of Virtue do not seem to be as puissant as some of the Physics of Vice. This is true. However, neither do they have as many negative consequences.
Charity
Charity is the opposite of greed. It is the willingness to give of oneself for the sake of others. Physics of Charity are formulated with tin. Physics of Charity allow the alchemist to help others and an alchemist cannot use their benefits on himself.
Knight Physic of Charity: The alchemist can use the Heal operation, using the Alchemy skill to make the test (rounds).
Duke Physic of Charity: The alchemist can use the Cure operation, using the Alchemy skill to make the test (rounds).
King Physic of Charity: The alchemist gains the ability to automatically restore a single touched person to complete health provided the individual is still living (instant).
Chastity
Chastity is the opposite of lust. It is about right relations ships with oneself and others. Physics of Chastity, all of which start with sulphuric acid, reward inner strength with outward strength.
Each Physic of Chastity enables the alchemist to use a mental attribute in place of a physical one. Presence may be swapped for Strength, Wits may be swapped for Dexterity, or Resolve may be swapped for Fortitude. Any secondary attributes are also changed (Health pip damage is taken from the higher scores first, so when the duration ends damage absorbed by extra Health simply disappears). The attribute to be swapped is determined when the physic is created.
Knight Physic of Chastity: The alchemist may use a mental attribute in place of a physical one (rounds).
Duke Physic of Chastity: The alchemist may use a mental attribute in place of a physical one (minutes).
King Physic of Chastity: The alchemist may use a mental attribute in place of a physical one (hours).
Diligence
Diligence is the opposite of Sloth. It is steadfast and deliberate effort. Physics of Diligence allow one to keep working beyond normal sapient means. They are made with iron.
Knight Physic of Diligence: The alchemist gains a +2 Fortitude bonus (rounds).
Duke Physic of Diligence: The alchemist gains a +4 Fortitude bonus (rounds).
King Physic of Diligence: The alchemist gains a +8 Fortitude bonus (rounds).
Hope
Hope is the cure for despair. It is a positive outlook on the future and a trust in powers greater than oneself. It is made with mercury. Note that an increase to the target’s Resolve does not increase his quintessence.
Knight Physic of Hope: The alchemist can grant a touched target a +2 bonus to Resolve (rounds).
Duke Physic of Hope: The alchemist can grant a touched target a +4 bonus to Resolve (rounds).
King Physic of Hope: The alchemist can grant a touched target a +8 bonus to Resolve (rounds).
Humility
Humility is the antithesis of pride. It is a correct view of one’s self and one’s abilities. Physic of humility, made of salt and gold, help one see everything correctly.
Knight Physic of Humility: The alchemist turns invisible as per the Invisibilis operation (rounds).
Duke Physic of Humility: The alchemist turns invisible as per the Invisibilis operation, but cannot be detected by magical or preternatural means (rounds).
King Physic of Humility: The alchemist turns invisible as per the Invisibilis operation, but cannot be detected by magical or preternatural means. He also gains the Insubstantial creature quality (rounds).
Kindness
Kindness is the opposite of envy. It gives friendship and trust without bias or spite. Physics of Kindness are made of pewter and help the alchemist help others.
Knight Physic of Kindness: The Alchemist can grant a touched target a +2 bonus to Fortitude (rounds).
Duke Physic of Kindness: The Alchemist can grant a touched target a +4 bonus to Fortitude (rounds).
King Physic of Kindness: The Alchemist can grant a touched target a +8 bonus to Fortitude (rounds).
Patience
Patience is endurance in all things. Physics of Patience enhance this quality and are made of lead. Physics of Patience help the alchemist endure.
Knight Physic of Patience: The alchemist gains a single immunity as per the creature quality (rounds).
Duke Physic of Patience: The alchemist gains two immunities (rounds) or one immunity (minutes).
King Physic of Patience: The alchemist gains two immunities (minutes) or one immunity (hours).
Temperance
Temperance is restraint and the ability to judge between proper actions. Physics of Temperance help the alchemist overcome difficult consequences. They are made of silver.
Knight Physic of Temperance: The alchemist negates the effects of the consumption of too much alcohol or food (instant)
Duke Physic of Temperance: The alchemist can eat or drink anything he wishes and suffer no ill effects (hours).
King Physic of Temperance: The alchemist is immune to poison (hours).
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