Alchemist
Component doubling, potion brewing, solution crafting, and chemical lore.
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With this skill a character is able to get two doses out of one component. It takes 1 minute per dose of component to use this skill. When a character uses this skill the marshal should note that the component was doubled by placing a “D” on the tag. Reagents cannot be doubled, only Rare Components.
Once doubled, a component cannot be used in sorcery rituals, even if both halves of the component are used. A component that has been doubled cannot be doubled again.
This Alchemist only skill allows the character to make use of Alchemist only alchemical items that are categorized as Alchemical Focus.
This skill allows the character to recognize alchemical reagents. This is the basic Alchemy skill and grants the character the ability to brew, distill, mix, and perform the other basic skills needed to create alchemical items. It does not grant the character the ability to actually make anything; a separate skill is required for that. Alchemy Lore is required to read and identify alchemical recipes in-game.
This skill allows the character to create golems. Create Golem Rank 1 allows the character to identify golems and other types of automatons after 1 minute of examination.
They may also Craft Wood Golems
For the full rules on how to create golems and how they work ingame, see Chapter 4.
This skill allows the character to create Flesh Golems.
For the full rules on how to create golems and how they work ingame, see Chapter 4.
This skill allows the character to create Stone Golems.
For the full rules on how to create golems and how they work ingame, see Chapter 4.
This skill allows the character to create Iron Golems.
For the full rules on how to create golems and how they work ingame, see Chapter 4.
This skill allows the character to create Steel Golems.
For the full rules on how to create golems and how they work in-game, see the Create Golem skill.
This skill allows the character to create Mithril Golems.
For the full rules on how to create golems and how they work in-game, see the Create Golem skill.
The pinnacle of alchemical mastery is the art of golem crafting. By means of the Create Golem skill, the character is able to animate a golem to serve his needs. Golems are a type of construct bound to the will of their creator. They can operate somewhat autonomously, following and remembering the verbal commands of their creator, or the creator can transfer their consciousness into the golem and control it directly.
The character must gather the needed components to create the golem before starting to animate the golem. In the case of flesh golems, the alchemist has the required skill to sew the golem together. Wood and stone golems require someone with the appropriate craftsman skill to fashion the golem. The alchemist needs to find someone with Rank 2 of either the Weapon Smith or Armor Smith skill to create the husk needed to animate the golem.
The creation process ends with the alchemist transfusing all of their blood to the golem thereby delivering a Killing Blow to the character. The alchemist may be healed appropriately. The character will lose a number of Body Points equivalent to the level of golem created until the golem is destroyed. The Body Points must come from the creator and not a potion or spell. This creates the link between creator and golem. The golem must be created in the Alchemist Guild or an equivalently outfitted laboratory.
Should the golem be destroyed, the creator will know it instantly (or as soon as a marshal can tell the player) and will experience pain as the Body Points return.
Golems cannot invoke rituals or spells on their person or in any item, but they can benefit from passive constant effects like the damage from an enchanted weapon, the armor points from a Ritual of Armor, or the strength from a Ritual of Strength. The link between golem and creator allows a golem to carry and wield items that are attuned to the creator as if the golem were also attuned. This follows the normal rules for items attuned to multiple characters. If the golem is destroyed the item will behave as normal for that type of attunement. An exception is items attuned by a curse, these cannot be transferred between golem and creator.
Golem Creation Table
| Rank | Golem | Creation Time | Production Points | Reagent Tags | Major Component | Minor Component |
|---|---|---|---|---|---|---|
| 1 | Wood | 10 min | 40 | 100 | Knot of Wood from Mistwood Tree | Carved Wood Statue Made from Material Worth 5 silver pieces |
| 2 | Flesh | 20 min | 50 | 200 | Copper Heart (25cp) and 400 points of Lightning Damage | Embalmed Parts from 4 Creatures |
| 3 | Stone | 30 min | 60 | 300 | Stone from the Heart of a Bed of Lava | Carved Stone Statue Made from Material Worth 1 gold piece |
| 4 | Iron | 40 min | 70 | 400 | Essence of a Level 5 Fire Elemental | Forged Iron Statue Made from Material Worth 2 gold pieces |
| 5 | Steel | 50 min | 80 | 500 | Saliva of a Red Drake | Forged Steel Statue Made from Material Worth 3 gold pieces |
| 6 | Mithril | 60 min | 90 | 600 | Fire Ruby | Forged Mithril Statue Made from Material Worth 100 gold pieces |
Two whole, un-dissected, destroyed golems of the same type can be substituted for the minor component.
Autonomous Golem Behavior
The golem has no free will and will obey the commands given to it to the fullest extent of its ability. While the golem is robotic in nature, it does understand the intent of the commands given to it, understanding the will of the creator. It is able to remember any number of commands. The golem however is unable to make rational choices. If the golem is ordered to: “Kill anyone who attacks me,” the golem will attack a person who gives a friendly slap. The golem cannot be ordered to “Attack anyone who steals something from this room,” but can be ordered to “Attack anyone who takes anything from this room they did not come in with.” In the latter case the golem will attack a character even if the alchemist gives them something to take with them. The golem can never speak. They can make gestures if commanded, but because they cannot reason they have no ability to communicate a thought of their own.
The golem can never be made to harm the creator, and similarly the creator cannot order the golem to strike them self. The golem can be ordered to listen to the commands of someone else, but the creator’s command will always override anyone else they have given control of the golem to.
To use a golem in this autonomous mode the player must find a volunteer to play the golem. Any player can volunteer their own time to play the golem, but they cannot make it part of their NPC duty without a Plot Marshal’s approval. However, if a Marshal has foreknowledge that a golem is present in someone’s room and they send out a group to specifically engage that area, they should send an extra NPC to play the golem.
Inhabiting a Golem
A golem’s creator can temporarily transfer their consciousness into one of their golems, allowing them to control the golem directly and circumvent the limitations of the golem’s autonomous thinking. While inhabiting the golem the character’s abilities will be replaced by those of the golem, except that they can still speak and use the following skills if they have them: Alchemy Lore, Autopsy, Demon Lore, Herbal Lore, Identify Alchemy, Identify Component, Literacy, Sorcery Lore, and Read Magic. While inhabiting the golem they cannot invoke spells or rituals, but they can benefit from passive constant effects like normal. Rituals, curses, active alchemies, and spells on the character’s body do not transfer with them to the golem, and they do not transfer from the golem to the character when finished. Heroic Boons will not be usable by the golem unless they note so specifically.
To use this ability the character must touch the golem and will their consciousness into it. The character cannot be doing anything else while they transfer, which takes as long as it takes to change costume and leave behind any items that will not be going with the golem. While the character inhabits a golem their body is unconscious and cannot be awoken by any means. The player leaves behind their character card and marshal notes explaining their state, and takes over playing the golem. The marshal note should say to alert a plot marshal if the character’s body is moved to a new location or harmed.
To stop using this ability the character must return to their body and touch it. The character cannot be doing anything else while they transfer, which takes as long as it takes to change costume and leave behind any items that will be staying with the golem. The character will awaken with full memory of what they experienced while inhabiting the golem. If the character finds that their body was killed while they were away they may choose to touch it and transfer back anyway or remain in the golem until the end of the event. If they transfer consciousness back to the dead body they can choose to dissipate or remain as a corpse.
If the golem is destroyed while inhabited the player must leave any in-game items behind and put on a white headband to go out-of-game. They must return to their character’s body then change costuming and resume playing their character like above. If they don’t know where the body is they should find a plot marshal to help them locate it.
If the alchemist is inhabiting their golem at the end of an event the character’s consciousness will be forced to return to their body at that time. If the golem has no orders otherwise it will attempt to return to where the character last transferred to the golem. See a plot marshal to determine the golem’s, and possibly the character’s, fate.
Golem Statistics — Special Rules
Golems have a modified death count. If reduced to 0 Body Points the golem has 1 minute to be healed by their specific element damage from spells or thrown Elemental Pool. They do not require a Heal Mortal Wound or a Life effect to be healed regardless of what dropped them to 0 Body Points. Effects that reduce a death count’s length have no effect on a golem. If they do not receive healing within that minute they are destroyed.
If the Golem is reduced to 0 Body Points by eldritch damage, or struck with it while in their death count, then the golem is destroyed.
This skill allows the character to take and preserve a body part from a dead or immobile character. Using this skill takes 1 minute and the character should roleplay cutting or removing the body part as appropriate. Additionally, the character needs to use a dissection knife to use this skill; no other tools or items can be used.
Normally, any body part taken from a character dissipates after 5 minutes. However, if the body part was removed and preserved by someone with the Dissection skill, the body part does not dissipate. If the character is healed or resurrected, the character is whole and intact even if a portion of its body is preserved elsewhere.
When you start to remove an internal organ, bones or blood, you deliver a Killing Blow in the first three seconds of starting the dissection. You cannot use First Aid, Battle Surgery, Icy Preservation spell, or other means that stop a Death Count while you are Dissecting a part from a character.
This skill allows a character to collect components from various characters. However, you can only collect the same component once from the same character per month. For example, Adriana needs the unwilling heart of a Paladin for her Dark Sorcery. She captures Rynn and dissects his heart, then casts a Life spell on him. She can take his heart again if she wishes but it would not be useable in her ritual; only the first heart is worth anything. Only one component can be taken from the same character per Event, regardless of how many characters are dissecting the body. If multiple characters dissect the same body, then the first one to finish is the only one who gains a usable component. They could take the heart, muscles, or blood but only the first one finished would be a valid component.
This skill is used to extract components from a character. It can never be used to preserve a whole character or body. If a part is dissected that contains other components, those components are null and useless.
By use of this skill, the character is able to permanently preserve a corpse whole unlike Dissection, which only allows a character to preserve only parts of a creature. The body does not dissipate while it is being embalmed. The body can still be healed from the Brink of Death by the usual means, embalming does not end a character’s Death Count. Body parts of an Embalmed creature cannot be used as components except for golem creation.
In order to use this skill, the body must be at the Brink of Death or Dead, the character must use Embalming Oil, and take 5 minutes ingame.
This skill allows the Alchemist to increase the duration of an alchemical item. This skill must be used at the time of creation and cannot be used after the alchemical item is made. Using this skill increases the number of Production Points and Reagent Tags needed. Below is a table that outlines these cost increases.
| Time Increments |
|---|
| Instant |
| 10 Min |
| 1 Hour |
| 6 Hour |
| 24 Hour |
| 1 Event |
To Increase a Duration by 1 step on the table, it costs +50% more Reagents and Production Points.
To increase a Duration by 2 steps on the table, it costs +100% more Reagents and Production Points.
For example, going from 10 Min to 1 Hour is one step, and going from 10 Min to 6 Hour is two steps.
An alchemical item can never increase its duration by more than two levels and can never last longer than an Event. Whether this skill works on an alchemical item is noted in the item’s description
This skill allows a character to identify components and what race a character is. It takes 1 minute to use this skill.
This skill will identify a component they find. They can verify what it is by cross-referencing the out-of-game number on the item tag with a component list.
The character may also identify the race of a character by examining them. This will not allow a character to identify a character from across a field or during combat for it is necessary to do a close examination of the creature to determine what type it is. The character need not be dead, just unresisting. They can, for example, tell what kind of troll they are examining, but not what skills or careers they might know. Without this skill, the character might know he has dissected a troll’s blood, but not what kind of troll he is dissecting. If a character wants to know if the brain of the fallen character is a necromancer’s brain, they would first have to dissect the brain then spend another minute in-game identifying the brain. A character cannot take a sample of un-dissected blood and tell whether the character is a Druid, Mage, Healer, or whatever. They can do so after dissecting the blood.
This Alchemist only skill allows the character to increase the duration of any potion they consume. The character is able to increase the duration by one level. This can extend the duration past what can normally be made. For example, if a character consumes a +3 Giant Strength potion with a duration of 1 hour, this skill would allow them to increase that duration to 6 hours.
This skill must be used when the alchemy is first consumed. The player cannot decide later they wish to increase the duration. This skill cannot be used to decrease the duration of a potion, even if they used this skill to increase the duration prior. The character must record their use of this skill on the alchemical item tag.
This skill will make an alchemical item into contact item. Contact items can be administered by touch, by applying it to an item, applying it to an edged weapon, or thrown. If placed on an item, the character must make skin contact to take effect. When used on a weapon the player must call poison after the damage of the blow, and if Body Points are hit, the item takes effect. When thrown it must hit the player and the character must have 0 Armor Points currently for it take effect.
This skill cannot be used on alchemical items that have already been created. Using this skill increases the number of Production Points and Reagent Tags needed by +50%, as well as one dose of Pitchblende.
Whether this skill works on an alchemical item is noted in the item’s description
This skill allows the alchemist to make some alchemical items gaseous. All gaseous items have a radius indoors and outdoors and effects every one in the radius, including the character who delivered it if they are in the area of effect. To determine who is effected, the character struck with the gas or the closest player to the gas should stretch their arms out to either side and turn in a circle and anyone in that radius that the player can touch is affected.
This skill cannot be used on alchemical items that have already been created. Using this skill increases the number of Production Points and Reagent Tags needed by +100%, as well as 1pt. of Acid.
Whether this skill works on an alchemical item is noted in the item’s description.
The character becomes immune to a type of poison and therefore they are immune to all forms of that poison. For example, if they become immune to death poison, then they are immune to Instant Death, Slow Death and Quick Death. Similarly, if the character is immune to damaging poisons then they are immune to all damaging poisons – 8, 12, 16, and 24 point versions. The following table outlines what categories the character can choose from.
Category
Amnesia Poison
Blindness Poison
Damaging Poisons
Death Poisons
Feeblemind Poison
Forget and Remember Poison
Love Poison
Paralysis Poison
Paranoia Poison
Silence Poison
Sleep Poison
Weakness Poison
The character may not become immune to solutions or potions.
This skill is purchased in ranks similar to schools of magic. Rank 1 Poisons allows the character to identify all Poisons, which takes the character 1 minute of roleplaying in-game to perform. This can be used to detect and identify poisons in food, drink, or a person’s blood.
This skill is purchased in ranks similar to schools of magic.
A character with Rank 2 Poisons can brew any poison of Rank 2 or lower.
This skill is purchased in ranks similar to schools of magic.
A character with Rank 3 Poisons can brew any poison of Rank 3 or lower.
This skill is purchased in ranks similar to schools of magic.
A character with Rank 4 Poisons can brew any poison of Rank 4 or lower.
This skill is purchased in ranks similar to schools of magic.
A character with Rank 5 Poisons can brew any poison of Rank 5 or lower.
This skill is purchased in ranks similar to schools of magic.
A character with Rank 6 Poisons can brew any poison of Rank 6 or lower.
This skill is Lost, and the exact method of learning it can only be found out in-game.
This skill is purchased in ranks similar to schools of magic. Rank 1 Poisons allows the character to identify all Poisons, which takes the character 1 minute of roleplaying in-game to perform. This can be used to detect and identify poisons in food, drink, or a person’s blood. The higher ranks allow the character to brew Poisons of that rank and lower. So a character with Rank 3 Poisons could identify any Poison and brew any Poison in Rank 2 and Rank 3, as long as they have the recipe.
This skill is purchased in ranks similar to schools of magic. Rank 1 Potions allows the character to identify all Potions, which takes the character 1 minute of roleplaying in-game to perform.
This skill is purchased in ranks similar to schools of magic.
A character with Rank 2 Potions can brew any Potion of Rank 2 or lower.
This skill is purchased in ranks similar to schools of magic.
A character with Rank 3 Potions can brew any Potion of Rank 3 or lower.
This skill is purchased in ranks similar to schools of magic.
A character with Rank 4 Potions can brew any Potion of Rank 4 or lower.
This skill is purchased in ranks similar to schools of magic.
A character with Rank 5 Potions can brew any Potion of Rank 5 or lower.
This skill is purchased in ranks similar to schools of magic.
A character with Rank 6 Potions can brew any Potion of Rank 6 or lower.
This skill is Lost, and the exact method of learning it can only be found out in-game.
This skill is purchased in ranks similar to schools of magic. Rank 1 Potions allows the character to id entify all Potions, which takes the character 1 minute of roleplaying in-game to perform. The higher ranks allow the character to brew Po tions of that rank and lower. So a character with Rank 3 Potions c ould identify any potion and brew any Potion in Rank 2 and Rank 3, as long as they have the recipe.
This skill allow the Alchemist to resist the effects of any alchemical item or effect the alchemist is exposed to, except acids, Fire Breath potion, or any other item that causes external direct damage or effect.
This skill is purchased in ranks similar to schools of magic. Rank 1 Solutions allows the character to identify all Solutions, which takes the character 1 minute of roleplaying in-game to perform.
This skill is purchased in ranks similar to schools of magic.
A character with Rank 2 Solutions can brew any Solution of Rank 2 or lower.
This skill is purchased in ranks similar to schools of magic.
A character with Rank 3 Solutions can brew any Solution of Rank 3 or lower.
This skill is purchased in ranks similar to schools of magic.
A character with Rank 4 Solutions can brew any Solution of Rank 4 or lower.
This skill is purchased in ranks similar to schools of magic.
A character with Rank 5 Solutions can brew any Solution of Rank 5 or lower.
This skill is purchased in ranks similar to schools of magic.
A character with Rank 6 Solutions can brew any Solution of Rank 6 or lower.
This rank is considered Lost, and the knowledge of how to learn it must be found out in-game.
This skill is purchased in ranks similar to schools of magic. Rank 1 Solutions allows the character to identify all Solutions, which takes the character 1 minute of roleplaying in-game to perform. The higher ranks allow the character to brew So lutions of that rank and lower. So a character with Rank 3 Solutions could identify any Solution and brew any Solution in Rank 2 and Rank 3 as long as they have the recipe.