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[Wip][Alchemy Lore ] Elixir Of Life, Alchemic Creatures, And Human Transmutation


Cyndikate
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Alchemic Life

 

 

Not only can alchemists create potions, but they can alter and create life. They can play God. This department of alchemy is very dark and frowned upon. This is something that many sensible alchemista dare not delve into, or even mention.  Playing God with Alchemy shows that the alchemist has a dark and twisted mind, or will eventually adopt insanity if they even try to experiment with life. Once again, one cannot specialize in this type of Dark Alchemy without a dark, twisted mind. You can't master Life Alchemy without going insane trying.

 

[Toying with life via alchemy can be extremely difficult to pull off. Aquiring materials needed can be very difficult, especially when many major symbols are extremely rare. Due to the complexity of the lore, only one alchemist will have IC knowledge of this field.]

 

The Heart Elixir

 

The elixir of life would prove to be an extremely difficult substance to create, and not just because it requires a large quantity of the rarest ingredients. This is a complex elixir to make and even a master alchemist would not always succeed due to the many things that can go wrong. [The alchemist must roll above 11 to create a successful elixir.] The elixir’s function is self-explanatory. It represents creating and bringing life. It can be used to create alchemic creatures such as the Homunculi and Chimera, and even used to reanimate the dead, as long as it follows equivalent exchange. Creating life requires more than just the elixir of life. Creating life has a strong emphasis on equivalent exchange. To create life, one must sacrifice it. For a creation to live, something has to die. To even specialize in life alchemy, one must have a vast understanding of alchemy itself, and an intelligent and creative mind. Altering life requires years of trial and error, which would result in going mad from trying to get the correct results.

 

Minor [Roll above /11]
- 4 Major Symbols of Water
- 4 Major symbols of Earth

 

Lesser [Roll above a 15]
- 6 Major Symbols of Water (Life)
- 6 Major Symbols of Earth [strength]
- 6 Major Symbols of Air (Optional) [intelligence]

 

Greater [ Roll above 17]
- 10 Major Symbols of Water
- 10 Major Symbols of Earth
- 10 Major Symbols of Air
- 10 Major Symbols of fire.

 

What is a Chimera? [Roll above a 15+ for a sucessful creation. Failure = All of the creatures are dead.]

Requires 2 or more living creatures, and a Lesser Heart Elixir.

 

A chimera is a creature that is fused by 2 or more living creatures through alchemy. A chimera can be created using a combination of 6 Major Earth Symbol and 6 Major Water Symbols. Additional symbols may be needed to mold the creature’s personality to its creator’s desires. Specific creatures needed to mold the chimera’s unique traits greatly depend on the traits of the animal. For example, if you desire a creature that is loyal, protective, and faithful to its master, then using a dog would suffice. If you desire the grace, gentle and carefree nature for your creature, then a horse would work.  There are many different types of animals out there to choose from if you wish to customize your chimera.

 

Sapiens, and humanoid creatures can be used in the creation of Chimeras, but it’s highly encouraged if one wants to create a logical, and sentient creature[With some instinct], whereas chimeras created through the fusion of strictly animals will have absolutely little to no sentience, intelligence, or logic in their minds, for they will simply behave like the wild animals they were created from. Chimeras created from humanoid beings will have also inherited the traits from the race they were originated from. For example, to create a creature of longevity, one should create a chimera from an elf. If one wants to create a chimera of great strength, hardiness, pride, an orc will suffice. The drawback of this is that Keep in mind that only one humanoid creature can be used for fusion, but up to four animals or creatures can be used at one time.

 

Chimeras can be intelligent creatures, or feral depending on how it’s created. One must create a balance of the number of creatures he or she plans to use in order to create the chimera of his desires. One must also make decisions on the right being to use for creating the desired creature. A humanoid is required to create a creature with sentience and intelligence, but fusing a humanoid with too many creatures can override its potential for intelligence and increases the likelihood of a feral creature. The more creatures used, the higher the chances. The average lifespan of a chimera is about 12 years. The maximum lifespan of a chimera is around 16 years and that’s only if the right creatures are fused.

 

What sets the chimera apart from other sapien creatures is that not only are the primal instincts of the animals inherited, but they can physically inherit parts from the animal as well. Such as a tail from a cat, a goat's horns and legs, a bat's wing's etc. The possibilities are endless.

 

PROS

  • Chimeras can be very versatile, and can either have great intelligence, or great physical strength, or neither of those. They can come in different shapes and sizes.
  • Chimeras do not age. Chimeras created from children will stay children for their entire lifespan.

Cons:

  • Chimeras have a limited lifespan. And they cannot use magic.
  • These creatures can be very difficult to make, let alone correctly, especially if the alchemist has no understanding of what they’re creating.

Alchemic Reanimation/Human Transmutation [Roll above 17 for success]

Requires a Greater Elixir of Life, alchemy symbols, a living being.

 

A good alchemist can believe it or not, bring the dead to life. All the alchemist needs is 10 Major Water Symbols and 10 Earth Symbols mixed in Aqua Vitae to create a creature. He will need a corpse, or combination of dismembered parts to combine them. The alchemist can then draw alchemic symbols with alchemic ink onto any part of the corpse, before injecting the elixir into the corpse.  He then must wait a period of time without any guarantee of success. [/Roll above 17.]

 

The creature if fortunate enough to resurrect, will start out with very little sentience and intelligence. It will be as if the alchemist is dealing with a challenged child, or an empty shell with its own unique way of expressing its wants and needs. It will develop over time, but not to the point where it’s at a genius level. The alchemist must spend and dedicate its time, caring for and nurturing the creature. Teaching it to eat, drink, potty train, read, or write. The being is very easily conditioned, and can be taught to obey commands. This could take months or even years to properly develop into a functioning being. The most difficult part of developing the creature is training it to function socially. The life span of the reanimated creature averages of about 8-10 years.

 

PROS:

 

  • Being able to reanimate dead things, but at a cost. Also gives room for the life alchemist to research and experiment with his creations.
  • They are essentially undead creatures. They are difficult to kill unless their embedded alchemy symbol is severed.

Cons:

 

  • These creatures are difficult to train and develop.
  • Has a very limited lifespan of 8-10 years.
  • They cannot reproduce. Don’t even try it.
  • Incapable of using any type of magic.
  • Until further notice, Permakilled characters cannot be revived through this method
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Science can't ressurect the dead. If you can train them, then its just a more difficult necromancy. -1

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I believe the overall rule for alchemy was to give non-Mage players the capability to still adopt a magical profession at the cost of what this profession produces not being able to top the results of magic itself, whether it be Void or otherwise. For example, a Cleric or Druid's healing powers cannot be beaten in efficiency or effectiveness by a healing potion. I'd use any "fire potions" matched with fire evocation/general fire magic as an example, too, but there's already some awkward alchemy fire which defies the logic of nature and has shown to be more volatile than a commando fire mage.

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I believe the overall rule for alchemy was to give non-Mage players the capability to still adopt a magical profession at the cost of what this profession produces not being able to top the results of magic itself, whether it be Void or otherwise. For example, a Cleric or Druid's healing powers cannot be beaten in efficiency or effectiveness by a healing potion. I'd use any "fire potions" matched with fire evocation/general fire magic as an example, too, but there's already some awkward alchemy fire which defies the logic of nature and has shown to be more volatile than a commando fire mage.

This lore doesn't top any of the magic as other mages can perform this much more easily.

 

This lore not only creates lore for Chimeras, but the reanimation lore is essentially and literally recreating Frankenstein. The creature from the story was composed of old body parts and strange chemicals. It should be the same case with Alchemy.

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