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Alchemy

 

This art deals with the creation of substances that provide special benefits or enhance the recipient’s inherent qualities. Unlike the Praxis of Enchantment, this path does not grant magical powers beyond the potential of the being. Alchemical creations normally affect only living beings, including Garou and changelings. Rumors of Alchemical substances that can affect vampires circulate now and again, but no one’s offered any substantial proof. Alchemical products come in many forms: potions that take effect when consumed; pastelike salves, which must be applied to the target; perfume worn to give off a scent or incense, either in solid form or as a liquid applied to something else to be burned. Information must be prepared for each dose in your character journal on the Puppet prince website, describing its effects and listing its physical form. Once used, that dose is gone. Each potion, no matter what form it has been worked into, also has a shelf life based on its level. If the substance has not been used by the end of that time period, it is considered expired. Advanced-level elixirs are said to produce some rather unpleasant effects if they’re consumed after the “sell by” date.

 

Each level of mastery automatically provides an understanding of how to brew poisons and healing tonics as well as elixirs that grant temporary Attribute Traits. Additional formulae are learned individually, with the same experience cost as rituals of the equivalent level. The recipes listed below are just a sample of the hundreds of alchemical creations possible. The sorcerer must research these other applications, presenting them for Storyteller approval before bringing them into game.

 

 

Basic

Healing potions are common throughout history, providing a handy remedy when the sorcerer is not around. Though most tonics come in potion form, alternate versions are known to exist, such as salves that are applied directly to a wound. Either variant restores one Health Level of normal damage per dose, and a given character may only receive one dose per hour. Alchemy also teaches the creation of poisons that are usually undetectable to mundane senses, though certain forms of perception would reveal them (such as vampiric or Garou Heightened Senses or changeling treasures). Normally, these  come in potion form, inflicting one Health Level of damage when consumed. Alternatively, the substance could be prepared as a salve that may be applied to an edged weapon (sword, dagger or arrow). In this case, the poison inflicts one additional wound the first time the weapon is successfully used.

 

Finally, Alchemical elixirs may enhance a person’s natural aptitudes. Basic versions grant the user two Attribute Traits that last for the remainder of the current scene (or until used). These Traits must be assigned during the brewing process and may only modify one Attribute category (Physical, Social or Mental). A character may benefit from only one of these elixirs at a time, and only one such boost may be applied within a one-hour span.

 

Basic Alchemical formulae take one hour to prepare and last for one week before losing their potency. Some additional recipes available at this level include:

 

 -  Blood of the Snake -Part of learning to brew poisons is learning to make the antidotes. This anodyne reduces the damage from any mundane poison (e.g., cyanide, spider venom) by half (round down). Thus, a toxin that normally inflicts three wounds would only cause a single Health Level of damage. These benefits last for the remainder of the game session if the antidote is taken before the poison. When used after the fact, this affects only a single dose. In addition, the antidote must be applied during the same scene in which the poison took effect. Blood of the Snake cannot affect Advancedlevel Alchemical poisons, although it may have the normal effect against Basic preparations and reduce normal damage from an Intermediate poison. 

 

 -  Nectar of Restoration - Since complex formulae can take a long time to prepare, alchemists have developed the means to sustain themselves over many sleepless nights. This draught restores all personal Attribute Traits in one category (Physical, Mental, Social), specified when the dose is created.

 

 -  Philter of Longing - Love potions have put coins in sorcerers’ pockets for centuries. This is not the only passion that can be instilled, however; some have found fear or loyalty to be equally useful. Prepared as either perfume or incense, each dose evokes one specific emotion  (chosen during creation) for a single scene. These effects may be avoided if the target wins a Static Mental Test.

 

Intimediate:

This level allows the alchemist to create more potent brews. Intermediate tonics restore two Health Levels of normal damage or mend a single aggravated wound, whereas poisons inflict equivalent injuries. In addition, you may now brew venoms that paralyze someone for a scene or send him into a deep sleep for up to an hour.

 

The benefits provided by Intermediate elixirs are also more significant, granting the user three Attribute Traits which last for the remainder of the game session (or until used). A character may only benefit from this or any other elixir once per night, and the bonus cannot be combined with any other magical form of Attribute enhancement within the same category (Physical, Mental, Social).

 

Intermediate Alchemical works take one full day to formulate and lose their efficacy after one month. Some recipes at this level include:

 

 -  Blood of Valor - Many a warrior has wished for that one last burst of strength needed to finish a battle. Alchemy is only too happy to provide them that gift. This potion enables the user to ignore all wound penalties for a single scene. Alternately, a version may be created which simply reduces wound  penalties by one level (Bruised counts as Healthy, Wounded counts as Bruised); this variant lasts for the remainder of the game session.

 

-  Essence of the Judge - By applying this salve to her ears, the subject gains the ability to know when someone is lying to her. Alternately, this formula may be prepared as eye drops, allowing the user to tell if written text is fact or mere opinion. Either version requires a Static Mental Test for each statement you wish to verify. This effect lasts for a single scene.

 

 -  Philter of Passion - As with the Philter of Longing, this brew causes its target to feel a specific emotion, but the feelings are more intense and the effects last for one hour. Unlike the previous level, this passion may only be averted by the expenditure of a Willpower Trait.

 

 

Advanced: 

As your mastery increases, you are able to bring about amazing changes in a target. Your healing tonics can now restore all normal injuries over the course of an hour, including up to two aggravated wounds. Sleeping potions that drop victims into an enchanted slumber lasting for a week or more are possible. Poisons are also more dangerous, requiring the target to win a stamina-based Physical Challenge to even remain standing; those characters who win the challenege suffer one aggravated wound. Those who lose suffer enough aggravated damage to drop them to Incapacitated.

 

Finally, incredible enhancements to a person’s body and mind are possible, granting up to four normal Attribute Traits or a single Trait that cannot be lost. Either benefit lasts for the remainder of the game session. As with lesser versions, the specific Traits must be specified when the elixir is made and cannot be combined with any other form of magical Attribute increase.

 

Advanced Alchemical preparations require one week of dedicated effort and last up to one year before becoming inert. There are few standard Advanced formulae, but many alchemists have found some remarkable creations (with Storyteller approval). Some known examples include:

 

 -  Blood of the Messenger - This formula is usually found as a potion allowing a character to speak and understand any language. A salve variant  allows the user to select one of the following applications: By applying the salve to the eyes, the user can read any written language. By applying it to the ears, the character may understand any spoken words. Finally, by coating the tongue, the recipient may be understood by any listener. Each of the above uses lasts for one hour.

 

 -  Essence of Inner Strength - Some alchemists have uncovered the means of storing personal energy within a substance and recalling it in times of need. For every two temporary Willpower Traits spent during the final hour of brewing, the preparation affords one such Trait. This is one of the few ways to raise a character’s temporary Willpower Traits above her permanent rating. Rumors hint at other formulae that create draughts of Gnosis or Glamour, though these potions are subject to the Storyteller’s approval. In any event, if the alchemist is not capable of donating this energy personally, a volunteer must be present during the creation. The effects end with the scene.

 

Master:

These creations are the stuff of legends - flying ointment, Love Potion #9, complete cure-all or instant death poison. Your tonics can now increase a person’s Traits well beyond their normal maximum, granting up to six Attribute Traits for the remainder of the game session. Again, these benefits may not be combined with any other magical form of Attribute increase. Master-level Alchemical creations are said to last indefinitely, although not many have been willing to test the theory with the musty old bottles found in the back of an alchemist’s pantry. These concoctions require one month of isolation to prepare, however. You may not engage in any other downtime activity, and your character must remain out-of-game for any stories which occur during this time.

 

In addition, some whisper that a Master of Alchemy is capable of learning the secrets of life itself.. . .

 

Homunculus

This formula allows the alchemist to construct an artificial life form. These creations are fashioned in the shape of small animals, anything from a mouse or spider up to the size of a small dog. The homunculus may even be given wings, gills or similar movement-related capabilities. Each homunculus has eight Attribute Traits, though these are not broken up by category. Any ties or overbids are resolved using the entire set of Traits. Though the creature’s intelligence is no more than that of a well-trained monkey, it is capable of understanding reasonably detailed instructions. In addition, the homunculus may communicate short phrases or simple images to its creator through a limited form of telepathy. Homunculi have the same Health Levels as humans and suffer damage in the same way. Once created, this servant lives for one year (or until destroyed).

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