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Ratman

Alchemy+

Dec 9th, 2020
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  1. Alchemy
  2. Materialization of soul, or so its users like to claim. Creates and modifies supernatural materials on a more technical level.
  3.  
  4. Extraction 1 (-5)
  5. A Soul Gem can be compared to a rechargeable battery, but Magic can also be preserved by less perfect means. The practice of extraction and preservation where possible may give a Magical Girl more to work with. However, Grief from extracted materials may only be directly used to replace Grief used in Healing, Alchemy, and Toolmaking disciplines. For others, one must use this energy to create an appropriate Tool instead.
  6.  
  7. Reagents are specified by type and flavored by GM and/or players. The enforceable scarity comes from the types and methods of extraction. A reagent can have more than one type.
  8.  
  9. Reagent types:
  10. Ordinary: Materials that exist in reality as normal. As an example, soul-bearing beings have a spark of magic energy in them, though it tends to leave as soon as they die. A human being can have their blood drawn in a ritual, generating 1G, but taking 2x2d10 Grit Damage in the process. This energy dissipates unless immediately used.
  11. Objects in highly karmically charged environments may contain magical energy, bu this is very rare.
  12.  
  13. Imperishable: Materials of magical origin that remain in reality and can be handled and stored like ordinary items. Each of these materials has a shelf life specified at the time of being obtained.
  14.  
  15. Preservable: Materials of magical origin that can be made to last if certain requirements are met. Requirements may include:
  16. - Must be submerged in quicksilver
  17. - AMF prevents decay (store in silent room or equivalent)
  18. - Keep frozen
  19. - Keep at extremely high temperature
  20. - Feed organic material regularly
  21.  
  22. Transient: Materials of magical origin that are not long for the world. They may exist in perpetuity within a barrier or the Akashic Realm, but soon dissipate into the ether if brought outside or cut off from its native environment or root. Working with these materials usually require being in the environment to use them. There are ways to work around this which require a complex approach and a deeper scholarly investment into alchemy.
  23. A character with the Sensor power, or one who has it provided through a tool, may make a Knowledge: Alchemy check inside a Barrier, or in the Akashic Realm, to determine whether a material they encountered can be harvested.
  24. Note that gathering materials in a Witch’s Barrier can be a lengthy affair, during which the Witch is not actually being fought. Additionally, there is only so much that a character can fit into their Inventory. Carcasses of Familiars that have eaten enough people not to disappear, for example, will take up quite a bit of space.
  25.  
  26. Concieved: Materials of magical origin that are produced only under specific circumstances. Extracting this type of materials requires the most esoteric/hidden/forbidden knowlege. Think rituals, long and involved procedures, incantations, prophecy fulfilling, time gating, etc.
  27.  
  28. Manufactured: Materials created from other reagents.
  29. Vessel: Magic Jar (0)
  30. An additional power gained at the time of learning Extraction 1. A character may spend 5G to create a container which can preserve 20G of Ordinary and Transient materials, making them Manufactured and Preservable. Being Preservable, the player should specify the condition for keeping their particular Jar’s shelf life going. As with Toolmaking vessels, this need not be a literal jar, but can instead be a magic sketchbook, a PEZ dispenser, etc.
  31. A Magic Jar may also be used to hold up to 5G worth of Magic Poison of any base, making it Preservable, and even potentially useable by other characters.
  32.  
  33. Along with understanding the type of reagent, it is also important to know how that reagent can be obtained as well as its abundance.
  34.  
  35. Extraction methods:
  36. Mined: Materials can be gathered by simple digging, scooping, pouring, butchering, picking up, etc. No particular requirement for the tools used other than what might be convenient to use.
  37.  
  38. Drawn: Materials that must be extracted with particular tools. Examples include:
  39. - gathering water with healing properties from a witch's barrier from a tree using a tap made of ash (wood)
  40. - using silver needles imbued with a blessing to weave a cloth from the full moon's light
  41. - injecting a witch's body with wine so that a hallucinogenic salve can be drawn an hour later
  42. - harvesting souls with a weapon made of "gold"
  43.  
  44. *\ Extraction 2 (-5, -10)
  45. With some practice in the above, a character can be more industrial about their efforts. They may choose to Gather Materials as their downtime action, generating 2d10G without a roll to succeed of any sort. However, that implies that they are near a source of harvestable energy. - A city is enough for this, but it implies that the alchemist is wandering into Barriers as they are set up, and spending about half an hour harvesting, while the Witch is free to kill people. This may rise some serious eyebrows from any local hunters that run into the character.
  46. - An entrance into the Akashic Realm can be used in similar manner, generating 5d10G instead, but she gains 1d10/2 Akashic Realm Influence doing this.
  47. - Finally, it may be the case that the character is simply killing copious amounts of civilians. In that case, they produce 1G per person killed.
  48.  
  49. Additionally, at this level, a character is capable of reverse engineering other people’s work. She may disassemble Tools and Vessels created by herself and others, getting back 50% of total Grief worth of all the uses that they hold.
  50.  
  51. *\ Extraction 3 (-5, -10, -15) ☆
  52. At this rank, a character is able to use her Magic Jar to draw in ambient magic energy that only exist for a few seconds. Doing so takes up a secondary action, and generates 20% of Grief wasted, rounded down. It must can only be done once per such an event, at must be done the turn after at the latest.
  53.  
  54. The following things can be considered wastes of Grief:
  55. Blast Clash
  56. A Power getting successfully broken or countered with Counterspell or Spellbreak. The power used to break the spell is not wasted, but the spell itself is. This form of extraction always generates at least 1G.
  57. A character canceling a Power, including the user. If it originally cost 5G or more, Extraction always generates at least 1G.
  58. A Vessel breaking.
  59. A Soul Gem shattering (Grief wasted is all the grief left until absolute maximum). A Witch-out is not considered a waste of Grief.
  60.  
  61.  
  62. Poison
  63. Creates magic poison, which even works well on Magical Girls, and lowers stats if it’s landed. Opposed by Grit.
  64. Eversor Fortitude, as well as either Physical or Magic Immunity negate its effects entirely. On the flipside, creating one stock of any poison for use always costs only 1G, making it fairly cheap. Alchemy is wholly unaffected by the maker's Emotion.
  65. All magic poison is twice as effective on normal humans (all the damage to attributes is doubled), and, with the exception of Strain, lasts a week once used. On magical girls, one point of attribute damage can be healed per two HP that would be recovered, and all attribute damage is removed upon resting.
  66.  
  67. As a Reagent, all poison has shelf life of ten combat rounds if not used. A Magic Jar can prolong this duration. Of course, an item of food poisoned once remains poisoned, only the poison in its pure state is perishable.
  68.  
  69. Base (-5)
  70. Choose an attribute. When a target is affected by a poison you create, they must immediatelly make a Grit check at -4. Should they fail it, their attribute will be lowered by the number specialized by the vessel.
  71. * \ Specialized Base (-5, -5)
  72. When creating the Base, you can pay five more points of Karma and instead make it affect Initiative, Stealth, Mental Strength, Detection, or Emotion.
  73. If it affects Detection, Stealth, or Mental Strength, the effect is doubled.
  74. If it affects Mental Strength, it will be unable to lower it under a tenth of the target's total Karma. Any bonuses the target would have (like being a Witch) still apply.
  75. If it affects Emotion, the effect is halved, rounded down. At the time of making an Emotion Special Base, decide whether it is affected positively or negatively - regardless, it will be unable to push it past 3 or under -3. Using it on allies overly may result in the GM eventually giving them Corruption nevertheless.
  76. * \ Potent Base (-5, -10)
  77. Choose a Base you can create, other than a Specialized Base. Its Grit check target number becomes 45 and it becomes doubly effective if the target fails their Grit check. If they succeed by less than 10, it will still apply its basic, non-doubled effect.
  78. * \ Soul Venom (-5, -10, -5, -5, -15) ☆
  79. Choose a Potent Base and a Specialized Base you can create. You can now treat them as a single Base. A target affected by a Soul Venom has to roll against the two effects individually, and the Special Base's Grit check becomes -6. If the target succeeds in both checks, and the Attribute one by less then ten, you can have them be affected by the Special Base instead.
  80. * \ Slow Base (-5, -5)
  81. This poison has double the total effect of a normal one, but is not as practical in combat. All of its total effects are doubled, but it only changes the target's attribute by one point per turn, not immediatelly. If the original Grit check has failed, the target will not get another one. This effect can be applied onto any other base, even a specialized one or Soul Venom.
  82.  
  83. Venom Vessels
  84. Different ways to apply a poison.
  85. Gas (-5)
  86. One way to use poison in combat. When in effect, lowers an affected's attribute by 2 at the end of every turn. The basic way to apply it is merely conjuring it around oneself, which can be done with a secondary action - but will affect you, unless you are immunized. The cloud will last on the position until your next turn, after which you have to spend another point of Grief and another secondary action to release more. You can also create gas before or after movement, if you aren't immunized in the latter case, you will likely suffer the effects of one cast twice.
  87. The basic area of effect of magic gas is up up to ten meters from the square you are on, or a 25x25 cube (same as a grenade). Being magical, it affects everyone who passed the cloud at any point, regardless of them being breathing or not - but it still requires a Grit roll.
  88. At the time of creating your poison gas, decide whether it counts as thick smoke or not. If it does, it is obvious, and adds one increment of ranged penalty to all ranged attacks going through it. If it doesn't, it requires a roll or passive value of 30 to detect.
  89. * \ Thrown (-5, -10)
  90. Allows you to throw the gas like a grenade. You profit from any Grenade Trainings for the purposes of this, but on the flipside, the gas used this way must first be prepared with a secondary action, like priming a grenade. As opposed to a grenade, poison thrown this way explodes immediately.
  91. * \ Cloudkill (-5, -10)
  92. You can instead pay 5G to create your poison gas. If you do, double its area to 45x45. It will remain in place for five turns if thrown, or be expelled from your body on your turn for five more rounds.
  93.  
  94. * Liquid (-5)
  95. Can be used to poison food or drink, but not ideal for it. Prone to getting either noticed too easily or spreading too thin, passive detection (or roll) of 30 will find it. When in effect, lowers an attribute by 5, though if ingested, it is likely more than one stack of the poison has been used.
  96. * \ Poison weapon (-5, -10)
  97. The poison is applied on the weapon, with a secondary action. It lasts an hour, until the weapon is unsummoned, or until a hit is landed with the weapon (in any way, including Fling). You may have any number of poisoned weapons at any time, mundane or magical.
  98.  
  99. * Solid (-5)
  100. Concentrate, typically in dust form. Has to be ingested. When in effect, lowers an attribute by 10.
  101. Detection roll of 30 and above detects poison in food.
  102. \ * Odorless (-5, -10)
  103. +10 against detection
  104. \\ * Tasteless (-5, -10, -10) ☆
  105. +30 against detection
  106.  
  107. * Strain (-5)
  108. A virus, more or less dangerous depending on how mean or practical you want to make it. Use of these is heavily discouraged by Incubators, but Magical Girls are able to develop them nevertheless. Strains cannot be Slow Bases or Soul Venoms.
  109. The specific properties of the virus are defined at the time of making it (discuss with your GM), but coming into the vicinty (5m) of an already affected person, or the Magical Girl attempting to spread it, is a decent baseline for a virus spreading. A virus can be set to only affect regular humans, only affect magical girls, only a specific type of an animal (heavy GM discretion is advised before creating one effective on Incubators). It cannot affect a person in a hardsuit, with their helmet on.
  110. Spreading a virus costs 1G, like creating any other, and in combat, a secondary action. When a virus spreads, the person that would be catching it makes a Grit check. Should they fail, they take one point of ability damage matching that of the poison, and, being infected, repeat the check every hour.
  111. If a Magical Girl passes a Grit check on the Strain by more than ten points, she is no longer affected. Healing her entire pool worth of HP, through means magical or mundane, removes it too. Normal people are not so lucky - they require double their HP pool, and the healing has to be magical.
  112. As a reminder, falling to a 0 in any Attribute results in the person being completely disabled (by becoming blind, paralyzed, etc.).
  113.  
  114. Immunity (-5)
  115. Makes you completely immune to your own poisons. Handy when you stand in a cloud of gas and everyone who wants to get to you needs to walk through it. Additionally, you are immune to any other poison that is not a Specialized Base or Potent Base, and Potent Base only counts as a normal base when used on you.
  116.  
  117. / * Antidote (-5, -5)
  118. Makes someone immune to your own particular Base for the day. Similarly handy for your teammates in group fights. Like a poison, costs 1G to create.
  119.  
  120. / * Universal Antidote (-5, -5, -10) ☆
  121. Makes anyone immune to any poison. Costs 5G to create.
  122.  
  123.  
  124. Misc. Petty Telekinesis (-5)
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