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Sith Alchemy

#1
[Image: capturejpg.jpg]
The Premise

A number of months ago (From posting) Aodh/Occularis/Zutauha did a lot of fantastic work putting together a complex and incredibly detailed guide on Sith Alchemy. After numerous edits and plenty of research it passed through the officer. and sub officer, team scrutiny. Now, finally, it is here and presented before you. This is an OOC guide to Alchemy and progress through it in HH and not to be taken as an IC file one could access.

The image below is a pathway, if you will down the 'tree' of alchemy and divides the abilities into the rough categories of accomplishment an alchemist should be at to attempt the abilities/creations described. Below the image there is then an entry on each creation, outlining whether something is an enchantment or a mutation, it's difficulty (Out of five) and a brief description with sources.

The different tiers or levels are described as followed:
Novice: Everyone has to start somewhere. The creation of the Novice level are, in general, the first steps towards exploring the subtle craft of Sith Alchemy. They are often simple to comprehend and to create, but always form the fundamentals for the more advanced creations.

Journeyman: Through diligence and practice, the Journeyman level of creations can be forged. These creations are more intricate and detailed than their colleagues from a tier below, and require more discipline. Yet, many of these techniques are still relatively simple in their use. More often than not, they tend to 'click' in the mind after extensive practice, making it possible to turn them into a second nature. So, where they might be challenging for new Alchemists, these techniques can still be perceived as a piece of cake for the more experienced wielders of the dark arts.

Artisan: Artisan level creations are mostly reserved for the Alchemists who have truly taken the subtle craft to heart, and have dedicated themselves through extensive study and training. These techniques require a strong, stable foundation of knowledge and skill, and are without a doubt far more complex than the two tiers below. Yet, where there is more complexity and dedication required, there is more power to be found...

Expert: This tier encroaches that of the true master craftsman, but falls just short. Under it's umbrella, a great number of extremely dangerous, extremely potent creations can be found. Every last one of these possibly requires years of training and study, but there can be no doubt about the result once mastered: It is astonishing. Most of the creations here have to be made with the best of ingredients that can be found within the galaxy. Do not take any of these creations lightly, ever.

Master: Reaching the master tier is incomprehensible for most who devote decades to Alchemy. It's creations are the sparks that create legends, and it's practitioners are God-like Craftsman amongst Sith. If not for the unmistakable proof that they have been created in the past, and can be forged in the present, many would write these creations off as myth and fiction. But it is possible. All of it. They are highly sought after, and all of it requires decades of training, dedication, blood, sweat and tears. But if one does manage to forge such an awe inspiring creation... They can be assured of a place amongst histories greatest.

The way that Sith Alchemy will be presented on your ability sheets will be a little different from the rest of your powers and skills. A spoiler can be added below the sheet named as 'Character Name's Alchemical Tome'. Within this spoiler you'd make a small table that lists the technique, the sub-sets of techniques you can do with it, if you possess the material components should they be required, if you possess the theoretical knowledge to practice it and finally, if you possess the practical knowledge to perform it correctly. Here is a short example:




We hope this serves all of you well and of course represents our view on the complexity and paths through the field of alchemy. Any, and all, questions and inquiries into this document are welcome privately and can be answered there.


Alchemical Progression

[Image: alchemy-tree-new.png]

Organic Alchemy

Spoiler: Force Mask

Inorganic Alchemy



OOC:
Compiled with the original Alchemy: Expanded text - Written by Joslae/Alex
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Messages In This Thread
Sith Alchemy - by Trakaton Kalkoran - 28-04-2023, 09:19 PM
RE: Sith Alchemy - by Sarias - 23-03-2026, 09:23 PM
RE: Sith Alchemy - by Sarias - 23-03-2026, 09:24 PM
RE: Sith Alchemy - by Sarias - 23-03-2026, 10:04 PM

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Ongoing Crisis
The Republic Marches amongst lit fires!


The Balance of Power in the Northern Territories!

After the Republic liberated Pollus from Imperial influence, Anx Minor was devastated by I.T.E.C.’s nuclear mining and lingering Sith presence, while the Kesmere Ridge remained largely intact, enabling the Republic to steadily infiltrate and influence its powerful corporate systems. On Tertiary Kesmere—the largest hub—three megacorporations dominated: Oriyn Prospecting discovered resources, Kessdyne Resource Group extracted and profited from the capital Vethar’s Reach and its Ciivic Council, and Haeltor Maritime handled off-world transport. Beneath the façade of economic growth, however, The Republic secretly aimed to turn Tertiary Kesmere into a strategic launch point for operations in the Northern Territories. Contacted by Moff Vayen Korr, the Marshalling Prefect of the Northern Territories, the Pentarchy of House Horuset took on the job of delaying the Republic's actions. With preperations laid it culminated in a strike planetside lasting only two weeks to ignite anarchy. Acting covertly to sabotage Republic progress, they destabilized the region, leaving chaos in their wake as corporations collapsed under their own deception and local anti-corporate guilds rose up—unaware of the Empire’s hidden hand behind the unrest...

((OOC: Missions that relate to grand changes in the Northern Territories will have an impact on the balance of power shown above, with the end result being that the balance of power's state will determine how strong the Republic will be in given areas area. The balance of power can be pushing in our favour with bigger scale events aimed at taking the Republic down or fortifying ourselves in the North. This can be achieved through Operations, Adventures and Guild Events. The blue represents the Republic, and the Empire is red! This is organised by the Guild Team, so please direct OOC questions to them.))

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