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[Normal] The Ancient Art of Alchemy
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Sith Alchemy
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Posts: 312
Threads: 149
Joined: Mar 2023
Character(s): Trakaton Kalkoran
28-04-2023, 09:19 PM
(This post was last modified: 9 hours ago by Rhysand Sekker.)
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:
Technique: |
Materials (If required): |
Theoretical Knowledge: |
Practical Knowledge: |
Sith Rune Inscription |
N/A |
N/A |
N/A |
- Runic Mark of Power |
Yes |
Yes |
Yes |
- Runic Protection Circle |
Yes |
Yes |
Yes |
- Runic Dismantling |
Yes |
Yes |
Yes |
Sith Amulet Creation |
N/A |
N/A |
N/A |
- Temporary Sith Amulet |
Yes |
Yes |
Yes |
- Permanent Sith Amulet |
Yes |
Yes |
Yes |
- Talisman of Concentration |
Yes |
Yes |
No |
- Self-Recharging Sith Amulet |
No |
Yes |
No |
- Basic Sith Amulet Dismantling |
Yes |
Yes |
Yes |
Force Mask |
N/A |
N/A |
N/A |
- Mask Face |
Yes |
Yes |
Yes |
- Mask Full Body |
Yes |
Yes |
Yes |
- Mask Gender |
Yes |
Yes |
No |
- Mask Species |
Yes |
Yes |
No |
Genetic Manipulation |
N/A |
N/A |
N/A |
- Manipulate Muscles |
Yes |
Yes |
Yes |
- Manipulate Body Part for Cybernetic Grafting |
Yes |
Yes |
No |
- Create Auxiliary Organ |
Yes |
No |
No |
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
Force Mask
Type: Mutation
Level: Novice
Difficulty: o o o - -
Overview: Force Mask is a versatile yet subtle technique used by certain alchemists to alter the appearance of their or others appearance at a molecular level. Generally this applies only to changing the appearance to a different looking individual of the same species, but with expanded focus and skill this can progress to changing anything from gender to outright species. The Mask will generally crumple under the presence of large amounts of dark sided energy, leaving the bearers face a ruined mess. This technique usually requires a minor ‘ritual’ to activate and deactivate, painting the High Sith rune for ‘Change’ onto the forehead and cheeks of the target in the blood of the target, then carefully adjusting the molecular makeup of the body, a single distraction or misstep can ruin the desired effect.
Sources: https://tinyurl.com/y6urxd4n
Sith Amulet Creation
Type: Enchantment
Level: Novice
Difficulty: o o - - -
Overview: The basic Sith Amulet is, at a fundamental level, a battery. It stores dark sided energy and is recharged either by extended proximity to a dark force nexus’ focal point such as the academy on Korriban, or the circle of visions on Upekzar or on a lower level by seething with a focus upon the amulet. It is created in a three step process; 1) the carving of the casing, in which the shell is inscribed with the sith rune for “power”. The higher the quality the material the better. 2) The amulet is assembled, putting together the casing and a gem capable of containing force such as a saber crystal, of the highest possible quality. 3) The amulet is then plunged into a container of blood at least deep enough to submerge it, the blood having to come from an individual that the alchemist hates, with the amount of hatred influencing the power. An amulet not made from the finest ingredients by a skilled alchemist
will decay with use, not remotely being permanent.
Sources: https://tinyurl.com/y9f3a4zc, https://tinyurl.com/ybcawklt, The Book of the Sith
Sith Rune Inscription
Type: Enchantment
Level: Novice
Difficulty: o - - - -
Overview: Sith Runes are the building block of certain alchemical and sorcerous techniques, making a specific intent manifest within the force via a runic carving imbued with the dark side. These are used to set up and empower certain rituals, as well as being the driving force behind many alchemical processes. A more skilled alchemist may be able to deploy these runes in a ring formation around them for a mild protection against force powers, or as
protection for a building.
Sources: https://tinyurl.com/ya6a2t3b
Sith Steel Creation
Type: Enchantment
Level: Journeyman
Difficulty: o o o o -
Overview: Sith Steel is one of the foremost applications of alchemy, the act of reaching into the molecular structure of an alloy; mainly iron, carbon, Korribani ores and a sample of the alchemist’s blood, then turning this mixture into something entirely unique. The end product is entirely resistant to lightsabers and can be used to block blaster bolts, though does not have the traits of a fully enchanted Sith Sword.
Sources: https://tinyurl.com/6phupj, The Book of the Sith
Mid-Level AMulet Creation
Type: Enchantment
Level: Journeyman
Difficulty: o o o - -
Overview: As one progresses forth from the standard amulet towards its more specialised counterparts, they will find themselves capable of making amulets capable of being devoted to specific tasks. These could perform many functions, such as projecting images, slightly blunting impacts or granting the holder the ability to speak and understand specific languages. These amulets are made in a similar way to others, but must both hold a tie to their use, such as the gem being cut into a lens for the projection or images or being forged from particularly tough metals for a protective amulet.
Sources: https://tinyurl.com/y9xhq2op, https://tinyurl.com/y9b6mwsr, The Book of the Sith
Genetic Manipulation Through The Force
Type: Mutation
Level: Artisan
Difficulty: o o o - -
Overview: This technique is an expansion upon the standard usage of Force Mask, involving reaching beyond molecular manipulation of tissues to direct manipulation of the genetic code of cells. This is not yet at the level to create a full Sithspawn, but it can make alterations such as allowing unusual cybernetics easier grafting, strengthening certain body parts or even creating minor auxiliary bodily systems.
Sources: https://tinyurl.com/y98a8p83
Specialised Artefact Creation
Type: Enchantment
Level: Artisan
Difficulty: o o o o -
Overview: A highly skilled Alchemist can create fantastical inanimate constructs, and although objects such as the Yoke of Seeming or the Heart of Graush may be beyond the grasp of the average alchemist some impressive works can still be wrought. Amulets that can hurl Dark-sided projectiles similar to a weaker dark sided blast or naturally quicken the movements of a user and refresh their physical stamina, a pair of bracers that strengthen the user specifically when combating light sided force users and other such objects.
Sources: https://tinyurl.com/y9f3a4zc, https://tinyurl.com/yakaf8mz, The Book of the Sith
Full Sith Spawn Creation
Type: Mutation
Level: Expert
Difficulty: o o o o -
Overview: The act of creating Sithspawn is as ancient as any known technique, from the Tuk’ata or Familiars of the Pureblooded Sith to the countless creations spawned by alchemists since then. These warbeasts tend to range from fine cannon fodder to deadly creatures in their own right, but none quite reach the heights aspired to by the Sith of old. In their defence, these beasts tend to be easier to control and thus less likely to turn around and devour their creator whole than the more powerful specimens.
Sources: https://tinyurl.com/y72vgh5p, https://tinyurl.com/jgnwve4
Sith Poison Brewing
Type: Mutation
Level: Expert
Difficulty: o o o o -
Overview: Sith Poison has been noted as a contender for one of the finest toxins in the galaxy. Truthfully, more of an all-purpose toxin than merely a poison, this substance is extremely dangerous. A slight dab can cause intense pain, a droplet complete paralysis and all-consuming agony, two will cause the subject to enter a battle frenzy and will cause severe damage to their body, and any more is almost assuredly fatal. The poison is notably rare, and thus difficult to even learn of, while the process of learning how to craft, and the act of crafting it is intensely taxing upon the body and soul of the alchemist.
Perhaps the most unique facet of Sith Poison is that it is innately connected to the dark sided; it would be a feat of intense concentration to survive exposure to even small amounts of this substance without falling to the dark side. This form of Toxin is biological, and thus can exclusively be made from already extant natural toxins, adopting some of the nature of their pre-alchemical existence.
Sources: https://tinyurl.com/ya8ah4wm, The Book of the Sith
Sith Metallurgy
Type: Enchantment
Level: Expert
Difficulty: o o o o -
Overview: The process of enchanting the blades and armor of the Sith is practical to the extreme, being responsible for the creation of Sith swords and dark armour, amongst other applications. It is through enchanting that a Sith sword gains the ability to deflect blaster bolts instead of merely resisting them, as well as becoming a personal reservoir for the dark side similar to a basic amulet. Through enchanting a suit of armor, a Sith may create something called dark armour, turning what was a mundane protective suit into something far more resilient and possessed of its own dark sided essence; though the armor hardly reaches the levels of Sith steel and will still never block a heavy strike from a saber.
Sources: https://tinyurl.com/6phupj, The Book of the Sith (page 89 for dark armour)
Sith Regenerator Creation
Type: Enchantment
Level: Expert
Difficulty: o o o o o
Overview: Sith regenerators are useful without a doubt, but as with all healing stemming from the dark side are a double edged sword. These small implants increase cell replication rates, speeding up healing time considerably (though not even remotely to the degree of directly applied healing techniques) with the handoff of draining the bearers energy when healing, and if damaged while inside the bearers body there is a high risk of the individual either re-experiencing a resurgence of multiple old wounds at once, or even a sudden and uncontrollable growth of cells constituting a huge and often fatal tumor.
Sources: https://tinyurl.com/y7ltb7p3
Higher Tier Sithspawn Creation
Type: Mutation
Level: Master
Difficulty: o o o o o
Overview: Sithspawn wrought by a true master alchemist can be death made manifest, beings of pure nightmarish terror. A simple beetle mutated into a tank-sized Silooth, the off al of ten thousand sacrificed animals formed into a looming Battle Hydra, a bird of prey formed into a Warbird for the mount of a Sith or even the Leviathans themselves, perhaps the easiest Sithspawn of any to make in terms of technique. Leviathans, however, carry a caveat; they are made by using unfocused, intentionally careless attempts at massive genetic manipulation again and again. Most times, of course, this will create an unliving clump of flesh, but if you are lucky, you will have produced a Leviathan. This process is bruising because its immense tax upon your body and ability with the force, as many alchemists have died from kizia burn attempting to spawn a Leviathan as have succeeded. This danger pales in comparison to the immediate risk however, that risk being that a Leviathan is nigh on impossible to control and is awe inspiringly powerful, an alchemist must be truly mighty in order to avoid being snapped up or tossed into the blister trap of Leviathan a mere few seconds after completing their creation, and must be this strong on top of the all-consuming exhaustion they have just experienced.
Sources: https://tinyurl.com/yapr24s7, https://tinyurl.com/y8q28uys, https://tinyurl.com/y7xvfew4, https://tinyurl.com/y9szqwmx, The Book of the Sith
Animate Guardian
Type: Enchantment
Level: Master
Difficulty: o o o o o
Overview: This is an ancient and very rarely used technique, and was old 10,000 years before the Jedi Exiles discovered Korriban. It is possible to imbue a limited form of ‘life’ within inanimate objects or corpses without touching upon Tsaiwinokka Hoyakut, be this the gargoyles of the Sanctum of Sakkra-Kla or the shambling undead guardians found inside the tombs of Korriban. These beings are bound to their ‘houses of power’ and to leave their abode would cause them to fall inanimate, they are also not possessed of the (admittedly still lacking) minds that the undead produced by Tsaiwinokka Hoyakut possess, limiting their use in battle to a degree.
Sources: The Book of the Sith
Supreme Artefact Creation
Type: Enchantment
Level: Master
Difficulty: o o o o o
Overview: In the long and tumultuous history of the Sith, countless artifacts of untold power have been created. The average Sith cannot create an object of this category, but those who devote their lives to alchemy and its associated skills may well become capable of creating pale imitations. Be this an object that, instead of causing the force to flow around the user as the Yoke of Seeming does, will merely make their movements and presence within the force slightly harder to focus directly upon. Or, perhaps, an obelisk capable of focusing a dark sided seers visions on a lesser scale than the Mirr may. Of course, as with all uses of the dark side it demands its tax, be this the first artifact also draining the bearer until removed, or the second artifact slowly blinding the bearer over extended use. Of course, not all artifacts constructed this way have to be minor versions of extant ones, but these examples are a guideline to illustrate that player character Sith cannot create the stuff of legends.
Sources: https://tinyurl.com/yar6njhy, https://tinyurl.com/ybyo8pao, https://tinyurl.com/y9skbkvg
Oubliette Creation
Type: Enchantment
Level: Master
Difficulty: o o o o o
Overview: Sith oubliettes, or stasis casks, have been used since the dawn of the Sith order. Usable as both a means of prolonging one’s life or as a form of prison, these constructs are capable of sealing an individual away for millennia at a time, locked into an unbreakable sleep through the dark side. Most inhabitants of an oubliette will emerge after spending too long in the casket with their mind in shards, and should the device fail in any of a thousand ways the inhabitant could either be outright killed on the spot, left to sleep without the life sustaining traits of the casket until they perish or kept in an awakened and paralysed state for time immemorial. It is also rather easy for a passerby to simply walk up to the device, seal or otherwise adjust it, and imprison the inhabitant in their own oubliette.
Sources: https://tinyurl.com/yb22jk7a
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Ongoing Crisis
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War in the Northern Territories
The Balance of Power in the Northern Territories!
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"The Northern Territories shift under the weight of changing times. With the passage of the ICOT, internal strife amongst Imperial Forces in the North has lessened - though never abated. Although the momentum of the Republic has not yet been met entirely, fortification efforts and victorious naval campaigns have evened the footing at least slightly. Eyes align on systems such as Vykos, Nam'ta and Orsus to see how this proceeds.."
((OOC: The Balance of Power system has begun! 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 at the start of the next war arc will determine how strong the Republic will be in the 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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