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Sith Alchemy
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Posts: 316
Threads: 150
Joined: Mar 2023
Character(s): Trakaton Kalkoran
28-04-2023, 09:19 PM
(This post was last modified: 07-12-2025, 08:20 PM by Sarias.)
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
Organic Alchemy
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. The skill serves as the introduction step to the act of altering living tissue, changing largely only the surface level of the skin- The Mask will generally crumple under the presence of large amounts of dark sided energy, like being hit with lighting, leaving the bearers face a ruined mess. The act of losing a mask is typically not fatal. 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. Like all alchemy a single distraction or misstep can ruin the desired effect, from there being no effects to horrible disfiguring.
As you improve the skill, more and more complex rituals can be accomplished, down to changing the species of the individual. Only the manipulation of face is required to learn the next tier
Face: The most common technique of Force Mask, it’s also the easiest. It requires a minor ritual and some molecular manipulation.
Body: Very similar in technique to Face, but requires a more complex ritual and more time, and is noticeably more draining and corrupting. Wearing it for prolonged periods can also have ill-effects on the wearer.
Gender:A more advanced form of the Body technique, it shares a lot of similarities but requires a more experienced hand and a more in depth knowledge of how to manipulate the living body and the mask.
Species:The most complex technique from Force Mask. To activate it requires an immense level of knowledge and a complicated ritual that is not only draining but material intensive. To have a Species Force Mask destroyed while it is being worn is to leave the wearer looking like a disgusting hybrid of species. But it is not an all-powerful technique, it has its limits, for example it could not be used to make a Twi’lek appear as a human and vice versa.
Sources: https://tinyurl.com/y6urxd4n
Genetic Manipulation Through The Force
Type: Mutation
Level: Artisan
Difficulty: o o o - -
Overview: After learning to alter the surface of organic beings, Genetic Manipulation is reaching beyond molecular manipulation of tissues to direct manipulation of the genetic code of cells. Modifying anything organic leaves a mark of the alchemist’ presence on them, and the subject will get corrupted in the dark side. 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. In most cases, any beast modified in the force will be considered a Sithspawn and as with all things marked in the force, their behavior will lean towards the emotions the dark side fuels. They will not lash out at their creator, but behavioral changes are likely to occur compared to their original state.
Genetic Manipulation is separated into multiple sub-sections. It is up to the individual alchemist what they want to learn depending on their ambition and project. An alchemist with no ambition of including cybernetics may choose to forgo learning cybernetic grafting.
Muscles: The alternation of the muscle tissue, making it stronger or larger in certain areas. Such as increasing the strength and durability of the hind legs of a beast of burden.
Skeleton: Adjusting the bones of the creature to your desires, this could be making bones stronger or weaker or adding or removing bones from the body.
Manipulate Organ: Twist existing organs into new shapes. Make a heart stronger. Make lungs filter out certain molecules. Add a new enzyme to the stomach that digests new material.
Cybernetic Grafting: The art of altering a limb so that it better receives a cybernetic, merging biology and technology in the most perfect way.
Nervous System: Tweaking the micro system inside the body that is the nerves, altering how it works. This takes a very fine level of control because of how precise one must be.
Size: Needing the skill of manipulating muscle and the skeleton, size allows you to change the size of the creature within limits.
Limbs: Altering the limbs of the creature, from adding joints or muscle strength to possibly grafting new, organic limbs onto the body. Creating an entirely new complex organ is incredibly costly on the body.
Manipulate Bodily Fluid: Altering the properties of the body’s fluids, from increasing acidity of stomach acid to thinning of blood so it flows swiftly.
Manipulate Spores: A niche branch, it focuses on the specific manipulation of fungi.
Manipulate Organic Barrier: From thickening of skin to the creation of a new membrane of the eyes, it targets the layers of the body that keeps things separated.
Create Organ: Push the body into the direction of growing a new organ inside itself with a specific purpose in mind. A very difficult technique as the alchemist must know how the new organ functions, down to the last detail, and the body must make room for the organ. The alchemist must know the properties of manipulating Muscles, Organs and Nerves.
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 ‘trueborn’ creations range from towering warbeasts, to the smaller yet equally deadly creations that circumvent the typical limitations of modifying what already exists. Some alchemists even use it to create small but complex sithspawn for specific purposes.
For most alchemists this is the height of their journey. From securing the right ‘ingredients’ of organic material to the knowledge of creation itself is a long journey. And then there’s the act of creating a ritual ground to conduct the creation itself on, with rituals spanning anywhere from half a day to several.
A trueborn sithspawn will bear an echo of their creator’s presence on them, and the alchemist will be the only one who truly can command the sithspawn.
At this stage the sithspawn is unlikely to attack or devour their creator, but they are beings of the dark side with violent and often destructive tendencies. Any traits of personality, behavior or otherwise is dictated by their creator during the creation process, but their nature as creatures of the dark will forever be a factor.
When an alchemist dies the trueborn is known to run maddened and without control, as their bond in the force is severed. Thus most alchemists include a vital flaw typically known only to themselves, if ever the beast disobeys or they want to ensure others can kill it once they perish.
Alchemists can create more than one trueborn sithspawn in their lifetime, but each undertaking leaves heavy corruption on the alchemist.
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. It's often crafted with a specific purpose in mind due to the demands of the creator’s body. Sith poison is notoriously rare and is difficult to learn, let alone how to craft it. Even then the alchemist must be ready to face the cost of corruption demanded of their body and mind. It also requires a slither of an alchemist’s own life energy through a blood offering.
Examples include causing violent hallucinations, binding someone to a bed for weeks, a difficult to heal deadly compound, a quick acting poison leaving no trace and or leaving permanent damage to an affected bodypart. The two primary ways a sith poison is created is the combining of two or more toxins properties, or the heightening of a single toxin’s properties. Some alchemists are known to even combine these two effects.
One of the most unique facets of Sith Poison is that it is innately connected to the dark side;To avoid falling to the dark side after exposure to even a small amount, would be an incredible and taxing feat.
Healing a sith poison is, regardless of its properties, a feat of great skill - typically requiring more than one person. Attempting to purge it from one’s own body may be near impossible for most depending on the properties of the poison, and the user’s skill.
Sources: https://tinyurl.com/ya8ah4wm, The Book of the Sith
Higher Tier Sithspawn Creation
Type: Mutation
Level: Master
Difficulty: o o o o o
Overview: The sithspawn of legend like leviathans, the great war hydras and beasts that could slay a hundred men are far gone, the art of creating leviathans lost to time. An alchemist can spend a lifetime searching for the crumbs of knowledge needed to make something that imitates those creations of greatness: A higher tier Sithspawn.
This is achieved in a very similar way to regular Sithspawn, but everything about the ritual is magnified. The largest difference is that sithspawn of this category are incredibly difficult to control, and have been the cause of many profiled alchemists that ever reached this height. Not to mention the corruption inflicted on the alchemist, where a single error in the ritual can see the alchemist and even their siphons turned to madness, killed or the sithspawn’s death.
When a winged monster screams its birth cries in defiance of the natural laws of the universe, it hungers for meat, and the most obvious source is the alchemist that made it. That is the biggest danger, that an alchemist spends so much time and energy creating such a legendary weapon that when one is created, they are devoid of energy and cannot fight back when their creation seeks their life.
Sources: https://tinyurl.com/yapr24s7, https://tinyurl.com/y8q28uys, https://tinyurl.com/y7xvfew4, https://tinyurl.com/y9szqwmx, The Book of the Sith
Inorganic Alchemy
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;
Crafting of the casing, in which the shell is inscribed with the sith rune for “power”. The higher the quality the material the better.
Assembly of the amulet, putting together the casing and a gem capable of containing force such as a saber crystal, of the highest possible quality.
Imbuing of the amulet,the amulet is 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.
Mark of Power: A technique of runes used to amplify the power of force abilities that are cast within a certain area. Most commonly associated with use in rituals.
Protection Circle: It protects all those within its perimeter, this is manifested in multiple different ways such as: the feeling of walking through a wall of fire as you cross the circle, a wall of telekinetic force, suffering the effects of hyper strong gravity as you try to cross. How the protection is manifested is dependent on the alchemist in question. Well made protection circles even carry the ability to stop projectiles such as blaster bolts. The protection quality is strong indeed, but it can be broken.
Sealing Runes: This is the opposite of Protection Circle, where something inside cannot leave the circle. It may also have uses in dealing with ghosts and spirits.
Elemental Trap: A trap on a surface that when triggered erupts in an explosion of elemental energies alongside an unhealthy dose of dark side energies. Even arming the trap is dangerous and runs the chance of backfiring on the user.
Rune Dismantling: An important skill for all alchemists to learn, it is the ability to dismantle runes and their effects either before they expire or to dismantle permanent runes. Though upon dismantling the alchemist may find themselves absorbing all the dark side energy stored inside the runes. To attempt dismantling a rune without the proper technique (such as destroying the inscription) can be disastrous and much more dangerous.
Placing Runes on Armour and Clothing:
Alchemical runes are, first and foremost, intended for two purposes; placing down on stationary objects to affect the world around them in various ways, or for use as components of more complex rituals. However, it is possible to deploy them as chargeable components of armour - with stipulations. These runes must be carved into something that is unable to flex, lest it disrupt the shape of the runes in the most minor way. If that does happen, or if the runes are damaged, then consequences can range from anything from a mere loss of power in the runes to a corrupting energy afflicting you, or even small force-based burns and explosions. This means that cloth, leather, flexible polymers and even particularly thin metals are either useless or ill-advised as surfaces for runes that are not part of a metallurgical enchantment on armour.
These runes are not equal to enchantments, they cannot affect the properties of the armour itself and while their effects otherwise will not be negligible, they are also not likely to be hugely significant. As an example of what these runes could do, an interconnected system of runes of protection and power might provide low level protection from force abilities and minor physical trauma. However, this will be a difficult process - establishing these rune networks on armour and imbuing them with power is an extremely lengthy and costly process, and requires the hand of an alchemist intimately familiar with rune inscription.
Sources: https://tinyurl.com/ya6a2t3b
Sith Metallurgy
Type: Enchantment
Level: Artisan
Difficulty: o o o o -
Overview: Sith Metallurgy is the process of alchemically altering base metals into a unique alloy that resonates with the Dark Side of the Force. Though there is no single recipe for this alloy, the result of Sith Metallurgy is ubiquitously known as Sith Steel. Objects made of Sith Steel are resistant to Lightsabers and Blaster Bolts alike, and its unique resonance with the Dark Side makes the material ideal for the use on other Alchemical applications and later Enchantment with more advanced Alchemical techniques.
Creating an object through Sith Metallurgy would commence by the gathering of material for the alloy. Though in general a majority of the base metals would consist of steel, as the name suggests, other rare materials are commonly included. This may range from conductive metals, such as electrum or copper, to resistant materials such as titanium. These would need to be alloyed, along with the inclusion of the creator’s blood. As this is only partially a scientific pursuit, being steeped in mysticism and arcane rites, metals that would not normally bond into an alloy may be made to in Sith Steel. The second step is in turning the resultant alloy into the desired object, which requires individual skill, divided into three tiers:
Create Simple Object: Making small objects such as coins or rings, this is the equivalent of the work an apprentice blacksmith would produce.
Create Intricate Object:These items are more complex and more detailed, such as detailed pieces of jewellery.
Weapon Forging: The height of sith steel, drawing it out into the shape of a weapon. This takes the most time, and more materials than any other technique. Having experience with forging of traditional weapons would help, though Sith Steel is fundamentally different to work with.
With these mostly mundane processes completed, a final act is required: A ritual in which the object is fully imbued with the Dark Side of the Force. This ritual is highly individualised, shaped by the approaches and beliefs of the alchemist that leads it. Invariably, however, they involve substantial quantities of blood, if not live sacrifices. One example is that Sith Swords were commonly bathed in blood spilled in anger, to convey its hateful properties to the weapon.
The resultant object forever carries an imprint of its creator. An echo of the ego that shaped it. Sith steel objects recovered or stolen may thus prove dangerous to their new owners, as the Dark Sided presence resists the new hand upon them. Furthermore, Sith Steel objects cannot be reforged. In altering its aspect, the intent of the original creator is lost and thus the arcane effects dissipate. Similarly, broken Sith Steel objects - rare as they are - cannot be remade. Shards can be included into the alloy to create a new object, as they do still carry desirable properties.
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. Common examples of mid-level amulets are:
Shield Talisman: An amulet that projects a protective aura around the wearer.
Talisman of Translations: A device that allows the wearer to read languages they do not know or to understand spoken languages. It usually has to be targeted towards a specific language.
Amulet of Healing: A device that empowers the natural healing of the wearer or their use of the Dark Healing skill.
Sources: https://tinyurl.com/y9xhq2op, https://tinyurl.com/y9b6mwsr, The Book of the Sith
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
Sith Enchantment
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.
A few common enchantments are:
Enchantment of Strength: Added to a piece of Sith Steel armour, allowing the wearer to physically lift heavier objects.
Enchantment of Stealth: Allow metal to emit softer sounds when moving instead of the heavy clangs of full armour.[/b]
Enchantment of Vitality: A well favored enchantment that gifts the wearer with more stamina, allowing them to outlast their opponent.[/b]
Enchantment of Deflection: The most common enchantment for Sith Swords, in addition to them resisting blaster bolts this lets them return them to the sender in the same way as a lightsaber, though the weapon is noticeably heavier.[/b]
Enchantment of Sharpness: The enchantment that Sith Swords are truly known for, their ability to never dull no matter how many are slain under its edge. Swords that are thousands of years old that were enchanted in this way are still potent weapons[/b]
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:
A Sith Regenerator is one of the most scientific applications of the inorganic arts. A small crystalline construct of intricate make, it acts as an implant that speeds up the natural healing process. It is no match for active healing techniques, but it can keep its bearer in the fight for longer than one without it.
Because of its structure, however, the implant is quite fragile. To mitigate this it is common practice to implant it at the back of the chest cavity, near the spine and within the rib-cage. There it has the least risk of being struck because of even significant wounds. However, its proximity to the heart and lungs results in extensive corruption over time that significantly shortens the bearer’s lifespan, at a rate of roughly 5 years of life for every year the implant is active, with slightly reduced rates in Purebloods. The implant may be removed, but this may have dire repercussions as it may cause old wounds to reopen, and over long-term exposure it may become deeply enmeshed with the bearer’s flesh making removal more difficult.
Sources: https://tinyurl.com/y7ltb7p3
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
OOC:
Compiled with the original Alchemy: Expanded text - Written by Joslae/Alex
Posts: 310
Threads: 169
Joined: Apr 2023
Character(s): Aregra Kalkoran, Yallanda Kalkoran
Placing Runes on Armour and Clothing
Alchemical runes are, first and foremost, intended for two purposes; placing down on stationary objects to affect the world around them in various ways, or for use as components of more complex rituals. However, it is possible to deploy them as chargeable components of armour - with stipulations. These runes must be carved into something that is unable to flex, lest it disrupt the shape of the runes in the most minor way. If that does happen, or if the runes are damaged, then consequences can range from anything from a mere loss of power in the runes to a corrupting energy afflicting you, or even small force-based burns and explosions. This means that cloth, leather, flexible polymers and even particularly thin metals are either useless or ill-advised as surfaces for runes that are not part of a metallurgical enchantment on armour.
These runes are not equal to enchantments, they cannot affect the properties of the armour itself and while their effects otherwise will not be negligible, they are also not likely to be hugely significant. As an example of what these runes could do, an interconnected system of runes of protection and power might provide low level protection from force abilities and minor physical trauma. However, this will be a difficult process - establishing these rune networks on armour and imbuing them with power is an extremely lengthy and costly process, and requires the hand of an alchemist intimately familiar with rune inscription.
((Originally postyed by Aodh))
Posts: 310
Threads: 169
Joined: Apr 2023
Character(s): Aregra Kalkoran, Yallanda Kalkoran
Necromancy
Necromancy should be a singular, specific ritual using both alchemy and sorcery (drawing upon theory included in techniques such as animate guardians, soti asarsi, ansi niti and the school of summoning) and which animates corpses in the zombie-like, simplistic and limited form we see in lore. They can wield weapons, but only in the most simplistic way, they have pretty much no higher thought or instinct, and they usually do not last very long outside of locales they are bound to which provide a dark sided atmosphere that they are tailored to survive in.
((Originally posted by Aodh))
Posts: 310
Threads: 169
Joined: Apr 2023
Character(s): Aregra Kalkoran, Yallanda Kalkoran
Holocron Creation
A holocron is a precious thing, for it allows a sith's knowledge and legacy to remain far past their time. A pureblood may store all the knowledge they possess of their house, a sorcerer have it contain all their writings and ritual work, or a blade master commit every fight he'd ever been in to it. Costly to make and requiring the skill of a great inorganic alchemist to craft, the time, resources and influence needed to commit into one is only found with Sith that have outlasted and survived many conquests and stood the test of time. There is a reason holocrons are closely guarded in deep vaults, behind many traps or is the most precious possession of those Sith who manage to see one created for them.
The creation of a holocron is as mentioned above a long process, and will require significant time and resources to build. A very individual journey, some characters might have access to great resources but will have difficulty finding an alchemist to create it. Or maybe a particular piece of it eludes them and will require dedicated effort to aqquire. How someone approaches this journey is up to them!
Shared between all holocrons these things will be needed:
- An outer frame to contain it all, typically precious glass or a type of crystal
- A crystral lattice shaped to hold the heart of the holocron
- And a natural crystal attuned to the character, the 'heart' of the holocron, referred to as the Capstone Crystal.
- The creation of a guardian for the holocron, through the Rite of Commencement
Please open a ticket if your reading this, and your considering approaching this long-term project
Right of Commencement
This guide will give some general guidelines for the Rite of Commencement, the final part of the creation of a Holocron. Not so much an alchemical or sorcerous rite, it does not require one to use Ansi Niti, or use vast quantities of power. It is a mental process, and involves the character facing their own mind and their self-perception.
Consequently, and importantly, this is a very individualized and personal process, and no two rites should ever be exactly alike. There are, however, always similarities:
The character will:
- Mentally connect with the capstone crystal for the Holocron before it is connected to the rest of the construct.
- Face a version of themselves comprised of a totality of their aspects, desirable and not.
- Shape that version into something that will act as the Guardian to their Holocron.
- Finally, connect the capstone crystal to the rest of the Holocron, completing it and allowing the character to begin recording information onto it.
It is strongly recommended you ask the player and various others that know the character well for help in creating this moment. A holocron is usually made by a very experienced character, and is something of a crowning moment of a long project that deserves some grandeur. Flashbacks, references to key moments and characters, echoes of achievements, great losses, all are viable for this moment.
In the end, there is no true failure state here. The worst-case scenario is that the Guardian becomes something that is undesirable to the character. A worst aspect of their being, an ugly perversion of their form or confoundingly obtuse to work with. Most likely, however, the Guardian will be a reflection of their actual personality and appearance, often somewhat idealized or a peak of their appearance.
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Ongoing Crisis
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The Republic Marches amongst lit fires!
The Balance of Power in the Northern Territories!
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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...
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((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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