FORCE ALCHEMY

FORCE ALCHEMY

Requires: Scholar: Jedi Lore at 4D
Difficulty: Easy if performed during item creation; Difficult if performed on an existing item
Time to Use: # rounds = result / 5.
Focus: 1 (Maintained)

Effect: Treat as a concentration roll when creating items. However, it is not capped at the user's maximum CONTROL.

Description:
Throughout recorded history, there have been documented instances of technology being created that defy the normal laws of science. Blades that never dull, armor that never scratches, holocrons, amulets, and blankets oh my! It is reasonable to assume that most of the items discovered were but a fraction of those created due to their subtle nature. Items created through force alchemy were rarely flashy or even did anything in an overt sense. They typically enhanced the wielder in some fashion, or were just a little better then normal. With the exception of some of the more advanced items tied to the Jedi order, one would probably never even realize they held an item imbued with the force unless they were sensitive to it.

Force alchemy serves two purposes. First, treat it as a CONTROL roll and add the bonus dice to your creation roll when attempting to create force alchemy objects. The total bonus is not capped by your CONTROL attribute and, unlike control, it only takes 1 focus to maintain. You may NOT apply this benefit when attempting to create normal objects.

Secondly, force alchemy opens up a wide range of potential 'extra' options. Each of these involve imbuing an object with some essence of the force itself, and tends to be rather taxing for the crafter. The combinations of devices and effects are virtually endless. Should a player have an interesting idea they would like to try out or attempt to create, they should contact the Jedi CO. They will review the idea and set a DC and cost based roughly on the established guidelines below.

Creating or imbuing an object with force alchemy will always cost at least one force point. Objects of considerable power may take more, much more. This power is primarily used for creating fairly subtle effects, so more often then not one FP is all you'll need. If the DC for the Force alchemy roll is 21 or greater, it costs 2 FP. 41 or greater, 3 FP, and so on. The monetary cost covers such things as particular metals that resonate with the force, such as electrum, illyrium, incense, mental focci, the works.

Please note that an artificer may not enhance or create an item that duplicates a skill or item that he does not posses. Additionally, an artificer must have the skill at the D code he is attempting to duplicate, or one half of the bonus he is attempting to create. For example, to make an object that grants Accelerate Healing at 6D or +3D, the artificer must have Accelerate Healing at 6D.

Force alchemy, like Sith alchemy, is a very ritualized process that requires an immense amount of focus and has such been refined into a series of quasi-mystical steps to place the wielder in the right state of mind. Part of the catch with this process is that it can only be implemented when the object is first crafted, forged, molded, or set. This cannot be done to an existing object, nor can it be attempted again if the process fails. However, should a piece become damaged the result of force alchemy does NOT break or dissipate, so long as the majority of the object remains intact or can be repaired.

Please note: While it is possible to use Force alchemy and enhance individual components of an item, no more than 1 component can provide a bonus through a given weapon or suit of armor. EXCEPTION: Lightsabers may have more than one crystal with FA properties, however, only the primary focusing crystal counts for any given phase. (IE: A lightsaber could have three phases, each of the three crystals providing a different bonus depending on the phase.)

Be sure to check with the HGM for any restrictions on utilizing force artifacts when you are planning your item.
  • Creating an object, typically a trinket such as a piece of jewelry, that enhances an force power that the wielder possesses by +1. DC +5. Cost: 500 credits
  • Creating an object to increase a regular skill by +1. DC +10 Cost: 1,000 credits.
  • Creating an object that enhances an attribute by +1. DC +15 Cost: 1,500 credits
  • Creating an item that duplicates a 'light side' power at a skill of 1D, but only works once. DC: +5. Cost: 2,000 + 500 credits per +1D
  • Creating an item that duplicates any NON 'dark side' power at a skill of 1D. DC +10 Cost: 3,000 credits +1000 per +1D.
  • Granting a base damage resistance to a piece of armor or weapon such that when the item would take HP damage, it simply ignores a portion of it. Does NOT enhance its protection ability, reflected in 'blades that never grow dull'. 1 Damage Reduction, DC +5. Cost: 750 credits.
  • Creating armor that is 'in tune' with the force, easing the 'restricted by armor' penalty by 1 difficulty level. DC: +15. Cost: 1,250
  • Creating a +3 part for lightsaber construction. (This item only requires 1 FP to create, despite its high DC. Lightsaber parts are made to be fused together in the final focus process of constructing a lightsaber.) DC: 35 Cost: 4,000 credits
  • Force alchemy may attempt to improve the quality of weapons or armor. It can either improve the damage of a weapon by +1, its chance to hit by +1, or its range by 25% (if its a ranged weapon, obviously). It could also enhance either the physical -or- energy protection of armor by +2. DC 20 Cost: 6,000
  • Imbued - Keen: Gives the weapon the properties of Imbue Weapon's Keen method. The weapon has a more deadly edge, resilient and whip like core, or other similar accuracy-enhancing characteristic. The action penalty for making a called shot is reduced to -1 pip, and the difficulty/penalty to hit small targets is cut in half. DC 35, Cost: 7,500
  • Imbued - Resilient: Gives the weapon the properties of Imbue Weapon's Resilient method. Provides perfect durability, rendering it immune to damage, even from Lightsabers. Removes any penalties for striking at an opponent's weapon, and deals +1D damage when used for this purpose. DC 35, Cost: 7,500
  • Create a holocron. Holocrons are a repository of knowledge that can be used to pass on a Jedi's knowledge to a new generation of students or to document their life. They are typically crystals arranged in some form of lattice, and may have either a telepathic, holographic, or any other method of communication the crafter desires. (Morse code holocron, anyone?) It takes a character 1 day of meditation and mental focus to 'teach' a created holocron their knowledge so that it can teach someone else. A character may only teach a holocron a skill in which they have 4D or higher. DC: +30. Requires Scholar: Jedi Lore at 6D or Scholar: Sith Lore 7D Cost: 10,000 credits
  • An artifact can be made to bypass the normal artifact restrictions requiring the wielder to possess 1/2 PERCEPTION or SENSE greater than or equal to the bonus it would confer. Obviously this is an extremely potent ability as the object in choice is so strongly tied to the force that even the most unobservant student could theoretically benefit from a massively powerful item. As such, this ability adds +30 DC, and requires 10,000 credits. Requires Scholar: Jedi Lore at 6D.
  • If a projectile/blaster bolt from this weapon or this object makes contact with a target, the force wielder holding this weapon/object may use force powers on the target as if the wielder was in touch contact with the target. Any damage that would have normally been dealt by the weapon/object is reduced to 0D. The weapon's blaster bolt normally shifts in color, or the weapon glows slightly, when this effect is activated. This effect can be confined to a single 'mode' of operation, otherwise, it effects the entire weapon/object. The effect lasts for a set duration per hit/contact, then expires. 1 round of this 'force reach', DC +20. 2,500 credits per round.
  • An energy weapon can be made to function without the need for blaster power packs, drawing its energy from the living force in order to fire. For every 1D of damage the weapon deals, the DC is +5. Disruptors, or other weapons that fire non-standard energy types, have a DC of +7 per 1D. Costs 500 credits per 1D.
  • Lightsaber crystals are unique in the galaxy in that they possess a unique resonance that permits them to acquire unique properties that enhance a user's connection with the force. For the purposes of FA, any otherwise ordinary lightsaber crystal may be enhanced with FA as if the user had just created it. This process has a base DC of +5 (added onto whatever other force alchemy modifications done to the crystal).

Size:
Most of these abilities generally assume that you are making an object of fairly negligible size such as a crystal, pendant, ring, belt buckle, or whatever strikes your fancy. However, if you are willing to make an object that is significantly larger then this, you receive a bonus in the form of DC reduction when attempting to imbue it with alchemy.

Each of these processes requires a significant amount of knowledge regarding the more esoteric rituals behind the craft, as such, each has a skill requirement attached to it. The benefits of making something larger cannot be placed upon an object that would normally be that size. A medium sized weapon does not receive -5 DC just because it is a weapon, nor does a suit of armor receive -10.
  • Weapon (medium) : An artifact can be crafted such that it requires it to be held as a Medium sized weapon, or similar object. The artifact may NOT confer its bonuses if it is not held in hand. -5 DC, x1.5 credit cost, x1.5 crafting time. Requires Scholar: alchemy at 3D or Scholar: Jedi/Sith lore at 4D.
  • Weapon (large) -or- body sized suit/armor: An artifact may be crated such that it requires two hands to wield and receive its bonus, or it must be large enough that when worn prevents the use of a suit of armor. (One could create, say, a large staff. However, if you want the DC reduction, this staff is next to useless in combat and would shatter if thwacked against anything with any reasonable amount of force.) -10 DC, x2.0 credit cost, x2.0 crafting time. Requires Scholar: alchemy at 3D+2 or Scholar: Jedi/Sith lore at 4D+2.
  • 50 square foot Room / large statue sized: An entire area may undergo a lengthy ritual to become consecrated in terms of the force. The entire area gives off a detectable (by FS) force presence and confers a bonus to all within range. Rooms enhanced in this manner normally possess cryptic runes throughout the area, glowing floor panels, or other some such physical manifestation of the ritual used to imbue the area. -15 DC, x3 credit cost, x3 crafting time. Requires Scholar: alchemy at 4D or Scholar: Jedi/Sith lore at 5D.
  • 500 square foot area: A HUGE expanse of space may similarly be converted into an alchemically imbued region. Such areas are normally felt in the force for miles around and are often the sites of holy rituals or fierce battles. Entire temples, for instance, may be built in this manner. Should the crafter wish, he may confine the region in which anyone receives a bonus to a 50 square foot area within the greater area. -30 DC, x10 credit cost, x10 crafting time. Requires Scholar: Alchemy at 6D or Scholar: Jedi/Sith lore at 7D.

Rank Required: Knight
See Also: Imbue Weapon, Sith Alchemy*
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