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Join Date: Jun 2010
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Nacro-Alchemy
16 points. Instead of turning lead into gold, creating an universal solvent or other feats of gross matter, the Nacro-Alchemy magical style focuses on the "internal" alchemy - elixirs that change or degrade personal attributes. It just so happens illegal narcotics - street drugs - act as perfect symbolic catalysts of transgression. Their use and abuse, not to mention a surrounding subculture of pharmaceutical crime, resonates well with spiritual themes of decay, evolution, upheaval, want, danger, and power. This style covers not rituals but brewing elixirs that Strengthen, Destroy and Transform Body and Mind. Nacro-Alchemy likes using illicit drugs (dope, cocaine, LSD, PCP, heroin, meth, etc.) as both as elixir ingredients and as a base of appearance for the produced elixir (this makes Nacro-Alchemy illegal in most countries, but not technically Left-Handed). The use of such drugs may account for Nacro-Alchemist elixirs reducing their energy cost with limitations like Backlash, Aftermath and Cardiac Stress. It is common for quirks in Nacro-Alchemy elixirs to threaten Addiction. Altered Traits is a common modifier, with Afflictions and Damage sharing the silver. Healing effects may also be a part of the style. Required Skills: Thaumatology; Streetwise; Alchemy; Pharmacy (Synthetic). Required Path Skills: Path of Magic; Path of Body; Path of Mind. Required Ritual Masteries: "Magician's Beer" (Brew Elixir of Drunkness); "The Sickness" (Brew Elixir of Nausea); "Pepper-Up Potion" (Brew Elixir of Restore Fatigue); "Mars Dust" (Brew Elixir of Berserker Strength) or "White Goddess" (Brew Elixir of Enhanced Intelligence); "Jupiter X" (Brew Elixir of Charisma); "Venus' Roof" (Brew Love Elixir) or "Forget-Me-Now" (Brew Elixir of Amnesia); "Fight Milk" (Brew Elixir of Strength and Fitness); "Magebane" (Brew Elixir of Magic Resistance). Perks: Adjustable Spell; Life-Force Burn; Limited Energy Reserve; Mana Compensation (style); Quick and Focused; Power Casting (any in-style elixir); Reduced Footprint (Mind, Body); Shortcut to Power (any in-style elixir); Stabilising Skill (Body, Mind); Wilful Casting; Paraphernalia Pro; Mystic's Stupor; Better Elixirs; Elixir Resistance; Gut of the Dragon; Rule of 17; Sanctum; Secret Spell (any in-style resisted elixir); Special Exercises (FP can exceed HT by 100%, IQ, Mana Enhancer, Wild Talent, certain exotic mental or physical advantages); Natural Alchemist. OPTIONAL TRAITS Advantages: Contacts (Criminal); Mentor; Neuromancer; Signature Gear (Alchemy Lab); Wealth. Disadvantages: Social Stigma (Criminal Record); Addiction; Greed; Selfish; Enemies (Police and/or rivals in the drug trade). Skills: Hazardous Materials (Magical or other); Merchant; Holdout; Smuggling; Urban Survival. |
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| Tags |
| magical styles, rpm |
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