Age 38
Warping 0 (3)
Int +3, Per -1, Pre +2, Com 0, Str -1, Sta -1, Dex +1, Qik 0
Virtues & Flaws Baccalaureate (+1), Magicam (+1), Minor Magical Focus: Healing (+1), Mythic Alchemy (+3), Salutem (+1), Succuro (+3); Delusion: I am related to a dragon, and all my magic powers come from that (-1), Devoted Parent (-1), Dependent: 5-year old Daughter (-3), Laboratory Magician (-3), No Text Casting (-1), Obsession: Dragons (-1)
Abilities Area Lore: Isle of Man 3, Artes Liberales 5 (arithmetic), Charm 3 (first impressions), Gaelic 5, Guile 2 (boasting), Latin 5, Magic Lore (Dragons) 4, Medicine 4 (apothecary), Mythic Alchemy 5, Old Norse 3, Philosophiae 5 (Alchemy), Prestidigitation 3
Arts Succuro 5; Magicam 5, Salutem 5
Lab Total Succuro + (Magicam or Salutem) + 9 (Int + Philosophiae) + aura + shape/material bonuses + Experimentation simple die + Lab bonuses+ if Healing, add your lowest Art again
Alchemical Creations
You can create potions, powders, pastilles, and reagents, and you can also extract vis from a magical aura.
Potions are created in the lab as a seasonal activity. They can be stored indefinitely and used by anyone. To make a potion, you must expend 1 pawn of vis for every 5 levels in the effect. For every 5 points of your Lab Total that exceeds the level of the effect, you can create 1 additional potion, requiring 1 additional pawn of vis. Learning a potion does not require XP; you just design the new effect and try to make it.
A Potion to Seal a Wound Caused by Steel (SuSa 5)
Copies the effects of Bind Wounds upon the drinker of the potion, but it only works on wounds caused by steel weapons, and the effect lasts for a month.
Base 3, R Personal, D Moon (+2), Target Individual
A Potion to Ensure Good Health (SuSa 5)
Grants a +2 Living Conditions modifier. The effect lasts only for a season, so the subject must drink additional potions throughout the year.
Base 2, R Personal, D Season (+3), Target Individual
A Potion to Receive Dreams of the Future (SuMa 15)
Grants the Premonitions supernatural ability for one night. This potion requires 3 Creo or Vim vis.
Base 10, R Personal, D Sun (+1), Target Individual
Powders are created in the lab, but do not require a seasonal activity. Making a powder requires 1 hour for every 5 levels in the effect. The powder is designed as a charged item with 1 charge that activates as soon as the powder is completed. The powder is then applied to the subject by the alchemist. Powders do not cost XP to learn. They must be very specific in their effect, like potions, but because they are made on short notice, a general effect can usually be tailored to the specific need. The powders below are examples, you can design additional effects using the arts you know.
A Powder to Stimulate Natural Healing (SuSa 5)
Grants a +12 to Long Term Recovery rolls for a specific non-magical disease, injury, or poison for one month.
R Touch, D Moon (+2), T Individual
A Powder to Ameliorate the Ravages of Time (SuSa 15)
Resolves a minor aging crisis.
Base 10, R Touch, D Sun (+1), T Individual
A Powder that Grants a Supernatural Power (SuMa 15)
Grants a minor supernatural virtue for one day. If the virtue has an attached ability, such as Second Sight or Enchanting Music, the subject has a 4 in that ability.
Base 10, R Touch, D Sun (+1), T Individual
A Powder to Attune the Mind to Alchemy (SuMa 20)
Adds +2 to the drinker’s Mythic Alchemy ability for one season. An alchemist who uses this powder for half the year or more accumulates Warping. Use this powder when you want to spend the season making reagents or extracting vis. You could alter this powder to enhance any other supernatural ability.
Base 5, R Personal, D Season (+3), Target Individual
A Powder to Ensure Healthy Living (SuSa 20)
+4 to a character’s Living Conditions modifier. The alchemist must make this powder every season, and the subject must be subjected to the powder for an entire year to benefit. A person who uses this powder receives 1 Warping point per year.
R Touch, D Season (+3), T Individual
You can create a potion or powder that affects a group of up to 10 people. This is known as a pastile, and is a small tablet which is activated by lighting it on fire. Pastiles use the same rules as potions and powders; if you make a powder pastile, the powder’s single charge activates as soon as you complete the powder, but the affect does not take effect on anyone until the pastile is lit (so your pastile will usually have a duration longer than momentary, and that is how long the pastile is “good for.”)
Reagents transform matter. They are made in the lab as a seasonal activity. They use a different lab total than potions or powders: Int + Philosophiae + Mythic Alchemy + shape/material bonuses + Experimentation simple die + Lab bonuses. If you are working from a lab text, your lab total must equal the effect level, and you create 1 dose of the reagent for every 5 points of your lab total, rounded up. If you do not have a lab text, your lab total must exceed the level of the effect, and every season you accumulate points equal to your excess lab total; when you have accumulated points equal to the effect level, you create the reagent. You have lab texts for all the reagents below. Learning new reagents costs 5 XP, and you do not have a lab text for it until you successfully create it. You can make reagents that make it easier for craftsmen to create high quality goods, but you do not have the formula for any such reagents yet.
Chromatic Flames
Reagent Level 4
Calorific Stone
Reagent Level 10
Refrigerant Salt
Reagent Level 10
Fire Damp
Reagent Level 10
Smoke Oil
Reagent Level 10
You can collect vis from inside a magical aura. This is a lab activity using your Sussurum Magicam Lab Total. For every 10 points of your lab total, rounded up, you collect 1 pawn of Vim vis.
Thomlyn was born on the Isle of Man and, around the age of 12, had a close encounter with Chenney-Mooar, one of the three dragons of Man. Transformed by the experience, he sought out an education to learn more about these creatures. He began with a cathedral school but eventually ended up at Oxford, where he studied alongside Lawrence Martins, Richard, and other scholars (and diabolists). He traveled Europe extensively, always seeking more knowledge on dragons, and over the years he has become a talented alchemist. About five years ago, he sired a daughter on a prostitute, and took the child with him. Now he has returned to Man to seek the dragons and his destiny.
Thomlyn believes that he is descended from dragons, some of which can adopt human form. He believes his ability to perform alchemy is derived from this magical lineage. He has absolutely no evidence to support this theory, but has believed it for so long that it is impossible to argue him out of it.
Thomlyn's daughter, however, has inherited something special, as she is Gifted.