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This will be just a quick overview of my reagent house rules. More in depth rules will be covered in my Artificing Overhaul rules. I have added a new type of reagent called Flawless that is the step up from Radical. So instead of 30 Radical reagents being used to make Orichalcum it is 3 Flawless reagents.
For new Foci rules see here: New Foci
A big change is that only a single dram of a reagent can be used to aid a magical test or procedure. More than one reagent may be used in a long extended process by having the process be discrete. Each day of Artificing or building part of a Magical Lodge or each hour of Binding is a separate process for example allowing more than one reagent to be used in those cases.
Also, a reagent can be used by an Adept as long as the test is enhanced by their magic. An Adept with Nimble Fingers could benefit from the use of a reagent on a Palming test.
Each reagent has a Quality and a Grade. See Talismonger’s Guide to Harvesting Reagents for information about a reagent’s Quality. Alchemists use their skills to refine lower grade reagents to higher grade reagents following the rules on pages 210 and 211 of the Street Grimoire. The main changes are that there is one more step before making Orichalcum because of the introduction of Flawless reagents. The other is that during the process of refining reagents the Quality of a given batch is equal to the worst reagent. So, 9 Prime Quality Refined reagents mixed with a Sub par Quality Refined reagent would distill into a Sub par Radical reagent.
Quality of Reagents:
The Quality of any reagent that has undergone refining is determined by the lowest quality of any component dram. This makes accurate discovery of the grade of all reagents important during the refining process especially with Orichalcum and Flawless reagents because of their cost and use in Artificing.
Prime: 100% higher base cost and 50% faster to refine than baseline reagents.
A critical glitch is downgraded to just a glitch and a regularly rolled glitch is treated as a normal roll while the reagent is in use with any magical tests. When using a Refined or Radical reagent the magician has the benefit of spending Edge on a single magical test during the duration of the reagent as well as gaining the benefits of being unlikely to glitch.. This is compatible with the magician actually spending a point of their Edge.
Superior: 50% higher base cost and 25% faster to refine than baseline reagents.
Using a Superior reagent reduces the chance of glitching by ignoring a single rolled 1 from any magical test during the duration of the reagent. When using a Refined or Radical reagent the magician has the benefit of using the rule of 6 on a single magical test while the reagent is in effect.
Baseline: No modifer to base cost or refining time.
Sub par: 25% lower base cost and 25% slower to refine than baseline reagents.
All magical tests while the reagent is effective are modified so any 2’s rolled are counted as a 1 for declaring a glitch or critical glitch.
Inferior: 50% lower base cost and 50% slower to refine than baseline reagents.
All magical tests while the reagent is effective are modified so any 2 or 3 rolled are counted as a 1 for declaring a glitch or critical glitch.
Tainted: 75% lower base cost and 75% slower to refine than baseline reagents.
All magical tests while the reagent is effective are modified so any non hit is counted as a 1 for declaring a glitch or critical glitch.
Unusable: No value and impossible to refine with current alchemical techniques. Can’t be used with any magic test.
Grades of Reagents:
A magical test is any test that is utilizing a magical skill as a component or is being enhanced by magic in some way. An Adept with Improved Con could enjoy the benefits of increased social limit for example.
Raw: A raw reagent raises the limit by 2 for a single magical test taking place in an action phase.
Refined: A Refined reagent raises the limit by 2 for all magical tests for an individual in a Combat Turn (6 seconds). Refined reagents are used as a component of Magical Lodges and Binding spirits. Spirits vastly prefer Refined reagents to Raw reagents. A Refined reagent is also used to craft telesma for the purposes of creating minor Foci and other minor enchantments. A Refined reagent is also used to brew potions by master alchemists, create fetishes, and used to make ink for magical scrolls.
Radical: A radical reagent raises the limit by 2 for all magical tests for a minute. Radical reagents are used to craft telesma for major Foci and other major enchantments. Radical reagents can also be used in place of spending Karma by unweaving the concentrated mana from the reagent and channeling it exactly the way a magician unweaves part of themselves to empower a Quickened spell for example.
Flawless: Flawless reagents are used exclusively in Artificing as the reagent is refined to such a point that the mana can’t be unwoven from its physical matter except with extreme caution via the refining process to create Orichalcum. A Flawless reagent is dual natured and solid in both the physical realm and astral realm. They are used to create telesma for Grand Foci and other masterful enchantments.
Orichalcum: Orichalcum is created by using three flawless reagents and can be used by master artificers to create the mightiest of Foci and Enchantments. It is also dual natured and very obvious in the astral unless covered in some way. Any Focus crafted from Orichalcum allows a magician to bond to the Focus with much greater ease than normal. Each dram used to craft the telesma halves the amount of Karma necessary to bond.
More on Orichalcum and Flawless reagents will be covered with my future Enchanting Overhaul post.
|Raw Grade||20¥ per dram||–|
|Refined Grade||450¥ per dram||6 + 1 per dram|
|Radical Grade||5000¥ per dram||8 +1 per dram|
|Flawless Grade||55,000¥ per dram||10 + 2 per dram|
|Orichalcum||175,000¥ per dram||14 +3 per dram|
|Prime Quality||+100% Base Cost||+2|
|Superior Quality||+50% Base Cost||+1|
|Subpar Quality||-25% Base Cost||-3|
|Inferior Quality||-50% Base Cost||-5|
|Enchanter’s Lab 5th Gen||75,000¥||12|
|Enchanter’s Lab 4th Gen||40,000¥||10|
|Enchanter’s Lab 3rd Gen||25,000¥||10|
|Microlab 5th Gen||100,000¥||12|
|Microlab 4th Gen||60,000¥||10|
|Alchemy Kit 5th Gen||10,000¥||12|
|Alchemy Kit 4th Gen||4000¥||10|
|Alchemy Kit 3rd Gen||1000¥||8|
|Alchemy Kit Enhancements||1000¥ each||+1|
|Minor Foci||(F x 900¥) + (F x OR x 250¥)||(F x 2)|
|Major Foci||(F x 10,000¥) + (F x OR x 250¥)||(F x2) +4|
|Grand Foci||(F x 110,000¥) + (F x OR x 250¥)||(F x 3) + 3|
|Focus Tailoring||(Days x 1000¥) + (3 x Reagent)||+2|
|OR is Object Rating of Telesma||Doesn’t include cost of Telesma|
Contains the great city of Asgard and home of the Aesir led by the Twelve Most High. Legend states that an Aesir cup bearer in a modest hall has might enough to rule a kingdom in Meruheimr. Beyond the fortress home of the Aesir lies subsidiary nations of elite ancestors from different peoples and species of Manheimr that currently act as a buffer and protection against the Titan’s onslaught. These city states and nations provide Asgard with Tribute and as a consequence gain a measure of protection, higher status, and place away from the vastly overcrowded Meruheimr. The Glory Road links these mostly new realms together and allows for quick travel and commerce.
Home of the Vanir. Devastated originally by the war between the Aesir and the Vanir it had slowly recovered only to have suffered great losses at the hands of Angrboda’s creatures, the Fomori, and other Titanspawn who have conquered most of its Great Forest leaving only a handful of cities and fortresses relatively safe with most barely surviving. Even with these great losses the Vanir still outnumber the Aesir greatly and have been petitioning access to the Dvergar’s weapons for self defense.
Home of the Alfar or Aes Sidhe and contains Tir Nan Og, Brimir, the summer court, and Hy Brasil.
Contains Midgard and is home of men. Many terrae incognitae lie folded within Midgard and outside of sight but even more realms beyond Midgard called Peripheral Realms. Over the past thousand years the focus of the Twelve Most High left Midgard towards these outer territories with little traffic on Bifrost going to the heart of the world. The Gods have once more realized the central role Man and Midgard play and have been very interested in making sure there are plenty of Scions to stand against these new creatures and the new realms that gave them birth. Many of these new Scions have embraced technology and so have some sects of the Dvergar.
Home of the Jotnar. Not much is known about this World given its opposition to the Aesir. Utgard is a powerful realm closely linked with Midgard though its attention has been on the new Peripheral Realms expanding from Midgard. Powerful Jotnar who have mastered the Illusion Purview walk amongst mankind with a moderate amount of influence in Industry, Finance and Government. Rumors of immensely powerful Mages who have conquered terrae incognitae and many Peripheral Realms providing them with new servants and resources.
Mist home contains Hel (the dead/Nair), the winter court, Helreginn “Jotun of frost” the heir of Ymir. The primal world of Ginnungagap known as the yawning Abyss of Creation which lies on the farthest edge of “civilized” Niflheimr and has been very active for over a thousand years. In the past century the activity has vastly accelerated and with the end of the Titans imprisonment it seems to have exploded in an orgy of new realms and life forms flowing into Manheimr and Meruheimr.
Home of the Vaettir and Fylgja. The Great Mountain or heavens for the goodly dead of man originally and now for those of other natures. In ancient times it was known as Authumla and legend once was in the center of the cosmos (lying between Niflheimr and Muspellsheimr) and home to the Three and the Twelve before they rose up and slew Ymir and used his life essence to craft the Universe. Four rivers flow from the Mountain which lead from the four Dvergar Guardians to the far off edges of Manheimr. These rivers nourish Yggdrasil wherever the cosmic tree grows. Many new divine beings have flooded peripheral sections of the Mountain with new creatures never before seen. As of yet the Aesir have been too busy to look at them closely leaving it to the locals and the occasional Scion slumming amongst the lesser deities.
Home of the Dvergar. The dark fields is the name and the endless caverns is its nature. Here the engines of war used by the Aesir were forged that allowed them to imprison the ten of the remaining Titans in Niflheimr and keep Aten and Surtr’s regent Sinmara at bay in Muspellsheimr…until recently. Rumors say of vast sections of caves openly ruled by Cromm filled with Fomorians, undead, and their Jotnar masters. The Dvergar petition for aid which for the most part goes unanswered despite Kunnalfa’s rise to rank amongst the Twelve centuries ago. As a consequence many Dvergar have gone to Midgard to seek aid from their brethren pushing their resources beyond capacity.
Home of the fire Jotnar ruled by Surtr (black one) and Sinmara (pale nightmare). Primal realms of light, fire, and heat . Home of Aten’s brood and realm who in the past 1400 years has grown in power so much that he challenges Surtr’s strength. Agents of Aten have travelled all over Manheimr spreading his word bending the mortal races towards his worship.