almightygm
Mongoose
Just got Arms and Equipment and there are a couple of points of alchemical clarification I would like:
First: Time And Materials
- "It requires one kilogram of each component to create 1 gram of Philosopher's Stone."
- "It requires one week to prepare one gram of Philosopher's Stone"
- "It requires one gram of Philosopher's Stone to store one magic point."
So I can't make one gram and invest 6 MP into it? A 1 gram to 1 MP limitation means that to create a Level 2 Purity Stone that has 6 magic points invested, I would have to have 6 kg of each of the three base materials, 6 weeks of time, 6 MP, and get six grams in the end. To make Level 5 Purity, then, with the 250 MP requirement would require a battleship worth of base materials and about 5 years (though immortality is worth the effort, I suppose)?
If this is the case, it might be more feasible to say the Alchemist can make his Alchemy Skill/10 rounded up grams each week.
Second: Philosopher's Stone Dosage.
If I need to have someone drink some Philosopher's Stone to guard against disease, is there any guidance on how much they have to drink? In my example above, would they have to ingest all six grams? Is one gram dosage a default? GM's discretion?
Third: Magic Point Investiture.
Is the Magic Point investiture permanent, the Alchemist losing those MP until the Philosopher's Stone is used? Or once invested can the Alchemist regain MP per normal?
Fourth: Errata
I assume the second paragraph under "Making the Philosopher's Stone" has an errata: "The Alchemist must also invest the Philosopher's stone with Magic Points; this determines its purity, as described below." The next paragraph (and the chart afterward) shows that it is skill, not MP, that determines Purity.
This section desperately needed one of those nice example callouts. I can't see an Alchemist ever being a PC. The amount of time to create minuscule amounts of poison or stone is just too long; they'd miss all the adventures because they'd have to be in the lab 95% of their lives to be helpful for the other 5%.
Thanks for any guidance.
First: Time And Materials
- "It requires one kilogram of each component to create 1 gram of Philosopher's Stone."
- "It requires one week to prepare one gram of Philosopher's Stone"
- "It requires one gram of Philosopher's Stone to store one magic point."
So I can't make one gram and invest 6 MP into it? A 1 gram to 1 MP limitation means that to create a Level 2 Purity Stone that has 6 magic points invested, I would have to have 6 kg of each of the three base materials, 6 weeks of time, 6 MP, and get six grams in the end. To make Level 5 Purity, then, with the 250 MP requirement would require a battleship worth of base materials and about 5 years (though immortality is worth the effort, I suppose)?
If this is the case, it might be more feasible to say the Alchemist can make his Alchemy Skill/10 rounded up grams each week.
Second: Philosopher's Stone Dosage.
If I need to have someone drink some Philosopher's Stone to guard against disease, is there any guidance on how much they have to drink? In my example above, would they have to ingest all six grams? Is one gram dosage a default? GM's discretion?
Third: Magic Point Investiture.
Is the Magic Point investiture permanent, the Alchemist losing those MP until the Philosopher's Stone is used? Or once invested can the Alchemist regain MP per normal?
Fourth: Errata
I assume the second paragraph under "Making the Philosopher's Stone" has an errata: "The Alchemist must also invest the Philosopher's stone with Magic Points; this determines its purity, as described below." The next paragraph (and the chart afterward) shows that it is skill, not MP, that determines Purity.
This section desperately needed one of those nice example callouts. I can't see an Alchemist ever being a PC. The amount of time to create minuscule amounts of poison or stone is just too long; they'd miss all the adventures because they'd have to be in the lab 95% of their lives to be helpful for the other 5%.
Thanks for any guidance.