Alchemy

Mortivica

Hmm....
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Alchemy

CATEGORY
► Site Lore​
ALIGNMENT
► Darkside​
TYPE
► Alteration​
LEVEL
► 3​
The Applications
Alchemy, only utilized by those who follow the Darkside have learned how to manipulate the chemical compounds, organic or otherwise, to change the chemical make-up or genes of materials to favour their needs. Weapons, species, or anything of natural ingredients can be enhanced, transforming them into something powerful, twisted, or otherwise deemed unnatural.

What is created from such an ability can be nothing less than an abomination, yet can serve to be a blessing. Weapons can take on different properties, making them stronger and able to do more than their original forms can not. Species, corrupted and changed, can be redefined, adding more to what they are. Plants, viruses, and nourishment can be altered to enhance their strengths, or add to it.
Strengths and Weaknesses
The greatest strengths from this ability is how it can change the properties of what is used, making them powerful. However, what is created hosts a weakness than only the Lightside could destroy.

Weapons, species, and other designs have one simple fault. The Force's Lightside. Because such things created under the watch of the Darkside, a corruption of what was, most applications created suffer dangers from the Lightside. Weapons can possibly be destroyed or rendered useless from certain Lightsided abilities. Species can become weakened, or sick, from certain Lightside abilities; disrupting what they are. Viruses, or other terms of nourishments, can possibly be healed if the Lightside is properly used..
Gripping The Knowledge
Learning Alchemy does not come easy, and following it has severe consequences. Only those that have reached Level 3 have the opportunity to master it, while Level 1 can begin to understand it, most attempts can lead to failure or weakened designs; while Level 2 can potentially strengthen what they learned from a previous level.

Those that practice this art risk a path of the Darkside where no return, or redemption, is available. Each time a practitioner indulges into it, they fall further and deeper into the Darkside. Alchemists are fully enveloped within the Darkside, and their individual features express this. Those who use it, suffer more enhanced Darkside corruption; taking a heavy toll on both their psyche and physical appearance.
Intent
The intent, used by Darth Sidious (Canon), gives those an ability to create and recreate what is already known in the current timeline. It gives writers an opportunity to get creative, however, what is created should be heavily regulated; meaning what is created should not only fall n line with the Timelime, but be reasonable.
 

Aberforth

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I do think incorporating alchemy into the RP could be really interesting, especially at higher levels, but this write-up seems way too generic.

As of right now, I think alchemy is considered a lost art: at least, I know that the ability to create dark side abomination is. It might take quite an extensive plot to rediscover it.

In addition, you are not describing a specific power, but an umbrella classification that covers a wide range of concepts belonging to a common category (the transformation of matter through the dark side). I don't know what our great Lore-overlord will say, but considering how OP alchemy is in the EU, I suggest submitting individual alchemical powers for approval (e.i.: Metal Transmutation, Fiend Creation, etc.). It will be much easier for staff (especially PvP admins) to determine whether something is OP or not, and you'll be more likely to be allowed to incorporate alchemy into your RPs.
 

Mortivica

Hmm....
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@Aberforth

Alchemy can be quite interesting....if one knows how to use it properly, and not for i.e. making fiends, or wmd. Alchemy is an umbrella, consisting of all things associated with it. Making vibroweapons is metallurgy.....which is a from of alchemy. Your taking a base metal and reshaping it into something different, giving the metal a new property such as a fine or sharp blade; which is changing it's base property. Hence a form of alchemy. Circa old Europe.

Taking a base armour, infusing it with a style of pure, mature, and perfection is alchemy. You are taking an object, and transmuting it into something different. Like taking coal and turning it to diamond, alchemy. Taking a base potion and turning it to an elixir for a specific purpose, alchemy. Taking certain herbs, herbalism really, and transforming them into something completely different, changing or adding a property from their original design is alchemy.

Alchemy is a wide range ability, skill, and not a power. Which is a skill actually. Nobody can use it as a power, but as a skill. You can't use alchemy like a Force ability, but create something from a skill learned. Blacksmiths use metallurgy to create weapons, a skill not power. Flying a ship is a skill, not a power. Using a blaster or melee weapon is a skill, not a power. Alchemy is a skill, not a power.

And we aren't talking EU....we are talking about the foundation of a skill that can be developed from those individuals who use it. If we are talking Canon, then the use of a lightsaber is truly unknown, except they appeared thousands of years before the Republic. 7k years BBY might not even know a lightsaber exists, since there is no timeline when the first one was created....we just accept they are and exist. Yet.....there is no lore or plot to create the first one. How do we know kyber crystals can be installed in a lightsaber....when are we sure/unsure when they happened?
 
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AutoFox

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@Mortivica

For what it's worth, a few similar things to this have been proposed as tech submissions, and we've pretty much rejected them out of hand. Force Alchemy is undoubtedly cool, but it opens up a whole can of worms RP wise that we really don't want to have to deal with in this timeline.
That said, I'm a tech mod, so I have no power here.
 
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