Tales of the Elizabeth
Magical powers and Scientific Miracles
In order to understand the strange powers and abilities the races of the world have gained
access to, one must first learn of a scientific phenomenon discovered and researched into by
state alchemist Richard Steiner, A.K.A “the Life Alchemist”.
Steiner’s work discovered that the entire planet is like a giant storage container of energy
that is constantly recycled and converted as the life cycles of earth’s various creatures repeat
themselves, with the biggest contributor to this energy being all plant life.
In addition to life forms recycling and producing this energy, the planet itself also contains a large
amount of this energy and this flows through every object on its surface. This means everything,
even cups, plates and weapons contain this energy and it is because of this that Alchemy is
Though every human being has a supply of energy within them, it is not enough to transmute
anything. So Alchemists learn techniques to draw in energy from surrounding objects and recycle
it to produce near magical effects.
Richard Steiner also went onto study the activities of the mages who ruled over humanity
for many centuries before the rise of the empire, coming to the conclusion that these beings
produced almost boundless amounts of energy which they then harnessed and used to fuel their
own abilities, instead of recycling the energy of the earth itself. This amount of energy was so
great that they could create almost anything and produce any effect they wish from a fireball to a
flock of doves.
In this section of the Imperial Encyclopaedia, you will learn more in-depth information on the
magical powers and scientific miracles the emperors greatest scientists have discovered.
A source is a rare and powerful individual who has been brought back from the void without their souls being bound to an object, scientifically these beings aren’t even alive and are in fact kept living and breathing by the existence of life all around them.
How to bring back such a soul from the dead is just one of many questions that haven’t been answered by scientists but what is known is that sources tend to be targeted and not random, people in positions of power or those who go onto do great things.
A source unlike an Alchemist or a Mage has no energy that is natural to their physical form and instead acts as a solar panel of sorts for living energy. Just being exposed to life is enough to keep a Source alive and there is little limit to the amount of energy that flows into them at once.
This condition can have a strange affect on Sources ranging from mental disorders all the way to rare and deadly physical conditions but the majority of the few sources who do exist, do so peacefully and live a normal life.
It has also been discovered that these beings are heavily influenced by the location they are in, a dessert full of sand with no living things miles around will have a source gasping for energy while the busy streets of cities will have them full of energy, barley able to contain themselves.
In addition to the vast quantities of living energy sources tend to have through them they are incredibly capable beings and the documented few who have been observed have been capable of exceeding the natural limits of a human being. Super Strength, Speed, even Teleportation are just some of the things these beings are meant to be capable of.
Melissa Crocket is a Source and was brought back from the void by future Phoenix, who is also a Source. Why Future Phoenix brought her back is not known to the crew but she has been a useful in unpredictable asset since.
Source characters have special abilities similar to that of Super Powers and you must follow the rules for Super Hero character creation at the appropriate power level.
Characters that becomes a source during a campaign however gain the Extra Energy power at level 1 then gain additional power points to spend at GMs discretion every time that character increases there POW characteristic.
Unlike other characters, Source Characters may regenerate power points up to double there POW characteristic.
Alchemy is the technique behind manipulating particles and elements and transforming them in to
something else. This transformation can be literal, obvious or subtle and ranges from the simple;
creating shapes or models from an element. To the complex; transforming water into hydrogen or
increasing the power of a spark into a mighty explosion.
In addition to these examples with the correct knowledge an alchemist is capable of performing
biological miracles as-well and alchemy has been used around the world to help people recover
when sick or wounded.
Unfortunately alchemy is also subject to abuse people have created creatures that should only exist in your nightmares and a small minority have attempted to tear the soul of a human being back from nether world and raise the dead.
It is for this reason the empire requires state certification for all active alchemists.
An alchemist’s motto is “Science is the magic of man” and links back to the war between Science
and Magic that occurred just over two centuries ago.
Normal: A starting alchemist will begin with four transmutations of his or her choice, with a beginning skill equal to INT x 1. Your character can spend skill points from Step Three of character creation on page 19, and Step Seven if he or she has a profession that would indicate alchemy use (Soldier, Scientist or Alchemist).
Heroic: A starting alchemist will begin with six transmutations of his or her choice, with a beginning skill equal to INT x 1. Your character can spend skill points from Step Three of character creation on page 19, and Step Seven if he or she has a profession that would indicate alchemy use (Soldier, Scientist or Alchemist).
Epic: A starting alchemist will begin with eight transmutations of his or her choice, with a beginning skill equal to INT x 2. Your character can spend skill points from Step Three of character creation on page 19, and Step Seven if he or she has a profession that would indicate alchemy use (Soldier, Scientist or Alchemist).
Superhuman: A starting alchemist will begin with ten transmutations of his or her choice, with a beginning skill equal to INT x 2. Your character can spend skill points from Step Three of character creation on page 19, and Step Seven if he or she has a profession that would indicate alchemy use (Soldier, Scientist or Alchemist).
To see a list of transmutations click here.