Kalpyn

Excess of Life

### Effects

Ability to increase healing effects, create healing items, or a fuel alternative

### Source

Wilds or Caves

When there is an overflow of life energies, positive, negative, or natural, they will eventually begin to suck into vessels able to contain them. Such vessels are only products of nature, like herbs or minerals. These things are titled as **Kalpyns**, otherwise known as **Liferoot** or **Lifestone** depending on how they form, and were discovered by **Taviter** in Year 10 of the Age of Might.

A Kalpyn can be identified as a faintly flowing herb or mineral, with a trail of energy and warmth coming off of it. A corrupted Kalpyn, however, is a purple colored version of these things where, rather than releasing energy and warmth, it takes in and feels cold to the touch.

## Background

Kalpyns discovery was a shock as it provided not only more mundane effects to the world of medicine and healing given their formation from life energies, but also into the source of fuel though the empowering of such energies. This makes them an alternative to existing fuel sources, but with the benefits of being more accessible, being a more green option for innovation, and discovered to be a very renewable resource.

This renewability comes from the ways they can be generated. Kalpyns are formed from life energies is the basis of their creation. However, "life energies" is broadly defined from the many ways. The natural processes of life in a city, for example, can lead to the form of Kalpyns. The warmth and light of the sun, the rain from storms, or even snowfall in winters all contain these residues that can lead to their formation. The most notable type of people to come across Kalpyns in their environment are those inclined to using ki.

While they were first introduced for healing items and a powerful engine, as well as fuel for engines, in Year 21 of the Age of Might, they bloomed even more in Year 23 of the Age of Might after Taviter made the discovery of how to use them as a widespread resource. These developments brought the reagent into prominence as a renewable fuel source that can spread from common to expensive uses. A more powerful alternative to alchemy had been found and it was beginning to take over as a primary mundane fuel resource. The benefits of this over alchemy being the acceleration of creation through mundane means as well as magical.

## Harvesting

Kalpyns are available on the market once they are widespread. However, one may take the initiative to obtain Kalpyns themselves through a few methods to make their creation easier. One may collect Kalpyns by spending 8 hours to go out collecting them. At the end of these eight hours, a person gains an amount of Kalpyns equal to 1, plus 1 per 4 ranks in an acceptable skill. The following Profession skills are applicable for collecting Kalpyns: *Brewer*, *Farmer*, *Fisherman*, *Gardener*, *Herbalist*, *Miller*, *Miner*, and *Woodcutter*. A person can only possess an amount of Kalpyns at once equal to their hit dice.

When someone crafts an item that uses Kalpyns, they may consume one to give the item being made a 10% discount to the cost of crafting it and for how much progress they need to make. I.e crafting  a Type 5 Kalp Pill with Kalpyns would have a cost of 720 GP and need only 2160 GP of progress made.

Kalpyns by default only apply their effects to a creature that is neither undead nor one that heals from negative energy. Such a creature, however, may corrupt the Kalpyn to reverse this. Making it able to apply their effects to an undead creature or one healed by negative energy but not work on a creature that is not undead nor one that heals from positive energy. A Kalpyn may be corrupted by allowing an undead creature or one that heals from negative energy to spend ten minutes channeling their own vital energy into it. To reverse this corruption, a non-undead creature or one that heals from positive energy need only do the same. Once done, an amount of Kalpyns equal to half the creature's hit dice will be changed.

## Components and Devices

Items can be made to increase the healing from Kalpyns. There could be other effects from them, but only a few methods have been standardized so far. *Components* in this must are consumables and expended when used.

### Invigorating Token

***Type:*** *Component*

An Invigorating Token can increase the caster level of spells used to heal by 1. If the healing is from Channel Energy used to Heal or from a Spell Slot being used, the spell heals an additional amount equal to half the caster’s hit dice. They can be used for non-magical healing, treating the user's ranks as 2 higher for effects.

**Cost:** An obtained Kalpyn, a Spell Point or Spell Slot, and gold pieces equal to 25 x Caster Level/Slot Level/Ranks. The token can only be used on an ability of equal to or less than the Caster Level, Spell Slot, or Ranks used to create it.

### Anima Devices

**Type:** *Device**;*** **Price:** Variable Gold; **Weight:** -

The Anima Device improves some alchemical items by adding various items to the lab. This can even elevate the capabilities of the Ambrosia, unlocking its full potential.

* **Neutralizer (1200 GP):** This catalyst allows for the Neutralizer to instead last for 10 minutes per rank in Craft (alchemy) or until the Neutralizer protects against an amount of damage equal to 15 times their ranks in Craft (alchemy). Ranks Required: The creator must have at least 5 ranks in Craft (alchemy) to use this.
* **Panacea (2400 GP):** As part of making Panacea, they can instead try for DC 50. When they do, the Panacea can cure a petrified target, as per Stone to Flesh. Ranks Required: The creator is required to have at least have 10 ranks in Craft (alchemy) to use this option.
* **Ambrosia: (6000 GP):** This Catalyst unlocks the full power of the DC 50 option of Ambrosia as a curative. The DC 50 option is no longer cures things only capable of being cured by Miracle/Wish. Instead, it is treated as if the Ambrosia is using Miracle/Wish to cure. Ranks Required: The creator is required to have at least 17 ranks in Craft (alchemy) to use this option.

**Construction:**

**Special:** The crafter must have an at least the ranks listed in each Catalyst. Skill: Craft (alchemy) DC 10+Ranks Required; Cost: 300/800/2000 GP.

**Special:** This item may use obtained Kalpyns in crafting it. If the user uses a different skill for Alchemy Sphere, they may substitute it for Craft (alchemy) in creating these items.

### Revive Catalyst

**Type:** *Component* Price: Variable Gold; Weight: -

Sometimes the time limit of an Elixir is not enough. And one must make sure that if they wish to bring back a willing life, they have the time to. The Revive Catalyst increases the allotted time for an Elixir of Life to revive a person.

* **Tier 1 (90 GP):** The time is increased to rounds per Craft (Alchemy) ranks.
* **Tier 2 (300 GP):** The time is increased to minutes per Craft (alchemy) ranks.
* **Tier 3 (1500 GP):** The time is increased to hours per Craft (alchemy) ranks.

#### **HQ-Revive Catalyst**

An advanced version of a Revive Catalyst. A HQ-Revive Catalyst allows a Elixir of Life to exist past the 24-hour limit of Formulae, however it still counts against the creator’s number of Formulae. A HQ-Revive Catalyst starts as follow:

* **Tier 1 (5000 GP):** The time is increased to days per Craft (Alchemy) ranks. Ranks Required: The creator must possess 9 ranks in Craft (alchemy).
* **Tier 2 (7500 GP):** The time is increased to years per Craft (alchemy) ranks. Ranks Required: The creator must possess 11 ranks in Craft (alchemy).
* **Tier 3 (10000 GP):** The time is increased to 10 years per Craft (alchemy) ranks. Ranks Required: The creator must possess 13 ranks in Craft (alchemy).

**Construction:**

**Special:** If it lists a required amount of ranks, the creator must possess that amount. The creator must use a kalpyn to create these. Skill: Craft (alchemy) DC 10+Ranks Required

**Special:** If the user uses a different skill for Alchemy Sphere, they may substitute it for Craft (alchemy) in creating these items.

## Items

### Kalp Pills

**Price:** 100 GP (Type 1) / 250 GP (Type 2) / 500 GP (Type 3) / 900 GP (Type 4) / 2400 GP (Type 5); Weight: 0.1 lb

A Kalp Pill is made from the namesake reagents. These pills have great healing qualities to them and can be used to help people recover from wounds or other dangers. Depending on the reagents used, the pill may have greater effects depending on the person or quality. A pill has no effects on a creature that is undead or heals from negative energy.

* *Type 1 Kalp Pill:* This pill has the basic effect of stabilizing a dying creature. If the creature is already alive, they heal an amount equal to their hit dice and gain Fast Healing 1 for 1 minute but only when below half their hit points.
* *Type 2 Kalp Pill:* A Kalp pill of this kind has the ability to heal a target an amount equal to their hit dice and alleviate them from the following: fatigued, sickened, deafened, or battered.
* *Type 3 Kalp Pill:* As well as healing an amount equal to the user's hit dice plus half their highest ability score modifier, the target is alleviated from the fatigued, sickened, deafened, and battered conditions. They also reduce the following down a step afterwards: exhausted, nauseated, or remove the staggered condition. If the target is suffering from a disease or poison, they may retry a saving throw against it.
* *Type 4 Kalp Pill:* A person that consumes this pill heals twice their hit dice. They may recover from a battered, fatigued/exhausted, sickened/nauseated, deafened, and staggered, as well as gaining a new saving throw against a poison or disease they are suffering from.
* *Type 5 Kalp Pill:* Considered a masterful Kalp Pill, this pill heals the target equal to twice the sum of twice their hit dice plus their highest ability score modifier. This pill allows them to make a new saving throw or Caster Level/MSB check with a bonus of their hit dice with a bonus of their hit dice +5 against any ongoing, negative magic effects. Roll once per effect. If the roll is a success, the effect is dispelled. This is treated as  They may restore a 1 + 1 per 10 hit dice (minimum 1) of temporary negative levels when used.

***Construction***

**Special:** The crafter must have an amount of alchemy ranks equal to two times the type level of the pill. I.e.  2 for Type 1, 4 for Type 2, 6 for Type 3, so on and so on; Skill: Craft (alchemy) DC 10 + 5 per type level; Cost: 35 GP (Type 1) / 85 GP (Type 2) / 175 GP (Type 3) / 300 GP (Type 4) / 800 GP (Type 5)

**Special:** This item may use obtained Kalpyns in crafting it.

### Syrclaw

An originally non-combatant gauntlet meant to provide easier access to administering healing formulae to other creatures created by Taviter. While slightly terrifying in presence, its ability to swiftly use medicine rather than simply rushing a throw or otherwise makes it excellent to bring into the field. By loading formulae vials into the slots, the guarded tubes then lead to a syringe aligned with, or between, all non-thumb digits. Once the syringes are secured, a movement of the hand is all that’s needed to administer the formulae within.

**Price:** 300 gold; **Weight:** 2 lbs

The Syrclaw may be loaded with up to 2 + half the wielder’s practitioner modifier in formulae as part of creating formulae. These Formulae still count against their limit. Formulae can be loaded as part of creating them or taking a standard action to load/unload one. A weapon cannot be wielded in the same hand as a Syrclaw, but a person may hold other small, insignificant objects in them.

The wielder may use a standard action to attack a creature with an unarmed strike. If it is successful, the unarmed strike does its normal damage as piercing damage and the target may apply a formulae within the Syrclaw.

**Limitation:** Formulae in a Syrclaw can only be used by a character that has either made or would be able to make the formulae. Otherwise, its potency is reduced by half, in the case of Salves, Elixirs, and similar, or is used at the lowest DC, in the case Panacea.

**Construction:**

**Special:** The crafter must have an at least 5 ranks in Craft (alchemy). Skill: Craft (alchemy) DC 10 + 3 per amount of vials; Cost: 100 GP.

**Special:** This item may use Kalpyns in crafting it. If the user uses a different skill for Alchemy Sphere, they may substitute it for Craft (alchemy) for the Syrclaw.

#### Syrclaw Modifications

##### ***Defendable Syrclaw (modification)***

**Price:** 900 GP increase to Syrclaw; **Weight:** 2 lbs

As part of creating a Syrclaw, they may add additional defensive plating to the device. When doing so, the Syrclaw also operates as a buckler. The Syrclaw can be enchanted as a buckler. The Syrclaw does not lose its bonus to AC when using its ability to make an unarmed strike nor when performing an unarmed strike and applying a stored formulae.

**Construction:**

**Special:** As per the modified Syrclaw. **Skill:** As per the modified Syrclaw.  **Cost:** 300 GP increase.

##### ***Lifegiving Syrclaw (modification)***

**Price:** 1500 GP increase to Syrclaw; **Weight:** -

The formulae within the Syrclaw may be applied to creatures that cannot normally be effected by it. This means to undead, constructs, or similar. An unwilling target is allowed a Fortitude save, bypassing immunity, to resist the effects.

**Construction:**

**Special:** As per the modified Syrclaw. **Skill:** As per the modified Syrclaw. **Cost:** 500 GP increase.

### Fuel Source

Kalpyns are a viable and clean alternative to fuel sources like wood, oils, or gases. This clean burning, whether the reagent is used to create the gases that fuel or oils that fuel it, deals no damage to the body and has an easy replicable creation method. With this ease of creation and use, the Kalpyns are swiftly acting as proper replacements with given time.

*Fuel:* Any mundane items that require burning things, such as a torch with wood or lanterns with oil, may be replaced with Kalpyns. If one possesses a Kalpyn, they may use it with the item to allow it to benefit from the harvest Kalpyns (10% reduced cost and crafting time). The items that use these are well known for lasting longer, having a five times greater efficiency than other fuel sources. The fuel source is even able to act as lighting for kingdoms, allowing them to use Magical Streetlamps but fueled by Mundane usage.

## Magical Items

There are some items that Kalpyns can have a hand in creating. These items usually deal with life essences and mimicking them.

### Biomechanical Heart

**Type:** Complex; **Cost:** 5,000 GP base, 2500 GP per +1 Increase

**Requirements:** Craft Construct, Regenerate; **Special:** You may use a kalpyn in the creation process of this item.

An item created from the complex fusions of mechanical studies, alchemical studies, transmutation magics, and necromantic magics. Whether made into containers with organ substitutes created by the magics, a complex set of machinery with magical piping, or using ambient life energies, the modification is fit into a construct to give it a life-like vitality.

Constructs with this modification lose their size bonus to hit points. Instead, they gain a Constitution Score of 12 and are treated as living creatures for the effects of negative and positive energy. The Constitution Score granted by the heart can be increased by +1 from materials worth 2500 GP. The Constitution Score can be increased this way up to a maximum amount of times equal to half the construct's hit dice. This counts as the Heart Biomodification and cannot be used with it.

**Special:** When making this modification, you may choose to have the Construct lose their immunity to Fortitude saves that do not effect objects to gain a Good progression Fortitude save.

## Fuel and Engine

Due to the attraction to herbs and minerals, it is natural that Kalpyns are capable of being used for fuel like other reagents.

### Default Engines

Kalpyns may be used in crafting Steam Engines and Alchemy Engines, regardless of quality of the Engine. This allows one to use Craft (alchemy) for the Engines in place of their original craft and operating skills.

### **Sanguine Fuel**

**Price:** 25 per Hardpoint (8 hours), 225 per deck (8 hours), 2250 per Hardpoint (month), 20,250 per Deck (month); **Weight:** -

Sanguine Fuel is an ethical alternative to power Vampiric Engines by combining Kalpyns and Alchemical Fuel together. The present life energy in Kalpyns makes it contain enough energy to power the life draining engine. When Sanguine Fuel is being used to power a Vampiric Engine, it burns 1/6th a ton of fuel every 8 hours per Hardpoint, or 1 1/2 tons every 8 hours per Deck. This equates to 1/2 a ton per day per Hardpoint, or 4 1/2 tons per day per Deck.

This fuel can be used in Steam Engines and Alchemy Engines. When used as fuel for Steam Engines, it burns as 1/60 a ton per 8 hours per Hardpoint or 9/20 a ton per 24 hours per deck. When used as fuel for Alchemical Engines, it burns as at 1/30 a ton per 8 hours per Hardpoint or 9/10 a ton per 24 hours per deck.

**Special:** This item may use obtained Kalpyns in crafting it. One may use a raw Kalpyn instead of Sanguine fuel. The efficiencies of these are 5x worse. Steam Engines burn 1/12 per 8 hours per Hardpoint and 1 and 1/2 ton per 24 hours per deck. Alchemy engines burn 1/6 per 8 hours per Hardpoint and 4 and 1/2 a ton per 24 hours per deck.

### **Vitae-Alchemical Engine (VAE)**

**Cost per Hardpoint:** 2000 GP; Cost per Deck: 18000 GP; Power per Hardpoint/Deck: 50; **Weight (Hardpoint/deck):** 2 tons / 18 tons; **Required Crew:** 1 per 5 Decks; **Crafting/Disable Device DC:** Craft (alchemy) 35; **Hit Points per Hardpoint:** 90; **Hit Points per Deck:** 810;

Unlike its Vampiric Engine counterpart, the Vitae-Alchemical Engine is unable to use people for its fuel and relies entirely on Sanguine Fuel. By using extra alchemical reagents with it, it can be seen as the pinnacle of alchemical engines without involving magic in their construction.

**Fuel:** A VAE burns 1/6th a ton of fuel every 8 hours per Hardpoint, or 1 1/2 tons every 8 hours per Deck. This equates to 1/2 a ton per day per Hardpoint, or 4 ½ tons per day per Deck. Sanguine fuel costs 150 gp per ton.

**Self-Destruct:** If a VAE self-destructs (or is destroyed), it deals 10d6 force damage per Hardpoint and 10d6 fire damage per Hardpoint to the location and everything within the engine room.

**Engineering Skill:** Craft.(alchemy) or Heal. A VAE engine requires 1 engineer per Deck to function properly.

**Special:** This item may use obtained Kalpyns in crafting it.

### Vitae Capacitor

**Cost:** 600 GP

A vitae capacitor is a container for the energies made by Kalpyns. This allows them to fuel magical engines. A Capacitor has 6 charges. One may expend a charge to provide 8 hours of fuel to a fitting engine. A Capacitor can be used to fuel spell points in spell engines. It restores an amount of spell points equal to the charges used.

A Capacitor can be refueled by, as part of an eight hour rest, expending an owned kalpyn to restore all charges or spending 300 gold of materials. If a person is capable of crafting the Capacitor is at hand, it only costs 100 GP. An item that is fueled by a Capacitor is considered a mundane item until the fuel is used.

**Special:** A skilled crafter can add an extra four hours of fuel to the charges for every 5 ranks they have in Craft (alchemy). This cannot be bought on market.

**Skill:** Craft (alchemy) DC 20; **Cost:** 200 GP; **Special:** This item benefits of being made with owned Kalpyns.

### Vitae-Logos Engine Modification (VLEM)

A Vitae-Logos Engine Modification is applicable to any fuel sources typically reliant on magical energies. This applies to Elemental, Necrotic, and Spell engines. This modification allows for an engine to benefit from using a Vitae Capacitor for fuel source. Adding this modification to such an engine increases its cost by 2500. Alternatively, the VLEM may be used to make an engine of similar power but only able to be powered by Vitae Capacitors. When creating such an engine, it is a mundane item.

**Capacitor Only VLEM Crafting:**

**Special:** Creator must possess Craft (alchemy) ranks equal to the Caster Level of the original Engine; This item benefits of being made with owned kalpyns; **Skill:** Craft (alchemy) DC 10 plus the Alchemy Ranks required. Cost: 80% of the original Engine's cost.

### Logos of Cantrips

**Price:** 300 GP

A Logos of Cantrips looks similar to a spell engine, however a closer inspection reveals carvings filled with a substance. This substance is a treated, hardened alchemical liquid of kalpyns melded into the Logos. The hardened liquid has a color of brighter color that contrasts to the item itself. The Logos of Cantrips allows the user to use any of the options listed in the Cantrips feat, as if they possessed it, but it is not treated as magic when used. The Logos of Cantrips may be used 20 times before it is unable to be used anymore. As the uses go down, so does the color of the liquid.

A Logos of Cantrips may have its uses restored back to 20 by spending 100 GP, or 33 GP and during an eight hours of rest if someone capable of crafting one is around, or by expending one obtained kalpyn. A Logos of Cantrips' uses can also be automatically filled during an eight hours of rest if placed in a Vitae Capacitor that has charges left.

**Special:** By doubling the cost, the Logos of Cantrips may be upgraded to use options from the Cantrips, Improved feat instead. If an option relies on Caster Level, use the wielder's hit dice instead.

**Construction**

**Skill:** Craft (alchemy) DC 10; **Cost:** 100 GP; **Special:** This item benefits of being made with owned kalpyns.