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The Catalytic Critter Cauldron

A guide to making critters from slurry

Hello

This guide is a way for an alchemist character to set up a cauldron that converts wands to intelligent creatures. This is a process any character can follow, without necessarily being high-level or investing in skill points. The actual mixing and loading of materials can optionally be left to a character's trustworthy servant.

This document describes the cauldron setup and mixing process, and then also the critters that come out of it.

Basic Part Definitions

Catalysts
Parts of the cauldron apparatus. Each can be reused from one synthesis to another, except the wand, which gets destroyed entirely.
Slurry
Ingredients placed in the pot that are mixed and possibly heated. The creature will emerge from the slurry, either simply out of the slime, or out of a colored smoke.
The mass of slurry is solidified or vaporized to create the critter. The slurry may have potions or destroyed magic items added to it, which causes special effects.

Flame
An external heat or specific temperature may be necessary for certain results.

Cauldron Catalysts

Coffin
The entire cauldron setup has to be inside some kind of coffin. It can be a pine box, or finely-carved and velveteen-lined. The entire apparatus can be inside a metal sarcophagus, or anything suitable for a burial. If the alchemist is going to use a fire under the cauldron, they will have to take measures for fireproofing and smoke venting.
Net
A net has to be placed underneath the pot. It can be made of a variety of materials (for instance, lace, spiderweb, or steel cables).
The net's catching ability is a factor in the final creature. For instance, a reaction catalyzed by a miniature mithril net may make a creature who exceeds at only one specific, simple task and no others. A large twine fishing net may make a critter that is somewhat capable of a broad set of challenges, but doesn't really excel at any one thing.
Wing
A wing must lay under the cauldron and within the coffin as well. If the wing came from a natural animal, the wing donor's activity cycle will influence the resulting critter being nocturnal or diurnal.
The wing being fresh, dried, pickled, or rotten will change the strength and thews of the critter.
The wing can also be artificial, or made of yarn, or could even be a person's arm. A component of the wing's alchemical strength is its ability to push around and glide in fluids. (Air counts as a fluid).
Wand
A wand must also lay under the cauldron. Creating one creature will use every charge in the wand. The creature's creation is committed when the alchemist destroys the wand in a special rite.
The nature of the wand (flowers, fire, healing, whatever) influences the creature in various ways.
An empty or unenchanted wand will produce normal livestock, usually one that is small, easily confused, and prone to dying mysteriously.
An unfinished branch will create a doll made of junk. GM's can write or fetch their own d100 table of junk items.
Pot
Some kind of big clunky pot for holding the slurry and stirring it easily.

If the wing is much "stronger" than the net, the creature will be rebellious and fickle. If the net is much stronger than the wing, the creature will be possessive and obsessive.

Furthermore, a ladle, oar, tongs, and so forth may be necessary for manipulating the slurry.

Flame Fuel

Hotter-burning fuels may be necessary for an even mixture. A hot-burning fuel will increase the critter's fire-influence.

The following list is a lil sample of fuels and their burning temperatures (don't really take my word for it).

Fires around 2500F could melt an iron pot.

An external flame is not always necessary. Some ingredients will create heat on their own through chemical reactions. Furthermore, a "cold fusion" could make a critter who is more icy or fungal.

Slurry

Liquids
Some example liquids for making the creature are blood, liquor, crude oil, and turpentine. The alchemist could also use milk or water,
Dusts
Bone and mineral dusts can be made with a quern or sledgehammer, or an abyssal hurdy-gurdy.
Solids
Examples of solids that can be tossed into the creature slurry are short swords, vulture eggs, and big rocks.

Slurry has an "intensity of presence" for every dosha, and is basically measured as separate elemental slurries by weight.

The number of pounds of like-elemental slurry to increase the resulting creature's element-ranks follows the experience point table (first 5 levels printed here for convenience).

Pounds of elemental slurry already in the pot may accumulate for the next elemental rank.

Total elemental rank Pounds of like element in cauldron
1 400
2 1200
3 2200
4 3400
5 4850
If you want a creature with three ranks of a single dosha (rock)
You need 2200lbs of rock-material.
If you want a creature with one rank of fire, one rank of moon, and one rank of rock:
You need 400 lbs of fire-material, 1200 lbs of moon-material, and 2200lbs of rock-material. (3800lbs of mixed slurry).
Another Example

After arguing with the GM, an alchemist's player determines that 400 pounds of ash-filled water has presences of smoke (2/8), water (2/8), sulfur (2/8), and weaker bits of mud (1/8) and void (1/8). Thus it is a mixture composed of five slurries in these amounts:

smoke 100lbs
water 100lbs
sulfur 100lbs
mud 50lbs
void 50lbs

After adding 3 more buckets of ash-filled water to the cauldron, the 1600-lb mixed slurry has a composition like this:

smoke 400lbs
water 400lbs
sulfur 400lbs
mud 200lbs
void 200lbs

The GM may rule that some materials "punch above their weight", for instance a 100lb hunk of permanently-frozen ice may count as 10000lbs of ice-element.

Furthermore, a character may be able to use the astrology skill to skew the critter's dosha to a certain element, by waiting a few weeks before setting off the ol' wand.

Slurrying potions and magic items

One way to add elemental ranks without very high weights is to add destroyed magic items or potions. Each destroyed-magic-item or draught of potion may add one or more elemental ranks on its own. Potions add one to the resulting creature's fire-influence; destroyed magic items add 3d6.

Besides the difficulty in getting potions and destroying magic items, there are a few additional snags to adding these special materials.

1. The cauldron must reach tungsten-melting temperature. This may melt the pot. The shit of a magical beast, such as a sphinx or demogorgon, should raise a flame to these temperatures.

2. The addition of special items will alert and irritate one or more monsters, who may be nearby or may be up to an 8-day hike away. The strength of the encounter is derived from the treasure table the magic ingredient came from. For instance, tossing in a potion of buoyancy from the level 4 special-items table will summon a level 4 hostile encounter. The monster group will march toward the site of the cauldron to destroy it. According to the Hacklopedia 2, a level four encounter would be something like three crawling claws or a werewolf. The GMG also has details for level-balanced encounters.

Apparatus influences

Flame

A flame over 2000*F will impart one "Fuel" rank to the critter, regardless of slurry.

Every thousand degrees F will add 1 to the critter's fire-influence.

Wing and net

Besides being a "law"/"chaos" skew, the presence of a particular wing or net may effectively multiply the weight of cauldron contents. For instance, the wing of a penguin or a walrus's flipper may multiply the effective weight of water & ice by 1d8p, for purposes of critter synthesis.

A magic wing, like an entire gruffon wing, or an ensorcelled hang-glider, may multiply the presence of magic items chucked in the cauldron, making one potion count as four or more.

The GM may rule that a super-robust net decreases fire-influence by 1 or more. A strong net could also increase the critter's grasp-rank.

Coffin

The coffin, being iron or wood, could influence 'botanical', 'fungal', 'ice', 'mud', or 'earth' ranks, depending on whether the coffin has been used. If the catalytic coffin had been buried with someone quite violent, it could impart fire-influence. Other burial vessels, like a stone sarcophagus, could have differing final effects on the critter.

Using an entire tomb or labyrinth as the "coffin", or saying, "the entire world is a coffin", is a bit of a stretch.

Wand

Besides the effects mentioned at the beginning, there's also these:

Remaining Wand Charges Speech Grasp Size Mobility Fire-nature
0-19 -d20 -1 -1 +0 +1
20-30 -d10 +0 +0 +0 +0
30-57 +d10p +0 +1 +0 +0
58-81 +d100 +1 +1 +1 +0
81-91 +2d6p +2 +0 +2 +1
92+ +3d6p +3 -1 +3 +2
Nature of the Wand

The wand's effect, or type, will have some influence on the produced critter. It could add a free rank in multiple appropriate elements and impart other factors. A wand's inner magics may grant knowledge to the critter made from it.

Once the slurry is in the pot and the wand is broken

  1. figure out how many of what elemental "dosha" the critter is going to have
  2. for every rank in every dosha, sum up the critter's combat-rose, and its modifiers to 'secondary values'
  3. sum up the critter's size
  4. roll the critter's hit points based on its hit dice and modifiers
  5. roll d100 + modifiers for the critter's speech rating
  6. sum up the critter's grasp-rank
  7. sum up the critter's mobility-rank
  8. roll d100 + modifiers for the critter's leg-category
  9. roll the critter's body-composition
  10. if the critter has a carapace roll its description
  11. roll xtras if the critter gets any
  12. roll the critter's spell repertoire (if any) based on its fire-influence

Critter properties

Dosha

The critter's fundamental elements have an influence on its personality. Each rank in an element also dictates rolls on six petals of the critter's combat rose.

Dosha-name Probable-Personality Attack Defense DR Natural-Weapon-Rank Reach ToP
Sun Diligent and solicitous. +d10p +0 +0 +0 +1 +1
Stars Caustic; meddling or at least nosy. Secretive. +1 +d4p +1 +1 +0 +0
Moon Reserved and manipulative. +0 +d4p +d4p +0 +0 -1
Fire Ambitious and prone to overcommitting. +2d6p -d4 +0 +1 +1 -1
Smoke Blusterous, reckless, and obvious. +2d6p -d4p +1 +1 +1 -1
Ember Outgoing and flippant. +d6 +1 +0 +0 +1 -1
Water Patient. Gets overinvolved. Changes things out of boredom. +1 +0 +d4 +1 +0 +0
Ice Confident and poised; miserly and humorless. +d6p +0 +1 +1 +0 +0
Wind Flighty, alert, ever-ready. Loves to motivate or at least agitate others. +d4 +d4 +0 +0 +1 -1
Botanical Laid-back. Does not mince words. Has a long and detailed memory. +0 +0 +1 +1 +0 +d4p
Fungal Curious about a broad range of interests. Noncommittal and a great liar. +1 +0 +1 +0 +d4 +d4
Sulfurus Fastidious and overscrupulous. +2d4p -d4 +0 +0 +d4 -1
Fuel Earnest and generous. Pedantic. +d4p -d4 +0 +1 +1 +0
Iron Very determined. Never gives up. Sore loser. +d6 -d4 +2 +2 +0 +1
Gold Pliant and garrulous. A pygmalion and a pollyanna. +1 +0 +0 +0 +1 +1
Mud Ponderous, sluggish, stout and staunch +0 +0 +2 +1 +0 +1
Rock Hard-hearted and clamoring. Ornery and difficult to persuade. +0 -d4p +d6p +1 +0 +0
Gem Sober, pensive, and slow to forgive. +d6p -d4p +0 +0 +1 -1
Earth Shady, shifty, and scheming. Antagonistic. +d6p -d4 +0 +0 +0 +1
Void All elements in equal harmony, or, an excess of nothingness. +0 +0 +0 +0 +1 +1

Additional element-rank influences
Dosha Name Fire-influence Size Speech Grasp Mobility HP Legs Roll Xtras
Sun +1 +d2-1 +d10p +1 +1 +12 +d20 None
Stars +1 +d2-1 +0 +0 +1 +12 +d12 Roll once (per lifetime)
Moon +0 +d2-1 +d10p +1 +1 +8 -d20 Roll once (per lifetime)
Fire +2 +0 +0 -1 +1 -4 -d20 None
Smoke +1 +d2-1 +d12 +0 +1 +0 +0 None
Ember +1 +0 +d6p +0 +0 -2 -d10 None
Water -1 +0 +d8p +1 -1 +4 +d6p None
Ice -1 +0 -d8p +1 -1 +0 -d20 None
Wind +0 +0 +d20p -1 +1 +0 +d4p None
Botanical +0 +0 +d20p +0 -1 +10 -d20 None
Fungal +0 +d2-1 +d10p +0 -1 +10 -d20 None
Sulfurus +1 +0 +0 +0 +0 +0 +0 None
Fuel +1 +0 +d6 +0 +0 -6 +0 None
Iron +0 +0 -d8p +1 -1 +12 -d20 None
Gold +0 +0 +d20p +0 +0 +4 +0 None
Mud -1 +0 +d10 +1 -1 +4 -d20 None
Rock +0 +0 +0 +0 -1 +7 -d20 None
Gem +1 -1 +d10p -1 -1 -4 -d20 Roll once (per lifetime)
Earth +0 +d2-1 +d6p +1 -1 +9 -d20 None
Void -1 -1 -d10p +0 +0 +0 +0 None

If the creature's DR is over 4, it has a "carapace". If the DR is over 12, it's made of "subtle matter" like a ghost.

Attributes

Fire-influence

Fire is a completely special phenomenon whose workings and powers are a mystery. Fire is more than an alchemical element and its presence has to do with particle movement and the life of the universe. A creature with strong fire influence will tend to draw the ire of the ambitous, and will always be sorta eating itself alive. A fire-influenced creature will try to destroy traditions and scheme for power even in its sleep. Extremely fire-influenced creatures are physically frail and quite mean-spirited.

High fire-influence makes a creature have less legs, less capability of speech, and be less healthy. It does impart spellcaster ability, as long as the creature has the verbal aptitude. Most creatures cast bookless and don't have the arcane trascription talent. Possessing the arcane lore skill is also unusual.

A critter recieves the casting ability of a wizard, equal to its fire-influence rank. The specific spells are rolled randomly from the spell lists, one spell per level.

Fire-influence rank Effect on critter (cumulative)
1 Attack -d4
2 Speech -d20
3 Leg-rank -d20
4 -1 DR (minimum zero)
5 -1 grasp rank
6 Defense -d4
7 -1 natural-weapon-damage rank
8 +1 body-composition rank
9 +1 mobility-rank
10 Natural fire beam weapon every 60s. +d6p (ignores DR)
(repeat as necessary)

Sense-perceptions

Sight
Critters are normally not completely blind at the time of their creation, though this can happen. The vision of many void creatures can be described as variances of white.
Taste
Critters have something like a nerve that lets them taste what's going on in the atmosphere, only pertaining to their own elements.
Touch
Fuel, ice, and ember have the strongest kinesthetic sense and reaction speed. Moon may possess a bit of finesse as well. The majority of critters are maladroit, possess poor reflexes, and have a rueful vertical leap.
Smell
Most critters are anosmic. The usual exceptions are genomes with notable botanical or wind presence.
Hearing
Wind and water types may have hypersensitive hearing. It's common for other types to be hard of hearing to various degrees. It's rare for a critter to be completely deaf.

Size

Rank Rough Size HP Physical Dmg Addend
1 Chihuahua +5 -4
2 Rottweiler +10 -3
3 Man +15 -2
4 Horse +25 +2
5 Hut +35 +5
6 House +50 +10
7 Hill +200 +20
8 Mountain +2000 +38

Speech rating

01-49 Can only grunt.
50-74 Can communicate concrete concepts in one language.
75-89 Can communicate abstract or complex concepts.
90-98 Can speak multiple languages.
99 Can additionally transceive radio waves.
00 Can communicate telepathically.

Grasp Rank

0 Has no special joints for holding things; may still have prehensile limbs.
1 Has claws that fold in one direction, sometimes suitable for brachiation.
2 Has opposable thumbs.
3 Has manipulation digits with pliant and locking tendons.
4 Has fine manipulators with manifold vacuum-like surface tension.

Movement and mobility

  1. slower than dwarf
  2. dwarf speed
  3. human speed
  4. dog speed
  5. can glide
  6. horse speed
  7. can travel from one shadow to another
  8. can fly and hover
  9. can phase through solid matter
  10. can teleport

Critter Hit Points

The critter gets the HP from its size category, plus a number of hit dice (d8's) equal to its total element ranks.

Natural Weapon Damage Ranks

  1. 1d3 -1
  2. (d4p-2) + (d4p-2)
  3. d6p
  4. 2d4p
  5. d4p+d6p
  6. 2d6p
  7. 2d8p
  8. 2d10p
  9. [size rating] d10p

Body Composition

1 Floral
2 Slimy
3 Smooth-skinned
4 Furred
5 Scaled
6 Liquid Metal

Chompers

  1. Duckbill.
  2. Primate mouth.
  3. Mandibles.
  4. Gator snout.
  5. Thick jaws.
  6. Fishmouth.
  7. Sucker mouth.
  8. Wide beak.
  9. Tusks.
  10. Elephant Snout.
  11. Rodent Teeth.
  12. Thin beak.

Carapace

  1. Chitin-like
  2. Bone
  3. Quill
  4. Scaly
  5. Hide
  6. Bark
  7. Metallic
  8. Shell

Legs

≤ 10 Slug- or serpent-like body
11 Four tentacles
12 Eight tentacles
13-14 Quadruped
15-16 Biped
17 Six-legged
18 Eight-legged
19 Fourteen-legged
≥ 20 1d30p-legged

Xtras

  1. 1d4 Horns
  2. Tail
  3. Hooves
  4. Stinger

Other things should be a factor in the attitude and composition of the cauldron critter. Most of them aren't really predictable.

Faq

i created a critter born with negative hit points
It explodes immediately. 1d6 of fire damage per hit die of the critter. Diameter is 5' per hit die of the critter.