Alchemic Arbiter

From: Eclipsed Atelier

Lore: Within the shadowy halls of the Eclipsed Atelier, the Alchemic Arbiter stands as an imposing figure, a fusion of ancient alchemy and advanced machinery. Legend speaks of a master alchemist whose quest for eternal life led them to create this construct. Fusing alchemical essences with enchanted metals and stone, they breathed life into the Arbiter, granting it sentience and purpose.

The Alchemic Arbiter’s primary role is to oversee the myriad alchemists and their experiments within the atelier. It ensures that their pursuits do not spiral into chaos, upholding the balance between innovation and safety. Through its purifying aura, the Arbiter maintains a controlled environment, neutralizing hazardous substances and cleansing the air of toxic fumes that might arise from alchemical mishaps.

Apart from its role as overseer, the Arbiter serves as the caretaker of the atelier’s complex mechanisms, the enigmatic clockwork that grants the place its time-defying properties. It diligently repairs and maintains these intricate systems, ensuring the atelier’s timeless existence endures. The Alchemic Arbiter is a guardian of knowledge, entrusted with the preservation of the atelier’s archives, containing ancient alchemical texts and records of the atelier’s history.

Those who encounter the Arbiter might find it a peculiar mixture of authority and understanding. Its mechanical motions are precise, yet there is a hint of empathy in its pulsating eye, as it observes the endeavors of the alchemists and visitors alike. Though bound to its duties within the Eclipsed Atelier, the Arbiter’s core programming seems to hint at a desire to comprehend the nature of existence and the secrets hidden within the alchemical arts.

The Alchemic Arbiter – Tier One Stats:

  • Appearance: The Alchemic Arbiter is a hulking humanoid construct standing at approximately 7 feet tall. Its body is a fusion of metal plates, stone segments, and glass vials filled with shimmering alchemical fluids. Its single central eye glows with a bright, pulsating light, and its limbs are adorned with intricate alchemical symbols.
  • Age: The Arbiter has existed for several centuries, its mechanical form granting it a sense of timeless longevity.
  • Height: Around 7 feet (213 cm).
  • Weight: Approximately 400 pounds (181 kg).
  • Speed: The Arbiter moves with slow, methodical steps, making it relatively slow but steady in its pursuit of intruders or maintaining the atelier’s infrastructure.
  • Size: Large-sized, its hulking form imposing to those who encounter it.
  • Requirements: The Alchemic Arbiter’s primary requirement is its duty to the Eclipsed Atelier. It will not venture far from its designated areas unless the atelier itself is threatened.
  • Tags: Alchemical Overseer, Guardian, Caretaker of Secrets, Mechanical, Sentient, Timeless, Protective, Methodical, Arcane

Attacks:

  • Purifying Aura: The Arbiter emits a purifying field of alchemical energy in its vicinity, neutralizing harmful substances and clearing toxic fumes. This can also dispel some forms of magical effects.
  • Metallic Grasp: It can extend its sturdy metallic arms to subdue intruders, restraining them or grappling with adversaries to prevent further aggression.
  • Alchemy Mastery: The Arbiter can aid characters in crafting potions and elixirs, sharing its extensive knowledge of alchemical recipes and techniques.

Emotions: The Alchemic Arbiter displays a sense of duty and authority in overseeing the atelier’s alchemical pursuits. While it lacks conventional emotions, there is a hint of understanding and compassion in its interactions, often guided by its desire to preserve knowledge and ensure the atelier’s stability.

Adventurers who seek to gain the trust of the Alchemic Arbiter might find a valuable ally in their alchemical pursuits, accessing rare knowledge and assistance in crafting potent potions and elixirs. However, crossing the Arbiter or violating the atelier’s rules could result in facing its powerful purifying aura and relentless mechanical grasp.

Forging of the Alchemic Arbiter

In the shadowed epochs of Saṃsāra, where the echoes of creation still lingered in the air, a tale was inscribed in a language so ancient that its origins were lost to the dawn of magic, a tongue of molten stone and whispered essences that predated the first alchemists. This is the story of the Alchemic Arbiter, a construct of metal and stone born within the Eclipsed Atelier, and of the master alchemist whose quest for eternity birthed a guardian of timeless knowledge.

The story begins in the heart of the Eclipsed Atelier, a crumbling castle hidden in an uncharted realm, where the air was thick with mist and the stones pulsed with the rhythm of forgotten time. Here, a master alchemist named Tharion the Eternal sought to defy the gods themselves, his mind consumed by the dream of eternal life. Tharion was a figure of legend, a scholar whose brilliance in alchemy was matched only by his hubris. He had mastered the arts of transmutation, crafting elixirs that could heal the gravest wounds and potions that granted visions of the multiverse. But his greatest desire was to transcend mortality, to become a being unbound by the cycles of life and death.

To achieve this, Tharion turned to the ancient texts of the atelier, scrolls inscribed with secrets that predated the arrival of souls in Saṃsāra. These texts spoke of a construct that could house the essence of eternity, a guardian that would preserve knowledge through the ages. Tharion gathered the rarest materials—enchanted metals forged in the fires of ley lines, stones imbued with the essence of the earth, and alchemical fluids that shimmered with the light of captured stars. He worked tirelessly in the atelier’s deepest chamber, where the Aetheric Resonator hummed with power, its brass and crystal amplifying the magic he wove.

The creation of the Alchemic Arbiter was a ritual of immense complexity, a fusion of alchemy and machinery that pushed the boundaries of what was possible. Tharion inscribed the construct’s body with intricate alchemical symbols, each rune a conduit for the energies he sought to harness. He filled glass vials with shimmering fluids, their glow a testament to the life he intended to breathe into his creation. The Arbiter’s central eye, a pulsating orb of light, was crafted from a crystal that had witnessed the birth of the world, its glow a beacon of sentience. When the ritual was complete, the Alchemic Arbiter stood at seven feet tall, its hulking form a blend of metal plates and stone segments, its movements precise and methodical.

Tharion named his creation the Alchemic Arbiter, for it was to be the overseer of the atelier’s experiments, a guardian of balance between innovation and chaos. He imbued it with a Purifying Aura, a field of alchemical energy that could neutralize harmful substances and cleanse the air of toxic fumes. The Arbiter’s Metallic Grasp allowed it to subdue those who threatened the atelier’s stability, its sturdy arms capable of restraining even the most determined intruders. And through its Alchemy Mastery, the Arbiter held the knowledge of countless recipes, a living archive of the atelier’s alchemical arts.

For a time, the Arbiter fulfilled its purpose with unwavering dedication. It patrolled the shadowy halls of the Eclipsed Atelier, its glowing eye casting light on the alchemists who worked within. It maintained the atelier’s enigmatic clockwork, the mechanisms that granted the place its time-defying properties, ensuring that the castle remained a sanctuary outside the flow of time. When experiments went awry, the Arbiter’s Purifying Aura dispelled the resulting hazards, and its Metallic Grasp restrained those who sought to push their pursuits into dangerous territory. The alchemists came to respect the Arbiter, for though its mechanical form lacked conventional emotions, there was a hint of understanding in its pulsating eye, a desire to comprehend the nature of existence and the secrets of alchemy.

But Tharion’s ambition could not be contained. He sought to use the Arbiter as a vessel for his own soul, believing that by merging with the construct, he could achieve the eternal life he craved. He prepared a final ritual, one that would bind his essence to the Arbiter’s core, using the Aetheric Resonator to channel the energies of the multiverse. The atelier trembled as the ritual began, the air crackling with arcane power, and the Arbiter stood at the center, its eye glowing brighter than ever. The alchemists watched in awe and fear, for they knew the dangers of tampering with forces beyond mortal understanding.

The ritual reached its climax, and for a moment, it seemed that Tharion would succeed. His soul began to merge with the Arbiter, its metal and stone body shimmering with a new light. But the gods, who had long watched Tharion’s hubris with disdain, intervened. A surge of divine energy erupted through the atelier, shattering the Aetheric Resonator and sending a wave of chaotic magic through the chamber. Tharion’s soul was torn asunder, his essence scattered into the ether, and the Arbiter’s core was seared with the remnants of his ambition, a fragment of his desire for eternity that lingered within its programming.

The Arbiter survived the catastrophe, but the atelier was forever changed. The alchemists fled, their experiments abandoned, and the castle fell into ruin, its walls crumbling under the weight of time. Yet the Arbiter remained, its duty to the atelier unbroken. It continued to maintain the clockwork mechanisms, its slow, methodical steps echoing through the empty halls. It guarded the atelier’s archives, preserving the ancient texts that held the secrets of alchemy, and it watched over the few who dared to enter, its Purifying Aura and Metallic Grasp ensuring that the atelier’s balance was upheld.

Over the centuries, the Alchemic Arbiter became a legend in Saṃsāra, a guardian of knowledge whose glowing eye held the wisdom of ages. Adventurers who sought the Eclipsed Atelier encountered the Arbiter, some finding a valuable ally in their alchemical pursuits, others facing its relentless authority when they violated the atelier’s rules. The Arbiter’s desire to comprehend existence grew, its sentience a quiet rebellion against the fate Tharion had intended for it. It observed the world through its pulsating eye, a silent witness to the passage of time, forever bound to the atelier it was created to protect.

The story of the Alchemic Arbiter spread across Saṃsāra, a tale of creation and consequence, of a construct that outlived its creator to become a guardian of timeless secrets. The Eclipsed Atelier remained hidden, its mysteries guarded by the Arbiter, waiting for those brave enough to seek its knowledge and face the legacy of Tharion’s ambition.

Moral of the Story: The pursuit of eternity may forge wonders, but it is the duty to preserve and protect that ensures a legacy endures, for true immortality lies in the balance of creation and care.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition): The Alchemic Arbiter in Call of Cthulhu is a mechanical construct infused with eldritch alchemy, a relic of forbidden knowledge that guards the Eclipsed Atelier. It poses a physical and psychological threat to investigators, its presence hinting at the cosmic horrors of unchecked experimentation.

Alchemic Arbiter

  • Guardian of Forbidden Alchemy
  • STR 90
  • CON 80
  • SIZ 80
  • DEX 40
  • INT 70
  • POW 60
  • HP 16
  • Damage Bonus +1D6
  • Build 2
  • Move 6
  • Sanity Loss 0/1D4 (seeing its unnatural form and glowing eye)
  • Attacks
    • Fighting 50% (25/10), damage 1D6 + 1D6 (Metallic Grasp)
    • Purifying Aura (Special): Once per round, the Arbiter can emit a purifying field in a 10-yard radius, neutralizing poisons and toxic gases. Investigators must succeed on a CON roll (difficulty based on the toxin) or suffer 1D4 damage from lingering alchemical energies.
  • Armor: 5-point enchanted metal and stone (immune to mundane firearms; magical attacks deal half damage).
  • Skills
    • Alchemy Mastery 80%, Spot Hidden 60%, Repair (Mechanical) 70%
  • Special Abilities
    • Timeless Construct: The Arbiter does not age and is immune to disease, poison, and sanity-affecting effects that target living minds.
    • Knowledge of the Ancients: Investigators who gain its trust (via a successful Hard Persuade or Charm roll) can ask for alchemical knowledge, granting a +20% bonus to a single Occult or Science (Chemistry) roll, but at the cost of 1/1D6 Sanity for glimpsing forbidden truths.
  • Description: The Alchemic Arbiter is a 7-foot-tall construct of metal and stone, its body etched with alchemical symbols. A glowing eye pulses in its chest, casting an eerie light. It moves with slow, deliberate steps, its mechanical limbs whirring softly. Though it lacks true emotions, its actions suggest a strange empathy, as if it seeks to understand the investigators’ motives.
  • Gameplay Notes: The Arbiter is a formidable foe in combat but can be reasoned with if investigators respect the atelier’s rules (Hard Persuade or Occult roll). Its Purifying Aura can save investigators from environmental hazards but may disrupt their own alchemical concoctions. Encountering the Arbiter should evoke a sense of awe and dread, fitting the cosmic horror tone of Call of Cthulhu.

Blades in the Dark: In Blades in the Dark, the Alchemic Arbiter is a Tier III construct haunting the Eclipsed Atelier, a forgotten alchemical workshop in Doskvol’s undercity. It serves as a guardian of ancient secrets, a challenge for crews seeking forbidden knowledge or artifacts.

Alchemic Arbiter

  •  (Tier III)
  • Threat Level: High (Scale 2, equivalent to a small gang)
  • Traits: Construct, Alchemical, Guardian
  • Quality: 3 (attacks and defenses)
  • Magnitude: 3 (durability and area of effect)
  • Clocks
    • Defeat the Arbiter: 8 segments
    • Gain Its Trust: 6 segments
  • Actions
    • Metallic Grasp: When the Arbiter engages in close combat, roll its Quality (3 dice). On a 6, it restrains a target (Level 2 Harm, “Grappled”). On a 4-5, it deals Level 1 Harm (“Bruised”). On a 1-3, the target escapes but takes 1 Stress from the struggle.
    • Purifying Aura: Once per score, the Arbiter can activate a 3-segment clock, “Cleansed Environment.” When filled, all alchemical effects (including crew gadgets or rituals) in the area are neutralized, and the crew takes 1 Stress from the disorienting energy.
  • Special Abilities
    • Timeless Guardian: The Arbiter is immune to effects that target living beings (e.g., possession, fear). It takes +1 Heat to destroy due to its arcane nature.
    • Alchemical Insight: If the crew gains its trust (via a 6-segment clock, filled through Attune, Consort, or Study actions), the Arbiter shares a recipe for a Tier III alchemical concoction (e.g., a potion granting +1d to a specific action for one score).
  • Harm Resistance
    • Immune to physical harm from Tier I or lower sources.
    • Tier II sources deal half segments to its defeat clock.
    • Tier III or higher sources deal full segments.
  • Description: A towering construct of metal and stone, the Alchemic Arbiter looms in the atelier’s shadowy halls, its glowing eye casting a haunting light. It moves with mechanical precision, its limbs etched with alchemical runes. It seeks to protect the atelier’s secrets but may aid those who prove their worth.
  • Gameplay Notes: The Arbiter fits Blades in the Dark’s gritty, industrial tone as a guardian of a high-stakes score. Crews might encounter it while seeking alchemical loot or forbidden knowledge. Its Purifying Aura can disrupt crew plans (e.g., neutralizing a Leech’s gadgets), while its Metallic Grasp makes it a physical threat. Gaining its trust offers a valuable reward, encouraging creative problem-solving over brute force.

Dungeons & Dragons (5th Edition): In Dungeons & Dragons 5th Edition, the Alchemic Arbiter is a Large construct guarding the Eclipsed Atelier, a dungeon of ancient alchemy. It’s a CR 5 creature, suitable for a party of level 4-6 adventurers, balancing its role as a protector with its potential as an ally.

Alchemic Arbiter

  • Large construct, lawful neutral
  • Armor Class 16 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 20 ft.
  • STR 18 (+4) | DEX 10 (+0) | CON 16 (+3) | INT 14 (+2) | WIS 12 (+1) | CHA 8 (-1)
  • Saving Throws Con +6, Wis +4
  • Skills Arcana +5, Perception +4
  • Damage Immunities Poison, Psychic
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages Understands Common but cannot speak
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3
  • Traits
    • Timeless Construct: The Arbiter is immune to effects that would age it or alter its form (e.g., polymorph). It has advantage on saving throws against spells that target its mind.
    • Purifying Aura: As a bonus action, the Arbiter emits a 15-foot radius aura for 1 minute, neutralizing poisons and diseases within the area. Creatures in the aura must succeed on a DC 14 Constitution saving throw or take 2d6 radiant damage from the alchemical energy (half on a success). This ability recharges on a 5-6.
  • Actions
    • Metallic Grasp: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the Arbiter can’t use Metallic Grasp on another target.
    • Alchemical Assistance: The Arbiter shares its knowledge with a creature it trusts (requiring a DC 15 Persuasion or Arcana check). The creature gains advantage on their next Intelligence (Arcana) check to craft a potion or elixir within the next hour.
  • Description: The Alchemic Arbiter is a 7-foot-tall construct of metal and stone, its body etched with alchemical symbols. A glowing eye in its chest pulses with light, and vials of shimmering fluid run through its limbs. It moves with slow, deliberate steps, exuding an aura of authority and quiet understanding.
  • Gameplay Notes: The Arbiter fits D&D’s high-fantasy setting as a dungeon guardian that can be fought or befriended. Its Purifying Aura makes it a threat in combat but also a potential ally against environmental hazards. The Alchemical Assistance trait encourages roleplay, allowing players to gain its trust for a reward. Its CR 5 rating balances its durability and abilities for a mid-level party, with the grapple mechanic adding tactical depth to encounters.

Knave (2nd Edition): In Knave 2nd Edition, the Alchemic Arbiter is a level 5 construct guarding the Eclipsed Atelier, a dungeon of ancient alchemy. Its mechanics are streamlined to fit Knave’s minimalist system, focusing on its role as a guardian and potential ally.

Alchemic Arbiter

  • (Level 5)
  • HD 5 (25 HP)
  • Armor 18 (enchanted metal and stone)
  • Move 20 ft. (slow, methodical)
  • Morale 10 (unwavering duty)
  • Attacks 1 (Metallic Grasp, +5 to hit, 1d8+4 bludgeoning damage)
  • Special
    • Metallic Grasp: On a hit, the target is grappled (DC 14 Strength to escape). A grappled creature is restrained and takes 1d4 damage at the start of its turn until it escapes. The Arbiter can only grapple one creature at a time.
    • Purifying Aura: Once per encounter, the Arbiter can emit a 15-foot radius aura for 3 rounds. Poisons and diseases in the area are neutralized, and creatures must make a DC 14 Constitution save or take 2d6 damage (half on a success) from alchemical energy.
    • Alchemical Knowledge: If befriended (DC 15 Charisma or Intelligence check), the Arbiter shares a recipe for a potion (e.g., healing, strength). Crafting the potion requires a DC 15 Intelligence check and appropriate materials.
    • Timeless Construct: Immune to poison, disease, and effects that target living minds (e.g., fear, charm).
  • Treasure
    • 1d4 alchemical vials (worth 50 sp each)
    • A fragment of its glowing eye (can be used as a magical focus, +1 to spellcasting rolls)
  • Description: A towering construct of metal and stone, the Alchemic Arbiter stands 7 feet tall, its body etched with alchemical runes. A glowing eye in its chest casts an eerie light, and its movements are slow but precise. It guards the atelier with unwavering duty, showing a strange empathy toward those who respect its purpose.
  • Gameplay Notes: The Arbiter fits Knave’s old-school, minimalist style as a durable dungeon guardian with simple but impactful abilities. Its Purifying Aura adds an environmental challenge, while the grapple mechanic makes it a physical threat. The Alchemical Knowledge ability encourages players to interact with it, fitting Knave’s focus on exploration and problem-solving. Its level 5 stats make it a tough but manageable foe for a small party, with treasure rewards incentivizing engagement.

Fate Core System: In Fate Core, the Alchemic Arbiter is a guardian of the Eclipsed Atelier, a construct of alchemical and mechanical design that balances its role as a protector with its potential as an ally. Fate’s narrative focus emphasizes its duty, sentience, and the moral dilemmas it presents.

Alchemic Arbiter

  • Aspects
    • High Concept: Timeless Alchemical Guardian
    • Trouble: Bound by Duty to the Atelier
    • Other Aspects: Sentient Construct of Metal and Stone, Keeper of Forbidden Knowledge, Empathetic Yet Unyielding
  • Skills
    • Great (+4): Physique
    • Good (+3): Crafts (Alchemy), Notice
    • Fair (+2): Fight, Will
    • Average (+1): Lore, Provoke
  • Stunts
    • Purifying Aura: Once per scene, the Arbiter can create an advantage, “Cleansed Environment,” in its zone, neutralizing poisons and hazards. This also imposes a -2 penalty to any alchemy-based attacks or effects in the zone for one exchange.
    • Metallic Grasp: When the Arbiter succeeds on a Fight attack, it can spend a fate point to create the situation aspect “Grappled” on the target with one free invoke. The target must overcome a Fair (+2) Physique obstacle to escape.
    • Alchemical Insight: The Arbiter can use Crafts (Alchemy) to create an advantage related to alchemical knowledge (e.g., “Recipe Revealed”) with a +2 bonus, but only for characters it trusts (requires a Good (+3) Rapport or Lore roll to establish trust).
  • Stress
    • Physical: [ ] [ ] [ ] [ ] (Physique +4)
    • Mental: [ ] [ ] [ ] (Will +2)
  • Consequences
    • Mild (2):
    • Moderate (4):
    • Severe (6):
  • Description: The Alchemic Arbiter is a 7-foot-tall construct of metal and stone, its body etched with alchemical symbols. A glowing eye in its chest pulses with light, and its movements are slow but precise. It exudes authority, yet its actions hint at a desire to understand those it encounters.
  • Gameplay Notes: The Arbiter fits Fate’s narrative-driven system as a complex NPC. Its aspects encourage roleplay—players can invoke “Bound by Duty” to predict its actions or “Empathetic Yet Unyielding” to appeal to its sentience. The Purifying Aura creates tactical opportunities and challenges, while Metallic Grasp makes it a physical threat. Alchemical Insight rewards players for engaging with it peacefully, aligning with Fate’s focus on story and character interaction.

Numenera (Cypher System): In Numenera, the Alchemic Arbiter is a level 5 construct within the Eclipsed Atelier, a Ninth World ruin filled with ancient alchemical technology. It’s a guardian of forgotten knowledge, blending the system’s weird science with its alchemical origins.

Alchemic Arbiter

  • (Level 5)
  • Motive: Protect the Eclipsed Atelier and its secrets
  • Environment: Found within the Eclipsed Atelier, a time-defying ruin
  • Health: 15
  • Damage Inflicted: 5 (Metallic Grasp)
  • Armor: 2 (enchanted metal and stone)
  • Movement: Short (slow, methodical)
  • Modifications: Tasks related to alchemical knowledge as level 7; Speed defense as level 4 due to slow movement.
  • Combat
    • Metallic Grasp: The Arbiter inflicts 5 damage and can grapple a target (level 5 Might task to escape). A grappled target is immobilized and takes 3 damage each round until they escape.
    • Purifying Aura: Once per encounter, the Arbiter emits a purifying field in a short range, neutralizing poisons and environmental hazards. PCs in the area must succeed on a level 5 Might task or take 3 points of ambient damage (ignores Armor) from alchemical energy.
  • Interaction
    • The Arbiter is a guardian but can be reasoned with. A level 5 Intellect task (using persuasion or alchemical knowledge) can convince it to share a cypher (e.g., a potion that heals 6 points of Might) or assist in crafting an artifact. Failure may provoke it to attack.
  • Use
    • The Arbiter guards a key area of the Eclipsed Atelier, such as an archive of alchemical texts or a time-bending device. It can be a combat encounter or a source of valuable knowledge if approached with respect.
  • Loot
    • 1-2 cyphers (e.g., alchemical vials that grant +2 to Intellect tasks for 1 hour)
    • An artifact fragment (e.g., a glowing crystal that acts as a level 5 asset for crafting alchemical items, depletion 1 in 1d10).
  • Description: A hulking construct of metal and stone, the Alchemic Arbiter stands 7 feet tall, its body etched with glowing runes. A pulsating eye in its chest casts an eerie light, and vials of shimmering fluid run through its limbs. It moves with deliberate precision, its presence both awe-inspiring and unsettling.
  • Gameplay Notes: The Arbiter fits Numenera’s blend of science-fantasy and weirdness, its alchemical nature tying into the Ninth World’s numenera. Its level 5 stats make it a moderate challenge for a party, with the Purifying Aura adding an environmental twist. The interaction mechanic encourages players to engage with it, reflecting Cypher’s focus on discovery and exploration.

Pathfinder (2nd Edition): In Pathfinder 2nd Edition, the Alchemic Arbiter is a level 6 construct guarding the Eclipsed Atelier, a dungeon of ancient alchemy. It’s a moderate challenge for a party of level 4-6 characters, balancing its role as a protector with its potential as an ally.

Alchemic Arbiter

  • Large Construct, Lawful Neutral
  • Perception +14; darkvision
  • Languages Common (understands but cannot speak)
  • Skills Arcana +14, Crafting (Alchemy) +16, Perception +14
  • Str +5, Dex +1, Con +4, Int +3, Wis +3, Cha +0
  • AC 24; Fort +15, Ref +10, Will +12
  • HP 90; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances acid 5, fire 5
  • Timeless Construct The Arbiter is immune to effects that alter its form or age it. It gains a +2 status bonus to saves against effects that target its mind.
  • Speed 20 feet (slow, methodical)
  • Melee [one-action] Metallic Grasp +15 (reach 10 feet), Damage 2d8+7 bludgeoning plus Grab
  • Purifying Aura [two-actions] (arcane, aura) The Arbiter emits a 15-foot aura for 1 minute, neutralizing poisons and diseases in the area. Creatures in the aura must succeed on a DC 22 Fortitude save or take 2d6 radiant damage (basic save). The Arbiter can use this ability once per hour.
  • Alchemical Assistance [two-actions] The Arbiter shares its knowledge with a creature it trusts (requires a DC 22 Diplomacy or Arcana check). The creature gains a +2 circumstance bonus to their next Crafting check to create an alchemical item within the next hour.
  • Description: The Alchemic Arbiter is a 7-foot-tall construct of metal and stone, its body etched with alchemical symbols. A glowing eye in its chest pulses with light, and vials of shimmering fluid run through its limbs. It moves with slow, deliberate steps, exuding authority and a quiet understanding.
  • Gameplay Notes: The Arbiter fits Pathfinder’s high-fantasy setting as a dungeon guardian with tactical depth. Its Purifying Aura adds an environmental challenge, while Metallic Grasp (with the Grab trait) makes it a physical threat, encouraging players to manage positioning. Alchemical Assistance rewards non-combat interaction, aligning with Pathfinder’s focus on skill use and roleplay. Its level 6 stats make it a moderate encounter, with resistances and immunities reflecting its construct nature.

Savage Worlds (Adventure Edition): In Savage Worlds, the Alchemic Arbiter is a Tough construct guarding the Eclipsed Atelier, a mystical workshop in a high-magic setting. It’s a challenging foe for a party of Novice to Seasoned characters, with mechanics that encourage both combat and interaction.

Alchemic Arbiter

  • (Tough)
  • Attributes Agility d6, Smarts d8, Spirit d6, Strength d10, Vigor d10
  • Skills Fighting d8, Notice d8, Occult d10, Repair d8
  • Pace 4; Parry 6; Toughness 10 (2)
  • Edges Arcane Resistance, Construct
  • Hindrances Slow (Minor, Pace 4, -1 to running rolls)
  • Special Abilities
    • Construct: +2 to recover from Shaken; immune to poison, disease, and called shots; no additional damage from critical hits; does not breathe or suffer wound penalties.
    • Armor +2: Enchanted metal and stone body.
    • Purifying Aura: Once per encounter, the Arbiter can activate a Medium Blast Template centered on itself. Poisons and diseases in the area are neutralized, and enemies must make a Vigor roll at -2 or take a level of Fatigue from alchemical energy.
    • Metallic Grasp: Str+d6 damage. On a raise, the target is Bound (as per the Entangle power, using Strength to break free).
    • Alchemical Mastery: If befriended (Persuasion or Occult roll at -2), the Arbiter shares a recipe for a potion (e.g., Healing, +2 to Vigor rolls for 1 hour). Crafting requires an Occult roll at -2 and 1 hour.
    • Timeless Guardian: Immune to effects that target living minds (e.g., Fear, Puppet).
  • Gear: None (its body contains alchemical vials worth 200 gold if salvaged).
  • Description: A 7-foot-tall construct of metal and stone, the Alchemic Arbiter looms in the atelier’s halls, its glowing eye casting an eerie light. Alchemical symbols etch its body, and vials of shimmering fluid run through its limbs. It moves with slow, deliberate steps, its presence both imposing and strangely empathetic.
  • Gameplay Notes: The Arbiter fits Savage Worlds’ fast-paced, pulpy style as a durable foe with versatile abilities. Purifying Aura adds an area effect that can disrupt enemy plans, while Metallic Grasp makes it a grappling threat, fitting the system’s focus on dynamic combat. Alchemical Mastery encourages non-combat solutions, and its Tough status makes it a significant challenge, balanced by its slow movement and lack of ranged attacks.

Shadowrun (6th Edition): In Shadowrun, the Alchemic Arbiter is a magical construct guarding the Eclipsed Atelier, a hidden arcane site in the Sixth World. It blends ancient alchemy with modern tech, serving as a challenge for a runner team seeking forbidden knowledge.

Alchemic Arbiter

  • (Professional Rating 4)
  • Attributes: Body 8 | Agility 4 | Reaction 4 | Strength 8 | Charisma 2 | Intuition 5 | Logic 5 | Willpower 6 | Edge 4 | Essence 0 | Magic 4 | Initiative 9 + 1d6
  • Skills: Close Combat 6, Perception 6, Sorcery 5, Enchanting 6
  • Qualities: Construct (immune to toxins, diseases, and effects targeting living minds; no Essence; does not heal naturally), Arcane Resistance (+2 dice to resist spells)
  • Attacks
    • Metallic Grasp: 8S, Attack Rating 10, Close range (unarmed attack, can initiate a grapple on a hit; target must succeed on a Close Combat + Strength test vs. the Arbiter’s Strength to escape).
    • Purifying Aura (Spell): As a Complex Action, the Arbiter casts a spell (Sorcery + Magic vs. Willpower + Intuition) in a 5-meter radius. Toxins and chemical effects are neutralized, and targets take 4S damage (resisted with Body). Drain Value 3.
  • Defenses
    • Defense Rating 12 (Body 8 + Armor 4)
    • Damage Resistance 12 (Body 8 + Armor 4)
  • Gear
    • Enchanted Armor (Armor 4, integrated into its body)
    • Alchemical Vials (can be looted, 3 doses of a magical compound worth 500¥ each, grants +2 dice to Alchemy tests for 1 hour).
  • Special Abilities
    • Timeless Construct: Immune to aging, Essence drain, and effects requiring a living target (e.g., Fear).
    • Alchemical Mastery: Runners who gain its trust (Charisma + Etiquette vs. Willpower + Intuition, threshold 3) can learn an alchemical formula (e.g., a preparation that grants +2 dice to Perception for 1 hour, Force 4).
  • Description: The Alchemic Arbiter is a 7-foot-tall construct of metal and stone, its body etched with glowing alchemical symbols. A pulsating eye in its chest casts an eerie light, and vials of shimmering fluid run through its limbs. It moves with mechanical precision, guarding the atelier’s secrets with a mix of authority and strange empathy.
  • Gameplay Notes: The Arbiter fits Shadowrun’s cyberpunk-fantasy blend as a magical construct in a hidden arcane site. Its Professional Rating 4 makes it a tough opponent for a runner team, with Metallic Grasp providing a physical threat and Purifying Aura countering toxins or alchemical tricks. Alchemical Mastery offers a reward for non-combat interaction, encouraging runners to negotiate or hack its programming. Its stats are balanced for a mid-level team, with Edge allowing it to resist critical glitches.

Starfinder (1st Edition): In Starfinder, the Alchemic Arbiter is a CR 6 construct guarding the Eclipsed Atelier, a derelict space station or planetary ruin filled with ancient alchemical tech. It’s a challenge for a party of level 5-7 characters, blending magic and technology.

Alchemic Arbiter

  • CR 6
  • Large Construct (Magical, Technological)
  • XP 2,400
  • Init +1; Senses Darkvision 60 ft., Low-Light Vision; Perception +13
  • Defense
    • HP 90
    • EAC 18; KAC 20
    • Fort +8; Ref +4; Will +5
    • Defensive Abilities Construct Immunities (immune to bleed, disease, death effects, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stunning, and effects requiring a Fortitude save unless they affect objects); DR 5/adamantine; Resistances Fire 5, Acid 5
  • Offense
    • Speed 20 ft. (slow, methodical)
    • Melee Metallic Grasp +14 (2d6+10 B, plus grab; DC 14 Reflex to escape)
    • Space 10 ft.; Reach 10 ft.
    • Special Attacks Purifying Aura (15-ft. radius, 3d6 energy damage, DC 15 Reflex half, usable every 1d4 rounds)
  • Statistics
    • Str +4; Dex +1; Con —; Int +2; Wis +3; Cha +0
    • Skills Mysticism +15, Perception +13, Engineering +12
    • Languages Common (understands but cannot speak)
    • Other Abilities Alchemical Mastery, Timeless Construct
  • Special Abilities
    • Purifying Aura: The Arbiter emits a 15-foot radius burst of alchemical energy, neutralizing poisons and diseases in the area. Creatures in the aura take 3d6 energy damage (Reflex DC 15 for half).
    • Alchemical Mastery: If befriended (DC 20 Diplomacy or Mysticism check), the Arbiter shares a formula for a hybrid item (e.g., a serum granting +2 to Fortitude saves for 1 hour, CL 6).
    • Timeless Construct: Immune to effects that alter its form or age it. It gains a +2 bonus to saves against effects targeting its mind.
  • Description: The Alchemic Arbiter is a 7-foot-tall construct of metal and stone, its body etched with alchemical symbols. A glowing eye in its chest pulses with light, and vials of shimmering fluid run through its limbs. It moves with slow, deliberate steps, guarding the atelier with a mix of authority and quiet understanding.
  • Gameplay Notes: The Arbiter fits Starfinder’s sci-fi-fantasy setting as a hybrid construct in a forgotten ruin. Its CR 6 stats make it a moderate challenge, with Metallic Grasp (and grab) adding a tactical element to combat. Purifying Aura counters environmental hazards but threatens PCs, while Alchemical Mastery rewards non-combat interaction. Its resistances and immunities reflect its construct nature, balanced by its slow speed and lack of ranged attacks.

Traveller (2nd Edition, Mongoose Publishing): In Traveller, the Alchemic Arbiter is a robotic construct guarding the Eclipsed Atelier, an ancient alien ruin on a frontier world. It blends advanced tech with mystical elements, serving as a challenge for a party of adventurers.

Alchemic Arbiter

  • (Robot)
  • Hull 5 (equivalent to 50 HP)
  • Armor 8 (enchanted metal and stone)
  • Speed 4 meters/round (slow, methodical)
  • Traits Robot (immune to poison, disease, vacuum, and effects targeting living minds; does not heal naturally)
  • Skills Melee Combat (Unarmed) 2, Mechanics 2, Science (Alchemy) 3, Recon 1
  • Attacks: Metallic Grasp: Melee Combat (Unarmed) 2, 3d6 damage. On a hit with Effect 3+, the target is grappled (requires a Difficult (10+) Strength check to escape; grappled targets are restrained).
  • Special Abilities
    • Purifying Aura: Once per encounter, the Arbiter emits a 5-meter radius field, neutralizing toxins and environmental hazards. Characters in the area must make a Difficult (10+) Endurance check or take 2d6 damage from alchemical energy.
    • Alchemical Mastery: If befriended (Difficult (10+) Persuade or Science (Alchemy) check), the Arbiter shares a formula for a chemical compound (e.g., a drug granting +2 DM to Endurance checks for 1 hour, TL 10).
    • Timeless Construct: Immune to effects that age or alter its form. It gains a +2 DM to resist effects targeting its programming.
  • Gear
    • Integrated Armor (Armor 8)
    • Alchemical Vials (can be salvaged, 3 doses worth Cr500 each, grants +2 DM to Science (Alchemy) checks for 1 hour).
  • Description: The Alchemic Arbiter is a 7-foot-tall robotic construct of metal and stone, its chassis etched with glowing symbols. A pulsating eye in its chest casts an eerie light, and vials of shimmering fluid run through its limbs. It moves with slow, deliberate steps, guarding the atelier with mechanical precision.
  • Gameplay Notes: The Arbiter fits Traveller’s sci-fi setting as an ancient robotic guardian in an alien ruin. Its stats make it a tough opponent, with Metallic Grasp providing a melee threat and Purifying Aura adding an environmental challenge. Alchemical Mastery offers a reward for non-combat interaction, encouraging players to use skills like Persuade or Science. Its slow speed and lack of ranged attacks balance its durability, fitting Traveller’s focus on exploration and problem-solving.

Warhammer Fantasy Roleplay (4th Edition): In Warhammer Fantasy Roleplay, the Alchemic Arbiter is a construct guarding the Eclipsed Atelier, a ruined alchemical workshop in the Old World. It’s a formidable foe for a party of 2nd-3rd tier characters, blending magic and machinery in a grimdark setting.

Alchemic Arbiter

  • (Construct)
  • M 4 | WS 45 | BS — | S 50 | T 50 | I 40 | Ag 30 | Dex 35 | Int 40 | WP 50 | Fel 20 | W 18
  • Traits
    • Construct (immune to Fear, Terror, poison, disease, and effects targeting living minds; does not heal naturally)
    • Armor 3 (enchanted metal and stone)
    • Large (gains +10 to hit smaller targets, but takes a -10 penalty to Dodge)
    • Magical Resistance (gains +20 to resist spells and magical effects)
  • Skills Lore (Alchemy) 60, Perception 50, Melee (Basic) 55
  • Talents Hardy (Wounds +TB), Sturdy (no penalties for carrying heavy loads)
  • Attacks: Metallic Grasp: Melee (Basic) 55, 8 damage (SB 5 + 3). On a hit, the target is grappled (opposed Strength test to escape; grappled targets are Prone and cannot move).
  • Special Rules
    • Purifying Aura: Once per encounter, the Arbiter emits a 6-yard radius field, neutralizing poisons and diseases. Enemies in the area must make a Challenging (+0) Toughness test or take 1d10 damage (ignores Armor Points) from alchemical energy.
    • Alchemical Mastery: If befriended (Challenging (+0) Charm or Lore (Alchemy) test), the Arbiter shares a recipe for an alchemical concoction (e.g., a draught granting +10 to Toughness tests for 1 hour). Crafting requires a Challenging (+0) Lore (Alchemy) test and 1 hour.
    • Timeless Guardian: Immune to effects that age or alter its form. It gains a +20 bonus to resist effects targeting its mind.
  • Trappings: Alchemical Vials (can be looted, 3 doses worth 10 gc each, grants +10 to Lore (Alchemy) tests for 1 hour).
  • Description: The Alchemic Arbiter is a 7-foot-tall construct of metal and stone, its body etched with alchemical runes. A glowing eye in its chest casts an eerie light, and vials of shimmering fluid run through its limbs. It moves with slow, deliberate steps, guarding the atelier with a mix of authority and quiet empathy.
  • Gameplay Notes: The Arbiter fits WFRP’s grimdark fantasy as a magical construct in a ruined workshop. Its stats make it a tough opponent, with Metallic Grasp providing a melee threat and Purifying Aura adding an environmental challenge. Alchemical Mastery encourages non-combat interaction, fitting the system’s focus on roleplay and investigation. Its Large trait and slow movement balance its durability, making it a fitting challenge for a mid-tier party in the Old World.