Editing Alchemy for Runequest

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=Alchemy=
 
=Alchemy=
 
Alchemy is a mysterious art most often practiced by the secretive Alchemists Guild.  This guild is often hard to find, though its potions and poisons are often more easily found by those in need.  It does not give away its secrets easily, preferring to sell the results, not the formulae or knowledge  of the art.  Some thief and healer cults have limited access to alchemic formulae and are equally protective, with the exception of the healers.
 
  
 
==Base Alchemy Skills==
 
==Base Alchemy Skills==
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# It cannot be increased through experience, it must be taught or researched.
 
# It cannot be increased through experience, it must be taught or researched.
 
# The user can only identify substances that he has previously encountered, otherwise he can only hazard an educated guess at what the substance is. If he succeeds in the skill and has not met the substance before the GM must tell him that it is probably a particular substance, but he is not sure. It is up to the GM or to other PCs, if they are doing the training, to determine what substances have been encountered. Most training will cover standard potions, poisons and substances as those are the most frequently encountered.
 
# The user can only identify substances that he has previously encountered, otherwise he can only hazard an educated guess at what the substance is. If he succeeds in the skill and has not met the substance before the GM must tell him that it is probably a particular substance, but he is not sure. It is up to the GM or to other PCs, if they are doing the training, to determine what substances have been encountered. Most training will cover standard potions, poisons and substances as those are the most frequently encountered.
# The user can only identify the potency of the substance within a certain range, giving an idea of the strength of the potion. A normal roll will give the potency as week (1-6), medium (7-13) or strong (>14), a special success in bands of 3 (1-3, 4-6, 7-9, etc) and a critical should give the exact potency.
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# The user can only identify the potency of the substance within a certain range, giving an idea of the strength of the potion. I play that a normal success gives ranges of very strong, strong, normal, weak, very weak etc., special success gives potency in the ranges of 1-5, 6-10, 11-15, 16-20 and so on, a critical success gives the exact potency.
 
# A fumble with the skill means that the user is affected by the potion - he swallowed the Hydra Venom or the Impotency Potion.
 
# A fumble with the skill means that the user is affected by the potion - he swallowed the Hydra Venom or the Impotency Potion.
  
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A formula is a series of instructions, often memorised or written down, that allow a practitioner to create a potion or powder or paste to produce a specific effect.  Some formulae have fixed effects e.g. smoke bomb and others have grades of effect or potency (POT) e.g. poisons, acids, healing potions etc. Each formula will be for a specified POT of effect.  These formulae are often very closely guarded secrets and only available to initiates of specific cults or to members of Alchemy guilds.  If available, the cost of a formula is often very high, treat the multiplier for the formulae as a minimum for a trusted friend.
 
A formula is a series of instructions, often memorised or written down, that allow a practitioner to create a potion or powder or paste to produce a specific effect.  Some formulae have fixed effects e.g. smoke bomb and others have grades of effect or potency (POT) e.g. poisons, acids, healing potions etc. Each formula will be for a specified POT of effect.  These formulae are often very closely guarded secrets and only available to initiates of specific cults or to members of Alchemy guilds.  If available, the cost of a formula is often very high, treat the multiplier for the formulae as a minimum for a trusted friend.
 
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Note, that whist in here only one posions and healing potions have been listed there are also formulae that deal with the opposite effect.  i.e. antidotes and damaging potions and potions to cause diseases.  It can be expected that the healer cults will know of any curative potion whilst the alchemists will know both good and bad sides of any effect.  The cost of the opposite effect is always the same as the original.
 
  
 
==Costs of Potions and Formulae==
 
==Costs of Potions and Formulae==
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!Source
 
!Source
 
|-
 
|-
|Animal Venom     ||style="text-align:center;"|  4L || Alchemists, Lanbril
+
|Animal Venom ||style="text-align:center;"|  4L || Alchemists
|-
 
|Herbal Poison     ||style="text-align:center;"|  4L || Alchemists, Lanbril
 
 
|-
 
|-
|Mineral Poison     ||style="text-align:center;"|  4L || Alchemists, Lanbril
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|Herbal Poison ||style="text-align:center;"|  4L || Alchemists
 
|-
 
|-
|Blade Venom (Paste) ||style="text-align:center;"| 10L || Alchemists, Lanbril
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|Mineral Poison ||style="text-align:center;"| 4L || Alchemists
 
|-
 
|-
|Acid               ||style="text-align:center;"|  6L || Alchemists, Lanbril
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|Acid           ||style="text-align:center;"|  6L || Alchemists
 
|-
 
|-
|Alkali             ||style="text-align:center;"|  6L || Alchemists
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|Alkali         ||style="text-align:center;"|  6L || Alchemists
 
|-
 
|-
|Healing Potion     ||style="text-align:center;"| 20L || Healers
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|Healing Potion ||style="text-align:center;"| 20L || Healers
 
|-
 
|-
|Cure Disease     ||style="text-align:center;"| 20L || Healers
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|Cure Disease ||style="text-align:center;"| 20L || Healers
 
|-
 
|-
|Sleep             ||style="text-align:center;"| 20L || Lanbril
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|Sleep         ||style="text-align:center;"| 20L || Lanbril
 
|-
 
|-
 
|}
 
|}
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Note that all multipliers are cumulative.
 
Note that all multipliers are cumulative.
 
    
 
    
e.g. A Globe Smoke Bomb would cost 100L to make and would sell for 200L to fellow cultists and 1,000L to non-cultists and the formula would cost 4,000L to cultists and at least 20,000L to non-cultists.
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e.g. A Globe Smoke Bomb would cost 100L to make and would sell for 200L to fellow cultists and 1,000L to non-cultists and the formula would cost 4,000L to cultists and 20,000L to non-cultists.
  
A mineral poison, POT 12, pill would cost 48L to make and would sell for 96 or 480L, the formula would be 1,920 or 9,600L for cultists and non-cultists respectively.
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A mineral poison, POT 12, pill would cost 48L to make and would sell for 96 or 480L, the formula would be 1,920 or 9,600L

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