How to do Alchemy
If you're interested in Alchemy, see GURPS Magic, but with the following houserules:
- Alchemy isn't learned any slower than other skills, but like all other skills, your first point spent on it has to come from training. Each Elixir can also be learned as a skill; you do not have to train the first point of these.
- You don't need to spend Wealth on your Alchemy lab; you can simply have an adequate place to work if it makes sense for your character.
- You can purchase 500 Alchemical Supply for 1 Wealth. Look at the entry’s recipe cost. That is how much Alchemical Supply it costs to brew.
- Each time you spend a character point on Alchemy or a Formula, you learn a new Formula. You can also learn a new formula as a Downtime action (see below).
Brewing Elixirs
Follow the rules for Crafting as above, except as follows:
- You’ll see two numbers listed for the Elixir’s "Cost;" use the smaller of the two. Use the listed "Cost" to determine needed Progress as follows: $Cost/100 (round up, maximum 20).
- If you get at least one Critical Success but no Critical Failures, then take +16 Practice toward Alchemy, and the item costs 10% less Supply.
- You can work on up to 5 doses in a single batch. This simply requires more Supply. It still uses one roll per day, and the same amount of Progress to complete.
Alchemical Charms
Alchemical Charms are like magic items. You can make an Alchemical Charm out of any Elixir that you have spent at least one point on; they do not default to the Alchemy skill.
There are two different types, Amulets and Talismans. Only one Alchemical Charm can be worn at a time. Charms kept in your bag don't count as worn. If you own more than one Alchemical Charm, always clearly state which one you're wearing.
Amulets
Amulets are treated as always-on magic items. There is no “time to cast,” and they cost the user no energy. They affect the wearer at all times, whether the person knows what the amulet does or not. Only elixirs that protect or hinder the wearer can be made into amulets.
Follow the same rules as for creating an Elixir, except you use Enchantment Supply instead of Alchemical Supply, and multiply the material cost by 1.25. For example, if an Elixir normally requires 100 Alchemical Supply, an Amulet requires 125 Enchantment Supply. The time to craft is unchanged.
Talismans
Alchemical talismans work for only a limited time. When a talisman is used, its effects last as long as the corresponding elixir would. The talisman then becomes dormant and must “recharge" until the next day. The person who last used a talisman can recharge it by wearing it for several hours, so you can only recharge one talisman per day. If you own more than one talisman, please state in a Downtime post which one you are recharging. There is no “cost to cast” for a talisman – no energy is spent activating one. The wearer must will the talisman to have its particular effect – simply willing it to “Do something!” won’t work. Activating a Talisman is a Concentrate maneuver. No roll is required.
Follow the same rules as for creating an Elixir, except you use Enchantment Supply instead of Alchemical Supply (do not multiply as for Amulets). For example, if an Elixir normally requires 100 Alchemical Supply, a Talisman requires 100 Enchantment Supply. The time to craft is unchanged.
Periapts
Periapts consist of a small gem, carving, stone, etc. that hangs off of a thin cord, which is tied to a weapon. A Periapt functions just like a talisman, except it is not willed to activate. Instead, it activates automatically (no action) when the weapon it is attached to strikes a target and deals at least 1 point of damage (in the case of a missile weapon, the effect is conferred through the projectile). To recharge a periapt, you can untie it from the weapon and wear it around your neck. When a periapt is attached to a weapon that is in your hand, that counts as worn.
Follow the same rules as for creating an Elixir, except you use Enchantment Supply instead of Alchemical Supply (do not multiply as for Amulets). For example, if an Elixir normally requires 100 Alchemical Supply, a Periapt requires 100 Enchantment Supply. The time to craft is unchanged.
Charging other players
Since you get to make a job roll while you're brewing, it's recommended that when making items for other PCs, you only charge them for the materials.
Command to roll
-rb.rolo X Alchemy
**CharacterName Alchemy: Elixir/Amulet/Talisman of ???** [ +X Progress, Y/Z total ]
*Some creative text is optional, but you should probably describe the item in the beginning or at the end. You also need to state how much Supply was used, and be sure to subtract it from your inventory.*