Maneuving Alchemy within GURPS
Copyright (c) 1995, 1997 by Steven Anderson
GURPS is a registered trademark and copyrighted by Steve Jackson Games
Azando the alchemist (skill 13) spent the last
umpteen weeks making healing potions, and doing little
else, war being a great reason to use up healing potions
faster than they can be made.
In GURPS terms, this is training experience, and
Azando has some CP to spend. 4 points, as it happens.
Under the rules, he can raise his alchemy skill as a
whole. This will let him become expert with another
elixir, and raise his skill with every elixir he already
is expert with, and improve his chance of success making
elixirs while reading their formulae as well.
"Now HOLD ON THAR!" Azando's player shouts.
Azando has only worked with healing potions, and he'd
rather concentrate the skill boost those points give to the
one elixir he's worked on.
In just about any other aspect of GURPS, this
wouldn't be a problem. Specialization rules for skills,
martial arts maneuvers, the system is generally damn
flexible and character conception friendly and allows to
focus on specific areas of a skill or ability.
But not alchemy. Here you have a rather rigid
hierarchy, elixirs are lockstepped with the alchemy skill
and an "expertise" system. One reason you see so few
alchemist characters may be due to that regimentation.
So here is a way of bringing GURPS Alchemy into the
90s, even into the next century.
Elixirs are *maneuvers* of the Alchemy skill. All
are Hard. No elixir may advance more than Alchemy +5,
and GMs may wish to restrict some elixirs to lower
levels.
Pretty much by definition, a maneuver of a skill
should be cheaper to learn than the parent skill,
otherwise you might as well improve every aspect of the
skill rather than specialize in one area. The maneuver
system in GURPS was built for physical martial arts
skills and where physical skills peak out at a cost
of 8 points per level, Mental skills generally peak out
at a cost of 2 per level, except for Mental very Hard
skills, which peak out at a 4 points per level basis.
Mental maneuvers then should reflect a lower point
cost per level basis because the skills they are based
on don't cost as much.
Compendium 1 notes the word "maneuver" has several
interrelated but distinct definitions in GURPS and put forth
alternate terms. Mental based maneuvers are designated
"Methods". What follows is a cost chart for Mental
Maneuvers. To minimize confusion with the martial
maneuvers, which are divided into "Average" and "Hard"
categories, Methods will be divided into "Easy" and
"Standard" forms.
All Alchemy methods are Standard. In fact very few
methods should qualify as easy.
Methods
Default Easy Standard
+1 .5 1
+2 1 2
+3 2 3
+4 3 4
And +1 CP per additional level.
In this situation, Chiron (healing potion) has the
same skill as the alchemy skill of the person making the
potion. (Defaults to Alchemy skill) Instead of spending
4 pts to raise his alchemy skill to 14, Azando's Chiron
maneuver is raised to 17.
Optional: To minimize conflicts with existing alchemist
characters, alchemists still get their alchemy skill level
as a base expertise, and may purchase additional expertise
for elixirs. This won't be that cheap, but remember you are
expert with the first (alchemist skill level) elixirs for
0 points. It's only when you exceed that number that you
begin to pay points, and any elixir bought as a maneuver with
points automatically counts as one the character is expert
with.
Cost is based on three factors: Minimum social
status "needed" to know a given formula (see Magic p.88),
the difficulty in making the elixir, and the legality of
the elixir. If the character qualifies for learning
an elixir, he or she does not have to pay this additional
cost.
Elixirs that are supposed to only be known to
guildmasters or higher status alchemists add 1 point to
the cost, while elixirs supposedly only known to Grand
Masters add 3 points to the cost.
Any elixir which is outlawed (or just extremely
rare) in the area the character learns it requires 2
extra points. Rare & outlawed are not normally
cumulative penalties. It is presumed the illegal sources
that supply the materials have overcome the rarity
problems as well as a degree of the law enforcement types
trying to shut them down.
That leaves the difficulty. The default elixir
presumes 1 week or less to prepare it, and no modifier to
the alchemy skill. Any elixir that takes longer or has a
penalty to the skill is defined as difficult.
TIME
(up to) 2 weeks to prepare: 1 pt
3-4 weeks to prepare: 2 pts
5-6 weeks to prepare: 3 pts
7+: 4 pts
SKILL
For every point of penalty to the skill, add 1 pt to
the cost of expertise.
Example: The elixir of Ares takes 2 weeks to make (1
pt) and is at -1 skill (1 pt). Experise Cost: 2 points.
Counter Example: The elixir of Ceres takes 20 weeks
(4 pts) and is at -4 (4 pts). It is supposed to only be
known to guildmasters or higher ranked members of the
guild(s) (1 pt). It costs 9 points to become expert with it.
Minimum cost for additional expertise is 1 point.
(It's still advisable to put the most difficult elixirs
in the "slots" provided by the alchemy skill, but there
is no free ride to be found by putting non-difficult
elixirs in as extras.)
CRITICAL FAILURES
One of the things players can do is cite the rules.
(Perhaps you've encountered this phenomenon yourselves.)
And one of the things a rules quoter can cite is that
there is NO CHANCE whatsoever of a crit failed elixir
hurting someone not present at the time the batch was
screwed up. (all results have an immediate effect on the
alchemist and labratory.) The following chart fixes
that.
Definitions:
An *immediate* result means the effect occurs in the
lab.
A *delayed* result means the effect occurs when the
elixir is used. (Yes, this is rather obvious, but some
players will try to weasel their way out of a bad result
by arguing that the use of the word "delayed" gives them
a chance to throw the elixir away and run for cover. It
does no such thing unless the result description says
they can do so.)
Roll 3d after a critical failure has occured making the
elixir:
3-5: Immediate. Everyone within 100 yds of the lab
experiences the effects of the elixir (or it's reverse
50-50 chance).
6: Delayed. As above but when the elixir is used.
7-8: Immediate. Everyone within 10 feet of the lab
experiences the effects as noted for 3-5.
9-10: Delayed. Pity the poor fool who uses the elixir.
Roll on the SPELL crit failure chart (Magic p.6)
11-12: Immediate. Explosion/corrosive vapors/fire destroy
lab, alchemist has time to flee.
13: Delayed. Once activated, something goes wrong, along
the lines of Explosion/corrosive/fire. Characters may
flee, but their location at the time this occurs may
bring the destruction along ( ie fire in a forest, poisonous
vapor in a cavern etc.) to where they flee.
14-15: Immediate. Explosion (etc.) destroy lab, 3d to
alchemist.
16-17: Delayed. Oh dear. It seems Mr. Elixir was Mr.
Grenade in disguise, and not your friend after all. 3d
explosive (etc.) damage to user, -1d per hex to anyone
too close.
18: Immediate. As 14-15, but the alchemist takes 6d.
There is no delayed 6d damage, but then the
alchemist in the lab doesn't have to worry about demons
popping up.
Back to the main page
This page hosted by
Get your own Free Home Page