So I have always been a fan of “weird science alchemy” in a RPG. SO here is a page of rough notes in case it becomes needed. No Healing stuff here though moved that purely to the Herbalists.
Generally you’ll need to justify having this skill to attempt it. Any Sorcerer is OK, probably most Elf mages as well. Thieves can roll to make Poisons/Antidotes & Incendiaries without needing to justify why they have the knowledge.
Skys the limit peoples. Role play it I can allow it 🙂 If you actually rolled “Alchemist” on your Background that’s gotta be worth a +2 on success dice over and above any other adjustment I rule 🙂
Before the roll the would be alchemist needs to state what they are attempting to make: It will be presumed they have access to the right tools and or ingredients before they even try! If they are improvising then a -1 to – 4 Penalty will apply. A really good lab or exotic materials will grant a similar level of BONUS to the roll (each) Basic materials can be obtained in any city or town, Assume that the character pays out the stated cost to attempt each roll in buying/making the components for the attempted brew. A roll greater than 14 is ignored unless the Alchemist spent DOUBLE the base cost on components first. Score of 20+ Can only be applied if Four times the base cost was risked before the dice was cast!
Add the characters Exp level as a bonus. Adjust some more to their luck modifier. Luck may be burned on the roll of course! (This might explain why in the wide world many alchemists may have a level of thief! – Snake oil sales man anybody?) I might be persuaded to allow INT modifiers as well in some cases. but not all: Alchemy is more about luck than precision its NOT Chemistry after all!
The list of types here is not the be all and end all. Its just what I could think of off the top of my head. Anybody with added ideas please feel free to comment and we’ll see if we can build it in 🙂
Type/Dice (min Cost) |
01 | 02-09 | 10-14 | 15-19 (x2 Cost) |
20+ (X4 Cost) |
Poison 8 Sp |
Accidental Exposure! Roll again to see to what! |
Inert foul smelling liquid. | 1d6 Hp over as many rounds if ingested | 2d4 or 1d4 Contact |
2d6 or 1d6 Contact or 1d3 Gas |
Acid 10 Sp |
Accidental Exposure! Roll again to see to what! |
Inert liquid | 1 pt | 1d6 | 1d8+ |
Stat Enhance*
(Stimulant) |
Weird effect as 16-19 but One goes up 1d3 one goes down Can be the same one |
Inert Potion | 1 pt /5 mins | 1 pt / 10 mins (or 2 for 5 mins) |
1 pt 20 mins 2 pt 10 Mins 3 pt 5 Mins |
Antidote 15 Sp |
Hmm Works as 16-19 BUT has nasty side effect to be determined on use! | Inert Compound | stops/recovers 1d4 | stops/recovers 1d6 | Stops/Recovers 3d4 |
Oils
Incendiaries 12 Sp |
Accidental Exposure! Roll again to see to what! |
Inert Sticky liquid or compound | 1d6 /round for 1d5 rounds
or 5x5x5 Smoke |
2d6 /round for 1d4 rounds
or 1d4 in 5x5x5 or 10x10x10 smoke |
3d6 /round for 1d3 rounds
or 2d4 + smoke in 5x5x5 or 20x20x20 smoke |
Adhesives
5 Sp |
Accidental Exposure! Roll again to see to what! |
Inert Slippery liquid or compound | Strong enough to cause a DC5 Check to free | Strong enough to cause a DC10 Check to free | Strong enough to cause a DC15 Check to free |
Transmutatives
Well it IS alchemy who wouldnt want to try and turn lead to gold right? 5 Gp |
Oh dear…
Some Nature God has noticed you trying to change the universe and curses you… |
Large pile of smelly but otherise inert Goo.
Start over |
Provided you spent at least 5 Gp. in materials transmute 1d10 Oz (4-40 coin equivalent) from base matter |
- Typically these will have a reverse effect after they are through = 2x the effect but perhaps on other attributes.