Byron Alexander Posted December 10, 2008 Report Share Posted December 10, 2008 I recently got the BRP core rulebook and came up with some rules for alchemy. I posted them on RPG.net but they didn't get much attention. I thought people here, on a more focused forum, might like them. Hopefully someone will read them, decide that I am some kind of genius, and give me a paying job of some description. If that doesn't happen, though, I hope they'll provide some fun for somebody: BRP - Alchemy Alchemy was an area of study common to the middle ages and the renaissance, as such these rules are most appropriate for inclusion in the following settings : Dark Ages, High Medieval, High Fantasy, Arabian Nights, Renaissance, Age of Sail. It could also be included in a more modern setting but in such a setting alchemists are rare and considered misguided at best by the majority. At the height of alchemy (High Medieval-Renaissance) the alchemist was a respected individual, studying chemistry as well as more spiritual pursuits to create a unified theory which would match every occurrence on earth to every occurrence in heaven. Alchemists drew the conclusion that the key to spiritual and temporal power was perfect balance between natures and humours. The ultimate being would be one that incorporated both the male and the female, and understanding the balance within the earth’s minerals would grant the capacity to transform one element into another. Alchemists were among the first to catalogue the various properties of metals and other substances. Profession : Alchemist The alchemist studies a combination of occult lore and chemistry to create miraculous concoctions and materials. The ultimate in alchemical attainment is the Philosopher’s Stone, a magical substance which might have any number of properties depending on the alchemist who creates it. Wealth : Poor to Wealthy, usually Affluent. Skills: Craft (Alchemy), Craft (any one other craft), Knowledge (Occult), Knowledge (any one extra knowledge), Language : Other, Medicine, Research, Science (Chemistry), Spot, Status Craft : Alchemy Craft : Alchemy begins at 00% instead of 05%. Alchemy can produce a number of magical substances which come in three categories; minor, major and Philosopher’s Stone. Minor alchemical substances require a month of preparation and a success on a Craft : Alchemy roll. Major alchemical substances require six months of preparation and a special success on a Craft : Alchemy roll. A version of the Philosopher’s Stone requires a year of preparation and a critical success on a Craft : Alchemy roll. If successful creating the Philosopher’s Stone also ages the alchemist ten years (they suffer any detrimental effects but gain no additional skill points) as they use a portion of their own lives to fuel the process. All alchemical processes require a laboratory. In order to have access to a laboratory an alchemist must have a wealth of level of ‘affluent’ or ‘wealthy’ or have a sponsor/patron who does. A failed Craft : Alchemy roll means that the time spent in preparation is wasted. A fumble on a Craft : Alchemy roll causes a D20 roll on the Alchemical Mishaps Table. Quote Link to comment Share on other sites More sharing options...
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