Alchemy in GURPS - An Alternate Proposal Copyright (c) 1995 by Erol K. Bayburt The Alchemy skill includes knowledge of a number of alchemical *techniques.* A "technique" is the mental skill equivalent of a "maneuver" in a physical skill. Like maneuvers, techniques may be either "average" or "hard." The common Alchemical techniques are: Roasting (hard) - Defaults to Alchemy Refluxing (average) - Defaults to Alchemy Distillation (hard) - Defaults to Alchemy-1 Sublimation (hard) - Defaults to Alchemy-2 Caking (hard) - Defaults to Alchemy Quenching (hard) - Defaults to Alchemy Mixing (average) - Defaults to Alchemy+2 Grinding (average) - Defaults to Alchemy+1 Illumination (hard) - Defaults to Alchemy-4 Reagent Choice And Proportioning (hard) - Defaults to Alchemy-5 All these techniques can be improved above the base Alchemy skill. Each potion requires rolls made against two or more of the above techniques. These rolls are made *instead of* the Alchemy-skill-at-a-minus rolls given in GURPS Magic. When creating more than one dose of potion in a batch, the rolls are each made at a -1 penalty for every two doses in the batch. Unless *all* the technique rolls are successfully made, the batch is botched, and the time and materials spent are wasted. (Kind GM's may wish to allow some time or material to be salvaged if some of the technique rolls are successful). There are no 'critical' successes or failures possible when making potions - it either works or it doesn't - but GM's may wish to roll for a 'lab accident,' using the standard rules, if two or more of the technique rolls fail. For example: Making a dose of Achilles requires rolls against Roasting, Grinding, and Illumination. Making a batch of three doses requires these rolls each be made at a -1 penalty. If working with typically cryptic notes, a Reagent Choice roll is needed in addition. If any two of these rolls fail, the character must roll against his base Alchemy skill to avoid a lab accident. *Illumination* is a secret Alchemical technique known only to "masters" of the art. It is required to create the "secret potions of the masters" - i.e. any potion having a per dose cost of $1000 or more. Note that unlike the other techniques, Illumination cannot be used at its default. One must have at least one point invested in learning this technique in order to make potions requiring it. *Reagent Choice And Proportioning* is the technique of making an educated guess as to the formula for a potion when one lacks a formulary. (And sometimes when one *has* a formula - Alchemists' notes are often sketchy or cryptic.) In general, one needs to make a Reagent Choice roll under the following conditions: Roll at a -10 penalty when researching new potions or when attempting to duplicate a potion that one has only heard of. Roll at -5 when attempting to duplicate a potion from a sample in hand or from very sketchy notes Roll at no penalty when attempting to duplicate, without notes, a potion one has made before, or when attempting to follow sketchy or cryptic directions No Reagent Choice roll is needed when following a clearly-written formula, or when following ones own notes for a potion one has made before. In all cases, the Reagent Choice roll is *in addition* to the other technique rolls required to make the potion. It is also suggested that any Reagent Choice roll be made *last* (list of techniques required for each potion to follow) Erol K. Bayburt Evil Genius for a Better Tomorrow