An alchemy system, written for this month's RPG Blog Carnival!
The following tables present a subsystem for alchemy in OSR
games, taking LotFP as the base (so, all prices are in silver standard – if your
game uses gold standard, just replace “sp” with “gp”). For Laboratories, see
LotFP: Rules & Magic, p. 82-83.
The system is intentionally convoluted and baroque. Like any
good old alchemy, it is untested, volatile, and unpredictable! Use it as written, or just steal ideas from it, as
usual! Have fun!
Opera
The cornerstone of alchemy is the opus (plural: opera),
the “work”. Essentially, an opus is like a recipe, a detailed notation of an
alchemical process.
Mechanically, opera are recorded as sequences of dice rolls.
Note the type of dice and the result for each step of the workflow. This is
important, because later on the Alchemist has the opportunity to recreate or modify
existing opera. Opera stolen or obtained from other Alchemists can be deciphered.
Each opus also has a separate rating, from 1 to 6, which
measures how well the Alchemist who created it mastered the alchemical process.
Alchemy skill
The Alchemy skill is rated from 0 to 6. Any character can
learn it in-game. The LotFP Specialist class can assign skill points to it
during character generation.
For all Alchemical activities, a Laboratory worth at least
1000 sp is required.
The maximum number of activities that can run in parallel in
a single Laboratory depend on the physical size of the facility: 1 activity for
every ten 10’ squares the facility occupies (regardless of value).
Chart of substances
This are the substances that can be used as the base
substance for Alchemical activities. They are measured in alchemical units.
Exact measurements can be calculated like this: 1 alchemical
unit of clay weighs 1 pound; 1 alchemical unit of a more valuable substance weighs
1 pound divided by the price of the substance. E.g. 1 alchemical unit of silver
(30 sp) weighs 1/30 pound. Sorry, this is super wonky and might not make much
sense.
Number
|
Substance
|
Price of one alchemical unit
|
0 or less
|
Useless slug
|
0 cp
|
1
|
Clay
|
1 cp
|
2
|
Chalk
|
1 cp
|
3
|
Turpentine
|
5 cp
|
4
|
Salt
|
5 cp
|
5
|
Potash
|
1 sp
|
6
|
Saltpeter
|
3 sp
|
7
|
Copper
|
5 sp
|
8
|
Sulfur
|
5 sp
|
9
|
Iron
|
10 sp
|
10
|
Tin
|
10 sp
|
11
|
Quicksilver (mercury)
|
15 sp
|
12
|
Zinc
|
15 sp
|
13
|
Arsenic
|
15 sp
|
14
|
Glass
|
15 sp
|
15
|
Plumbago (graphite)
|
20 sp
|
16
|
Lead
|
25 sp
|
17
|
Silver
|
30 sp
|
18
|
Electrum
|
50 sp
|
19
|
Gold
|
100 sp
|
20
|
Platinum
|
200 sp
|
21 or more
|
“Unobtanium”
|
? sp
|
Alchemical activities
Pick the type of activity, the opus (if such exists), and the
base material (see Chart of substance above).
Alchemical activities
|
Time required
|
Disaster check
|
Experiment
|
1 week of work* + the duration of the process
|
Yes
|
Execute opus
|
1 day of work* + the duration of the opus
|
Yes; modified by the rating of the opus
|
Perfect procedure
|
1 day of work* + the duration of the opus
|
Yes; modified by the rating of the opus
|
Modify opus
|
1 day of work* + the duration of the opus
|
Yes; modified by the rating of the opus
|
Combine opera
|
Duration of the longer opus
|
Yes
|
Decipher unfamiliar opus
|
1 week of work*
|
Yes
|
* Work = uninterrupted time spent at the Laboratory
After that, the duration of the opus can go on unsupervised.
Duration of the opus
The amount of time required for the alchemical process to
complete. The Referee rolls 2d4 twice to learn the duration but tells the Alchemist
only the Time unit (e.g. “it will take any number of weeks).
Roll
|
Number
|
Time unit
|
2
|
1
|
Round
|
3
|
3
|
Turn
|
4
|
6
|
Hour
|
5
|
7
|
Day
|
6
|
9
|
Week
|
7
|
12
|
Month
|
8
|
13
|
Year
|
Interruption
If the Alchemist doesn’t want to wait for the process to
complete, they can interrupt it. Roll a Disaster check.
Disaster check
Save versus Magical Devices. The save might be modified by
the rating of the opus (check the Alchemical activities table).
- On a success, the Laboratory loses 1d20 x 100 sp in value, but nothing extreme happens.
- On a failure, waste of supplies and accidents reduce the value of the Laboratory by 2d20 x 100 sp. On a natural 1, there is a dangerous explosion which destroys 5d20 x 1000 sp of the Laboratory’s value and the Alchemist (and also the Apprentice, if present) suffers 1d10 damage (save versus Breath for half). [Disaster rules based on LotFP: Rules & Magic, p. 83]
Activity: Experiment
If the work is done and the duration of the process is left
to complete, make an Alchemy check:
Alchemy check
Target number. Sum up the total of the following factors.
Some factors have a maximum possible bonus they can grant.
Factor
|
Bonus
|
Maximum bonus
|
Alchemy skill*
|
= skill rating
|
-
|
Class: Magic-User, Cleric
|
+1/every 3 levels
|
+6
|
Working with existing opus
|
= opus rating
|
-
|
Value of Laboratory
|
+1/1000 sp
|
+9
|
Value of Library
|
+1/1000 sp
|
+7
|
10/100/1000 units of the base substance
|
+1/+2/+3
|
+3
|
Intelligence
|
= Ability modifier
|
-
|
Wisdom
|
= Ability modifier
|
-
|
1/2/3 Apprentices**
|
+3/+4/+5
|
+5
|
Extra work time invested
|
+1/week
|
+3
|
* A character without the Alchemy skill takes a -10 penalty
on this roll.
** If the experiment is a success, roll a Loyalty check for each
Apprentice. A disloyal student might run off with their master’s opus or equipment.
*** Collaboration. A maximum of two characters (not counting
Apprentices) can collaborate on one work. One character is chosen as the lead.
The second character’s bonuses are counted, but are capped at +6.
Then roll a d20.
- If the result is less than or equal to the target number, the activity is a success. Roll up a random Result for the experiment! Roll a Disaster check.
- If the activity is a success AND the roll result is less than half of the target number, the Alchemist manages to record the procedure correctly and adds it to their opera. From here on, they can execute, perfect or modify this opus. Roll up a random Result for the experiment, record every roll made on the subtables. The Alchemist now knows the exact Duration of the opus. Roll a d4 to establish the starting rating of the opus. Roll a Disaster check.
- If the result is more than the target number, the experiment is a failure, the time and work and materials are wasted. Roll a Disaster check.
Activity: Execute opus
Same as an Experiment, but add the rating of the opus to the
Alchemy check; and instead of a random result, success on the Alchemy check re-creates
the opus as recorded.
Activity: Perfect opus
After 1 week of uninterrupted work, roll 1d6. If the result
is equal to or larger than the current rating of the opus, add 1 to the rating
of the opus.
Activity: Modify opus
One single parameter recorded in the opus can be modified
(usually this means a new roll on a random table). The following parameters can
be modified: Duration, Result*, any subtable or random roll related to the
Result.
* The Result itself can only be modified if the initial
Result of the recorded opus was in the 1-4 range on the d20.
Activity: Decipher opus
Decipherment of an opus never recreated the result, but
makes it known to the Alchemist. Make a Disaster roll.
Results
Roll 1d20, then see below for details!
1-4
|
No
result; but if the opus is recorded, it can be modified (see Alchemical activities)
and the Result re-rolled
|
5-7
|
Change in
appearance
|
8-10
|
Change in
quality
|
11-12
|
Change in
quantity
|
13-14
|
Glow
|
15-16
|
Magnetism
|
17
|
Radiation
|
18
|
Absorb
energy
|
19
|
Transform
energy
|
20
|
True
transmutation
|
Change in appearance
Roll 1d5.
1
|
Looks like different substance (“fool’s gold”), roll 1d20 on the Chart
of Substances
|
2
|
Color change (roll 1d20 on the Carcosa color chart, re-roll results
above 13: 1 black, 2 blue, 3 bone, 4 brown, 5 dolm, 6 green, 7 jale, 8
orange, 9 purple, 10 red, 11 ulfire, 12 white, 13 yellow)
|
3
|
Transparency (roll 1d6, where 1 is just slightly transparent and 6 is
almost invisible)
|
4
|
Reflectiveness (roll 1d6, where 1 gives a dim silhouette and 6 is brighter
than the brightest mirror known to mankind)
|
5
|
Change of texture
|
Change in quality
Roll 1d8. If the substance already has this or a similar
quality, double the intensity.
1
|
Flexible
|
2
|
Stretchable
|
3
|
Malleable
|
4
|
Rigid
|
5
|
Durable
|
6
|
Extremely durable
|
7
|
Fragile
|
8
|
Extremely fragile (if broken, everyone in 5’ must save against Breath
or take 1d6 damage)
|
Change in quantity
Increase/decrease. The substance grows or shrinks quantitatively,
without changing any inherent qualities. Roll 1d6 (shrink or grow?) and 1d8 to
see how many units remain from the amount that went into the experiment.
Fractions are lost.
Þ1d8 1d6Ü
|
1-3 (Shrink)
|
4-6 (Grow)
|
1-3
|
1/10
|
2x
|
4-5
|
1/5
|
3x
|
6-7
|
1/3
|
5x
|
8
|
½
|
10x
|
Glow
The substance emits light. Roll 1d6 four times on the
following table:
Roll
|
Distance
|
Intensity
|
Character
|
Duration
|
1
|
5’
|
Phosphorescent
|
Flickering
|
1 turn
|
2
|
10’
|
As candle
|
Flickering
|
1 hour
|
3
|
15’
|
As torch
|
Constant
|
1 day
|
4
|
20’
|
As lantern
|
Constant
|
1 month
|
5
|
25’
|
As lantern
|
Slow pulse from dark to maximum intensity
|
1 year
|
6
|
30’
|
Blinding
|
Stroboscopic
|
Forever
|
Magnetism
Pulls metallic objects from 1d4 x 5’, with an intensity of 3d10
– at least this amount of combined Strength is needed to resist to magnetic
pull and this is the maximum weight in it can attract per pound of magnetic
material. E.g. one unit of magnetized substance with an intensity of 21 can
pull 21 units of iron, characters with a combined Strength of 21 or more can hold
back against it.
Radiation
Living creatures in vicinity of the radioactive substance
must save against Poison or take 1 damage; roll 1d10 to see how often: 1-5 once
per day, 6-7 once per hour, 8-9 once per turn, 10 once per round.
Absorb energy
Roll 1d10 for the type of energy the substance absorbs (see Energy
type in “Transform Energy”). Roll 1d10 for “storage capacity”: this is the
abstract amount of energy the substance can store. This might mean that it can
absorb heat (e.g. from a fire) for 1d10 rounds, or absorb impact (e.g. from a
weapon hit) worth 1d10 damage. See the entry for Transform energy for ideas on
what happens when the substance “overloads”.
Transform energy
The substance can now transform of one type of energy to a
different type of energy.
Roll 1d10 twice. The first roll shows which type of energy
the substance absorbs (optional: roll 1d10 for “storage capacity” as well, see
the entry for Absorb energy). The second roll shows which type of energy it releases
instead. Then roll 2d3 for intensity modifier (it is up to the Referee to
decide what the “release of four times more magical energy than the heat
absorbed” might mean, sorry… Maybe 4 random magic missiles for each 5 damage the
heat would potentially do?). Optionally, roll 2d3 for release delay (the amount
of time that passes between the absorption and release of energies).
1-3
|
Impact
|
4-5
|
Heat
|
6
|
Magnetism/electricity/lightning
|
7
|
Sound
|
8
|
Light
|
9
|
Magical energy
|
10
|
Thoughts
|
Intensity modifier, roll 2d3:
2
|
¼
|
3
|
½
|
4
|
roughly equal
|
5
|
2x
|
6
|
4x
|
Release delay, roll 2d3:
2
|
1d6 days
|
3
|
1d6 turns
|
4
|
1d6 rounds
|
5
|
Instantaneous
|
6
|
on trigger: roll 1d10 on the Energy type table to see what is the
trigger
|
True transmutation
This is it. The opus magnum. The transmutation of one
substance into another. The exchange rate is one unit to one unit. No loss, no
gain. Roll 1d20, then subtract 1d10 from the result. Record this final number
(which might be negative). Take this number of “steps” on the chart of substances,
beginning from the initial substance of the experiment.
Examples: The Alchemist uses Salt (4) as the initial
substance.
Situation #1: The d20 comes up as 8, the d10 comes up as 5, totaling
to 3. Salt is transmuted into 4+3=7, that is Copper. The same opus, if successfully
recorded, would turn Lead (16) into Gold (19).
Situation #2: The d20 comes up
as 5, the d10 comes up as 9, totaling to -4. Salt is transmuted into 4+(-4)=0,
that is, Useless slug…
Zero or less is always Useless slug.
21 or more, on the
other hand, creates an extremely rare and valuable substance inherent to your
setting, or even a radically new substance that doesn’t otherwise exist in
nature.
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