Archived from groups: rec.games.frp.gurps (
More info?)
Scooter the Mighty wrote:
> I think I'd be more likely to add charms to each of the existing
> pathways than make a new path with all the charms. Some of the voodoo
> paths already include rituals that result in a charm (for example
> Chaperone).
>
I see your point. Here's my quick take on alchemy as a "sister art" for
the ritual magic.
First and foremost alchemy in world of "shadow war" is Lodge skill, most
commonly practiced by those who cannot attain true power over spirits.
Among lodges alchemist are treated like "poor cousins" of true adepts
(fits quite nicely to supremacist connotions of some lodges).
Although the alchemy comparatively slow even when compared to average
ritual magician ritual, it has it's good sides too. While alchemical
potions and charms are slow to make, they are usually simple and quick
to use.
Game mechanics:
*Alchemist may use his alchemy skill in place of ritual magic and path
skill.
*Brewing a potion takes minimum one hour (-5 to skill)(all time
modifiers apply, extending time, performing ritual over several days.)
*Sacred Space modifier has half bonus/penalty
*Symbolic presentation bonus has effect only on "targeted
potions/charms" (ie. using drop of your blood in healing potion "keys
the healing potion to you, making it more effective") and "target
present" bonus does not apply.
*Spiritual symbols is replaced by Quality of lab bonus.(need to work out
specifics)
*Sacrifices, Multiple targets and are modifiers don't apply.
*Duration penalties apply fully.
Example: Mr.Alchemist attempts to brew a potion of Dose (sort of like
cure disease spell) to heal his buddy with bad case of lung fever (not
tuberculosis, i just don't know proper word for it).
Mr. Alchemist has skill 14 in Alchemy, and Dose normally would default
to Path of health. Erring on the side caution Mr. Alchemist waits for
Astrologically approarite time for +2 to skill. takes three times the
time needed to brew the potion (another +2), while not having chance or
time for DNA sample, he settles for drop of his friends blood(good for
another +2), lets assume that he has a good lab for net 0 penalty.
Now we have a net skill of 20(16 if someone other that the target
consumes the potion), Now being a quite sickly guy his friend has HT of
9 (good for -3 to skill) and the virus is knows antibiotic resistant
strain (good for another -3 to skill).
But while brewing the potion Mr. Alchemists player will roll vs. the
modified skill of 20 and record the margin of success, this determines
the shelf time for potion(say he succeeded with six, on the duration
table that would fall halfway between one week and one month. This would
give potion shelf life of two weeks after brewing). When potion is
consumed another roll is made this time vs. the modified skill of 14.
If successful potion works out as it should, if not well then it is just
wasted time and effort.
Did i make any sense ?
.../mika