Alchemy; as simple as I can make it and have a system that is still loosely playable.
PDF HERE
All Potions require 4 things;
1. An Oil (1 item slot, provides adjective)
2. A Powder (1 item slot, provides noun/verb)
3. A Catalyst (1 item slot, provides tone + potency)
4. Alchemical Equipment (1 encumbrance slot)
How to make a Potion:
All things can be reduced to either Oils or Powders
by use of Alchemical Equipment. These substances produce a single,
unchanging effect based on what they were derived from. At its simplest, Oils provide an adjective effect and Powders
denote a particular verb or noun. A single Oil and a single
Powder are combined to create a potion, the effects of any potion are the
combination of the Adjective and Verb/Noun.
For example, an amateur adventuring alchemist slays two Blink-Dogs
and reduces one into an Oil and the other into a Powder using his
alchemical equipment. Using his Alchemical Equipment, he is aware of the
effect the Blink-Dog Oil and Blink-Dog Powder will
bring to any particular potion. (These effects are improv’d by the DM)
Blink-Dog Oil = Capricious
Blink-Dog Powder = Teleport
Having discovered these effects, he (and the DM) log the
effects into a codified alchemical grimoire for future reference. Before the
Alchemist can make his Capricious Teleport potion (drinking this
potion will cause random teleportation), he must select a Catalyst. Catalysts
are rare and collectable magical artifacts that allow and modify the synthesis
of potions. Catalysts dictate the Tone and Potency (and flavour) of the Potion.
(the
effect of Catalysts are known only to the DM)
The Alchemist only has one Catalyst, A Hand of Glory,
a Catalyst of medium potency that makes potions Gothic. It takes 4
hours to distil a potion, but when complete the potion is recorded as 'Potion of
Capricious Teleport
(Hand of Glory)’. The Catalyst used, means that this Potion will last for
10 minutes and each teleport will be accompanied by a cloud of black, sulphurous
vapour and an almost silent screaming sound.
Additional Addenda:
Oils and Powders are used
up during potion distillation. Catalysts (unless specified) remain
unconsumed
Alchemical
Equipment is
never consumed.
Potions only ever have two ingredients, 1 Oil and 1 Powder.
Unless very large, most creatures or objects can only be reduced
into a single batch of a single ingredient.
Alternate weights
if using a coin-based inventory system:
Oils and Powders weight 10-20
coins.
Alchemical
Equipment
weighs 100-150 coins.
Catalysts can come in any shape or size, 1
coin – immovable.
Exploitation
of Mundane Substances:
If
players attempt to use incredibly mundane substances (like grass) in
their potions, allow them. However, reduce the potion’s Potency by one step
and think very carefully about what effects the Oil and Powder
will give. The effects should be niche, dull and not terribly useful. Also
consider the large quantity of the mundane substance the players would have to
gather in order to produce an effectual yield of oil/powder. Grass for example
may yield;
Grass Oil = Wilt/Wilting
Grass Powder = Grass
Potion
Potency:
Potion
Potency is derived from the Catalyst used to distil the potion. The
DM ultimately rules for how powerful any potion is. However, as a guide, assign
Catalysts a level; weak, medium or powerful. A Catalyst’s Potency is known only
by the DM and is for players to work out, as with a Catalyst’s Tone.
Some
potions have instantaneous effects while other would work for a duration, take
this into account when assigning potion effects. It would be best practice for
the DM to record specific potion effects for consistency.
Potency levels could be used thusly. Weak
potions last from 1 combat round to 10, Medium potions last for 10
minutes to an hour. Powerful potions last anywhere between one day and a
month. Some potion effects would be instant, Catalysts would affect this
too. Damage is assigned thusly, weak Catalyst = 1d4, powerful
= 1d20 and medium; any die in between. Anything else (such as if a
potion effects or creates a volume of something) would be up to the DM’s discretion.
On
Catalysts and Tones:
Catalysts come in many forms. They are special
things (or even places) that make the potion work – something vaguely magical or extraordinarily masterwork, something
that could theoretically hold, move, stir or affect the potion in some way can
be a Catalyst. Catalysts are often bespoke, predefined items. Players
shouldn’t be able to pull out a troll’s fang or an orc’s finger and
convince the DM it is a Catalyst. Catalysts should be rare. They should be something heard about in rumours; not bought
in a shop.
Examples of Catalysts could include things like a Unicorn's
Horn, a Cursed Alchemist's Ladle, an Elven Gossamer-Funnel, an
Angelic Drinking Chalice ... an Atlantean Whisk? An entire
dungeon could be a powerful Catalyst, with a chute or trough running
from one end of the dungeon to the other. Pour the potion in one end and
collect the finished potion from the other.
Tone descriptors derived from Catalysts
are words that affect how a potion's effects manifest. Sloshing a potion of Capricious
Teleport through an Elven Gossamer-Funnel might make it Ethereal.
So, the random teleportation that happens when the potion is imbibed is slow and
ghostly, it takes 1 round to ‘complete’ a teleport, during this time an astral image of the teleporter is
seen floating through the air towards the site where they will emerge from
their random teleportation.
It’s trickier to
improv in the moment but if a potions flavour (Gothic, Ethereal)
can have a potential gameplay effect, all the better. For example, a Gothic
teleport leaves smoke and a smell, an Ethereal teleport is still random
but can be more predictable.
Interesting
Catalyst modifying words could be Hot, Cursed, Hideous,
Alien, Hallucinatory, Bizarre, Light, Aggressive,
Wild, Heavenly and so on, any word that is evocative to you, Tone
could even be several words if you find that easier. The player won’t
know and can only intuit Tone based on their experimentation.