12-21-2006, 04:05 AM | #1 |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
|
Herb Lore ("Alchemy") and Charms
I'm mostly a GM, but at the moment I'm coming up with a character for a friend's future setting. It's fantasy, not very standard, but difficult to explain. Think "Dragonbone Chair".
The character in question is a wonderor, he belonged to a very old tribe that due to internal reasons dissipated into the world. The tone of the tribal background is "dark celtic". To represent the spiritual/shamanistic aspects of the character I chose Herb Lore, wich would add a fantastic element, without the mess of the magic system wich the GM also doesn't like. I know some of the more fantastic elixirs like shapeshifting will be out of bounds, but that's not a problem. However, some concerns came up when I was building the character sheet: - Time: did anyone do achemist adventurers? Seems like the time to brew potions make it prohibitive and root you to place. Aside from grossly cinematic advantages, how do you work around this? - How much would Gadgeteer (Only Herb Lore) cost? What's the discount? - "Lab": GURPS Magic mentions that Herb Lore uses herbs and not weird exotic ingredients, but doesn't mention much in lab space. Most herbalists from fiction I can picture used pretty much just a cauldron and a few other stuff, not really an expensive lab. Thoughts? - Charms: since the cost to make a charm is the same as to make the elixir (only time increases) what's to stop a player to start with several Amulets and Talismans? Should you stop a player from doing so? - How exactly do I know if something is an Amulet or a Talisman? Magic suggests that defensive elixirs become Amulets, but then, would a Charm of Invulnerability grant the character +3DR as long as it's worn? Or would it be an Amulet... activated and recharged? I know some of this is setting specific, but neither the GM nor I have much exerience with Alchemy and Herb Lore... Any other considerations about Herb Lore or Alchemy are welcome, even if you just put your experience out there, I'd love to hear it. Thanks. |
12-21-2006, 07:29 AM | #2 | |||
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
Re: Herb Lore ("Alchemy") and Charms
Quote:
Quote:
Quote:
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
|||
12-21-2006, 09:02 AM | #3 | |||||
Join Date: Sep 2004
Location: Upper Peninsula of Michigan
|
Re: Herb Lore ("Alchemy") and Charms
Quote:
If your GM likes the idea of an herbalist able to respond to a problem with a few hours' work, but would rather you not cast spells, consider purchasing a few such pots or jars (and maybe one for Distill, though that costs more) and simply handwaving that they much reduce preparation time -- weeks to days, for instance. Another important point: remember that an alchemist with sufficient skill can reliably make large batches, so whenever he has some free time between adventures, consider brewing up a number of doses of items you're good at and keeping them on your person for quick use later. The one alchemist I ever ran in a game liked to carry around some vials of Chiron (healing) and some pastilles of Morpheus (sleep smoke). Quote:
Quote:
Quote:
Quote:
Like any gizmo-oriented character with a finite supply of tools available at any given time, have a backup plan so that you can contribute to a team in case you run out of options, or don't have a useful elixir on hand. Mundane medical skills and outdoor survival skills sound very much in character for this herbalist -- as for combat options, I've always found a staff's defensive bonus and innocuous appearance to be good for someone who spent more skill points on healing than fighting. :^) |
|||||
12-21-2006, 10:32 AM | #4 | ||
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: Herb Lore ("Alchemy") and Charms
Quote:
Quote:
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
||
12-21-2006, 01:28 PM | #5 | ||||||
Join Date: Feb 2005
Location: in your pocket, stealing all your change
|
Re: Herb Lore ("Alchemy") and Charms
Thanks for the response guys, for a moment I feared the thread would go unnoticed. A lot of good points above.
Quote:
Quote:
What both the GM and I would like (we GM very simmilarly and trade ideas all the time) is for a more dynamic way to do alchemy and tone it down a bit. Think of it like this, there's no teleportation in tokien, people have to fly at most and only demi-gods can do it, other people have to walk. There's no magical items hanging around everywhere (well, human-wise anyway). It's sort of like that. There is no ressurection, no regeneration... at best you can stich your arm back and use black magic to reanimate it, but it'll be prone to fall off, heal slowly... etc. The elixir that allows you to ask a question of a dead guy is our favorite, it's the sort of flavour we like. Just so you get an idea. Quote:
Quote:
Quote:
I'm doing a bit of a charicature here, offcourse, the advantage can be explained in other ways, but this is how we feel about gizmos. And besides, what we feel we need is rules for a different sort of alchemical creation process, not a way to have the potions on me. I don't want to skip the process, we want the process to be different. I realize you can't offer a solution, but your points of view have been very helpful this far, thanks guys. Quote:
As for the "grossly cinematic" I was refering to the (almost) giant red flashing labels of "This level is definately unsuitable for realistic campaigns!" and "Note that this ability is not realistic!"... and GURPS doesn't often use exclamation marks unless it really means it. The other problem is that Gadgeteer allows the character to invent new potions, from what I understand it's the research of new recepies that would be affected, not the construction of the actual items. After all, -20% for Magic can only refer to researching new spells, since there is not "making" of magic. And I don't want him to come up with new potions, at least not rapidly, just make potions without spending weeks tied to one place. I mean, it's hard to justify the alchemical process taking more than a week, chemically speaking it's just hard to imagine. Sure there's the mana "sedimentation" and whatnot, but even if it took ages, I find it more believable (and this is ENTIRELY subjective, I'm not saying the RAW sucks, it's just the coating doesn't fit my own tastes)... if the process took a few hours or days at most, but the elixir had to sit for long periods under certain conditions to become empowered. Or the various steps of the process, so you'd make up to Stage 1, then have to wait a week or so until the mana sets in, and can then proceed to Stage 2... and so on, untill all the magically empowered components are made into an elixir. The total length of time need not be shorter, but the fact that the process doesn't need constant supervision or a fixed location lets the characters adventure while things boil at home... |
||||||
12-21-2006, 03:12 PM | #6 |
Join Date: Oct 2006
|
Re: Herb Lore ("Alchemy") and Charms
The _simplest_ approach to faster potion making is to ask the gm to cut you some slack here. This can be surprisingly effective.
|
12-21-2006, 05:23 PM | #7 | |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
|
Re: Herb Lore ("Alchemy") and Charms
Quote:
The thing is, I know the 8h/day watch imposed on alchemists is nothing but game balance. It's the same time a job takes, and the same time enchanting takes. Theres no reason to assume that the alchemist must spend 8h consecutive hours per day doing stuff to his pots. There's no reason why a Shapeshifting Elixir should take more time than a Healing Elixir other than game balance. For all we know it could actually be easier to find the ingredients, and cheaper, and faster. The real world isn't "fair" and balanced. However, in a game balance is important. Sure the GM can just handwave the time away into a few days, but this would have implications for the character, for other alchemists, etc. If just for the character he has a considerable edge over NPCs and should pay for such with CP. And so on. We'll keep the dificulty scale, for obvious reasons. And the relative scale of time, but we'd like a way to make Herbalists and Alchemists not tied to one place for weeks or months at a time. So an alternate method of alchemy seems called for. How to reduce time AND/OR increase mobility without screwing up balance with other skills, powers, etc? The bigges problem with Gadgeteer, if I understand correctly is that it's for inventions. This isn't, it's for production of well known items. Craft. |
|
12-21-2006, 05:59 PM | #8 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: Herb Lore ("Alchemy") and Charms
You could always apply Time Spent (p. B346) to reduce time, perhaps quite radically. Then allow various resource-based bonuses to offset the large penalties. Perhaps alchemists could claim +1 to +TL/2 for equipment (p. B345) for both the quality of their lab and the quality of their formulary, and get a further +1/+2 for a success/critical success on a Scrounging roll to cut corners on ingredients. This would fit the whole mold of alchemists being sponsored by kings and having rooms full of expensive equipment. Perhaps herbalists could roll vs. Naturalist and get +(margin of success/2) to their Herb Lore roll for finding the best possible ingredients -- or lots of ingredients, allowing a brute-force approach or just huge amounts of a very weak, hastily brewed elixir. With typical bonuses in the +3 to +6 range, time could be reduced by 30-60%, compressing a 40-hour work week into as little as a long, 16-hour workday. Taking a day out of adventuring so that herb-guy can brew healing potions seems absolutely fair and in-genre.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
12-21-2006, 06:19 PM | #9 |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
|
Re: Herb Lore ("Alchemy") and Charms
Great tip! Now that you mentioned it, I remember the Low-Tech approach to smithing, where the quality of the raw materials you could scavenge or make with Metalurgy would give you a margin bonus to your crafting skill later.
I assumed the Time Spent rules could be applied to alchemy with some moderation, but without a way to boost skill it made usable levels ridiculously high. The weak elixirs also make for good variety and are particularly fitting for the setting, a weaker form of the invulnerability elixir could give +1DR instead of +3DR, but take 1/3 of the time to make. Or an elixir that only lasted half the normal duration, and so on... this allows elixirs to be substantially wattered down and more pratical. Compressing the work hours is the final punch I needed. I think I have enough ideas to start putting this on paper and discuss it with the GM. Thankyou all. |
12-21-2006, 08:20 PM | #10 | |
Join Date: Aug 2004
|
Re: Herb Lore ("Alchemy") and Charms
Quote:
The cost of a charm is TEN TIMES the cost of the elixir. The extra time takes extra money. However, a number of charms are within reach of signature gear. Multiple doses (penalty on skill, additonal materials per dose, same time to make) make a charm like healing very effective for characters. 3 or 4 dice of healing per recharge (1 day) cylcle is pretty neat. Your GM may want to put restrictions on this. The standard alchemist is a NPC, who is tied up making elixirs. Fantasy covered variations of them. What it missed was the Indiana Jones type alchemist, who goes out into the field to find the ingredients the alchemist guild needs. He or she is of necessity an adventuring type, who makes elixirs now and again when the group is laid up for a week or more. The exception is expensive. The Quick Alchemist uses the 50 pt version of Gadgeteer. He can make elixirs iin minutes instead of weeks, 2 minutes per day normally required. When this was first introduced back in GURPS Wizards, it was highly suggested that the ingredients the quick alchemist used were 'generic', that is used as a numeric place holder for monetary value. Ifyou mad an elixir with a recipe cost of $400 you'd mark off $400 from your ingredients list. The alternative is financially fatal to the character in play. If your character had to have separate components for each elixir he MIGHT have to make in play, he could easily burn through several thousand bucks worth per adventure, and GURPS adventures generally don't pay those kinds of cash rewards.. Even with generic components, it's still a financially risky proposition. Signature gear would help here, but as written, the use of those ingredients consists of the character voluntarily destroying them, which means the points spent for the gear are lost and you don't get replacements. If the GM will allow using ingredients to not count against destroying the gear, you're set. You'll be able to replace the ingredients for the next game session. If not, I suggest enhancing the sig gear with a +50% cosmic enhancement (countermeasure) that immunizes them from being counted as lost if used. Finally though look to the rules on Ritual Magic, use Alchemy (or in your case Herb Lore) as the core skill and the elixir list as your available spells (Essentially you have one College/Path, call it 'Materia', wich is M/VH and defaults to Herb Lore -6. Casting time is based on the number of weeks in whatever units of time the GM feels comfortable with. Turns, minutes etc. Skill penalties apply. Beyond Finally see Powers, Trasmutaion with the range being ingredients to elixir. I believe I wrote that up and posted it here somewhere, if you want to do a search for it.
__________________
...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
|
|
|