Quote:
Originally Posted by Fred Brackin
Perhaps only that wholesale cost (including materials and labor) should average about 1/2 retail price with materals obviously being only a part of wholesale cost.
Call it 1/2 or 1/10th or anything you want. These sorts of things are likely to be hghly variable especialy at the low TL implied by home made black powder hand grenades.
I'd actually adivise the PC to just buy his stuff instead of making it himself. Making black powder is a lot like a full time job and frequently both dull and dangerous.
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That sounds rather reasonable. I discussed it with the player earlier today and I think were gonna run with him buying finished blackpowder. Then, of course, he might still tinker with it...
Quote:
Originally Posted by Walrus
First of all, what's TL of your campaign? What is alchemy serve and capable for?
You know, it's assumed supernatural so it's TL^ anyway and can vary from simple healing potions and oil flasks to homunculus, philosophers' stone and alkahest. Or all of the above.
"Standard" GURPS Alchemy is described in Magic, so it's assumed magic connected art. There are also several paragraphes about Alchemy in Thaumathology. But anyway, it's your universe so Alchemy may be anything.
You might as well be interested in DF 4 - Sages, particulary Artificier template.
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I have
Magic, as well as the Pyramid magazine with some more alchemical goodies, so I'm pretty covered there. The campaign TL is 4-ish, augmented by alchemy and psionics in some areas. I'm still figuring out what "exotic" substances alchemy can produce, and I'm playing with the thought of implementing some of the stuff from
Psi-Tech. Alchemical stones augmented psi powers, psionic-disrupting fabrics, that kind of stuff.
I don't own
DF 4, but is the Artificer template mostly a clockwork-ish gadgeteer-type thingie?