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Welcome to the Alchemy section of the Forge: Out of Chaos RPG. This section is a new addition to the game rules and it is still being tweaked. So, if you have suggestions or comments about what you see here, please let us know.

Alchemy

Alchemy is considered to be nexus between science, magic, and superstition. Alchemists learn how to mix plants, liquids, minerals, and animal parts to get a desired result.

Each type of potion requires specific ingredients. These ingredients can be purchased outright or, to save money, an alchemist can gather his own. Also, alchemical creations take time to make. Preparation can take hours, days, weeks, or even months.

Each potion also requires a specific recipe. Recipes are coveted and alchemists rarely share them. Since most alchemists begin their careers as an apprentice working for a skilled alchemist, they typically takes a handful of recipes with them when they leave.

Lastly, potions require specific types of equipment to manufacture. This equipment, also called a laboratory, can vary in size from a backpack full of beakers to a large chamber filled with cauldrons, beakers, tables, and more.

When a person learns the alchemy skill, he is able to designate between 5 and 10 skill slots toward the skill. Each skill slot equates to a +10% chance of successfully creating an alchemical concoction, providing that he knows the recipe, and has the ingredients, the time, and the appropriate equipment.

Once a person learns the alchemy skill, he can start brewing alchemical creations. However, the recipes that an alchemist can utilize are determined by his innate skill at alchemy. There are five levels of alchemy: apprentice, novice, journeyman, master, and transmuter. Each of these levels require a raw, innate knowledge of alchemy. The alchemist’s raw talent is determined by adding his intellect and insight scores together (rounded down). The following table shows how much talent is required per level of alchemy.

Level INT + INS
Requirement
Apprentice 13
Novice 16
Journeyman 19
Master 22
Transmuter 26


If an alchemist does not have sufficient raw talent, he may still attempt to create an alchemical concoction above his level but there is a cumulative -10% chance of success for every point he has below what is needed. So, a person with a 17 talent trying to make a transmuter level concoction would suffer a –90% chance of success.

Equipment

Alchemists also need equipment to make their creations. Alchemy equipment costs money. There are four levels of equipment (or laboratories) that an alchemist can purchase and they are traveling, basic, advanced, and research. Each one has its own expense. The following table shows the cost of each laboratory:

Laboratory Cost
Traveling 75 gold
Basic 300 gold
Advanced 1200 gold
Research 3500 gold


Mixing the Recipe

Once an alchemist has everything he needs to create a concoction (training, recipe, equipment, ingredients, and time) he can make an attempt roll to determine if he successfully makes the potion. The chance of success is determined by his base skill (skill slots) and can be modified downward by his raw talent (intellect + insight), providing it is not high enough to make the level concoction he is attempting.

For example, an alchemist with 7 skill slots in alchemy and a talent of 14 wants to create an apprentice level concoction. His skill slots provide him with a base 70% chance of success (7 x 10%). Apprentice level recipes require a 13 talent to create. Since he has a 14 talent, he receives no negative modifiers. So, his chance to make the potion is 70%.

If the same alchemist wanted to make a novice level recipe, he would have a base 70% but because novice level recipes require a 16 talent and he has only a 14 talent, he receives negative penalties. The negative modifier is equal to –10% per point of talent below what is required. In this case, he is two points shy so he would receive a –20%. His chance of making the recipe is reduced to 50%.

If the same alchemist wanted to make a master level recipe, he would start with a 70% base chance of success. The master level recipe requires a 22 talent. He has only a 14, which is eight points shy. This gives him a –80% chance of success. So, the alchemist’s chance of success is reduced to 0%; he cannot make the elixir.

Each time an alchemist rolls his d100 to determine if he succeeds, there is a 3% chance that the alchemist discovers an improved version of the recipe, providing that the alchemist has at least a 10% chance of making the concoction. This increases one of the concoctions effects (e.g. chance of success or duration). This discovery affects all similar creations in the future. The referee determines (randomly or by choice) which effect is increased.

If an alchemist attempts to make a recipe and fails his attempt, all of the ingredients and time are consumed but the concoction fizzles and becomes useless.