Advanced Alchemy Systems


Advanced Alchemy

The Alchemy Rules of Under a Hostile Sun are deliberately designed to be relatively simple. I want the system to be inviting and efficient for One-Shots or short campaigns.

But what would an Advanced Alchemy System look like?

I have uploaded two Advanced Alchemy Systems (Neither has been playtested yet)

Alchemy System I

The thrust of this system is to try to differentiate between potions of different power levels.

Thus, there are now six potion types. Some of them will look familiar from the Under a Hostile Sun rulebook. You will notice though that there is a differentiation between Instants that accomplish things within human capabilities (given enough time / tools) and Potions that go beyond what humans can do (even with time and tools).

Second, There is also rules for Potions that work on unwilling targets and how they can resist. Players can spend more resources to make their potions harder to resist. Thus even amongst potions that have the same effect, some are more potent.

Alchemy System II

This Alchemy System is kept in an Excel spreadsheet currently. (If that makes you want to not look at it, I totally understand - rest assured that the Core Rulebook’s ALchemy System is much simpler)

What defines this Alchemy System is that instead of only having MM Based, AA Based etc., there is instead a Primary and Secondary ingredients to potions. There are Pures as well.

The costs of potions are more customized to the specific lore of the potions. For example the only Pure MM potion you can make is an explosive, as MM are meant to be a fiery ingredient. Also the connection to SS and AA is stressed in some of the costs (effectively requiring a “tertiary” ingredient”)

OO costs and MM costs run a tad lower to balance with the fact they are hard to find.

These are both very preliminary (and presuppose you have read Under a Hostile Sun

Files

Advanced Alchemy I v230424.pdf 96 kB
Apr 25, 2023
Advanced Alchemy System II 230424.xlsx 15 kB
Apr 25, 2023

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