Alchemist skills needed

Zaron

Mongoose
I'm reading through the books, seeing if I like it. So far, I have RQD, Magic, and Glorantha, Age 2. I like the rules setup and I like the storytelling aspect of Glorantha.

At the moment, I playing around with creating an alchemist, but I don't have the Gamemaster's book. Should an alchemist bump up his/her lore(plant), lore(alchemy) and craft(alchemy)? I found craft(alchemy) in the magic book, but not in the RQD, which I thought was strange.
:shock:
Zaron
 
At this point, 36 people read my post but no replies. My guess is I need to be more direct in my question.

In the rules present in the GM's guide, is there a need for craft(alchemy), or was the craft(alchemy) skill for Arcane Orphans (magic book) a mistake?
 
I'm not sure of the answers to your questions, and I'm not too sure what you mean by 'RQD'.

The druid article in S&P (can't remember the number - it's in the index) had some potion crafting rules. We (Sceaptune Games) have some more using Rune Magic in Suberle, the Healer's Guild (and please forgive what looks like a plug). imho, Lore() and Craft() Alchemy should be the same skill - it's probably a slip that both were mentioned. Lore(Alchemy) was the original skill, especially as it needs a lot of intellectual knowledge compared with the craft skills.

If you're starting, ime, it might be a good idea to try out the rules using basic characters first, rather than leaping into an area RQ tends not to focus on. Whilst promised, for example, alchemy was dropped from the original Companion. If you're looking for something more interesting, or to buff characters, try enchantment.

Not the answer you'r elooking for, but I hope it gives some pointers!
 
Zaron said:
At this point, 36 people read my post but no replies. My guess is I need to be more direct in my question.

In the rules present in the GM's guide, is there a need for craft(alchemy), or was the craft(alchemy) skill for Arcane Orphans (magic book) a mistake?

The GMs Guide alchemy rules do use the Alchemy skill. The rules focus on transmutation and finding the Philosophers Stone, plus potions, salves and balms.
 
I seen a bunch of rules for Alchemy on the web and from published sources, but none of them had a nicely structured feel of other Magic. I therefore setup my own system:

There are two skills Alchemy Lore and Craft Apothecary. Alchemy Lore is the knowledge of substances, potions, their interaction and is also used in identifying such. Apothecary guides the actual process of creating potions changing their state (liquid to paste for example) and other more mundane aspects.

Potions themselves are divided into two types as well Magical and Mixtures. Mixtures recipies are things which result in medicines and potions just by the virture of mixing the right ingredience. While Magical potions work more like Sorcery with every Recipe having its own percentage which guides the potency of the potion.

That is the basics, if you guys are interested I can discuss it in more detail.
 
By RQD, I meant Runequest Deluxe (Mongoose). I assume some other abbreviation is used more often.

I and my wife (I'm going through this with her) am more interested in the potions, salves and balms part of alchemy. I think I'll go ahead with bumping up the two skills found in the RQ deluxe book (lore(plants) and lore(alchmemy)) and weapon skills. The backdrop is a person following the family business in Ral Darppa (or whatever that place was called) before something happened that caused him to join the resistance and bettered her weapon skills. Whether she (I'll have to change that "woman as chattel" bit of the culture if I want to get my wife to play) goes on to be a fighter, an alchemist, or a jane-of-all-trades type of character is yet to be seen.

I'll probably also create a soldier for a more solid resistance fighter.

Zaron
 
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