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Message no. 1
From: Tim Kerby <Drekhead@***.COM>
Subject: Get lost? Repost
Date: Tue, 18 Jul 1995 22:27:28 -0400
Wasn't sure if this got sent...sure would like comments on it so I am sending
it again.
Thanks!

>> What reason is there why you can't design a Treat Stun spell?

>>
>>For game balance. If you design a Treat Stun spell, then you may
>>as well throw out the drain codes altogether, and say that mages
>>can cast any force spell they like, as often as they like.
>
>What's been playing in my head since this thread started is a spell that has
>an effect like a Stim Patch: it takes away Stun damage, but you get it back
>later on, say after a number of minutes equal to your successes?

We (My group and I) actually developed the following that deals with just
such a thing. It started out as a way for the group's eagle shaman to develop
Antidote's and Toxin's "on the fly" using the local flora and fauna, but
developed into a natural, safe way for a mage to safely apply a stimulant. We
developed two new skills for magicians: Herbalism for shamans and Alchemy for
hermetics. They read as follows:
this skill allows the mage to to concoct natural powders, snuffs, suaves,
etc. (potions, ointments, pills for hermetics) that have drug like effects.
Any drug, including toxins, can be attempted to be produced using this skill.
Materials involved in making the concoction can be purchased at a
talismongers at 1/4 cost of the regular drugs cost. Example: Antidote-6 Slap
Patch costs 300 NY. The materials needed to make a natural, magical
equivalent would be 75 NY. The shamans own essence (Karma) is involved in the
creation of the concoction, so only he can activate their power. This is why
complete magical concoctions are not available to buy.
Once the mage has the materials, to create concoction an Herbalism/Alchemy
roll is made against a TN equal to rating of drug desired. For Toxins use
rating plus Wound Category (L=1, M=2, S=3, D=4). Mage must expend Karma equal
to 1/10 of a Karma point for every level of rating (the antidote-6 above
would cost 6/10 of a Karma point). One success is sufficient to create the
desired concoction, but Karma is expended even if no success is generated.
Additional successes reduce time required. Base time is six hours divided by
successes. Increase TN by +2 if substitute or non-organic ingredients are
used. Fractional Karma points fade away after a day.
Because of their magical nature, Stimulant Patches created this way can be
used safely by a mage. These concoctions can be used on mundanes as well, but
must be applied by the mage that created them. During application the mage
suffers TN penalties as if sustaining a spell. GM discretion determines
application time.

Comments? Thanks!

"Eye of newt, tail of dog, two drops dragon's blood. There that should do
it."

-Tim

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