From: | Gary Carroll <gary@****.COM> |
---|---|
Subject: | Re: potions, alchemy. |
Date: | Wed, 19 Jul 1995 09:09:27 -0700 |
>>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?
I guess I don't see the point...
I don't like the idea of being able to counter stun damage.
*it's kind of like sitting in the tea-cup at disney-land
*if you spin for 5 minutes either your going to be dizzy
*or your not. If your dizzy there is no way to cure that but time.
>-Tim writes:
>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.
Sounds good so far...
>We developed two new skills for magicians: Herbalism for shamans
>and Alchemy for hermetics.
Actually Herbalism is the knowledge of plants (flora & fauna)
and Alchmey is the knowledge of mixing them into elixers.
They should be two seperate skills and should be available to
both shaman & hermetic. If you plan on finding and getting
your own plants with certain properties you need herbalism.
If you want to use multiple plants/plant properties to gererate
another result you need Alchemy. (i.e. Plant A has a sedative
property, plant B can be a mild pain reliever plant C has an
appetite suppresant, but combined they make a very deadly toxin)
So... if you want to know about plant A, plant B, or plant C
you need to either buy them already labeled from a talismonger
or have herbalism. If you want to know if you combine them that
you can make a 8D toxin well that's Alchemy.
<example of making Antidote patch>
>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.
Why make it so hard... Who wants to spend karma to make slap
patches.
>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).
Well you should make the TN# the same as healing (L=4,M=6,S=8,D)
then just allow a (-) modifier to TN# for either conditions or
pureness of supplies, or for formulas already designed.
>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.
I think you should only have to spend karma if you are trying to
give it a magical property *like personal combat sense, or
danger sense, or levitate*
>Because of their magical nature,
>Stimulant Patches created this way can be used safely by a mage.
I just think for simulated stim patches from natural ingreadients
could be saftly make without magic. (make it take 5 minutes to kick
in and only last for a number of minutes = 2-5 x # of successes)
>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.
if your making potions make potions... your just imitating casting
by using herbs to hide it. If you spend karma to make it
split the # of successes for time and potency and function.
days, #of dice to get it to work, how well it works.
if your making potions you'll need the Enchant skill as well.
Hope this helps.
Thanks
Gary C.