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Mailing List Logs for ShadowRN

Message no. 1
From: William Monroe Ashe <wma6617@*******.tamu.edu>
Subject: Potions in Shadowrun
Date: Tue, 4 Jun 1996 11:45:57 -0500 (CDT)
Let's see if I have been let back onto the list.

Here's a new thread for you clever people. I've noticed that SR-II doesn't
have any rules for creating or using magical potions (a-la Dungeons and
Dragons). Has anyone generated some house rules.

Off the top of my head this is what I have come up with;
A potion would be created using ritual magic (no whipping one up one
the spot).
First the magician would have to learn "Create Potion"
Create Potion; Physical,Manipulation
TN=force of the spell to be put into the potion
Drain=(f/2 +2)M
This spell allows the magician to create a potion. The
number of sucesses is how many DAYS the potion will be viable. When time
runs out the potion is useless. If no sucesses are generated or the magician
passes out due to drain the potion's raw materials are ruined and the whole
procedeure must start again. Note this spell can ONLY be cast in a
medicine lodge/hermetic circle of a rating equal to the force of spell
put into the potion.
Second the magician must spend 1000nY per force point to assemble
all of the required materials. This includes a suitable vessel to hold it.
The volume of potion is directly related to its force;
An F=6 potion = 4 liters
An F=5 potion = 2 liters
An F=4 potion = 1 liter
An F=3 potion = 1/2 liter
and so on
Note 1 the entire potion must be drunk or the potion is wasted
with no effect.
Note 2 It is NOT possible to make a large batch and part it out.
No selling bottles of enhanced reflexes F=3 by making a bathtub full.
Third the magician must create the potion in the M.L./H.circle by
STACKING the Create Potion spell with whatever spell is going into the
potion. If you pass out ... oh well them's the breaks.
Fourth; Bottoms up. The drinker will have the spell cast on
himself and will make the usual spell resistance test including magic
pool if desired.

Let me know what you think

Regards
Bill
Message no. 2
From: Mike Elkins <MikeE@*********.com>
Subject: Potions in Shadowrun -Reply
Date: Tue, 04 Jun 1996 13:24:06 -0500
Well, there are actually some potion like things in the California Free State
sourcebook, and they make things much harder than you do. I don't remember
the details off the top of my head, but you can't "embed" spells in potions,
only
create potions that give the imbiber various powers.

If you want to have embedded spells available to players in your game (Yeuch!
no! go play D&D instead <sorry, couldn't resist>), I would suggest that instead
of
a spell, you make it a use of the enchanting skill (see Grimoire).

I like the volume thing. Maybe you should make the _player_ drink that volume as
well, just to prevent over munchkining. If the player needs to go to the bathroom,
so does the character... <evil GM grin>

Personally, I wouldn't use this kind of thing. Storing spells is difficult in SR and
changing that is a serious change in the world. Casting a spell means
manipulating the astral plane, and with a potion, who is doing the manipulation?
The innanimate liquid? Is a potion a valid link to the astral? does it count as a
focus? Does it count as a ritual link to the maker? I can't think of a rational that
makes it all work for me.

Your milleage may vary.

Double-Domed Mike
Message no. 3
From: Robert Blackberg III <blackbrc@***.fiserv.com>
Subject: Potions in Shadowrun -Reply
Date: Tue, 4 Jun 1996 14:29:37 -0400
> William Monroe Ashe <wma6617@*******.tamu.edu> - 6/4/96 11:45 AM

>Fourth; Bottoms up. The drinker will have the spell cast on
>himself and will make the usual spell resistance test including
magic
>pool if desired.

The only problem I see is that the magician isn't doing any aura
synchronization between the caster and the target of the spell. This
is why spells are LOS.

Robert

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