From: TBUF76B@prodigy.com (Steven Anderson) "Quick Alchemy" 25 pts (10 pts for low point games where allowed) This advantage allows the alchemist to make elixir's he's expert with in much faster time. Use Hours in place of weeks. There is a -4 penalty to the alchemist's skill roll (or more, see below) and presumes the availability of ingredients to make the elixir (gm's discretion). If the alchemist has to improvise equipment there is the usual penalty as well. Modifiers: If the alchemists effective normal skill with the elixir is less than 15, there is a -2 penalty per point of difference. ie someone with Aesculapis at 14- would have a -2 penalty on top of all other penalties. Pastille Sling This is a counterpart to the "Alchemical Arrow" described in GURPS Magic Items 1 (p. 94). It ignites a pastille (or any easily ignited objects) hurled from it. The pastille catches fire the turn after it's launched, which is USUALLY after it has reached it's target. The sling can only ignite one object at a time (a package of pastille tablets wrapped in parchment or similar materials counts as a single object and can be launched if desired). Yes, you use it to start a campfire or light your pipe or give the person a couple of hexes away a hot foot if you want. Just make sure the sling is away from the substance you're lighting on the next turn. Component Spells: Ignite Fire (minor variant) Asking Price: $260 EXPANDED RULES FOR PASTILLE USE: In an interior setting, a cloud of Pastille smoke lasts 10 seconds. Outside, it can be dispersed more quickly, lasting but one second. That's the official version. What follows is unofficial but a bit easier to use in the game. Base Duration of the smoke: 2d-2 seconds. Out and out change in the rules: Against Gale Force or stronger winds, (32 mph or higher) the one second minimum is non-existant. It's possible, in fact, outright likely that the mystical smoke will be scattered before it can affect anyone if exposed to extreme wind forces. If you have access to GURPS Grimoire, the "Beaufort Scale" on page 26 gives a very good account of windspeeds and the "Beaufort Degree" marks the appropriate modifier for duration outdoors. If it isn't available, assume a penalty of -1 second for every 5 mph of wind speed. For example, according to the Beaufort scale, a Fresh Breeze (19 to 24 mph) has a Beaufort Degree value of 5. The modified duration roll is 2d -7. Since this is less than a gale, a minimum duration of 1 second is in effect. Multiple pastille effects: Alchemical effects that do not counter or oppose each other work normally if mixed. Some games have tables that give mixed alchemical elixirs special results, and GMs are free to use them if they wish. However, such results tend to be nasty and make any targets of such attacks very easy to take out when used with pastille projectiles of multiple types. By avoiding this complication in your game, you deny the PCs access to a superweapon. If the elixir is resisted (as it is for a targets who have any magic resistance), each extra dose penalizes the resistance roll by one. Characters with the advantages "Doesn't Breathe", "Vaccuum Adaptation" (see Robots p.80) or "Vaccuum Support" (Supers p.47) resist at +4 against any smoke borne application, unless the advantage is switchable and turned off. If elixirs oppose each other, each person in the smoke must make seperate contests of the elixirs' skill to see which one takes effect. A roll of 17+ indicates the elixir was neutralized by the opposing smoke's effects. The neutralization applies to the entire area. Extra doses of the same elixir increase it's density. For the most part, multiple doses have no extra effect, beyond extending the duration (GM's decision). However exceptions like Sisyphus, which CUMULATIVELY puts a -2 on all die rolls a character makes, exist! Increasing the dose increases the density and means the area of effect is increased since there is sufficient material to fill adjacent hexes. Smoke is in those nearby hexes normally, just not in sufficient amount to have an effect. Add a 3rd hex of radius with 3 pastilles burning, a 4th with 6, a 5th with 10, a 6th with 16. (1+2+...+[n]) pastilles for [n+1] hexes in radius. The realistic way to determine the density of a hex at a given distance from the center involves a number of complex mathematical equations along with such variables as pressure, humidity, the endothermic change in temperature a given pastille smoke causes when it disolves in airborne water and lord knows what else. 1) The game mechanical method described below is absolutely unrealistic. 2) What's your point? Dosage density is the distance to the center from the outer perimeter. The outer hex is dosage 1, the next hex in is dosage 2, followed by 3 etc. Exposure to smoke is annoying at best. Beyond density 3, it's hazardous and suffocation is a serious possibility. Heavier densities add 1 per dose against the dispersement roll. The density of each hex radius of the smoke has to be checked separately. (For small areas check each hex separately.) A two dose cloud covers a three hex radius area, or 19 hexes. The inner seven hexes have a two dose density, the outer eleven have a single dose. The outer 11 make a normal check against winds, while the inner get a +1. Example: a 76 mph Hurricane force wind (Beaufort degree = 12) hits a 7 dose dense cloud (6 hex radius). The outermost (1 dose) ring faces a 2d -14 chance of survival and automatically disperses. The next two rings also are automatically dispersed. The next ring could survive 1 turn on a roll of 12, so dice will have to bounce. The central 7 hexes having a 2d-7 chance of lasting long enough to possibly affect someone. Mathematically, multiple dose clouds can last more than 10 seconds. A 15(!) dose density cloud should last a minimum of 5 seconds in still air. Whether the 10 second limit exists because of dispersement or because the magical potency of the smoke ends after 10 seconds is left to the GM's discretion. A suggested time limit of potency is the effective skill in turns of the Alchemist who made the elixir. A poorly made pastille may lose it's power before the smoke completely clears away! Mid-air ignition: Pastille tablets aren't heavy, a pastille sling stone is likely a tablet or group of tablets resting or glued onto a piece of coal or wood wrapped in paper or similar material. If it doesn't come to a rest when the sling's spell takes effect (such as if flung from a height), it will produce a cone shaped cloud, half it's normal radius at it's outer length (Thrower's ST/3 in height), whose base duration is 2d-9 seconds due to it's own flight speed. If there is any wind at all, it almost certainly will disperse before anyone can be affected. Starting Fires: Pastiles burn very fast and create a lot of smoke that spreads out. There is little caloric heat available to ignite other objects in the vicinity. A burning Pastile might ignite something as flammable as gasoline, but little else without a critical failure (or success!). However the coal weight noted above is quite able to start a fire, so caution should be taken if fire is a hazard. If arson is a goal of the user, less expensive flamable missiles will work as well (possibly better) at much lower cost. --- For your convenience, the official alchemical elixirs from Magic (M) and Magic Items 1 (I) (unfortunately, neither Grimoire nor Magic Items II really adds anything in the way of elixirs, MI II has a few things of "alchemical magic" but nothing readily translated into elixir form). --- Elixirs available as potions are noted with a 1, powders with a 2, pastille's with a 3, and unguents with a 4. --- Elixirs marked with a # are often illegal. --- Elixirs marked with a ! are pastilles that are useful in conventional combat against foes. --- Elixirs marked with a % are pastilles that are useful in conventional combat on allies. --- (A good imagination can find *unconventional* uses for these elixirs too. Putting an illusion of a sexually attractive person in front of troops under the effects of Priapus or Eros can be ruinous to their unit. ;-}) --- Some elixirs that ought to be marked aren't due to side effects. Antaeus causes the person who uses it to fall unconscious when it wears off. Unless you can end the combat well before that happens, it's not advisable to use it. --- Some pastilles have a shorter duration than other forms of the elixir. Check the description. Marked with a &. --- Due to width considerations of some newsreaders, the name Philocites was shortened to Phltcs. Myth Name Description Page Cost *Animal Control* ------------------------------------------ Cadmus 3 Reptile poison M.89 $1300/$2000 Castor 4 Horsemanship I.113 $ 250/$ 500 Ibycus 1 2 Bird Control M.89 $ 550/$ 900 Melampus 4 Beast speach M.89 $ 850/$1350 *Combat* -------------------------------------------------- Achilles 2 +3 DR M.89 $2100/$3100 Antaeus 1 2 3 4 Never tires M.89 $1400/$2400 Ares 1 2 +1d DX M.89 $ 350/$ 700 Atalanta 1 2 4 +1 Speed M.89 $ 550/$ 850 Heracles 1 2 +1d ST M.89 $ 250/$ 500 Hermes # % 4 Stealth M.89 $ 500/$2000 Orion % 1 2 3 4 Encumbrance x 4 M.89 $ 300/$ 400 Theseus 1 Leadership M.89 $1650/$2850 *Hostile* ------------------------------------------------- Bellrphn ! 1 2 3 4 bad reaction M.89 $1000/$1700 Eris ! 1 2 3 4 madness M.89 $ 200/$ 400 Hecate 1 2 unluckiness I.113 $1600/$3000 Juno 1 2 3 4 jealousy M.90 $ 400/$ 750 Narcisus ! 1 2 3 4 self-infatuation M.90 $ 750/$1450 Nemesis ! 1 2 3 4 hates beloved things M.90 $ 300/$ 500 Phobos ! 1 2 3 4 fear M.90 $ 225/$ 400 Phltcs ! & 1 2 3 4 -3 ST per dose M.90 $ 400/$ 750 Priapus 1 2 3 4 Lecherousness M.90 $ 500/$ 700 Sisyphus ! 1 2 3 4 -2 to all rolls M.90 $ 650/$1150 Tantalus ! & 1 2 3 4 -3 to IQ M.90 $ 500/$ 850 Thanatos # ! 1 2 3 4 5d Poison 1/hr M.90 $ 500/$ 800 Tithonis 1 2 3 4 another yr older M.90 $ 825/$1350 *Magical* ------------------------------------------------- Agni 1 2 4 Fire Resistance M.90 $ 500/$ 700 Aphrodite 1 4 Improve Appearnc I.113 $ 600/$1000 Circe 1 3 4 become animal M.90 $3000/$5000 Daedalus 1 2 Flight M.90 $3000/$4700 Delphi 4 True sight M.90 $ 550/$1350 Ephialtes 1 2 Water Walking M.90 $ 700/$1200 Hector 1 2 4 Hi Pain Thresh I.113 $ 600/$1000 Kouon 1 2 +3 Gambling I.113 $ 900+ Moly 1 Magic Resistance I.113 $1600/$3200 Odysseus 1 Invisibility M.90 $3000/$6000 Posiedon 1 Water Breathing M.90 $ 600/$1100 Tyche % 2 3 4 Luck 2d hours M.90 $1300/$2300 *Medical* ------------------------------------------------- Aescalapius 1 Cure disease M.90 $ 750/$1200 Athena % 1 2 3 4 Emotionless I.114 $ 500/$ 900 Aurora % 1 2 3 4 Awaken I.114 $ 500/$ 900 Ceres 1 Fertility M.90 $6000/$11000 Chiron 1 4 1d Healing M.90 $ 120/$ 250 Epimenides ! % 1 2 3 4 Suspend Animat. M.90 $9000/$14000 Hebe 1 Elixir of youth M.90 $25000/$60000 Hydra 4 Regrowth M.90 $5000/$11000 Janus 1 2 4 Antidote M.90 $ 400/$1000 Morpheus ! 1 2 3 4 Sleep M.91 $ 120/$ 250 Perspherone 1 Resurrection M.91 $25000/$40000 Pluto # 4 Zombie cream M.91 $4100/$6200 *Mental* -------------------------------------------------- Apollo 2 Foreknowledge M.91 $2000/$3700 Artemis 1 Immune to love I.114 $ 500/$1000 Epimethius 1 2 Eideitc Mem 1 M.91 $1500/$2500 Orpheus 1 4 +1d reactions M.91 $ 350/$ 550 Prometheus 1 2 +1d IQ M.91 $1500/$2400 *Mental Control* ------------------------------------------ Eros 1 2 3 4 love potion M.91 $ 900/$2000 Pan 2 drunk no hangover M.91 $ 130/$ 350 Philemon ! & 1 2 3 4 Friendship M.91 $ 550/$1000 Phoebus 1 2 Compel Truth I.114 $1100/$2000 Pirithous 1 Amnesia I.114 $ 700/$1200 Polyephemus 1 2 4 Gullibility I.114 $ 500/$ 900 *Skills* -------------------------------------------------- Argus 4 +6 vision M.91 $ 400/$ 700 Marsyas & 1 2 3 4 +4 to any music M.91 $ 300/$ 400 Syrinx 4 +6 hearing M.91 $ 300/$ 500 Vulcan 1 2 3 4 +1d +1 craft M.91 $1100/$1800 --- Warning: I can only describe so much in the alloted space. If it looks good, read the descriptions in the book! --- Examples: The eideitic memory granted by Epimethius ONLY provide the ability to remember things in detail. No Skill Bonus! The IQ bonus from Prometheus do not raise spell level (presumably not to psi and super abilities either). --- Several elixirs have some nice secondary effects I couldn't mention, etc.