THIS IS STILL IN DRAFT FORM AND NEEDS SEVERE REVISIONEdit
- The only thing I'm satisfied with are the costs of healing effects and damage effects. The overall concept is good but it still needs fixes.
- Okay, it's probably better than the GURPS Magic Alchemy system because the costs, while not great, are at least systematic and approaching reasonable.
Alchemy is the science of distilling the native magic essence that everything contains into concentrated forms that produce useful supernatural effects. Herb Lore is the art of processing and combining herbs to create poultices or drinks that produce minor supernatural effects.
Herb Lore is more limited than Alchemy, but a herbal solution to a problem is always cheaper than an alchemical solution, if herb lore can resolve the problem at all.
The Limits of Alchemy and Herb Lore Edit
Alchemy can produce some supernatural effects. It can transform the user, granting them a different form and related abilities. It can also augment the user without transforming them. However, alchemy cannot directly move the user, nor greatly augment his movement except through transformations. Alchemical augments are all internal, and cannot grant abilities that target someone other than the user, except through transformation.
Herb Lore cannot produce any overt supernatural effects. It cannot transform the user, and it can only augment the user within normal biological limits.
Neither alchemy nor herb lore can grant knowledge. They can each increase the user's general understanding or physical grace, but they can't teach an unknown skill.
|Augment or Transformation||Herb Lore Limit||Alchemy Limit|
|Increase Lifting ST||+10*||+20*|
|Increase Striking ST||+5*||+10*|
|Increase Basic Speed||+2||+3|
|Increase Basic Speed||+3||+4|
|Increase an Acute Sense||+2||+6|
|Damage Resistance||+1 (Tough Skin)||+5|
|Instantly heal the user||No||Up to 8 HP|
|Instantly recover HP||Up to 3 FP||Up to 4 FP|
|Instantly damage the user||Up to 4d fatigue or toxic||Up to 6d bu, cr ex, fatigue, or toxic|
|Provide any other non-exotic, non-supernatural advantage or disadvantage that doesn't alter the user's form||Yes||Yes|
|Provide any other non-exotic, non-supernatural advantage or disadvantage that alters the user's form||No||Through Transformation|
|Provide an exotic or supernatural advantage or disadvantage that only effects the user||No||Yes|
|Provide an exotic or supernatural advantage or disadvantage that effects others||No||Through Transformation|
|Transform the user into a new form||No||Yes|
- * Does not stack with other elixirs that increase the same trait; most effective elixir takes effect.
Prices of Elixirs Edit
Alchemicy and Herb Lore effects are stored in elixirs, usually potions or poultices, that can be stored and consumed as needed.
Elixirs have effects, duration, potencies, and cost. Cost is dependent of the effects, duration, potency, and the skill used to make the elixir.
Durations run on the range of instant, short (roughly 20 minutes), medium (roughly 3 hours), long (roughly a day), to very long (roughly a week).
Most elixirs take effect automatically, and have absolute potency. Cheaper elixirs can be resisted, and the potency provides a penalty to the HT check to resist.
The cost of an absolute elixir with a base cost, equal to the the sum of the absolute value of the advantages or disadvantages it provides. Multiply by $1.5 for an instant duration, $3 for a short duration, $10 for a medium duration, $30 for a long duration, or $100 for a very long duration. Multiple by 1 for an elixir with maximum potency, or (0.5 + 0.05 times the potency) for a less potent elixir. Finally, triple cost for an alchemy elixir.
Some effects have special costs:
|Effect||Herb Lore Base Cost||Alchemy Base Cost|
|Damage (per point)||0.5 for tox, 2 for fatigue||0.5 for tox, 1 for cr ex or bu, 2 for for fatigue|
|Instant Healing (per point)||N/A||5 per point up to 4, 10 per point up to 8|
|Instant FP Recovery (per point)||0.5*||0.5|
|Rapid Healing or Very Rapid Healing||0.5 or 2, respectively||Normal Cost|
|Transform to new template||N/A||15 + 1 per point of template cost|
- * Multiple elixirs within 1 hour cause 2 HP toxic injury each.
Normal elixirs weigh 0.5 lbs per dose.
For 5 times the cost, an elixir that only does damage can be made into a grenade with Area Effect 2 that weighs 1 lb.
For 20 times the cost, an elixir that only does damage can be made into a grand grenade with Area Effect 4 that weighs 4 lbs.
Sample Elixirs Edit
|Name||Effect||Duration||Potency||Herb Lore Cost ($)||Alchemy Cost ($)|
|Minor Healing||Heals 4 HP injury instantly||Instant||Max||N/A||$90|
|Major Healing||Heals 8 HP injury instantly||Instant||Max||N/A||$360|
|Recovery||Gives Rapid Healing||Very Long||Max||$50||$1500|
|Potent Recovery||Gives Very Rapid Healing||Very Long||Max||$300||$4500|
|Sleep Poison||4d fatigue (blood agent)||Instant||-5||$32||$95|
|Sleep Grenade||4d fatigue (blood agent) area 2||Instant||-5||$160||$500|
|Alchemical Fire Grenade||1d bu area 2||Instant||Max||N/A||$90|
|Strengthen||Grants +3 ST||Medium||Max||$150||$450|
|Major Strengthen||Grants +10 ST||Medium||Max||N/A||$1500|
|Cat Eyes||Grants Night Vision 9||Long||Max||$270||$810|
|See Without Light||Grants Dark Vision||Long||Max||N/A||$2250|
|Great Eagle Form||Become a Great Eagle (DF Allies p 7)||Medium||Max||N/A||$4260|
Not completely broken, but still needs work.