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!ALCHEM.#01
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1993-09-12
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:Alchemist_Tradition
The Alchemist is the ultimate specialist in Token magic. All their
spells are token magic and they cannot function without such. They
combine magic with chemistry and bio-chemistry to produce an odd mixture
that produces phenomenal results.
Unlike a standard Token mage of any other kind, the Alchemist
requires specialized tools in the form of a lab and/or a field kit.
A full Alchemist Lab costs $5000 in equipment costs, a Field Kit
(which limits a Token mage to Tokens of a base energy cost of 15 or
less) costs $500 and takes 1 full minute to set up in the field (10
combat rounds).
Token mage's products can be used successfully by ANYONE, even by
a mundane, a large advantage over regular token mages.
The token materials cost for an alchemist is more expensive than
most tokenists - for point of cost (including MODS) for the
potion/powder/gas they must spend $5 in materials. (There are a few
exceptions that require rare ingredients which will be listed in the
spell list that follows).
Some particular potions and such require materials that are
highly controlled or illegal in general. These will be noted as
such in the text with an <I> symbol. Streetwise skill would help
the acquiring of such substances.
A failed roll to create a potion, powder etc means that all the
ingredients in it are lost. A KLUTZED one creates a potion with
effects that the caster has no idea of the effects being until it is
actually used (many folks prefer to ditch these 'mistakes' then risk
their impurities).
Unless otherwise noted a liquid potion is the standard form of
each alchemical creation.
Creation time for an alchemist, unlike other mages, is not measured
in rounds but in minutes, that is each point of base cost for the
creation takes a minute (10 rounds) to create.
Required Skills :
Cooking
Either Chemistry, Herbalism or Organic Chemistry
Reading & Writing
Suggested Optional Skills :
Biology
Brewing
Butchering
Candlemaking
Computer Science
Demolitions
Familiarity : Grenades
Familiarity : Spectrum Analyzer
Familiarity : Electron Microscope
Forensics
Languages, Ancient : Greek
Languages, Ancient : Latin
Streetwise
Other Restrictions :
None, beyond above, except usual token mage rules.
:Agelessness
COST : 20
MODS : N
This will, for a day cease the aging of the consumer. Many
alchemists consider this the answer to continuous life, and the high
cost in energy to them is worth the additional years they might gain
from consuming it daily. It is often a closely guarded secret.
:Alchemist's_Anti-biotic
COST : 25 <I>
MODS : N
Consuming a dosage of this will eliminate any minor disease or
any major disease of a non-cellular degenerative type. Thus it will
cure most infections, but will not negate Polio, Cancer, MS, Lupus,
or Aids. A patient with a degenerative disease can consume it and
it will place the disease into remission for 1d10 weeks.
:Blade_Poison
COST : 10 <I>
MODS : D
This, when placed on any cutting blade, will enhance its damage on a
cut by infecting it with the poison. Duration is how long it will last
upon the blade. It does +1/rank on the weapon. No save unless poison
resistant.
:Boost
COST : 15 <I>
MODS : D
This when consumed by a MAGE will enhance their ability to cast
successfully by reducing inhibitions and mental limits (It does
NOT work on Entertainers, Alchemists or Enchanters). It increases
success by 5% per RANK.
:Disappearance
COST : 15
MODS : D
This when consumed makes the consumer invisible to normal sight by
playing with light waves. It does NOT affect sound, scent, heat
traces etc. Pouring a liquid or a powder on the affected will reduce
the effectiveness. It gives a +50% to defensive PROW (+25 if opponent
can smell, see with IR etc). At Rank 5 it can be made into a powder
that can be placed on an object or other surface to make such
invisible instead of just being consumed.
:Fertility_Pill
COST : 15
MODS : N
This pill will instill instant fertility on the subject so that ANY
mating with a female (if male) or male (if female) of ANY humanoid
race will produce an offspring if such mating takes place in the next
24 hours.
:Healing
COST : 5
MODS : N
This will heal upon application 1d10+1/rank HTK. It will NOT mend broken
bones, restore lost/severed body parts, or cure diseases.
At Rank 5 it can be a salve instead of a potion, at Rank 10 it can be
a pill instead.
:Hyper_Sense
COST : 25
MODS : D
This mixture will heighten all the senses of the consumer. It adds
+25% to all Alertness rolls, allows them to see Ethereal and Astral
and to have animal-like sense input to scents and sounds so that
invisibility pluses for others is halved. Unfortunately it has
two drawbacks, it doubles the effectiveness of Sound based attacks
and Flash-like attacks (but the person IS immune to effects like
Stinking cloud as their senses block the obnoxious input from it).
:Inertia_Powder
COST : 15
MODS : N
This powder is placed into any liquid or gas fuel/energy source and
will turn it into an inert substance that cannot be used for fuel
or energy. Each dosage will affect 10 gallons/5 cubic feet of fuel.
It is an excellent means to make a vehicle undrivable until it has
been flushed out and the fuel replaced. It does not affect lubricating
elements or do any damage to the containers and equipment.
:Infertility_Pills
COST : 3
MODS : N
These pills will ensure that any male or female that ingests them will
not produce any offspring from matings during the next 24 hours.
:Ingested_Poison
COST : 5 <I>
MODS : N
This has a nasty effect upon the human body, doing 1d10+1/rank HTK
when consumed. At Rank 5 it can be a powder instead of a liquid,
which can be mixed with a food or disolved in a drink. HARD save.
:Itching_Powder
COST : 1
MODS : D
When thrown upon exposed skin this powder causes an immediate allergic
itching reaction that makes the target -10% to perform any skills.
Lasts for the duration.
:Love Potion
COST : 5
MODS : D
This is ingested and the first being of the drinkers race and sexual
preference seen will be who they are affected as if being CHARMED by
for the duration as well as in lust for. At Rank 5 it can be made
into a powder that can be easily disolved.
:MageDust
Cost : 20 <I>
MODS : N
This powder must be consumed mixed in liquid before falling asleep.
It makes the mind and body of the consumer open, even negating natural
mind shielding effects. Its dangerous in that the body has NO defenses
against hostile spells etc, but while in this state also doubles the
amount of magical capacity recharge over the normal for sleep.
Effect only lasts for one sleep period...
:Magesight
COST : 15 <I>
MODS : D
This mixture when ingested allows one to see invisible, ethereal and
astrally for the duration. It requires use of a mushroom which is
illegal under US law as a psychadelic drug.
:Meditation_Incense
COST : 5
MODS : N
This incense increases the usage of meditation skill results of
energy recovery, increases it by 1 point per hour over the normal
amount recovered. Multiple sticks will not compound on the same
hour. A stick may be shared by up to 5 meditating mages.
:No_Pain
COST : 10 <I>
MODS : D
This uses a small quantity of PCP (Angel Dust) as a base. It negates
the pain sensors of the body or scrambles their signals so the body
can ignore wounds etc. While on this a subject is immune to all
pain and fear based magics. Additionally they can continue to be
active until at -10 HTK, and get a +25% to all Hardiness saves that
are not Strength related. They get a +5% to Hardiness for Strength
saves. They add +10 to their Initiative rolls, but -10% to all
Intuition based skills while under its effects.
If used too often this mixture can permanently affect the user
in regards to painlessness and lost Intuition success.
:Protective_Incense
COST : 5
MODS : D
This compound incense will After burning it for a round produces smoke
and fumes that will drive away and keep away most ghosts, spirits, and
undead in a 10' radius/rank for the duration.
:Recover_Not
COST : 25 <I>
MODS : D
This is made from a barbituate base. Its a nasty depressant that
when consumed by a mage prevents their body from allowing them to
recover energy thru sleep or meditation etc for the duration of the
effect. It can be consumed or injected. At Rank 5 it can be refined
so only a 1/4 ounce is needed to be effective (and could thus be
applied with DMSO to the skin instead of forced internally). Its
claimed that this was originally developed by a government agency to
keep out of control occultists under control if imprisoned legally,
and some claim that it was used on Charles Manson.
:Regeneration
COST : 25 <I>
MODS : D
This will restore lost HTK at a rate of 1 per round while effective.
It will grow back lost limbs and body parts, but has no effect
on diseases. Most alchemists are warned NEVER to let this fall into
government hands by their mentors!
:Salve_of_Heat_Resistance
COST : 15
MODS : D
This is spread on ones flesh and will prevent all damage from normal
fires and halve all damage received from magical fires. It does NOT
protect non-living equipment etc.
:Sleeping_Draught
COST : 1
MODS : D
This mixture, when ingested, causes unconsciousness for the duration.
At Rank 5 it can be a powder instead of a liquid, which can be mixed
with food or disolved in a drink. HARD Save.
:Slow_Reflexes
COST : 10
MODS : D
This mixture when consumed will slow reflexes and reaction time. It
lowers all INIT rolls by 20 and all PROW success rolls by the same,
making the subject clumbsy. At rank 5 it can be concentrated and
mixed with DMSO so it can be introduced to the skin directly, and
thus a Slow-grenade could be made to splatter an opponent in combat.
:Sobering
COST : 3
MODS : D
This eliminates immediately all intoxicating affects of alcohol presently
in the consumer's system, and will also prevent such for the duration
despite quantity consumed of alcohol. At rank 5 a pill form can be made.
:Solvent
COST : 15
MODS : N
This is not quite a universal solvent, but a darn good one! An ounce
of this can eat thru an inch of steel plate in seconds. It works
against most things EXCEPT Silicon based products, including glass
and crystals. If thrown on a living subject it does 4d10 damage per
ounce VERY painfully.
:Sneezing_Powder
COST : 3
MODS : D
Thrown into a victim's face within 30, this fine powder will cause
them, if they do not make a save vs HARD, to sneeze uncontrollably
for the duration, reducing all skill rolls by 20%.
:Stasis
COST : 25 <I>
MODS : N
When consumed this places the body into a state of stasis for one
day per RANK. While in this state the body will appear to be dead
to even a trained physician. Heart beat, respiration, and all other
functions will apparently cease for the duration. While in this state
they cannot suffocate, be affected from exposure or drown. There
is no way to prematurely cease the stasis though.
:Stink Bomb
COST : 5
MODS : N
Lit and thrown, this fills a 10 x 10 x 10 area (plus 1 ft per rank per
dimension) with a putrid yellow vapor that makes the eyes water and
causes gaging and vomiting from victims who fail to save. Those who
do save are left with nausea and at -10% to perform all skills. Lasts
3 rnds + 1/rank in the area if not in high winds or good ventilation.
(Those affected -40% to all skills while in the area).
At rank 5 they can be made self-igniting on impact.
:Super_Speed
COST : 10 <I>
MODS : D
This requires an amphetamine Base to work. It excellerates the
metabolisim of the consumer, adding +40 to their Initiative rolls.
If this makes a characters Initiative on a round GREATER than 59,
then they get the first action in the round AND a second action
at the end of the round each round. Unlike normal speed this
mixture has no 'crash' after it leaves the system of the consumer.
:Tough_Skin
COST : 15
MODS : D
This temporarily toughens the consumer's skin from damage, acting
as a natural ABS of 1 point/rank of the potion.
:Universal_Antidote
COST : 20
MODS : D
After this is taken for the duration it will prevent any poison from
affecting them. Also if it is taken after less than 4 rounds have passed
from having taken damage from a poison it will restore the lost damage
entire.
:Wakefulness
COST : 5
MODS : N
This restores a person from exhaustion so that they can go on with
no sleep for upto 20 hours after taking it, so long as they were
conscious when taken. It does nothing to help if a dose of it was
taken within 48 hours before. At rank 5 it can be made into pills.