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1994-11-01
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Path: usenet.ee.pdx.edu!cs.uoregon.edu!news.uoregon.edu!vixen.cso.uiuc.edu!howland.reston.ans.net!EU.net!uunet!not-for-mail
From: iceblade@eskimo.com (Innocuous Appellation)
Newsgroups: rec.games.frp.archives
Subject: SUPPLEMENT: HERO: Digest of Potions (long)
Followup-To: rec.games.frp.misc
Date: 31 Oct 1994 15:06:54 -0500
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DIGEST OF POTIONS
----------------------------------------------------------------------
Disclaimer: HERO System is a trademark of Hero Games, Inc. Any
reference to HERO, the HERO System Rulesbook, or any of the HERO
System supplements should not be construed as a challenge to the
trademark status. The author is not affiliated in any manner with
Hero Games, Inc. You can distribute this product freely, but you
can not charge more than a minimum delivery fee. Copyright 1994,
All rights reserved.
----------------------------------------------------------------------
This list of potions can be used to supplement those available in
the Fantasy HERO Campaign book, and the Fantasy HERO Companion books
from HERO Games, Inc. They can not be used without reference to the
HERO System Rulesbook. These potions are a mix of adaptations from
other systems, net sources, and original designs. The archive site is:
ftp.cs.pdx.edu:/pub/frp/hero/fantasy-hero/magic/...
------------------------------------------------------------------------
Note: these magical potions also include all philters, oils, candles,
elixirs, dusts, salves, incenses, pastes, powders, ointments, and other
alchemical mixtures which can not be recovered once expended.
------------------------------------------------------------------------
RANDOM TABLE OF POTIONS
Duration
# Potion Name Doses or Delay Primary Power(s)
---- ----------------------- ----- -------- ----------------------
01 Bane of Hercules 1 +1 Week 4d6 STR Drain
02 Beastly Churn 6 1 Hour 5d6 Telepathy
03 Beauty Cream 9-12 +1 Turn 3d6 Aid to COM
04 Black Lancer 4 None 4d6 Aid to PRE
05 Bottled Wind (FHC87) 3 1 Min 5S Flight
06 Broth of Restoration 4 +1 Hour 8d6 Healing
07 Cider of Serenity 3 1 Hour 75% resistant DR; +5 DEF
08 Cloud of Manifestation 7-8 None 10d6 Dispel
09 Cork Rinse 4 1 Hour 8S Flying - water walk
10 Crystals of Clarity 3 1 Day +10 PER vs. Images
11 Dancing Flame 1 1 Hour +3 Combat Skill Levels
12 DavidUs Bane 3 5 Min 360; Missile Deflection
13 Desert Dust 7-8 None 2d6 Transform Water
14 Discordant Swill 2 1 Hour 10d6 Dispel Element Magic
15 Dizzy Fiz 1 1 Hour Suppress Running & DEX
16 Dog Form Potion (FHC88) 3 1 Hour Shapeshift into dog
17 Dragonskin Oil (FHC88) 3 1 Hour 6 DEF; Life Support
18 Draught of Echoes 3 5 Min Clairsentience; Sound
19 Earth Solvent 4 None 2d6 NND
20 Essence of Youth 3 None 6d6 Transform Age
21 Ethereal Rub 1 1 Hour Desolidification
22 Evening Dew 3 None 10d6 Mind Control
23 Exploding Powder 12 None 1d6 PD Explosion
24 Eyesoar Douse 4 5 Min Clairsentience
25 Faerie Wine (FHC88) 3 1 Hour Shrinking
26 Fiery Sauce 4 1 Hour 4d6 EB Cone
27 Firewater 1 None 9d6 EB Explosion
28 Floating Tongue 4 1 Hour Ventriloquism 20-
29 Ghost Mead (FHC87) 3 1 Min Desolidification
30 Giant Mead 4 1 Hour Increased STR
31 GiantU Milk (FH202) 3 1 Min Growth
32 Glory Potion 4 5 Min +8 Combat Skill Levels
33 Glow Worm Oil 1 +1 Hour 2S Change Environment
34 Gold Nectar 6 None Sense Precious Metals
35 Healing Salve (FHC87) 3 +1 Turn 2d6 Aid to BODY
36 Hearthade 4 1 Hour Life Support
37 Insect Repellent 6 1 Day 2d6 EB Damage Shield
38 Iron Gut 3 1 Min 50% Resist PD Reduction
39 Juice of Readiness 3 1 Hour +5 DCV vs. Surprise
40 Larval Paste 4 1 Min 5S Stretching
41 Lava Cooler 6 5 Min 75% DR vs. Fire
42 Love Potion 1 None 9d6 Mind Control
43 Magic Dust 12-32 None +5 PER Detect Magic
44 Magical Pigments 4 +1 Min 4d6 Minor Transformation
45 Mercury Chaser 5 5 Min +4 SPD
46 Mindtap 3 5 Min 6d6 Telepathy
47 Morpheus Brandy 6 +5 Min 6d6 STUN Drain, 5/hour
48 Oil of Blasting 4 None 4d6 EB
49 Oil of Estrangement 3 1 Hour 10d6 Suppress Mind Ctrl
50 Oil Slick 4 5 Min 4d6 Suppress, +5 DCV
51 Ointment of Salvation 3 +5 Min 15d6 Dispel Drain
52 Perfume of Passion 3 5 Min 5d6 NND Mind Control
53 Phasing Spirits 4 5 Min Desolidification
54 Philter of Persuasion 7-8 5 Min Persuasion 17-
55 Poison 1+ Varies Varies
56 Potion of Many Forms 1 1 Day Shapeshift
57 Satin Soot 3 None 2d6 Flash
58 Sea FaerieUs Nectar(FHC88) 3 1 Hour Life Support
59 Shamrock Swizzle 3 1 Week 5d6 Luck
60 Snake Oil 1 5 Hours 10d6 Minor Transform
61 Sorcerous Gum 3 5 Min 3d6 Entangle
62 SpiderUs Blood (FHC87) 3 1 Min Clinging
63 SpyUs Drink (FHC88) 3 1 Min Invisibility
64 Stirrup Cup 3 None 10d6 Mind Control
65 Stoneskin (FHC87) 3 1 Min 5 DEF Force Field
66 Strength Potion (FHC87) 3 1 Min 2d6 Aid to STR
67 Sweet Water 1 None 6d6 Transform to Water
68 Syrup of Magical Dilution 6 1 Turn 2d6 Suppress All Magic
69 Syrup of the Shadows 3 5 Min +15 Dex for Thief Skills
70 Tongue Twister 1 1 Week 2d6 Suppress
71 Trail Mix 3-18 +1 Min 4d6 Transform
72 Troll Blood 3 5 Hours Regenerate 4 BODY/Turn
73 Truth Serum 3 1 Hour 8d6 Cosmetic Transform
74 Vapors of Levitation 6 1 Hour 5S Flight
75 Vintage Warrior 3 5 Min +4 Combat Levels
76 Voodoo Elixir 5 None 12d6 Mind Control
77 Werebane 1 None 20d6 Dispel Lycanthropy
78 WitchesU Brew 1 1 Minute 12d6 Mental Images
79 Worship Cense 6 +1 Hour 3d6 Aid
------------------------------------------------------------------------
BANE OF HERCULES
This evil potion, which at first taste appears to temporarily enhance
the physique of the character, actually turns the victim weak and puny.
It will require many months before the body of the character begins to
recover from this blow.
Ability: Images, Only to appear as Aid to STR (-1/2).
Ability: 4d6 STR Drain, Recover 5/season (+2), Activation Roll 11- (-1),
Combined: x2 Difficult to Dispel (+1/4), No Range (-1/2), Single Charge
(-2), Charge does not recover (-2), Gestures (Must drink) (-1/4), OAF,
Fragile (-1-1/4), Independent (-2), Gradual Effect (1 Week) (-1-3/4).
Active Cost: 141; Real Cost: 11.
BEASTLY CHURN
This rich liquid allows the character to communicate with any beast
possessing a modicum of intelligence. Sometimes, however, the character
will be unable to control the powerful mental effects of this potion,
becoming fixated by his own primordial nature. The potion must be mixed
with the juices of a freshly killed animal.
Ability: 5d6 Telepathy, Activation Roll 12- (-3/4), Only to communicate
physically (-3/4), Six Continuing Charges (1 Hour) (+1/2), Charges do
not recover (-2), Gestures (Must consume) (-1/4), OAF, Fragile, Mixed
with Animal Juices (-1-1/2), Independent (-2), Side Effects (Beastly
fixation - 3d6 INT Drain, Recover 1 per hour) (-1).
Active Cost: 37; Real Cost: 4.
BEAUTY CREAM
This rare cream is highly prized by those desiring greater beauty, or
just to recover their lost looks. The cream is applied to the face, and
the characters appearance changes to match the local concept of beauty.
Ability: 3d6 Aid to COM, Lose 1 point per hour (+1), 9-12 Charges
(-1/4), Charges do not recover (-2), Gestures (Apply to face) (-1/4),
OAF (-1), Independent (-2), Gradual Effect (1 Turn) (-1/2).
Active Cost: 30; Real Cost: 4.
BLACK LANCER
This dark, cool drink gives the character an amazing presence that will
leave his allies in awe and cause much concern among his foes. The potion
is usually found in what appears to be a very old bottle of wine.
Ability: 4d6 Aid to PRE, Recover 5 per hour (+3/4), Invisible Power
Effects (All) (-1), Four Charges (-1), Charges do not recover (-2),
Gestures (Must drink) (-1/4), OAF (-1-1/4), Independent (-2), Gradual
Effect (1 turn) (-1/4).
Active Cost: 55; Real Cost: 7.
BROTH OF RESTORTION
This hearty broth is a mixture of scarce herbs and regenerative body
parts; mixed with heated water; then served to the patient.
Ability: 8d6 Healing, Gradual Effect (1 Hour) (-1), 4 Charges (-1),
Charges do not recover (-2), Gestures (Served as a Broth) (-1/4), OAF
Paste, Heated Water (-1-1/2), Independent (-2).
Active Cost: 40; Real Cost: 5.
CIDER OF SERENITY
This fruity concoction is perhaps the ultimate pain killer, eliminating
all but the most extreme sensations, yet allowing the character to
function almost normally. However, the character will have extreme
difficulty trying to feel his surroundings. Taking multiple doses of this
potion simultaneously will rarely produce additional benefit.
Ability: 75% Resistant Damage Reduction, +5 DEF armor, Only versus STUN
damage (-1), Limitation: -10 to tactile PER rolls (-1/4), Limitation:
additional doses have an 8- activation roll (-1/4), 3 Continuing
Charges (1 Hour) (+0), Charge does not recover (-2), Gestures (Must
drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2).
Active Cost: 75; Real Cost: 9.
CLOUD OF MANIFESTATION
This fine, silvery dust adheres to any solid objects in the hex. The
dust clings to most invisible beings, but passes through visual images,
destroying the magical illusion.
Ability: 10d6 Dispel, Magical Images and Invisibility to Sight (+1/2),
Area Effect (Hex) (+1/2), No Range (-1/2), 7-8 Charges (-1/2), Charges
do not recover (-2), Gestures (Must toss into hex) (-1/4), OAF (-1),
Independent (-2).
Active Cost: 60; Real Cost: 8.
CORK RINSE
This liquid is not intended for consumption. Rather it is poured over
the bare feet, allowing the character to walk across a water surface as
effortlessly as on land. The rinse is stored in a clay jug, sealed with a
cork stopper.
Ability: 8S Flight, Activation Roll 11- (-1), Only to walk across water
(-1), Limited to running rate (-1/4), Four Continuing Charges (1
Hour) (+1/4), Charges do not recover (-2), Gestures (Must wash feet)
(-1/4), OAF, Bulky (-1-1/2), Independent (-2).
Active Cost: 20; Real Cost: 2.
CRYSTALS OF CLARITY
This potent mixture allows the character to see clearly through even
the cleverest illusions. The crystals, usually stored in a sealed bone
tube, must be mixed and boiled in salt water, and the vapors inhaled by
the character for a full turn. If the potion is improperly administered,
the senses of the character can be dulled for an entire day.
Ability: +10 PER, All Senses, Activation Roll 14- (-1/2), Only to Rsee
throughS images (-1), Three Continuing Charges (1 Day) (+1/2), Charges
do not recover (-2), Limitation: must be boiled in salty water (-1/4),
Gestures (Must inhale vapors) (-1/4), OAF (-1), Independent (-2), Side
Effects (-10 PER, All Senses, Single Continuing Charge lasting 1 day)
(-1/2), Extra Time (1 Turn) (-1).
Active Cost: 45; Real Cost: 5.
DANCING FLAME
When this rusty powder is added to a flame, a specific opponent must be
named in order to activate the magical ability. For an hour thereafter
while the flame burns, all attacks made against the named opponent
receive a combat bonus when inside the effective radius.
Ability: +3 Combat Skill Levels (All Combat), Area Effect (8S Radius)
(+1+1/2), Single Continuing Charge (1 Hour) (-1/2), Charge does not
recover (-2), Gestures (Must burn in flame) (-1/4), Incantations (Name
specific opponent) (-1/4), OAF (-1), Independent (-2), Limitation: Only
when fighting the named opponent (-1), Limitation: extinguishing
flame cancels the power (-1/2).
Active Cost: 60; Real Cost: 7.
DAVIDUS BANE
When a character swallows a dose of this potion, he becomes magically
protected from most ranged attacks, including hurled objects, arrows,
projectiles, gunpowder weapons and many offensive spells. The few missile
attacks that do get through the characterUs defense, however, are
especially well placed shots and they cause higher than normal damage.
Power: +5 PER, 360 Degree Sensing, Only to sense incoming missiles (-2).
Power: +5 Missile Deflection, All Ranged Attacks, Limitation: x2 damage
from missile attacks (-1/2), Linked to 360 Sensing (-1/2).
Combined: Three Continuing Charges (5 Minutes) (-1/4), Charges do not
recover (-2), Gestures (Must drink) (-1/4), OAF, Fragile (-1-1/4),
Independent (-2).
Active Cost: 70; Real Cost: 8.
DESERT DUST
When this powder is mixed into a body of water, the liquid dries up and
clumps together, forming a small, glassy rock. Smashing the stone
releases the water once more. This powder can be quite effective against
water-based powers, including Water Elementals.
Ability: 2d6 Major Transformation (water into a small rock), Cumulative
(+1/2), Smashing rock releases the water (+0), 7-8 Charges (-1/2),
Charges do not recover (-2), Gestures (Mix with water) (-1/4), OAF
(-1), Independent (-2), Fails in freezing temperatures (-1/4).
Active Cost: 45; Real Cost: 6.
DISCORDANT SWILL
This concoction protects the character from the effects of a single
type of Elemental Magic. There are four versions of this potion, each
protecting from a different element. Fire Elemental Swill is chill to the
touch, with a slightly minty flavor; Earth Elemental Swill is a frothy
mixture which bubbles slightly whenever disturbed; Air Elemental Swill is
a thick, gritty mixture with a bland taste; and Water Elemental Swill is
an orange, spicy drink that often causes heartburn.
When doses of these potions are incorrectly prepared, they will have an
effect contradictory to their intended use. Rather than protecting the
character from a type of Elemental magic, the potion increases the
vulnerability of the character to the opposite type of element. Thus, a
bad batch of Fire Elemental Swill will make the character vulnerable to
Water Elemental magic, and so on.
Ability: 10d6 Dispel, Elemental Magic (+2), Activation Roll 12- (-3/4),
Two Continuing Charges (1 Hour each) (-1/4), Charges do not recover
(-2), Only versus single element (-1/2), No Range (-1/2), Always On
(-1/2), Gestures (Must drink) (-1/4), OAF, Fragile (-1-1/4),
Independent (-2), Side Effects (Vulnerable to opposite element: x2 BODY
and x2 STUN for the duration of potion) (-1/2).
Active Cost: 90; Real Cost: 9.
DIZZY FIZ
At first impression, this dark fizzy liquid appears to be a potion of
alertness. After quaffing the beverage, however, the character finds
himself struck with vertigo that makes it difficult to move and almost
impossible to function. Fortunately after an hour the dizzyness fades.
Ability: 1d6 Suppress Running, 4d6 Suppress DEX, No Range (-1/2), Single
Continuing Charge (1 Hour) (-1/2), Charge does not recover (-2),
Gestures (Must drink) (-1/4), OAF (-1), Independent (-2).
Active Cost: 25; Real Cost: 3.
DRAUGHT OF ECHOES
This potion allows the character to hear sounds and voices in distant
and inaccessible locations.
Ability: Clairsentience (Sound Group), x4 Range, Activation Roll 12-
(-1), 3 Continuing Charges (5 Minutes each) (-1/4), Charges do not
recover (-2), Gestures (Must drink) (-1/4), OAF, Fragile (-1-1/4),
Independent (-2).
Active Cost: 40; Real Cost: 5.
EARTH SOLVENT
This magical solvent, which must be stored in an organic container such
as wood or leather, will dissolve almost any inorganic substance within a
matter of minutes. This is especially useful for removing locks, chains,
and other barriers. It is also effective, albeit slowly, when the entire
potion is hurled against Golems or Earth Elementals.
Power: 2d6 RKA (Dissolve), NND (Non-solid or Organic Materials) (+1), No
Range (-1/2), 4 Charges (-1), Charge does not recover (-2), Gestures
(Must apply) (-1/4), OAF, Fragile (-1-1/4), Independent (-2), Gradual
Effect (5 Minutes) (-3/4), Removed by water rinse (-1/2).
Active Cost: 60; Real Cost: 6.
ESSENCE OF YOUTH
Eagerly sought by aging wizards and members of the nobility, this
potion takes years off the age of the imbiber. Usually a single draught
of this magical elixir is sufficient to remove a 5 point age
disadvantage. However, these potions can sometimes become contaminated,
having the opposite of the intended effect.
Ability: 6d6 Minor Transform to reduce age, Cummulative (+1/2),
Activation Roll 14- (-1/2), 3 Charges (-1-1/4), Charges do not recover
(-2), Side Effect (Same power, but imbiber ages instead) (-1), OAF,
Fragile (-1-1/4), Independent (-2).
Active Cost: 90; Real Cost: 10.
ETHEREAL RUB
After this oily cream is applied to a characters exposed skin,
clothing, and other possessions, he enters an ethereal state that allows
him to pass through solid objects. He can drift along at a lazy 5S
movement rate (10S non-combat) merely by thinking about a direction.
Ability: Desolidification (Affected by Magic), 5S Flight, Life Support
(Breathing Self-contained), Linked, Single Continuing Charges (1
Hour) (-1), Charge does not recover (-2), Gestures (Must cover
exposed surfaces) (-1/4), OAF, Fragile (-1-1/4), Independent (-2),
Gradual Effect (5 Minutes) (-2), Neutralized by Acid bath (-1/4).
Active Cost: 60; Real Cost: 7.
EVENING DEW
After quaffing this clear liquid, the character exhales a sparkling
cone which induce a heavy drowziness on all caught within. Only beings
with an especially tough constitution will be able to withstand the
powerful narcotic effects of this magic.
Ability: 10d6 Mind Control, DoesnUt require verbal communication (+1/4),
Area Effect (16S Cone) (+1), Personal Immunity (+1/4), No Range
(-1/2), Reduced by Range (-1/4), Only to induce sleep (-1/2), Mental
Powers based on CON (-1/2), 3 Charges (-1-1/4), Charges do not recover
(-2), Gestures (Must drink, then exhale) (-1/4), OAF, Fragile
(-1-1/4), Independent (-2).
Active Cost: 125; Real Cost: 13.
EXPLODING POWDER
These two powders, normally inert, become explosive when mixed together
in roughly equal portions. A single portion of the mixture is equivalent
to a large firecracker. Larger quantities will create greater explosions,
and the full mixture will form a 12d6 EB explosion.
Ability: 1d6 PD, Explosion, 12 Charges (-1/4), Charges do not recover
(-2), Gestures (Mix powders then ignite) (-1/4), OAF, Two Powders (-1),
Independent (-2), Not when wet (-1/4).
Active Cost: 10; Real Cost: 2.
EYESOAR DOUSE
When this clear liquid is dropped into the eyes of the character,it
allows him to see as if he were standing some distance from his current
location. The liquid is usually stored in a flask with a glass tube in
the stopper that can be used to drop the potion into the eyes.
Ability: Clairsentience (Primary Vision Sense), x8 Range, 4 Continuing
Charges (5 Minutes each) (+0), Charges do not recover (-2), Gestures
(Must pour over eyes) (-1/4), OAF, Fragile (-1-1/4), Independent (-2).
Active Cost: 35; Real Cost: 5.
FIERY SAUCE
This red, spicy juice is much more than it first appears, as it allows
the character to spew forth a cone of flames. The fire can be held inside
for up to an hour, being released when the character expels his breath in
a short burst. However, holding in the flames for too long can prove
fatal, as the fire can explode inside the character after an hour.
Ability: 4d6 EB (Fire), Area Effect (6S Cone) (+1), Trigger (Spew Flame)
(+1/4), No Range (-1/2), Four Charges (-1), Charges do not recover
(-2), Only lasts one hour (-1/4), Side Effects (Flames explode inside
caster if mixed with water or not released within 1 hour: 9d6 EB
(fire), NND (internal fire protection) +1, 8- Activation roll -2)
(-1/2), Gestures (Must drink) (-1/4), OAF, Fragile (-1-1/4),
Independent (-2).
Active Cost: 45; Real Cost: 5.
FIREWATER
This oily substance is usually stored in a delicate flask, carefully
sealed in heavy wax, and marked with a warning symbol. Upon opening or
breaking the container, the contents burst into an unusually intense
flame, causing heat damage to anybody nearby.
Ability: 9d6 EB (Fire), Explosion (-2d6/1S) (+1/2), No Range (-1/2),
Single Charge (-2), Charge does not recover (-2), Gestures (Open
bottle) (-1/4), OAF, Fragile (-1-1/4), Independent (-2).
Active Cost: 67; Real Cost: 7.
FLOATING TONGUE
This potion allows the character to skillfully project his voice to a
nearby location. See the Ventriloquism skill for details.
Ability: Ventriloquism 20-, Four Continuing Charges (1 Hour) (+1/4),
Charges do not recover (-2), Gestures (Must drink) (-1/4), OAF,
Fragile (-1-1/4), Independent (-2).
Active Cost: 26; Real Cost: 4.
GIANT MEAD
Favored by warriors as a battle aid, this potent mixture endows the
character with the strength of a giant. The only drawback is that a
sizeable amount of the beverage must be consumed before the full effects
are felt.
Ability: Increased STR, 4 Continuing Charges (1 Hour) (+1/4), Charges do
not recover (-2), Gesture (Must drink) (-1/4), OAF, Bulky (-1-1/2),
Independent (-2), Extra Time (Full Phase) (-1/2).
Hill Giant: +20 STR; Active Cost: 25; Real Cost: 3.
Mountain Giant: +30 STR; Active Cost: 37; Real Cost: 5.
Fire Giant: +40 STR; Active Cost: 50; Real Cost: 7.
Storm Giant: +50 STR; Active Cost: 62; Real Cost: 9.
GLORY POTION
This potent draught empowers the character with the skills of a heroic
warrior. The liquid must be stored in a bronze bottle, or the potion will
soon lose itUs potency.
Ability: Familiarity w/ Common Melee and Missile Weapons, KS: Fighting
Styles 11-, +8 Combat Skill Levels (All Combat), Activation Roll 14-
(-1/2), 4 Continuing Charges (5 Minutes each) (+0), Charges do not
recover (-2), Gestures (Must drink) (-1/4), OAF (-1), Independent
(-2), Must be stored in bronze or lose 1 charge per day (-1/4).
Active Cost: 70; Real Cost: 10.
GLOW WORM OIL
This common-looking oil has the unusual property that it gives the
character a permanent biolumiescent glow. Unfortunately, this property is
not readily apparent until some time after the petroleum has been applied
to the flesh.
This can be a serious disadvantage when the character is trying not to be
noticed.
Ability: 2S Radius Change Environment (biolumiescent glow), Invisible
Power Effects (All) (+1), Difficult to Dispel (x8) (+3/4), No Range
(-1/2), Always On (-1/2), Single Charge (-1), Charge does not recover
(-2), Gestures (Must apply) (-1/4), OAF (-1), Independent (-2), Gradual
Effect (1 Hour) (-1).
Active Cost: 27; Real Cost: 3.
GOLD NECTAR
This delicious potion, made from the honey of the rare Golden Bee,
allow the character to detect any precious metals or gems nearby, even
through solid walls or most other obstructions. Usually only large
deposits will be noticed by the character, unless they are fairly close.
Ability: Sense Precious Metal and Gems, N-Ray Vision, Blocked by Lead
and Magical Wards, 360 Degrees, Activation Roll 12- (-3/4), 6 Charges
(-3/4), Charge does not recover (-2), Gestures (Must drink) (-1/4),
OAF, Fragile (-1-1/4), Independent (-2).
Active Cost = 35; Real Cost: 4.
HEARTHADE
This rich magical beverage provides the full equivalent of a weeks food
and water, allowing the character to go without eating or drinking for
that period. In fact, he will have extreme difficulty attempting to
consume anything during that period, including beneficial potions.
Ability: Life Support (No need to eat or drink), Difficult to Dispel
(+1/4), Four Continuing Charges (1 Week) (+1), Charges do not recover
(-2), Gestures (Must drink) (-1/4), OAF, Fragile (-1-1/4), Independent
(-2), Limitation: consumption of food or drink while active requires an
EGO roll to prevent forceful expulsion (-1/2).
Active Cost: 11; Real Cost: 2.
INSECT REPELLENT
This acrid-smelling liquid is much sought by swamp-dwelling humanoids
as a means of driving off the cloud of insects that swarm about any
moving form. Bugs that attempt to approach the character receive a stiff
electric shock that is usually sufficient to slay the critter. This
potion can also be useful as a ward against the larger insect forms.
Ability: 2d6 EB (Electric), Damage Shield (+1/2), Penetrating (+1/2),
Activation Roll 14- (-1/2), Only versus Insects (-1), 6 Continuing
Charges (1 Day) (+1), Charges do not recover (-2), Gestures (Must
drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2), Delayed Effect
(5 Minutes) (-3/4).
Active Cost: 30; Real Cost: 3.
IRON GUT
This pale grey liquid has a faint metallic tang that remains on the
tongue long after the potion is consumed. The flesh of the character
takes on the same metallic hue, becoming more resistant to physical
damage. However, he is also susceptible to electric-based attacks.
Some characters will have a negative reaction to the potion, suffering
from severe nausea.
Ability: 50% Resistant PD Reduction, Activation Roll 15- (-1/4), Three
Continuing Charges (1 Minute) (-1/2), Charge does not recover (-2),
Gestures (Must drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2),
2x Damage from electrical attacks (-1/4), Side Effects (Nausea: 2d6 STR
Drain, return 1 point per minute) (-1/2).
Active Cost: 30; Real Cost: 4.
JUICE OF READINESS
Consisting of rare herbal stimulants mixed with the tears of the
unsleeping guardian of Mahkul, this bitter concoction renders the imbiber
nearly immune to the effects of surprise.
Ability: +5 DCV, Only to offset penalties from Surprise Attack (-1), 3
Continuing Charges (1 Hour each) (+0), Charges do not recover (-2),
Gestures (Must drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2).
Active Cost: 45; Real Cost: 6.
LARVAL PASTE
This unpleasant looking paste allows the character to stretch and
distort his body to a maximum of ten meters in any direction. The mixture
does not always agree with the digestive system, resulting in a lengthy
period of nausea.
Ability: 5S Stretching, Activation Roll 12- (-3/4), Four Continuing
Charges (1 Minute) (-1/4), Charges do not recover (-2), Gestures (Must
ingest) (-1/4), OAF, Fragile (-1-1/4), Independent (-2), Side Effects
(Nausea - 2d6 STUN Drain, recover 5 per hour) (-1/2), Gradual Effect
(1 Turn) (-1/4).
Active Cost: 25; Real Cost: 3.
LAVA COOLER
This curiously bland beverage helps to protect the character from the
effects of intense heat and flame. However, the same potion makes the
character more vulnerable to cold-based attacks. There is rumored to be a
like potion that provides protection against cold.
Ability: 75% Resistant Damage Reduction, Only versus heat & fire (-1),
Six Continuing Charges (5 Minutes) (-1), Charge does not recover (-2),
Gestures (Must drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2),
Delayed Effect (-1/2), 2x Damage from Cold (-1/2).
Active Cost: 60; Real Cost: 6.
LOVE POTION
The person who drinks this potion will immediately become enamoured
with the first being he sees thereafter. Understandably, this potion is
much sought after in all segments of society.
Ability: 9d6 Mind Control, Only to cause drinker to become charmed with
first creature viewed (-1/2), Activation Roll 14- (-1/2), No Range
(-1/2), Single Charge (-2), Charge does not recover (-2), Gestures
(Must drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2).
Active Cost: 45; Real Cost: 4.
MAGIC DUST
When this sparkling powder is sprinkled over a small area, any magical
items therein will glow faintly. The magical dust is not always reliable,
however, and will give false readings for some objects. The dust must be
stored inside a silver container or it will gradually become inert.
Ability: +5 PER Detect Magic, Area Effect (Hex) (+1/2), Activation Roll
12- (-3/4), 4d6+8 Charges (+1/4), Charges do not recover (-2), Gestures
(Must drink) (-1/4), OAF (-1), Independent (-2), Side Effect (+5 PER
Images, Random Objects Glow) (-1/2), Limitation: Must be stored inside
silver container or lose 1 charge per hour (-1/4).
Active Cost: 31; Real Cost: 4.
MAGICAL PIGMENTS
These marvelous paints allow the character to create any ordinary
object simply he can imagine by portraying it on a flat surface. A brush
is used to apply the paint to the surface, and some artistic ability is
required. The maximum BODY of the object being painted is limited to half
the 3d6 Transformation roll.
Ability: 4d6 Minor Transformation, Create mundane object on surface
(+1/4), 4 Charges (-1), Charges do not recover (-2), Gestures (Paint
object) (-1/4), Requires skill roll -5 PS: Painting (-1/2), OAF, Brush
(-1), Independent (-2), Extra Time (1 Minute) (-1-1/2).
Active Cost: 50; Real Cost: 5.
MERCURY CHASER
This frothy concoction greatly increases the speed of the character,
allowing him to perform actions at up to twice his normal rate. Use of
this potion is exhausting, however, costing 4 points of END per phase.
Ability: +4 SPD; No more than double normal SPD (-1/4), 5 Continuing
Charges (5 Minutes) (+1/4), Charges do not recover (-2), Gestures
(Must drink) (-1/4), Costs END to use (-1/2), OAF, Fragile (-1-1/4),
Independent (-2).
Active Cost: 50; Real Cost: 7.
MINDTAP
After drinking this bubbling liquid, the character is able to read the
thoughts of any target within sight. A separate Telepathic ego roll is
required for each target the character attempts to scan.
Ability: 6d6 Telepathy, Activation Roll 14- (-1/2), 3 Continuing Charges
(5 Minutes each) (-1/4), Charges do not recover (-2), Gestures (Must
drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2).
Active Cost: 30; Real Cost: 4.
MORPHEUS BRANDY
This potent liquor induces a state of intense drowzyness in all who
drink of it. This state will last for several hours, and it is all but
impossible to rouse a victim before the potion wears off. The character
will be temporarily roused whenever he suffers actual damage, but the
potion will rapidly take effect once more.
Because the potion requires several minutes to take effect, the liquid
will appear to be merely a very fine Brandy at first taste. A sensation
of sleepiness will follow shortly thereafter, however.
Ability: 6d6 STUN Drain, Recover 5 per hour (+3/4), No Range (-1/2), 6
Charges (-3/4), Charges do not recover (-2), Gestures (Must ingest)
(-1/4), OAF, Fragile (-1-1/4), Independent (-2), Gradual Effect (5
Minutes) (-3/4), Limitation: 1d6 Drain of STUN Drain per point of
subsequent STUN or BODY (Recover 5 points per turn) (-1/2), Must serve
warmed (-1/4).
Active Cost: 105; Real Cost: 11.
OIL OF BLASTING
When coated on a weapon, this oil blasts a target for additional
damage, usually knocking him flat on his back in the process. The oil is
stored in a copper vial stuffed with cotton. The oil-soaked cotton
prevents accidental discharge, and is handy when coating the weapon.
Ability: 4d6 EB (Blast), Trigger (impact causes 1 STUN) (+1/2), Double
Knockback (+3/4), Four Charges (-1), Charges do not recover (-2),
Gestures (Coat weapon) (-1/4), OAF (-1), Independent (-2).
Active Cost: 60; Real Cost: 6.
OIL OF ESTRANGEMENT
This heavy oil protects that character, or any object to which it is
applied, from magical enchantments. If the character is already affected,
the oil will dampen and likely negate the enchantment. Unfortunately, the
oil is unpleasant in appearance, and requires lengthy bathing to remove.
Ability: 10d6 Suppress Mind Control Magic, Three Continuing Charges (1
Hour) (+0), Charges do not recover (-2), Gestures (Must apply to
object) (-1/4), OAF (-1), Independent (-2), Limitation: -10 Comeliness
while wearing oil (-1/4), Limitation: difficult to remove (-1/4).
Active Cost: 50; Real Cost: 7.
OIL SLICK
In additional to the natural slipperiness of oil, this substance
provides magical protection to the character from most minor types of
entanglement, such as webs or ropes. The oil must be applied to all
exposed surfaces to be effective. It requires a full turn to apply.
Ability: 4d6 Suppress Entangle, +5 DCV (Only versus Grab, Linked), No
Range (-1/2), Four Continuing Charges (5 Minutes) (-1), Charges do not
recover (-2), Gestures (Spread on all Exposed Surfaces) (-1/4), OAF
(-1), Independent (-2), Extra Time (1 Turn) (-1), Oil is Flammable for
6d6 EB to wearer (-1/2).
Active Cost: 26; Real Cost: 3.
OINTMENT OF SALVATION
This life-saving serum will cure virtually any toxin which affects the
character, save for ingested substances. The ointment must be rubbed on
the flesh where the character was struck. It requires a few minutes for
the substance to work its way into the body and neutralize the poison.
Ability: 15d6 Dispel Drain, No Range (-1/2), Three Charges (-1-1/4),
Charges do not recover (-2), Gestures (Apply to wound) (-1/4), OAF
(-1), Independent (-2), Gradual Effect (5 Minutes) (-3/4), Limitation:
Not versus Drain with ingested focus (-1/2), Extra Time: Phase (-1/4).
Active Cost: 45; Real Cost: 5.
PERFUME OF PASSION
This enchanting perfume is a mixture of herbs and secretions of some
very rare plants. When applied to exposed flesh, the scented emissions
allow the character to readily manipulate the emotions of those nearby,
merely by making a suitably evocative statement. After five minutes, the
perfume becomes merely a pleasant scent.
Ability: 5d6 Mind Control, NND (Airtight or no need to breath) (+1),
Explosion (+1/2), Invisible Power Effects (All Senses) (+1), Only to
create emotional state (-1), Personal Immunity (+1/4), Mental Powers
Based on CON (-1/2), No Range (-1/2), 3 Continuing Charges (5 Minutes)
(-1/4), Charges do not recover (-2), Gestures (Apply to exposed skin)
(-1/4), OAF, Rare plants (-1-1/4), Independent (-2), Limitation: +4 to
Olfactory PER rolls (-1/4).
Active Cost: 94; Real Cost: 10.
PHASING SPIRITS
This airy potion allows the character to transition between the normal
and ethereal states at will. While in the ethereal state, the character
becomes disembodied and can pass through solid objects. However, he is
also unable to affect the physical world and must return to his normal
form to perform any actions beyond simple movement.
Ability: Desolidification (Affected by Magical Powers), Can transition
between normal and desolidification states as 1/2 phase action (+1/4),
Limitation: 14- Activation Roll to change state (-1/4), 4 Continuing
Charges (5 Minutes) (+0), Charge does not recover (-2), Gestures (Must
drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2), Loses one
charge per minute of exposure due to dissolved gas escaping (-1/2).
Active Cost: 50; Real Cost: 7.
PHILTER OF PERSUASION
About a minute after drinking this potion, the character finds he can
speak smoothly and loquaciously on just about any topic, greatly
increasing his credibility and persuasiveness with an audience.
Ability: Persuasion 17-, 7-8 Continuing Charges (5 Minutes) (+1/2),
Charges do not recover (-2), Gestures (Must drink) (-1/4), OAF,
Fragile (-1-1/4), Independent (-2), Gradual Effect (1 Minute) (-1/2).
Active Cost: 37; Real Cost: 5.
POTION OF MANY FORMS
Initially, this magical elixir appears to allow the character to
shapeshift into a new form. However, the potion is unstable and can alter
the characters form in unpredictable ways within a few hours.
Ability: Shapeshift, Any Form, Activation roll 11- (-1), Make activation
roll every 1d6 hours to retain current form (-1/2), Single Continuing
Charges (1 Day) (-1), Charge does not recover (-2), Gestures (Must drink)
(-1/4), OAF (-1), Independent (-2), Side Effects (Change to an
unpredictable form) (-1/2).
Active Cost: 30; Real Cost: 6.
SATIN SOOT
This very fine, dark powder is blown outward in a 5S long cone, causing
temporary blindness to most caught within the cloud.
Ability: 2d6 Flash (Sight Group), Area Effect (5S Cone, Nonselective)
(+3/4), No Range (-1/2), Three Charges (-1-1/4), Charges do not
recover (-2), Gestures (Blown) (-1/4), OAF (-1), Independent (-2).
Active Cost: 35; Real Cost: 4.
SHAMROCK SWIZZLE
This alcoholic drink, made from a formula known by the Leprechaun,
grants the character an unusual measure of luck for a period of one week.
For reasons unknown, this potion will sometimes function improperly, and
the character suffers an unusual streak of bad luck. The swizzle is
usually found in a heavy green bottle which is corked and wax-sealed.
Ability: 5d6 Luck, Activation Roll 14- (-1/2), Three Continuing Charges
(1 week each) (+3/4), Charge does not recover (-2), Gestures (Must
drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2), Side Effects
(5d6 Unluck, 1 week) (-1/2).
Active Cost: 44; Real Cost: 6.
SNAKE OIL
This oily liquid will initially appear to be a beneficial potion,
perhaps enhancing the characters loquaciousness or credibility. Once the
fluid is consumed, however, the character will readily believe almost any
sort of statement, from a simple lie to a blatant scam. A suitably
modified EGO roll must be made to disbelieve any message.
Ability: 10d6 Minor Transform (Psych Lim: Gullible, Common, Strong),
Activation Roll 11- (-1), Only while potion is active (-1/2), Single
Continuing Charge (5 Hours) (-1/4), Charge does not recover (-2),
Gestures (Must drink) (-1/4), OAF (-1), Independent (-2), Gradual
Effect (1 Minute) (-1/2).
Active Cost: 100; Real Cost: 12.
SORCEROUS GUM
This special glue is usually stored in a tightly-stoppered jug, and
must be applied to an explosed surface within a short time or it will
lose effectiveness. Whenever an object touches the tacky surface, it
magically adheres and is quite difficult to remove.
Ability: 3d6 Entangle, Area Effect (Hex) (+1/2), Sticky (+1/2), No
damage from attack (+1/2), Reflect internal attacks (+1/2), Entangle
with no defense (-1-1/2), No Range (-1/2), Three Charges (-1-1/4),
Charges do not recover (-2), Gestures (Apply to surface) (-1/4), OAF,
Bulky (-1-1/2), Independent (-2), Glue loses one charge per 5 minutes
exposed to air (-1/4), Extra Time (1 Turn) (-1).
Active Cost: 90; Real Cost: 8.
STIRRUP CUP
This sharp drink give the character the eerie ability to approach,
mount and ride an untamed animal. Given sufficient time and care, the
mount may eventually be tamed and become a voluntary companion.
Ability: 10d6 Mind Control, Telepathic Contact (+1/4), Only to tame a
mount (-1/2), Target believes actions natural (-1/2), Three Charges
(-1-1/4), Charges do not recover (-2), Gestures (Must drink) (-1/4),
OAF, Fragile (-1-1/4), Independent (-2).
Active Cost: 62; Real Cost: 7.
SWEET WATER
This potent purifier can be mixed with any liquid to transform it into
drinkable water. Large quantities of fluid can be cleared by this means.
Ability: 6d6 Minor Transform Any Liquids to Water, Explosion (+1/2),
Only via fluid (-1/2), No Range (-1/2), Single Charge (-2), Charge
does not recover (-2), Gestures (Mix in Liquid) (-1/4), Gradual Effect
(1 Minute) (-1/2), OAF, Fragile (-1-1/4), Independent (-2).
Active Cost: 90; Real Cost: 9.
SYRUP OF MAGICAL DILUTION
This potion consists of a opaque green, syrupy liquid that is usually
stored in a dark, stoppered bottle, sealed with iron wire, and covered in
wax. For the turn that the syrup retains its effect, the liquid limits
any magical powers used against the character. The syrup bottle must
remain sealed, or it gradually loses its effectiveness.
Ability: 2d6 Suppress, All Magical Powers (+2), 6 Continuing Charges (1
turn each) (-1/4), Gestures (Must Ingest) (-1/4), OAF Syrup (-1),
Independent (-2), Charges do not recover (-2), Loses 1 charge per turn
of exposure to air (-1/4).
Active Cost: 30; Real Cost: 4.
SYRUP OF THE SHADOWS
This dark solution was a long-held secret of the Shadow Brotherhood,
until the secret of its magical source was stolen by an outsider. The
potion enhances physical skills by improving the characters nimbleness
and coordination.
When exposed to direct sunlight, the liquid rapidly loses its potency.
Hence the syrup is usually stored in a clay jug or other opaque
container.
Ability: +15 DEX, Only when applied to selected thief skills (Climbing,
Concealment, Lockpicking, Sleight of Hand, Stealth) (-1-1/2), Three
Continuing Charges (5 Minutes) (-1/4), Lose one charge per turn of
exposure to direct sunlight (-1/4), Charge does not recover (-2),
Gestures (Must drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2).
Active Cost: 45; Real Cost: 5.
TONGUE TWISTER
At first taste seemingly a Philter of Persuasion, this sour beverage
ties the characterUs tongue in knots, making him stutter and stammer
whenever he attempts to speak. Most listeners will be less than impressed
with the character, making it difficult to influence anybody.
(One story holds that a Jester had this potion developed in order to
play a prank on a court member. Unfortunately this backfired when the
King drank the liquid by mistake. The Jester, now a mute, has since
entered another line of work.)
Ability: 2d6 Suppress Persuasion, 4d6 Suppress PRE, Single Continuing
Charge (1 Week) (+1/4), Charge does not recover (-2), Gestures (Must
drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2), Gradual Effect
(1 Minute) (-1/2).
Active Cost: 37; Real Cost: 5.
TRAIL MIXER
This coarse, dusty mixture can be sprinkled behind the character to
hide tracks left on the ground. Within a minute, foot prints will smooth
out, broken cobwebs return, plant leaves mend, dust settle, and other
signs of passage will fade away.
Ability: 4d6 Cosmetic Transformation (Hide Trail), Cumulative (+1/2),
Area Effect (Any 6S) (+1+1/4), 3d6 Charges (-1/4), Charges do not
recover (-2), Gestures (Sprinkle over hexes) (-1/4), OAF (-1),
Independent (-2), Gradual Effect (1 Minute) (-1/2).
Active Cost: 55; Real Cost: 8.
TROLL BLOOD
Derived from the loathsome blood of a common troll, this potion
regenerates damage to the character at the rate of 4 BODY per turn.
Sometimes a bad batch will turn up, temporarily blinding the character.
Ability: Regenerate 4 BODY/turn, Activation Roll 12- (-3/4), Three
Continuing Charges (5 Hours) (+1/4), Charges do not recover (-2),
Gestures (Must drink) (-1/4), OAF, Fragile, Troll Blood (-1-1/2),
Independent (-2), Side Effect (4d6 Flash Sight, Only while in direct
Sunlight) (-1/2).
Active Cost: 50; Real Cost: 6.
TRUTH SERUM
A favorite of law enforcers, this potion causes the imbiber to speak
nothing but the truth, regardless of the consequences.
Power: 8d6 Cosmetic Transform (Drinker unable to Lie), Returns to normal
when charge expires (-3/4), No Range (-1/2), Three Continuing Charges
(1 Hour) (+0), Charge does not recover (-2), Gestures (Must drink)
(-1/4), OAF, Fragile (-1-1/4), Independent (-2).
Active Cost: 40; Real Cost: 5.
VAPORS OF LEVITATION
This effluvial beverage allows the character to float up into the air
and gently return to the ground at will. The drink will vaporize easily,
however, losing a single charge per minute of exposure to the open air.
Ability: 5S Flight, Only for moving up or down (-3/4), 6 Continuing
Charges (1 Hour) (+1/2), Charge does not recover (-2), Gestures (Must
drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2), Evaporates one
charge per turn (-1/4).
Active Cost: 15; Real Cost: 2.
VINTAGE WARRIOR
Upon quaffing this magical wine, the character is endowed with enhanced
combat skills that allow him to fight as a mighty warrior for a short
period of time.
Ability: +4 Combat Skill Levels (All Combat), 3 Continuing Charges (5
Minutes each) (-1/4), Charges do not recover (-2), Gestures (Must
drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2).
Active Cost: 32; Real Cost: 5.
VOODOO ELIXIR
With this tasteless potion, the character can attempt to gain mental
control of a member of a particular species. The species is determined at
the time the potion is created. (The GM is encouraged to select an
appropriate species, but the general category can be randomly selected by
rolling on the following table.)
General
3d6 Category
----- -----------
2-3 Special*
4-5 Dragon
6-7 Giant
8-9 Animal
10-11 Humanoid
11-12 Undead
13-14 Plant
15-16 Elemental
17-18 Choose One
* Automatons, Gaseous Beings, Magical Items, etc.
Ability: 12d6 Mind Control, DoesnUt require verbal contact (+1/4), Only
one species (-1), Activation Roll 14- (-1/2), Five Charges (-1/4),
Charges do not recover (-2), OAF, Fragile (-1-1/4), Independent (-2).
Active Cost: 75; Real Cost: 9.
WEREBANE
This folklore remedy has been known to successfully cure lycanthropy,
on the rare occasions that it can be safely administered. However, since
the deadly poison Belladonna is a primary ingredient of this potion, an
improper mixture will slay the recipient.
Ability: 20d6 Dispel Lycanthropy, Activation Roll 14- (-1/2), Single
Charge (-2), Charge does not recover (-2), Gestures (Must drink)
(-1/4), OAF, Fragile (-1-1/4), Independent (-2), Side Effects (Poison:
3d6 BODY Drain, Recover 1 per hour, Continuous Uncontrolled, Gradual
Effect - every 5 minutes, 4 Charges) (-1).
Active Cost: 60; Real Cost: 6.
WITCHESU BREW
This dangerous mixture allows the character to project mental images
into the mind of a target. More often than not, however, the imbiber is
deluded into believing he has swallowed an entirely different potion. The
type of delusion is determined during the mixing process.
Ability: 12d6 Mental Images, Activation Roll 8- (-2), Side Effects (12d6
Mental Images, Believes a different potion is at work) (-1), Single
Continuing Charges (1 Minute) (-1), Charge does not recover (-2),
Gestures (Must drink) (-1/4), OAF, Fragile (-1-1/4), Independent (-2).
Active Cost: 60; Real Cost: 6.
WORSHIP CENSE
These sticks of holy incense enhance the spiritual nature, making a
character especially proficient at casting religious magic. To reach this
state, the character must meditate for an hour while inhaling the perfume
of a burning incense stick.
Ability: 3d6 Aid to END, REC, and Religious Magic Skill, Recover 1 per
hour (+1), 1/2 DCV Concentrate (-1/4), Six Charges (-3/4), Charges do
not recover (-2), Gestures (Must inhale burning incense) (-1/4), OAF
(-1), Independent (-2), Extra Time: 1 hour (-2-1/2), Limitation: Only
use for religious magic (-3/4).
Active Cost: 90; Real Cost: 9.
------------------------------------------------------------------------
--
Bob |
iceblade@eskimo.com |