Thursday, May 31, 2018

The Dragon Tablets – Iteration Three: Alchemical Elixirs

Potions by Petarsaur

This post is all about elixirs that are available for sale. They have been taken from GURPS Magic, GURPS Dungeon Fantasy 1: Adventurers, and Pyramid #3/109.

Elixirs

Elixirs take six different physical forms. Grenades are thrown not consumed and weigh 1 lb. Ointments weigh 0.5 lb. Potions weigh 0.5 lb. Powders weigh 0.005 lb. And Pastilles weigh 0.01 lb. Utilities are like potions, but not for drinking, and they weigh 0.5 lb. The effects of pastilles and grenades fill a 2-yard radius area. Poisons that are applied to weapons are only viable on the first attack. A Utility cannot also have some other form.

The following elixirs are not a complete list.

Acid Resistance

Acids have no effect on the subject or what they carry.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: -2/-1/+1/+1.
Specific Reagents: None.
Cost: $2,000.
Recipe: $200; 5 weeks; defaults to Alchemy-1.

Agility

Adds 1d to the subject’s DX.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: +2/+1/+2/+1.
Specific Reagents: $450 worth.
Cost: $5,500.
Recipe: $750; 12 weeks; defaults to Alchemy-3.

Alchemical Antidote

All active alchemical elixirs affecting the subject end immediately. No additional elixirs can affect the subject until the end of the duration.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: +1/+0/+2/+0.
Specific Reagents: None.
Cost: $1,000.
Recipe: $150; 2 weeks; defaults to Alchemy-1.

Anti-Toxin

The subject is cured of all poisons/venoms.
Duration: Instant.
Form: Potion.
BRYW: -1/-1/+1/+1.
Specific Reagents: None.
Cost: $1,100.
Recipe: $100; 3 weeks; defaults to Alchemy-1.

Attractiveness

The subject gains 1 level of Attractiveness. It has no effect on the Transcendent.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: +0/+1/1/0.
Specific Reagents: None.
Cost: $500
Recipe: $50; 1 week; defaults to Alchemy-1.

Basic Poison

The subject takes 1d of injury on a failed HT roll.
Duration: Instant.
Form: Ointment, usually applied to weapons.
BRYW: -1/+0/-1/+0.
Specific Reagents: None.
Cost: $500 for 2 doses.
Recipe: $50; 2 doses in 1 week; defaults to Alchemy-1.

Basic Restlessness

The subject takes 1d of FP on a failed HT roll
Duration: Instant.
Form: Ointment, usually applied to weapons.
BRYW: +0/-1/+0/-1.
Specific Reagents: None.
Cost: $500 for 2 doses.
Recipe: $50; 2 doses in 1 week; defaults to Alchemy-1.

Beast Friend

The subject is granted 4 levels of the Animal Friend talent.
Duration: 1d hours
Form: Ointment
BRYW: +1/+1/+0/+0.
Specific Reagents: None.
Cost: $500
Recipe: $50; 1 week; defaults to Alchemy-1.

Beast Speech

The subject is granted the Speak with Animals advantage.
Duration: 1d hours
Form: Any, but pastille or grenade.
BRYW: +1/+0/+0/+1.
Specific Reagents: None.
Cost: $1,000
Recipe: $150; 2 weeks; defaults to Alchemy-1.

Bladeblack

A poison requiring a HT-5 roll to avoid 6d injury.
Duration: Instant.
Form: Ointment, usually applied to weapon.
BRYW: -2/+1/-2/-1.
Specific Reagents: $100 worth.
Cost: $4,200
Recipe: $400; 10 weeks; defaults to Alchemy-2.

Business

The subject is granted 4 levels of the Business Acumen talent.
Duration: 1d hours.
Form: Potion or powder.
BRYW: +2/+1/+0/-1.
Specific Reagents: $75 worth.
Cost: $2,500.
Recipe: $250; 6 weeks; Alchemy-2.

Carrying

The subject is granted 100 levels of the Payload (Exposed, -50%) advantage and can thus carry their Extra-Heavy encumbrance of stuff without affecting their encumbrance.
Duration: 1d hours.
Form: Any.
BRYW: +1/+0/+2/+1.
Specific Reagents: $125 worth.
Cost: $3,500
Recipe: $300; 8 weeks; defaults to Alchemy-2

Charisma

The subject is granted 3 levels of the Charisma advantage.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: +1/+1/+0/+0.
Specific Reagents: None.
Cost: $450.
Recipe: $50; 1 week; defaults to Alchemy-1.

Clinging

The subjected is granted the Clinging advantage.
Duration: 1d hours.
Form: Potion.
BRYW: +0/+0/+1/-1.
Specific Reagents: None.
Cost: $500.
Recipe: $50; 1 week; defaults to Alchemy-1.

Cold Endurance

Adds 10*HT degrees to the cold side of the subject’s temperature comfort zone.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: +0/+1/+1/+0.
Specific Reagents: None.
Cost: $500 for 2 doses.
Recipe: $50; 2 doses in 1 week; defaults to Alchemy-1.

Cold Resistance

Cold temperatures and damage have no effect on the subject or what they carry.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: -1/+2/+1/-1.
Specific Reagents: None.
Cost: $2,000.
Recipe: $200; 5 weeks; defaults to Alchemy-1.

Craftsmanship

The subjected is granted 4 levels of the Artificer and the Gifted Artist talents.
Duration: 1d hours.
Form: Any.
BRYW: +1/+2/+1/+1.
Specific Reagents: None.
Cost: $4,500
Recipe: $200; 11 weeks; defaults to Alchemy-2. ***

Cure Paralysis

A paralyzed subject is cured.
Duration: Instant.
Form: Any, but pastille or grenade.
BRYW: -1/+1/+2/+1.
Specific Reagents: None.
Cost: $2,000.
Recipe: $200; 4 weeks; defaults to Alchemy-1.

Dark Vision

The subject is granted the Dark Vision advantage.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: +1/+1/-1/-1.
Specific Reagents: None.
Cost: $1,000.
Recipe: $100; 2 weeks; defaults to Alchemy-1.

Death

A poison that inflicts 4d of corrosion damage in a 2-yard radius if it reaches a mucous membrane or open wound. A successful HT roll reduces that to 2d damage.
Duration: Instant
Form: Any.
BRYW: +1/+0/-1/+0.
Specific Reagents: None.
Cost: $450.
Recipe: $50; 1 week; defaults to Alchemy-1.

Defense

The subject is granted a +1 bonus to all active defenses.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: +1/-1/-1/+2.
Specific Reagents: None.
Cost: $2,000.
Recipe: $200; 4 weeks; defaults to Alcheymy-1.

Demon’s Brew

If a subject breathes this poison, they take 1d injury with another 1d injury on a failed HT roll.
Duration: 1d hours.
Form: Grenade.
BRYW: +0/+0/-1/+1.
Specific Reagents: None.
Cost: $450.
Recipe: $50; 1 week; defaults to Alchemy-1.

Disease Immunity

The subject is immune to disease.
Duration: 1d hours.
Form: Potion or powder.
BRYW: +1/-1/+2/+1.
Specific Reagents: None.
Cost: $2,000.
Recipe: $200; 4 weeks; defaults to Alchemy-1.

Drunkenness

The subject is afflicted with the Drunk Irritating Condition.
Duration: 1d hours.
Form: Powder, taken in an alcoholic beverage.
BRYW: +1/+0/-1/+0.
Specific Reagents: None.
Cost: $450.
Recipe: $50; 1 week; defaults to Alchemy-1.

Eternal Rest

The subject is guaranteed a restful death and cannot be turned into an undead.
Duration: Instant
Form: Potion or ointment.
BRYW: -2/-1/+1/+2.
Specific Reagents: $700 worth.
Cost: $2,000.
Recipe: $1,000; 2 weeks; defaults to Alchemy-1.

Fear

The subject must roll a Fright Check.
Duration: Instant
Form: Any.
BRYW: -1/+1/-1/-1.
Specific Reagents: None.
Cost: $1,500.
Recipe: $100; 3 weeks; defaults to Alchemy-1.

Fearlessness

The subject becomes unaffected by fear and Fright Checks.
Duration: 1d hours.
Form: Any, except pastille or grenade.
BRYW: +1/+0/+0/+1.
Specific Reagents: None.
Cost: $450.
Recipe: $50; 1 week; defaults to Alchemy-1.

Fertility

The subject is guaranteed offspring from any union with a natural chance of offspring.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: +2/+2/+1/+1.
Specific Reagents: $450 worth.
Cost: $6,000
Recipe: $750; 13 weeks; defaults to Alchemy-3.

Fire Resistance

Heat and fire damage, at an intensity lower than blast furnaces and volcanoes, have no effect on the subject or what they carry.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: +1/-2/+1/-1.
Specific Reagents: None.
Cost: $2,000.
Recipe: $200; 5 weeks; defaults to Alchemy-1.

Fitness

The subject is granted the Very Fit advantage.
Duration: 1d hours.
Form: Any.
BRYW: +0/+0/+1/+1.
Specific Reagents: None.
Cost: $400.
Recipe: $50; 1 week; defaults to Alchemy-1.

Flight

The subject is granted the Flight advantage.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: +0/-1/+1/+2.
Specific Reagents: $75 worth.
Cost: $2,500.
Recipe: $250; 6 weeks; defaults to Alchemy-2.

Foolishness

Each dose reduces the subject’s IQ by 3 per dose, up to four doses.
Duration: 1d hours.
Form: Any.
BRYW: -1/+1/+1/+1.
Specific Reagents: None.
Cost: $1,000.
Recipe: $100; 2 weeks; defaults to Alchemy-1.

Foresight

The subject is granted the Precognition advantage.
Duration: 1d hours.
Form: Any.
BRYW: +1/-1/-1/+1.
Specific Reagents: None.
Cost: $1,000.
Recipe: $100; 2 weeks; defaults to Alchemy-1.

Forgetfulness

The subject is afflicted with the Amnesia disadvantage.
Duration: 1d hours.
Form: Potion.
BRYW: -1/+0/-1/+0.
Specific Reagents: None.
Cost: $500
Recipe: $50;

Friendship

The subject is afflicted with the Chummy disadvantage.
Duration: 1d hours.
Form: Any.
BRYW: +0/+2/+0/-1
Specific Reagents: None.
Cost: $700.
Recipe: $150; 1 week; defaults to Alchemy-1.

Frustration

The subject has -2 per dose to all dice rolls. Any number of doses can affect them.
Duration: 1d hours.
Form: Any.
BRYW: -2/-1/-2/-1.
Specific Reagents: $100 worth.
Cost: $4,500
Recipe: $400; 10 weeks; defaults to Alchemy-2.

Glow Vial

Eliminates darkness penalties in a 10-yard radius. Includes a cord for wearing.
Duration: 1d hours.
Form: Utility.
BRYW: +0/+1/-1/+0.
Specific Reagents: None.
Cost: $450 for 2 doses.
Recipe: $50; 2 doses in 1 week; defaults to Alchemy-1.

Growth

The subjected is granted 2 levels of the Growth advantage.
Duration: 1d hours.
Form: Potion.
BRYW: +1/+0/+1/+0.
Specific Reagents: None.
Cost: $500.
Recipe: $50; 1 week; defaults to Alchemy-1.

Gullibility

The subject is afflicted with the Gullibility (12) disadvantage.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: -1/+1/+1/+0.
Specific Reagents: None.
Cost: $450.
Recipe: $75; 1 week; defaults to Alchemy-1.

Hatred

The subject hates what they normally love.
Duration: 1d hours.
Form: Any.
BRYW: +0/+1/+0/-1.
Specific Reagents: None.
Cost: $600
Recipe: $50; 1 week; defaults to Alchemy-1.

Hardheartedness

Cancels love elixirs.
Duration: Instant.
Form: Potion.
BRYW: +0/+0/-1/+1.
Specific Reagents: None.
Cost: $450 for 4 doses.
Recipe: $50; 4 doses in 1 week; defaults to Alchemy-1.

Healing

Heals 2d of hp. Additional doses have full effect.
Duration: Instant.
Form: Any, but pastille or grenade.
BRYW: +1/+0/+1/+0.
Specific Reagents: None.
Cost: $500 for 3 doses.
Recipe: $50; 3 doses in 1 week; defaults to Alchemy-1.

Health

The subject is cured of all diseases.
Duration: Instant.
Form: Potion.
BRYW: +1/+0/+1/+0.
Specific Reagents: None.
Cost: $1,100.
Recipe: $100; 3 weeks; defaults to Alchemy-1.

Heat Endurance

Adds 10*HT degrees to the warm side of the subject’s temperature comfort zone.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: +0/-1/+1/+0.
Specific Reagents: None.
Cost: $500 for 2 doses.
Recipe: $50; 2 doses in 1 week; defaults to Alchemy-1.

Improved Regeneration

The subject regenerates 1 HP per second.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: +2/+1/+2/+0.
Specific Reagents: $575 worth.
Cost: $8,500.
Recipe: $850; 19 weeks; defaults to Alchemy-3.

Improved Rejuvenation

The subject regenerates 1 FP per second.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: +1/+1/+1/+2.
Specific Reagents: $650 worth.
Cost: $8,500.
Recipe: $850; 19 weeks; defaults to Alchemy-3.

Invisibility

The subject is granted the Invisibility advantage.
Duration: 1d hours.
Form: Potion or ointment.
BRYW: +0/+0/-1/-2.
Specific Reagents: $350 worth.
Cost: $3,000.
Recipe: $500; 6 weeks; Alchemy-2.

Invulnerability

The subject is granted DR 3. It does not protect the eyes. Armor can still be worn.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: +0/+1/+2/+1.
Specific Reagents: $325 worth.
Cost: $1,500
Recipe: $500; 2 weeks; defaults to Alchemy-1.

Jealousy

The subject is afflicted with the Jealousy disadvantage.
Duration: 1d hours.
Form: Any.
BRYW: +0/+1/-1/+0.
Specific Reagents: None.
Cost: $300.
Recipe: $50; 1 week; defaults to Alchemy-1.

Lecherousness

The subject is afflicted with the Lecherousness (12) disadvantage.
Duration: 1d hours.
Form: Any.
BRYW: -1/+1/-1/-1.
Specific Reagents: None.
Cost: $1,000.
Recipe: $100; 1 week; defaults to Alchemy-1.

Lichdom

Transforms the subject into a lich when accompanied by the casting of the proper spell.
Duration: Instant.
Form: Potion.
BRYW: -1/-1/-2/-2.
Specific Reagents: $6,450 worth.
Cost: $46,750.
Recipe: $6,750; 100 weeks; defaults to Alchemy-7.

Liquid Ice

Subjects take 2d of fire damage from cold. DR only protects at 1/5 normal.
Duration: Instant.
Form: Grenade.
BRYW: +1/-2/+0/+0.
Specific Reagents: None.
Cost: $1,500.
Recipe: $150; 3 weeks; defaults to Alchemy-1.

Long Slumber

The subject sleeps. Make a HT roll every year to wake up. Food and water are not needed. The subject doesn’t age. Injuries, diseases, and poisons from before they fell into slumber won’t affect them again until they awaken.
Duration: Permanent.
Form: Any.
BRYW: -1/-2/-1/-2.
Specific Reagents: $1,950 worth.
Cost: $5,000.
Recipe: $2,250; 7 weeks; defaults to Alchemy-2.

Love

By affliction, the subject falls in love with the next person of the appropriate sex that they see.
Duration: Permanent
Form: Any.
BRYW: +0/+2/+1/-1.
Specific Reagents: $125 worth.
Cost: $700
Recipe: $300; 1 week; defaults to Alchemy-1.

Luck

The subject is granted the Luck advantage.
Duration: 1d hours.
Form: Any.
BRYW: +1/+1/-1/+1.
Specific Reagents: None.
Cost: $400.
Recipe: $100; 1 week; defaults to Alchemy-1.

Madness

The subject is afflicted by a disadvantage from the Madness spell. If the maker of the elixir makes their roll by 2 or more, they can set which madness, but otherwise, it will be random.
Duration: 1d hours.
Form: Any.
BRYW: -1/+0/+0/-1.
Specific Reagents: None.
Cost: $400
Recipe: $50; 1 week; defaults to Alchemy-1.

Magebane

Any subject who breathes this will be afflicted by 1 level of the Mana Damper advantage.
Duration: 1d hours.
Form: Pastille or grenade.
BRYW: -2/+0/+0/+1
Specific Reagents: None.
Cost: $1,500.
Recipe: $150; 3 weeks; defaults to Alchemy-1.

Magic Resistance

The subjected is granted 5 levels of Magic Resistance.
Duration: 1d hours.
Form: Any.
BRYW: -1/+0/+0/+2.
Specific Reagents: $100 worth.
Cost: $2,400.
Recipe: $250; 5 weeks; defaults to Alchemy-2.

Memory

The subject is granted the Eidetic Memory advantage.
Duration: 1d hours.
Form: Any.
BRYW: +2/-1/-1/+1
Specific Reagents: None.
Cost: $2,000.
Recipe: $200; 4 weeks; defaults to Alchemy-1.

Major Healing

Heals 4d of hp. Additional doses have full effect.
Duration: Instant.
Form: Any, but pastille or grenade.
BRYW: +1/+0/+1/+0.
Specific Reagents: None.
Cost: $500 for 2 doses.
Recipe: $50; 2 doses in 1 week; defaults to Alchemy-1.

Minor Healing

Heals 1d of hp. Additional doses have full effect.
Duration: Instant.
Form: Any, but pastille or grenade.
BRYW: +1/+0/+1/+0.
Specific Reagents: None.
Cost: $500 for 4 doses.
Recipe: $50; 4 doses in 1 week; defaults to Alchemy-1

Music

The subject is granted 4 levels of the Musical Ability talent.
Duration: 1d hours.
Form: Any.
BRYW: +1/+1/+0/-1
Specific Reagents: None.
Cost: $500.
Recipe: $75; 1 week; defaults to Alchemy-1.

Monster Drool

A poison that does 2 injury to the subject on a failed HT roll.
Duration: Instant.
Form: Ointment.
BRYW: +0/-1/-1/+0.
Specific Reagents: None.
Cost: $500 for 10 doses.
Recipe: $50; 10 doses in 1 week; defaults to Alchemy-1.

Odium

The subject is afflicted by a -4 reaction modifier from everyone.
Duration: 1d hours.
Form: Any.
BRYW: +0/-2/-1/+0.
Specific Reagents: None.
Cost: $1,700.
Recipe: $150; 4 weeks; defaults to Alchemy-1.

Oozing Doom

The subject takes 1d of injury from this poison with an additional 1d injury on a failed HT roll.
Duration: Instant, in DR seconds.
BRYW: -1/+1/-1/+1.
Specific Reagents: $250 worth.
Form: Grenade.
Cost: $3,600
Recipe: $350; 8 weeks; defaults to Alchemy-2.

Pain Resistance

The subject is granted the High Pain Threshold advantage.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: -1/-1/+1/+1.
Specific Reagents: None.
Cost: $1,000.
Recipe: $100; 2 weeks; defaults to Alchemy-1.

Paralysis

The subject is afflicted with the Paralysis Incapacitating Condition.
Duration: 1d hours.
Form: Ointment, usually applied to weapons.
BRYW: -1/+0/-2/+0.
Specific Reagents: None.
Cost: $1,700
Recipe: $150; 4 weeks; defaults to Alchemy-1.

Paut

Restores 4 Magicka.
Duration: Instant.
Form: Potion.
BRYW: +1/+0/+1/+0.
Specific Reagents: None.
Cost: $500 for 4 doses.
Recipe: $50; 4 doses in 1 week; defaults to Alchemy-1.

Perception

The subject is granted 6 levels of Per.
Duration: 1d hours.
Form: Ointment, applied to eyes and ears.
BRYW: +1/+1/+2/+1
Specific Reagents: $50 worth.
Cost: $1,500
Recipe: $250; 3 weeks; defaults to Alchemy-1.

Poison Immunity

The subject is immune to poison.
Duration: 1d hours.
Form: Potion or powder.
BRYW: +2/-1/+2/+1.
Specific Reagents: $100 worth.
Cost: $4,000.
Recipe: $400; 4 weeks; defaults to Alchemy-2.

Poison Resistance

The subject gets a +8 bonus to HT to resist poison.
Duration: 1d hours.
Form: Potion or powder.
BRYW: +1/+1/+2/-1.
Specific Reagents: None.
Cost: $2,000.
Recipe: $200; 4 weeks; defaults to Alchemy-1.

Regeneration

Regenerates 1 HP per minute.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: +2/+1/+1/+0.
Specific Reagents: $175 worth.
Cost: $3,500.
Recipe: $350; 8 weeks; defaults to Alchemy-2.

Regrowth

The subject is granted the Regrowth advantage.
Duration: One body part.
Form: Ointment.
BRYW: +0/+1/+2/+0.
Specific Reagents: None.
Cost: $2,500.
Recipe: $150; 6 weeks; defaults to Alchemy-2.

Rejuvenation

Regenerates 1 FP per minute.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: +1/+0/+1/+2.
Specific Reagents: $175 worth.
Cost: $3,500.
Recipe: $350; 8 weeks; defaults to Alchemy-2.

Resurrection

A subject dead less than a day is brought back to life.
Duration: Instant.
Form: Potion.
BRYW: +1/+2/+1/+2.
Specific Reagents: $5,700 worth.
Cost: $26,000.
Recipe: $6,000; 50 weeks; defaults to Alchemy-5.

Shadow

The subject is granted 4 levels of the Shadow Dweller talent.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: +0/-1/+0/+2.
Specific Reagents: None.
Cost: $500
Recipe: $150; 1 week; defaults to Alchemy-1.

Shock Resistance

Electricity and lightning have no effect on the subject or what they carry. This mostly protects against hostile magic.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: -1/+1/-1/+2.
Specific Reagents: None.
Cost: $2,000.
Recipe: $200; 5 weeks; defaults to Alchemy-1.

Shrinking

The subject is granted 2 levels of the Shrinking advantage.
Duration: 1d hours.
Form: Potion.
BRYW: +0/+0/+1/-1.
Specific Reagents: None.
Cost: $500 for 2 doses.
Recipe: $50; 2 doses in 1 week; defaults to Alchemy-1.

Sleep

The subjected is afflicted with sleep.
Duration: 16-HT hours.
Form: Any.
BRYW: -1/+0/-1/+0.
Specific Reagents: None.
Cost: $1,800.
Recipe: $50; 4 weeks; defaults to Alchemy-1.

Slow Fall

If the subject falls, they fall slow enough not to be injured.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: +0/-1/+0/+1.
Specific Reagents: None.
Cost: $450
Recipe: $50; 1 week; defaults to Alchemy-1.

Smoker

A wooden stick that develops impenetrable smoke.
Duration: 1d hours.
Form: Pastille.
BRYW: +0/+1/+0/+1.
Specific Reagents: None.
Cost: $500.
Recipe: $50; 1 week; defaults to Alchemy-1.

Sound Resistance

Sound and sound based damage have no effect on the subject or what they carry. Noise may still be distracting though.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: -1/+1/+1/+2.
Specific Reagents: None.
Cost: $2,000.
Recipe: $200; 5 weeks; defaults to Alchemy-1.

Speed

Increases the subject’s Basic Speed and Move by 1 per dose, up to three doses.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: -1/-1/+1/+1.
Specific Reagents: None.
Cost: $1,200.
Recipe: $100; 3 weeks; defaults to Alchemy-1.

Strength

Adds 1d to subject’s ST.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: -1/+1/+1/+1.
Specific Reagents: None.
Cost: $2,000
Recipe: $100; 5 weeks; 5 weeks; defaults to Alchemy-1.

Strong Poison

The subject suffers 2d of injury on a failed HT-1 roll.
Duration: Instant.
Form: Ointment, usually applied to weapons
BRYW: +0/+1/-1/+0.
Specific Reagents: None.
Cost: $500.
Recipe: $50; 1 week; defaults to Alchemy-1.

Strong Restlessness

The subject suffers 2d of FP loss on a failed HT-1 roll.
Duration: Instant.
Form: Ointment, usually applied to weapons.
BRYW: +0/+0/-1/-1.
Specific Reagents: None.
Cost: $500.
Recipe: $50; 1 week; defaults to Alchemy-1.

True Water

Purifies up to 100 gallons of water in a container.
Duration: Instant.
Form: Utility.
BRYW: +1/+1/+1/+0.
Specific Reagents: None.
Cost: $800
Recipe: $75; 2 weeks; defaults to Alchemy-1.

Truth

The subject is afflicted with the Truthfulness (12) disadvantage
Duration: 1d hours.
Form: Any.
BRYW: +1/-1/-1/+1.
Specific Reagents: None.
Cost: $800.
Recipe: $100; 2 weeks; defaults to Alchemy-1.

Unluckiness

The subject is afflicted by the Unluckiness disadvantage.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: +1/+1/-1/-2.
Specific Reagents: None.
Cost: $2,200.
Recipe: $200; 5 weeks; defaults to Alchemy-2.

War Leader

The subject is granted 4 levels of the Born War-Leader talent.
Duration: 1d hours.
Form: Any.
BRYW: +1/+2/+1/-1.
Specific Reagents: None.
Cost: $500
Recipe: $200; 1 week; defaults to Alchemy-1.

Water Breathing

The subject is granted the Doesn’t Breathe (Gills) advantage.
Duration: 1d hours.
Form: Potion.
BRYW: -1/+0/+0/+1.
Specific Reagents: None.
Cost: $450.
Recipe: $50; 1 week; defaults to Alchemy-1.

Water Resistance

Water and water based damage have no effect on the subject or what they carry. The subject will be completely dry even if submerged in any liquid or affected by steam or ice. It doesn’t protect against the damage done by acid, ice, or steam.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: +2/+1/+1/+1.
Specific Reagents: None.
Cost: $2,000.
Recipe: $200; 5 weeks; defaults to Alchemy-1.

Water-Walking

The subjected is granted the Walk on Liquid advantage.
Duration: 1d hours.
Form: Any, but pastille or grenade.
BRYW: +1/+0/+1/+0.
Specific Reagents: None.
Cost: $450.
Recipe: $50; 1 week; defaults to Alchemy-1.

Weakness

Each dose reduces the subject’s ST by 3 per dose, up to four doses.
Duration: 1d hours.
Form: Any.
BRYW: -1/-1/-1/-1.
Specific Reagents: None.
Cost: $1,000.
Recipe: $100; 2 weeks; defaults to Alchemy-1.

Wisdom

Adds 1d to the subject’s IQ.
Duration: 1d hours.
Form: Potion or powder.
BRYW: +2/-1/+0/+1.
Specific Reagents: $575 worth.
Cost: $5,500.
Recipe: $750; 12 weeks; defaults to Alchemy-3. 

Talents

The new talent introduced in this post.

Shadow Dweller

5 points/level
This talent gives bonus to Climbing, Disguise, Escape, Shadowing, and Stealth. It gives no reaction bonus.

Thursday, May 24, 2018

The Dragon Tablets – Iteration Three: The Craft of Alchemy

Alchemy by Ennoea


The Herb Lore skill doesn’t exist in The Dragon Tablets. It has been subsumed by Alchemy. This has the following consequences:
·      We can use the Naturalist skill to find ingredients to our alchemical elixirs and the ingredient cost will therefore be half what it otherwise would have been.
·      Alchemy still is Alchemy and doesn’t have any of the limitations of Herb Lore.
·      Alchemical formularies work as they always have done.

The Poisons skill exists, but Alchemy can be used to make poisonous elixirs as with any other elixir.

Details of how to use Alchemy will be referencing GURPS Magic, GURPS Dungeon Fantasy 1: Adventurers, the Dungeon Brewmasters article from Pyramid #3/82 Magical Creations, and the Magnum Opus article from Pyramid #3/109 Thaumatology V. Using Alchemy will work as explained in Magic chapter 28, with the following exceptions:
·      Conventional techniques and quick techniques are Average.
·      A formulary for an elixir costs five times the ingredient cost of that elixir.
·      All elixirs are BRYWed (BRYW is pronounced brew)
·      Stable, unstable, and field-expedient elixirs are explained in Dungeon Brewmasters.
·      Instant Brewing works as written in Dungeon Brewmasters.
·      Fast Brewing allows a Quick Gadgeteer to spend 5 minutes per week needed for a standard elixir to brew an unstable elixir. For those who desire more of a Dungeon Brewmasters feel, the time needed can be changed to 1d x 5 minutes regardless of how long the standard elixir takes with modifiers to the Alchemy roll as listed in that article instead of the ones in Magic.
·      Short-term Brewing allows any alchemist to spend hours instead of weeks at 1% of the ingredient costs to brew a stable, but field-expedient, short-term elixir with a duration in minutes instead of hours with a retail price of 1% of the standard retail price. Elixirs with a duration not measured in hours cannot be short-term brewed.
·      Action Brewing, called standard brewing in Dungeon Brewmasters, produces a stable, but field-expedient elixir in a day, using the bonuses to the Alchemy roll from that article for going slower.
·      The quick techniques work for the short-term elixirs too.
·      Inventing new short-term elixirs do not require the Inventing New Elixirs rules nor will it help with inventing new standard elixirs.
·      A backpack Alchemy lab follow the rules in Dungeon Fantasy, but uses the cost and size of a portable alchemy kits in Magnum Opus.
·      A professional-grade lab uses the rules for a small alchemy lab from Magnum Opus, but only requires 100 square feet.
·      A large alchemy lab from Magnum Opus has its space and weight cut in half.
·      An alchemist is generally a Comfortable, Status 1 individual.

How to BRYW

To BRYW we need to go through the parts of James Amaral’s article Magnum Opus from Thaumatology V we haven’t already covered above.

Alchemy 101 and Alchemical Associations work as written, though some terms and concepts have been moved around or changed a little. So to list how the concepts work in The Dragon Tablets:
·         Bluening: Water, mind/mental, adaptation, growth.
·         Reddening: Fire, heart/emotional, creation, maturity.
·         Yellowing: Earth, body/physical, decay, resilience.
·         Whitening: Air, spirit/spiritual, avoidance, action.

Natural Reagents work as written. Specific Reagents are needed from above $200, but otherwise work as written. The Price of Greatness work as written and their value doesn’t take into consideration what might happen to that value in a specific market because of changing supply or demand. Any alchemist with a lab can distill water (+0/+0/+0/+0) without cost or skill roll.

One week of BRYWing is 40 hours of work for the alchemist. An elixir can be unsupervised for 16 hours after 8 hours of work and up to 80 hours once per week. There has to be at least 40 hours of work between 80-hour periods of absence. Any unsupervised time doesn’t count as brewing time.

The result of the BRYW depends on the results of the Alchemy roll according to Results in Dungeon Brewmasters.

Primal Matter

We are using the term Primal matter instead of the term prima materia used in the article. And they are the easiest way to BRYW elixirs. But natural reagents can be used too. We have changed the names of the Primal matter for The Dragon Tablets.
  
·         Kastella [castella(n)]: +1/+0/+0/+0
·         Tulitus [tuli(p) + (lo)tus]: +0/+1/+0/+0
·         Madotus [mad + (l)otus]: +0/+0/+1/+0
·         Henki [Hen(ry) + ki(lo)]: +0/+0/+0/+1
·         Sokeroida [seek + (and)roid + (academi)a]: -1/+0/+0/+0
·         Solulima [sol + ul(t)ima]: +0/-1/+0/+0
·         Loka [loca(tion)]: +0/+0/-1/+0
·         Kuluttaa [cool + otter]: +0/+0/+0/-1

The pronunciation of these words are written within brackets. The plus sign separates standard English words. And anything within parenthesis shouldn’t be pronounced. What you have left is the pronunciation of the Primal matter.

The Essence of Creation work as written, but the affliction associated with each essence has changed.

Essence of…
Affliction
Kastella
Hallucinating
Tulitus
Ecstasy
Madotus
Retching
Henki
Seizure
Sokeroida
Unconsciousness
Solulima
Agony
Loka
Paralysis
Kuluttaa
Choking

To get Primal matter, Essential water, Essential fire, Essential earth, and Essential air are needed. When elementals die, or are killed, this is what they leave behind. Magic can turn a regular element into its Essential counterpart or create it out of nothing, but such matter is temporary and cannot be used to create Primal matter. For that, only the real thing is good enough. Use the SM of the elemental and read the longest dimension as lbs instead of yards and multiply it with 20 to figure out how much Essential matter you will get your hands on from any given elemental.

Let’s consider the small water elemental from Magic. It is SM -1. The longest dimension for SM -1 is 1.5 yards. Multiplying that by 20, we get 30 lbs of Essential water from its body.

Any alchemist knows how to turn Essential matter into Primal matter or Primal matter into Essential matter with a successful Alchemy roll in one week. The process is a 2:1 transformation in both directions. So you can turn 2 lbs of one into 1 lb of the other.

A great alchemist can “reverse engineer” elixirs and reagents into Primal matter in two weeks with an Alchemy -5 roll. The BRYW for the elixir/reagent will determine how much Primal matter you get. If the elixir has a BRYW of +2/+1/+2/-2, you will get 2 parts kastella, 1 part tulitus, 2 parts madotus, and two parts kuluttaa. Or in total seven parts. This transformation is also a 2:1 transformation as above so if you have 14 lbs of the above elixir, you transform that into seven lbs of Primal matter, or more precisely 2 lbs of madotus, 1 lb of tulitus, 2 lbs of kuluttaa, and 2 lbs of kastella.

Friday, May 4, 2018

Star Wars the Old Republic Sorcerer Sub/F2P Comparison Part 4

Part four of my play comparison between subscriber and free to play in #SWTOR.

The Dragon Tablets: Iteration Two – Playtest

Pretty much the same scenario as last time, but with archers. I estimate that it will be a little tougher than last time, but that the heroes still can handle four orc bandits each. As there are allies involved, I’ll add another four bandits for them. As with last time, they will not defend or all-out attack and they will go down at 0 hp.

Setting the Stage

Even though Arthur has a horse, the others don’t, so they are all walking. And Arthur’s dog is with them. They are traveling in a wooded area during the daytime and nothing is out of the ordinary.

Turn 1

16 orc bandits ambush the heroes from the trees. But as all three heroes and the dog have Combat Reflexes, so this Total Surprise is treated as Partial Surprise.

Edward has Danger Sense and he knows that something is off.

Nephithi is the leader of the heroes. She has Combat Reflexes, the higher IQ, but no points in Tactics. That gives her a total bonus of +3 to her initiative roll. Rolling 1d+3 gives her 7. The orc leader has Combat Reflexes, but not Tactics for a +2 bonus. But they also set the ambush and were waiting for the heroes, so they get an additional +1 for a total of 1d+3 and he rolls 9. So the orcs act first.

The four archers all shoot at different targets. They roll 15, 10, 11, and 13. So they miss Nephithi and the dog. Arthur ignores the arrow and it bounces off his heavy armor. While Edward stepped aside.

The four orcs with knives swarmed Arthur with Move and Attack maneuvers, all of them entering close combat and striking the face or the skull (from behind) for a -5 penalty to hit. All of them miss.

Two stick wielders attacked Nephithi from one yard away and two spear wielders attacked her from two yards away. Rolling 9, 7, 14, and 10. So one of the spears missed. She fast-draws her sword with a roll of 8 and attempts to dodge the sticks and parry the spear. And she succeeds with the spear, but fails with the others. They roll 4 and 5 for damage and her DR 2 armor reduces that to 5 injury, leaving her 6 hp.

The remaining orcs attack Edward, rolling 12, 10, 6, 9. He also fast-draws his sword with a roll of 4 and continuing to roll well, he dodges both sticks, parries one spear, and blocks the other with his cloak.

The heroes roll 12, 8, 9, and 6 and all of them, including the dog, make their IQ rolls. Thus they have to take Do Nothing this turn, but they will be able to act next turn.

Turn 2

The four archers drew another arrow.

The four with knives continue to attack Arthur’s head. And all of them continue to miss.

The two sticks and two spears attack Nephithi again, all of them doing well enough to hit. She dodges one stick and a spear and parries the other spear. The connecting orc rolled 7 damage for 5 injury, leaving her at 1 hp.

The remaining orcs attack Edward again. One stick misses and Edward avoided the spears. For 7 damage or 4 injury. Leaving him 9 hp.

And finally, the heroes can act.

Nephithi casts her armor spell, enveloping herself in arcane armor, giving her a total of DR 7.

Arthur orders the dog to attack the archers and prayed to heal Nephithi, who instantly was back at full hp.

Edward readies his bow.

The dog runs into one of the archers, but his bite misses.

Turn 3

Three archers ready their bows. One archer dropped his bow and drew his knife.

The four knife orcs continue to attack Arthur’s face. They still fail.

Four orcs continue to attack Nephithi, one stick misses, and she avoids the other three.

The rest attack Edward, a stick misses, and he avoids them.

Two swift swings with Nephithi’s sword slices a stick wielder to the ground.

Arthur steps out of close combat and attacks a spear from behind, bringing him to the ground.

Edward draws an arrow from his quiver, readies the bow, and shoots one of the spears in the face, taking him down.

The dog bit his archer for 3 hp.

Turn 4

Three archers fires at Edward, one miss, and Edward avoids the other two. One archer attacks the dog, but the dog avoids the knife.

The knives swarm Arthur again, attack his head again, and this time only three of them miss. And Arthur steps aside.

Two attack Nephithi, but both miss.

Three attack Edward, none miss, and he dodges a stick and blocks the spear. Edward loses 3 hp, leaving him 6 hp.

Nephithi switches to her fire spell.

Arthur steps out of close combat, swung at the other spear attacking Nephithi, dealing 9 hp in injury.

Edward fires another arrow, in the chest this time, bringing another orc down.

The dog continues to bite the orc for another 3 hp, bringing it to 5 hp.

Turn 5

Three arches fires at Edward, two miss, and he sidesteps the third.

The knives surround Arthur in close combat again, three miss, and he avoids the fourth.

Two attack Nephithi, but both miss.

Two attack Edward, the stick misses, and he avoids the spear.

Nephithi swings her sword and downs one orc and shots a jet of fire from her left hand, with a -4 off-hand penalty, that still strikes another orc and downs it too.

Arthur left close combat and struck one of Edward’s orcs to the ground.

Edward fired another arrow and downs another orc.

The dog misses.

Turn 6

Three archers drew an arrow each from their quivers. The fourth archer attacks the dog, but it evades.

The four knives close combat Arthur again, attack his face, and miss.

Nephithi skewers one orc with her sword and burns another with her flame jet.

Arthur steps out of close combat, turns, swings his hammer, for a critical hit, which in this case means that no matter how much injury is done, it will still be regarded as a major wound. Which doesn’t change anything as he does enough damage to cause a major wound. And the orc makes its HT roll.

Edward fires another arrow, for a major wound on the other orc, but it too made its HT roll.

The dog continues to bite the orc, bringing it down to 1 hp.

Turn 7

Three orcs readied their bows.

One orc attacked the dog, but it avoided the strike.

Two more orcs missed.

Nephithi skewers one of the wounded orcs and flame jets one of the archers.

Arthur knocks the final non-archer to the ground.

Edward fires another arrow and downs an archer.

The dog continues to bite his orc and brings it down.

Turn 8

The final orc runs away.

After Action Report

Nephithi decides not to use Luck to have the group attack first. And this is the only reason why this combat was longer than the playtest in Iteration One, as the archers and the dog didn’t impact the overall length of the scene.

Being too occupied by drawing and firing his bow with such speed, Edward forgot to summon his ally who could have helped.

Defeating 16 orcs in eight turns is only two orcs per turn on average, which is slower than in Iteration One for reasons mentioned above.

Focusing on keeping as much of the Iteration One hero in the Iteration Two suit meant that suggestions of Tactics and Off-Hand training for Nephithi wasn’t taken into consideration, but her Innate Attack was higher this time too. She started by casting armor on herself this time, which meant there was two turns she wasn’t attacking. And as she can attack twice per turn, four more orcs downed early could have shortened combat, but she was too injured not to defend herself because of the lost initiative.

Working on this post, it was discovered that partial surprise was handled incorrectly in Iteration One. As characters have to Do Nothing on the turn they succeed at their IQ roll.

Edward is still awesome with the bow! Able to fire every second. And this time we can see just how awesome that is next to those who cannot.

This time the heroes act not in the order of Basic Speed, like they did last time and how they normally do, but instead in the order of interest the first turn and that order was kept throughout combat.

Arthur is still not as skilled in combat as the other two, but his hammer still does more damage than anything else. Other than Nephithi’s magic. His heavier armor also keeps protecting him the way it is supposed to.

This time, Nephithi brought seven orcs down, and with two attacks every second at her disposal, killing more than any other is expected.

Arthur deals with three. He was close a couple of times, but only kill shots count.

Edward deals with four. So the boys together deal with the same number of enemies as the woman does on her own, which is exactly as expected.

The dog deals with one on his own.

And one orc runs away.

Last time being in close combat with Edward didn’t help, so these orcs tried with Arthur instead.
Iteration Two combat works, Iteration Two heroes are viable, and a boss type encounter with an NPC that defends itself would still be interesting.

Thursday, May 3, 2018

The Dragon Tablets: Orc Bandits 2.0

The orcs are not much different than they were. The only difference is that archers have been added.
Orc Morax by Mantic Games as example Orc

Attributes

ST 11; DX 12; IQ 9; HT 11

Secondary Characteristics

Damage 1d-1/1d+1; BL 24 lbs.; HP 11; Will 9; Per 9; FP 11; Energy Reserve (Magicka) 10.
Basic Speed: 6.00 Basic Move: 6 Dodge: 10

Advantages

Acute Taste and Smell 2
Combat Reflexes
Fearlessness 2
Fit (Only at Night)
Infravision
Rapid Healing
Resistant to Disease +3

Disadvantages

Appearance (Unattractive)
Bad Temper (12)
Callous
Disturbing Voice
Impulsiveness (12)
Sadism (12)
Unfit (Only by Day)

Quirks

Bowlegged

Skills

Combat Skill-12

Gear

One of:
Light Club-12 1d+2/1d cr
Large Knife-12 1d-1 cut/1d-1 imp
Spear-12 1d+2 imp
Bow-12 1d+1 imp Acc 3 Bulk -8

Wednesday, May 2, 2018

The Dragon Tablets: Arthur Wing 2.1

Arthur was also over budget last time, but not as much as Nephithi was. So again we have to cut things out. Looking at the image, I would assume that Arthur is a Palatial, so let’s go with that. This means we have to spend points on a racial template we didn’t need to last time too. As for the other templates, he is a Crusader (Character template) and Clergy (motivational lens).

Cleric Comm by YamaOrce as Arthur Wing.

Attributes

ST 13 [30]; DX 14 [80]; IQ 15 [100]; HT 14 [40].

Secondary Characteristics

Damage 1d/2d-1; BL 34 lbs.; HP 13 [0]; Will 15 [0]; Per 15 [0]; FP 14 [0]; Energy Reserve (Magicka) 10 [0].
Basic Speed 6.75 [0]; Basic Move 6 [0].
Dodge: 10/8+2 Parry (Hammer) 11+2 Block 11+2

Advantages/Perks

Accessory (Map) [1]
Absolute Direction [5]
Alcohol Tolerance (Cosmic) [3]
Allies (Hound; Built on 25%; Constantly; Holy, -60%; Summonable, +100%) [4]
Allies (Stallion; Quarter points; Constantly; Holy, -60%; Summonable, +100%) [4]
Born War Leader 2 [10]
Clerical Investment [5]
Combat Reflexes [15]
Divine Favor 6 [25]
Enhanced Parry (Axe/Mace) [5]
Extraordinary Luck [15]
Higher Purpose (Slay Demons) [5]
Immunity to Fear [15]
Legal Immunity (Cleric) [10]
Patron (Church; 6 or less; Minimal Intervention, -50%; Special Abilities, +50%) [10]
Penetrating Voice [1]
Shtick (Absolute Direction and your senses updates the Map automatically) [1]
Shtick (Absolute Direction shows the direction to all locations on the map) [1]
Shtick (Foes slain personally can’t rise as undead) [1]
Signature Gear [7]
Striking ST 2 [10]
Weapon Bond (Hammer) [1]
Weapon Master (Hammer) [20]

Learned Prayers

Affliction 1 (Advantage, Damage Resistance 5 (Holy, -60%; Maximum Duration, 10 minutes, -50%), +50%; Attribute Penalty, DX -5, +50%; Extended Duration, 3x, +20%; Holy, -60%; Incapacitation, Paralysis, +150%; Irritant, Severe Pain, +40%; Selectivity, +10%) [16.8/4]
Blessed (Last Rites) [5/1]
Create fresh divine bread 1 (Holy, -60%; Reduced Fatigue Cost 2, +40%; Takes Extra Time 2, -20%)* [1.4/1]
Create water 1 (Holy, -60%; Reduced Fatigue Cost 2, +40%; Takes Extra Time 2, -20%)* [1.4/1]
Healing (Cosmic, No die roll required, +100%; Cure Affliction, +60%; Faith Healing, +20%; Holy, -60%; Ranged, +40%; Reduced Fatigue Cost 5, +100%; Temporary Disadvantage, Sessile, -50%) [25.2/6]
Regeneration (Very Fast; Holy, -60%; Maximum Duration, 30 minutes, -25%) [20/4]
True Faith (Holy, -60%; Reliable 10, 50%; Turning, +65%) [12.9/3]

* Create can only create food/drink for your household; Allies are included, but other traveling companions are not. The creation pool is provided by your Divine Patron.

Disadvantages

Charitable (12) [-15]
Code of Honor (Chivalry) [-15]
Compulsive Generosity (12) [-5]
Honesty (12) [-10]
Sense of Duty (Companions) [-5]
Truthfulness (12) [-5]
Vow (Chastity) [-5]
Vow (Religious Fidelity) [-5]

Sense of Duty is the only disadvantage he can ignore and still have access to Divine Favor and his prayers.

Skills

Armoury (Body Armor) (A) IQ [2]-15
Armoury (Melee Weapons) (A) IQ [2]-15
Axe/Mace (A) DX+3 [12]-17
Bow (A) DX+1 [4]-15
Brawling (E) DX+1 [2]-15
Broadsword (A) DX+1 [4]-15
Carousing (E) HT [1]-14
Climbing (A) DX-1 [1]-13
Connoisseur (Weapons) (A) IQ [2]-15
Diagnosis (H) IQ-2 [1]-13
Esoteric Medicine (Holy) (H) Per [4]-15
Exorcism (H) Will [4]-15
Fast-Draw (Axe/Mace) (E) DX+1 [1]-15*
Flail (H) DX [4]-14
Forced Entry (E) DX [1]-14
Gambling (A) IQ-1 [1]-14
Gesture (E) IQ [1]-15
Heraldry (A) IQ-1 [1]-14
Hidden Lore (Demons) (A) IQ+1 [4]-16
Hidden Lore (Restless Undead) (A) IQ [2]-15
Hidden Lore (Shapeshifters) (A) IQ [2]-15
Hiking (A) HT-1 [1]-13
Holdout (A) IQ-1 [1]-14
Innate Attack (Beam) (E) DX+2 [4]-16
Intimidation (A) Will-1 [1]-14
Knife (E) DX [1]-14
Leadership (A) IQ [1]-15†
Meditation (H) Will-2 [1]-13
Observation (A) Per-1 [1]-14
Occultism (A) IQ [2]-15
Pharmacy (Herbal) (H) IQ-2 [1]-13
Physiology (Vampires) (H) IQ [4]-15
Propaganda (A) IQ-1 [1]-13
Psychology (Vampires) (H) IQ [4]-15
Public Speaking (A) IQ-1 [1]-14
Religious Ritual (A) IQ-1 [1]-14
Research (A) IQ-1 [1]-14
Riding (Horse) (A) DX+2 [8]-16
Savoir-Faire (High Society) (E) IQ [1]-15
Shield (E) DX+3 [8]-17
Stealth (A) DX-1 [1]-13
Strategy (H) IQ [2]-15†
Surgery (VH) IQ-2 [2]-13
Tactics (H) IQ [2]-15†
Teaching (A) IQ-1 [1]-14
Theology (H) IQ-2 [1]-13
Throwing (A) DX [2]-14
Wrestling (A) DX+1 [4]-15
Writing (A) IQ-1 [1]-14

* Includes +1 for Combat Reflexes
† Includes +2 Born War Leader

Gear

I’m only listing combat gear.
Medium Encumbrance (97 lbs).

Clothes $0 2 lbs
Hammer-18 2d+5 cr (reach 1) $50. 5 lbs.
Medium Shield-17 DB 2 $60 15 lbs
Steel Laminated Plate DR 5 $900 30 lbs. torso, groin.
Plate Arms/Legs DR 6 $2,200 35 lbs. arms, legs
Gauntlets DR 4 $100 2 lbs. hands
Sollerets DR 4 $150 7 lbs. feet
Blessed Holy Symbol $250 1 lb.
$290

Notes

Legal Immunity (Cleric): It works much like Bardic Immunity. You can do anything in your religious capacity and no one but the Church can do anything about it, other than banish you.
Magicka, Absolute Direction, Accessory, and both Shticks are added outside the budget as they are setting switches. So there are no changes there.

Magery and spells were traded for Divine Favor and learned prayers. And although he only has access to one of them at a time, it feels like an awesome trade.

Because Arthur now is a Palatial, he is smarter and healthier than he used to be, which also makes him more skilled at several things. He is not as strong as he used to be, but the difference in damage is barely noticeable and the difference in encumbrance is nonexistent.

Arthur traded the equal Ally we didn’t know what to do with for two quarter allies he can actually use. As another substantial advantage had to go, we let go of High Pain Threshold, as it wasn’t needed last time around.

As all disadvantages couldn’t stay, Intolerance had to go. And as Obsession wasn’t on the list, it was replaced with a second Vow.

The 5 extra skill points we got from the Clergy lens were used to keep his Riding skill were it used to be and to improve Esoteric Medicine further together with dropping First Aid, as the latter skill no longer was needed.

In combat, he is better with his main weapon and worse at his additional melee weapons. He is a better healer, both magically and mundanely.

In the final analysis, we haven’t spent all of his character points, but what we have feels pretty good.

Tuesday, May 1, 2018

The Dragon Tablets: Edward Ashcroft 2.0

Last time Edward came in under budget, which gives us a lot of room to maneuver. But with the new templates, there will also be traits that weren’t there the first time around. As Edward was inspired by a Breton and they inspired the Wellen, it seems like a good idea to make Edward a Wellen. And as they, like humans, have a blank racial template, I have all the freedom in the world to use the points available to him. Other than what I’m putting in the Scout character template and the Accidental Hero motivational lens, of course.

Breton Rogue by Bethesda as Edward Ashcroft

Attributes

ST 13 [30]; DX 15 [100]; IQ 13 [60]; HT 13 [30].

Secondary Characteristics

Damage 1d/2d-1; BL 34 lbs.; HP 13 [0]; Will 13 [0]; Per 16 [15]; FP 13 [0]; Energy Reserve (Magicka) 10 [0]. Basic Speed 7.25 [5]; Basic Move 7 [0].
Dodge: 11/10+2 Parry (Broadsword) 13+2 Block 11+2

Advantages/Perks

Accessory (Map) [1]
Absolute Direction [5]
Ally (50%; Constantly; Summonable, +100%) [16]
Ambidexterity [5]
Catfall [10]
Combat Reflexes [15]
Danger Sense [15]
Fit [5]
Flexibility [5]
Heroic Archer [20]
High Manual Dexterity 1 [5]
Luck [15]
Perfect Balance [15]
Shtick (Absolute Direction and  your senses updates the Map automatically) [1]
Shtick (Absolute Direction shows the direction to all locations on the map) [1]
Wealth (Comfortable) [10]
Weapon Master (Bow) [20]

Disadvantages

Code of Honor (Pirate’s) [-5]
Compulsive Thrill-Seeking (9) [-15]
Overconfidence (12) [-5]
Sense of Duty (Companions) [-5]
Trickster (12) [-15]
Vow (Never Sleep Indoors) [-10]
Vow (Own no more than what can be carried) [-10]

Skills

Ranger! DX+4 [72]-19

Acrobatics (H) DX-1 [1]-14§ Boating (Unpowered) (A) DX-1 [1]-14
Brawling (E) DX [1]-15
Carousing (E) HT [1]-13
Cloak (A) DX-1 [1]-14
Connoisseur (Art) (A) IQ-1 [1]-12
Connoisseur (Luxuries) (A) IQ-1 [1]-12
Escape (H) DX+1 [1]-16‡
Fast-Talk (A) IQ+1 [4]-14
Filch (A) DX-1 [1]-14
First Aid (E) IQ+1 [2]-14
Forced Entry (E) DX [1]-15
Gambling (A) IQ+1 [4]-14
Gesture (E) IQ+1 [2]-14
Holdout (A) IQ [2]-13
Knot-Tying (E) DX [1]-15
Lip Reading (A) Per-1 [1]-15
Lockpicking (A) IQ-1 [1]-12
Merchant (A) IQ-1 [1]-12
Pickpocket (H) DX-1 [1]-14
Riding (Horse) (A) DX-1 [1]-14
Running (A) HT-1 [1]-12
Scrounging (E) Per [1]-16
Search (A) Per [2]-16
Shortsword (A) DX-1 [1]-14
Sleight of Hand (H) DX-1 [1]-14@
Smuggling (A) IQ [2]-13
Streetwise (A) IQ [2]-13
Swimming (E) HT [1]-13
Throwing (A) DX-1 [1]-14
Thrown Weapon (Knife) (E) DX+2 [4]-17
Traps (A) IQ+1 [4]-14
Urban Survival (A) Per [2]-16
Veterinary (H) IQ+1 [8]-14
Weather Sense (A) IQ-1 [1]-12
Wrestling (A) DX-1 [1]-14

‡ Includes +3 for Flexibility
§ Includes +1 for Perfect Balance
@ Includes +1 for High Manual Dexterity

Gear

I’m only listing combat gear.
Light Encumbrance (40.7 lbs).

Clothes $0 2 lbs.
Thrusting Broadsword-19 2d cut/1d+2 imp (reach 1) $600 3 lbs
4x Small Knife-19 2d-4 cut/1d-1 imp (reach C-1/C) Parry -1 $30 0.5 lbs. Thrown-15 1d-1 imp Range x0.5/x1 RoF 1 Shots T(1) Bulk -1
Composite Bow-19 1d+3 imp Acc 3 Range x20/x25 Wt 4/0.1 lbs RoF 1 Shots 1(2) $900 Bulk -7
Shoulder Quiver $10 0.5 lbs. Holds 12 arrows
Heavy Cloak-14 DB 2 $50 5 lbs. Damage spec. Acc 1 Range 2 RoF 1 Shots T(1) Bulk -6
Light Scale Armor DR 3 $150 15 lbs. torso
Cloth Sleeves DR 1* $20 2 lbs. arms.
Leather Pants DR 1* $40 3 lbs. legs, groin
Leather Gloves DR 2* $30 neg. hands.
Boots DR 2* $80 3 lbs. feet. $66

Fae

202 points
Attributes: ST: 10 [0]; DX: 13 [60]; IQ: 10 [0]; HT: 10 [0]
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 10 [0]; Per 10 [0]; FP 10 [0]; Energy Reserve (Magicka) 10 [0].
Basic Speed: 5.75 [0] Basic Move: 5 [0]; SM -4.
Advantages/Perks: Affliction 4 (Extended Duration, 30x, +60%; Magical, -10%; Temporary Disadvantage, Sessile, -50%) [25.6]; Burning Attack 3d (Lightning; Damage Modifiers, Surge, +20%; Magical, -10%) [16.2/4]; Create Visible Light 1 (Accessibility, Limited to lighting a 10-yard radius for one minute, -40%; Emanation, -20%; Magical, -10%; Reduced Fatigue Cost 2, +40%) [4.2]; Faerie (native) [6]; Flight (Winged, -25%) [30]; Honest Face [1]; Luck [15]; Rogue Talent 4 [20].
Disadvantages: Charitable (12) [-15]; Curious (12) [-5]; Impulsiveness (12) [-10]; Kleptomania (12) [-15]; Sense of Duty (Nature) [-15]; Sense of Duty (Edward) [-2]; Selfless (12) [-5].
Skills: Aerobatics (H) DX+2 [12]-15; Area Knowledge (The Faerie Realm) (E) IQ [1]-10; Connoisseur (Art) (A) IQ [2]-10; Connoisseur (Luxuries) (A) IQ [2]-10; Filch (A) DX+5 [4]-18*; Forced Entry (E) DX+6 [4]-19*; Lockpicking  (A) IQ+9 [20]-19*; Pickpocket (H) DX+6 [12]-19*; Research (A) IQ [2]-10; Stealth (A) DX+6 [8]-19*; Traps (A) IQ+9 [20]-19*.
* Includes +4 from Rogue Talent to Filch, Forced Entry, Lockpicking, Pickpocket, Stealth, Traps.
Fae are a kind of faerie with butterfly wings. This Fae is 12.2” tall and weigh less than 1 lb. He likes shiny things and picks them up, even if they technically are not his.

Notes

Magicka, Absolute Direction, Accessory, and both Shticks are added outside the budget as they are setting switches. So there are no changes there.
In general, Edward is better than he used to be, in particular at anything folded into the Ranger Wildcard! skill and social interaction. But the bow especially. On the other hand, his thieving side has been toned down to give him a sidekick. A Chewbacca to his Han Solo. The new Edward has also been trained in dealing with animals.

We have also added Compulsive Thrill-Seeking as his motivational disadvantage to be an adventurer. And we leave him with 36 unspent points.

Twin Mirror Gameplay Walkthrough Part 7 - The End [PC ULTRA 60FPS]

Part 7 of my #TwinMirror Blind Let's Play. The final episode of the series.