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Re: [DL] Alchemy Question
On Monday, August 26, 2002, at 11:46 PM, Wangenstein wrote:
> Brett wrote:
>> I just reread that section today, and I think the division is something
>> of a rule-of-thumb rule. In general, the difficult aspect seems to be
>> that the potions can provide the power, but not the control... For
>> example, the fire-breathing potion uses an existing mechanism to
>> control
>> it... The wonderfully complciated apparatus of the human mouth, capable
>> of respiration, food intake, and a range of other tricks.
>>
>> Either way, it's the marshall's call where the line is.
> I just re-reread that bit: "An elixir may only alter or affect the
> person or object upon which it is used. It's not possible to create an
> elixir that allows a person to throw fireballs from his fingertips,
> because the fireballs would be affecting something other than the
> person who drank the elixir." I don't know how you got 'power not
> control' out of that, btw. :)
It's all in the interpretation. Again, the fire-breathing potion is
basically a variant on any sort of incendiary reacts-to-air potion.
OTOH, the frieball tossing potion would need a lot of work... Now, maybe
if the user could drink the potion and spit fire...
>> No problem. I think the core of the rules for Mads in general is that
>> theory and concept are more important than rules any day.
> Glad to hear it. That's the way I tend to think, too...
I'm finally getting a Mad Scientist posse member the next time I run, so
I've been reading the Mad Scientist rules recently.
>>> Undead Attractor
>>> Undead Repellent
>> Both of these seem reasonable to me, though the backstory could be
>> improved perhaps. I like the animal issue with the second one.
> Yeah, as I said, they're nowhere near done yet. Just sketches to put
> forth the concept.
No problem. As I said, I'm gaining a player Mad soon, and we'll be
handling most of the design phase out-of-game via email.
>> The undead attractant makes a better toss-potion, in my mind. The idea
>> of undead bait sounds more ghoulish and up the alley of the averal
>> alchemical Mad. I'm also reminded of a gadget from a Ghostbusters game
>> that acted as ghost bait, and all the unsavory options for components
>> this allows.
> This was my thought as well: an instant sacrificial lamb (or huckster,
> saloon gal, etc.) for when times get tough, or a method of redirecting
> zombie-types back onto the person(s) who command/side with them.
> "G'bye, Bob..."
I'd probably allow it as a throwable potion myself.. basically a batch
of strangely pungent stuff that attracts the beasties. Of course, the
range would be limited, and once the nasties get to it it it won't last
long as it's pulverised... But it sees more useful than making poor
Kenny into a target...
>> The repellant I'd keep as a potion, though. The effects of it seeming
>> to
>> come out in the drinker's sweat would be hard to resist.
> Again, I concur, though I originally saw it (and the Mimicant) as a
> lotion to be applied externally.
Hmmm... Could work...
>> I assume the major malfuction for each is the reverse of the intended
>> effect.
> I've never been a big fan of Malfunctions causing the opposite of their
> intended effect. If you're making aqua regia, for example, you're not
> going to screw up and get Kool-aid (assuming, of course that aqua regia
> and Kool-aid are chemical opposites :) ). I prefer to come up with
> novel Malfunctions that work off of the intended function.
I tink the reason for the opposite effects of so many malfunctions is
that all Mad science is inspire by the reckoners, and they love the
chaos and fear it can spread.
>>> Undead Mimicant
>> This seems very powerful in some games... I'd be a bit hesitant to
>> allow
>> it, myself.
> I don't think it's -that- powerful. It certainly isn't going to work in
> a surprise combat situation, since it has to be carefully applied in
> order to cover the user's scent completely. Also, it isn't going to
> fool Abominations or Harrowed, just the mass-animated 'mindless' undead
> like the walkin' dead.
as another poster said, even normal Deadlands Walkin' Dead are pretty
smart in a lot of cases...
>> The main issue with all of these is that they would seem to be based of
>> the type of knowledge Academia: Occult covers. Only certain mads would
>> even have this kind of knowledge, but your character may be one of
>> them,
>> I guess!
> Any specialized knowledge required would tend to take some of the sting
> out of their potential power, though. In fact, finding or being given
> some, then wanting to learn to make more could be a quest in and of
> itself for an Alchemist character.
Fair enough. These could certainly be rare artifacts for use in an
adventure. i wasn't quite sure if you were writing from a marshall or
posse angle...
> I appreciate your comments, Brett. Thank you!
It's appreciated. I need to find time to re-read the core of the
collegium tonight... If there's ay new alchemy bits in their that seem
apropriate I'll mention them.
Also, for the dividing line, does the d20 tome have any words of wisdom?
--
Brett
LORD, WHAT CAN THE HARVEST HOPE FOR, IF NOT FOR THE CARE OF THE REAPER
MAN? (Reaper Man, Terry Pratchett)