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Quick Build D6

We used a pared down version of the SW D6. Drop Movement, Encumbrance, and Equipment.
The character starts with an advantage, a flaw and two skill blocks, like 'Navy SEAL' or 'gadgetteer'.

And uses three attributes, Brawn, Reflexes, and Smarts, instead of six.The three attributes are either 3D each or 2D 3D and 4D.

Personal Equipment is assumed and Movement is guestimated.

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A Long Winter's Nap

Not that anyone is listening. Risus of Arabia is dead in the water (buried in the sand?). The Pulp group didn't work out and the Open Game night is going nowhere; I'm going to take a break, fold the tents, pack them up, tuck them away in a sand swept cave.

Jeff has given up on the Open Game nights and has temporally forsaken Risus. He's going back to work on his Buffyverse White Hat campaign, which is run on Fudge or Over the Fudge.

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Abulafia is the Ultimate Content Generator

I don't know about 'ultimate'; but incredibly cool and incredibly useful. Just be aware of the more AD&D oriented stuff.

http://www.random-generator.com/index.php?title=Main_Page

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Skills in Cliches


This is an option to tweak Cliches

Risus Magic makes the solution simple. No heavy math, the difficulty level is directly proportional to the spell's usefulness.

For further complexity, Element Control is either an advanced skill (minus 1 die) or an arcane skill (minus 2 dice) in an appropriate Alchemy cliche. (same thing as setting a higher TN)

By the same token Mesmerist and Illusionist can be taken as skills in appropriate cliches or through a talisman; skills can be taken through charms, cliches cannot. Specialized (limited) skills gain bonuses or lower TNs, a variation on my Unnamed Friend's weapon specialization from his Dark Conspiracy game. Say a PC took a Self Amused Street Magician (3) which allows for Universal Magic Abilities at (2); the PC can take Illusionist at (3), in lieu of a Lucky Shot slot.

Specialized skills can be taken in appropriate cliches, just be mindful of commonsense and moderation. Specialization can be taken at creation or during any advancement. Specialized skills can be bumped only by 2 over the cliche, otherwise just bump the cliche altogether. And they can be used to bump the skill past the cliche limit of 6 (depending on the game).

Say Joe Copp's Macho SWAT Goon (6) is topped out for the game level. He can use a advancement die to bump Sniper to 7 or 8 and use the third pip on his Streetwise skill in his Ex-Hard Nosed Street Cop (4) making it Streetwise (5), or he can take it as a Lucky Shot slot. He gains the Sniper (8) bonus only when he is using a sniper rifle at long range, with pistols, or other weapons, or hand to hand at mid or close range he rolls as Macho SWAT Goon (6).

Or simply tie Questing Dice to the skill.

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Talismans, Charms, and Amulets


These two articles by Steffan O'Sullivan (the creator of FUDGE) form the basis of Risus of Arabia charms and such. Charms and such also follow the guidelines set out in Risus Magic and can supply a skill independent of, but powered by, a cliche.


Historical Alchemical Elixirs

Roleplayer #13, February 1989

Historical Alchemical Elixirs for GURPS Magic

by Steffan O'Sullivan

With the publication of GURPS Magic, the alchemy rules have been expanded. Most of the 52 elixirs were written as part of a Fantasy game-system -- that is, they weren't copied from historical sources. Yet alchemical elixirs of many types were indeed sold throughout the centuries to the wealthier nobility and merchants. In the course of doing research for GURPS Swashbucklers, I came across many references to alchemical elixirs and talismans owned by various queens and powerful ministers, who usually had great faith in them.

It is not the intention of this article to give a history of alchemy, but it should be mentioned that for centuries, alchemical potions were touted as having magical powers. These elixirs are mentioned in letters, books and documents of the time, and some are presented here in GURPS terms.

The names of the elixirs have been brought into line with the names in GURPS Magic, and are not to be construed as historical. I've had to fiddle slightly with the descriptions to get them to fit game mechanics, but basically all are given as the alchemists who sold them represented them! All GURPS Magic rules apply, including the limitations on learning the more powerful elixirs. The GM does not have to allow the addition of any of these elixirs into the game.

Animal Control

Castor (Elixir of Horse Taming): Grants the subject a + 4 to any Animal Handling roll specific to horses and their relatives (mules and donkeys). In addition, it grants a +4 to any Riding, Teamster or Packing skill roll made concerning horses in a non-combat situation. The effect will last for 2d hours. Unguent only -- rub on hands. $50 in materials, 2 weeks. Cost: $250/$500.

Hostile Elixirs

Hecate (Elixir of Unluckiness): The subject has the Unluckiness disadvantage (p. B37) which will come to pass once within 24 hours and then expire. Potion or Powder only. $400 in materials, 6 weeks. $1 ,600/$3,000.

Magical Abilities

Aphrodite (Elixir of Attractiveness): Grants one level of the Good Appearance advantage (p. B15). The subject's looks will improve one level -- from Average to Attractive, from Beautiful to Very Beautiful, or from Hideous to Ugly, for example. Very Beautiful people will positively glow! The effect will last for 2d+ 1 hours. Potion or unguent only. $100 in materials, 3 weeks. Cost: $600/$1,000.

Moly (Elixir of Magic Resistance): Grants 5 levels of Magic Resistance (p. B21) to the subject for 1 hour. If taken by a mage, all of his spell rolls are at -5! All other Magic Resistance rules apply; see p. M13. Potion only. 5 weeks; $500 in materials; -2 to skill. Cost: $1 ,600/$3 ,200.

Hector (Elixir of Pain Resistance): Grants the High Pain Threshold advantage (p. B20) for 1 hour. Any form except pastille. $200 in materials, 2 weeks. Cost: $600/$1,000.

Kouon (Elixir of Gambling Luck): Allows subject a +3 on all gambling rolls for 1 hour. Use of this elixir is considered the same as cheating at gaming, and it is only available on the Black Market. Penalties if caught using it vary from a fine to a knife in the back, depending on the clientele of the game! This potion only affects games of chance -- it will not confer a +3 to win a horse race or wrestling match just because there is a bet placed on it! Potion or powder only. 4 weeks; $200 in materials; -l to skill. Cost: $900+ (whatever the market will bear).

Medical Elixirs

Athena (Elixir of Calming): Nullifies any extreme emotion the subject is under for 2d hours and allows rational thought. Specifically, this elixir grants a +3 to resist any spell or skill that works on the emotions, enabling the subject to reason something through rather than be swayed by passions or sentiment. In addition, it will calm any hysterical or enraged person, and grant a +3 to the IQ roll to overcome the Berserk or Bad Temper disadvantages. It has no effect on other disadvantages, however. Any form. $100 in materials, 2 weeks. Cost: $500/$900.

Aurora (Elixir of Awakening): Acts on the subject as the Awaken spell (p. M43). Any form. $150 in materials, 3 weeks. Cost: $500/$900.

Mental Abilities

Artemis (Elixir of Immunity to Love): Protects against and cancels the effect of the Eros elixir. This elixir will also give the subject a +5 to resist any Sex Appeal attempt, and will nullify any infatuation the subject has. Duration is 2d hours for protection purposes; the effects of an Eros elixir taken within that time or earlier are canceled permanently. A natural infatuation is nullified for 2d hours, and remains nullified until the subject next sees the object of his infatuation, or an image of her. Potion only. $100 in materials, 3 weeks. Cost: $500/$1 ,000.

Mental Control

Phoebus (Elixir of Truthfulness): The subject cannot tell a lie, exactly as in the Compel Truth spell (p. M26). The effect will last for 1 hour. Potion or powder only. $200 in materials, 4 weeks. Cost:

$1 ,100/$2,000.

Pirithous (Elixir of Forgetfulness): Produces amnesia in the subject for one hour. The subject's IQ is treated as normal for intelligence purposes, but the subject cannot remember his name or what he was doing at the time he took the elixir. Any quest or geas will be forgotten. The subject will not remember his skills, though if persuaded he can accomplish a task, and will perform at -2. Spell casting is impossible while under the influence of this potion. Potion only. 3 weeks; $100 in materials; -3 to skill. Cost: $700/$1,200.

Polyphemus (Elixir of Gullibility): The subject acquires the Gullibility disadvantage for 1d hours (see p. B33). Any form except pastille. 2 weeks; $150 in materials. Cost: $500/$900.

In the next issue of Roleplayer, I will present Alchemical Amulets and Talismans, which were also considered efficacious in medieval and Renaissance times.

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Copyright © 1997 by Steve Jackson Games. All rights reserved.

Steve Jackson Games | GURPS | Roleplayer Index

Roleplayer #15, August 1989

Talismans

A Look At Historical Charms and Amulets

by Steffan O'Sullivan

"A talisman is nothing else than the seal, figure, character, or image of a celestial omen, planet, or constellation; impressed, engraved, or sculptured upon a sympathetic stone or upon a metal corresponding to the planet; by a workman whose mind is settled and fixed upon his work and the end of his work without being distracted or dissipated in other unrelated thoughts; on the day and at the hour of the planet; in a fortunate place; during fair, calm weather, and when the planet is in the best aspect that may be in the heavens, the more strongly to attract the influences proper to an effect depending upon the power of the same and on the virtues of its influences."

-- Pierre de Bresche, in Traite' des Talismans, 1671.

An amulet is a charm with protective powers. A talisman is a charm with empowering abilities. There is a long tradition of talismans and amulets made by alchemists (as well as shamans, witches, priests, etc.) and sold to the public throughout history. In fact, the odds are good that most of you reading this have some amulet or talisman at home, on your person, or in your car -- just some little object that has a little extra meaning to you. It is a very human thing, this trusting of certain lucky objects, and these rules could easily be adapted to GURPS Ice Age, GURPS Space, or any other campaign.

Alchemical charms have been sold throughout history, and we have descriptions of many of them. They were worn by kings and queens, popes and bishops, merchants and diplomats. Less expensive amulets, usually made by "witches," were worn or hung in the house by nearly everybody else. Unfortunately, the most frequently mentioned ones are not necessarily suitable for gaming. The most common amulets were those that protected against violence, plague, theft and bad luck -- you could, according to the creator of one amulet, wear it in the toughest part of town with bulging moneybags and not be touched. Others promised to spring you from jail the next day -- sort of a "Get out of jail free" card . . . however, such powerful amulets might be out of place in many campaigns. Dishonest or deluded alchemists would certainly offer such charms, but whether they work or not is up to the GM.

Charms from Existing Elixirs

Some of the historical charms are promising game material, though, having the same results as certain elixirs presented in GURPS Magic and in the last issue of Roleplayer. These include amulets of Aesculapius, Janus, Moly, Athena, and Artemis, and talismans of Orpheus, Prometheus, Ceres, Theseus, Tyche, Aphrodite, Kuoun, and others. Moly is particularly interesting, and will be covered in detail in this article.

Going beyond the bounds of history, the GM can easily apply these rules to any of the existing elixirs. Those that protect can be made into amulets; those that grant powers can be made into talismans. In general, there are very few references in alchemy to charms that caused unpleasant results. Such objects were made by witches, and are rife in voodoo lore, but alchemy seems to have limited such hostile powers to occasional elixirs. The GM may allow such objects to exist, of course, but they should be scarcer than the beneficial ones.

Moly Amulets

The elixir Moly, introduced in Roleplayer 13, is an excellent source for amulets. Many amulets purported to work against hostile magic -- some were very specific as to the type of magic they would counter. This can be introduced into GURPS very easily as amulets that work against certain Magical Colleges.

The most common Moly amulets would be those that protect against Mind Control, Communication & Empathy, and Body Control spells. Those that protect against other colleges are possible, but amulets should not work against Missile spells, Jet spells or spells with similar control of the elements.

Each Moly amulet protects against the spells of one particular college. The level of protection varies -- see Time and Cost to Make, below. This can be thought of as Magic Resistance that is specific in the type of magic it resists -- which can be a very valuable asset! The GM is free to regulate such amulets in any way he sees fit. For instance, some amulets might only protect against a specific spell. Such amulets would be cheaper to make than those that protect against an entire college of magic.

Time and Cost to Make

The cost in materials to manufacture an alchemical charm is the same as for the elixir of the same property. The time to manufacture such an amulet or talisman is ten times that listed to manufacture the elixir. The GM may vary this time and cost to make charms more or less available in his world. Making a charm is very hard work, requiring long hours and correct timing of the planetary influences to capture the essences desired. At the end of the time period, the alchemist makes his skill roll, applying any penalties as per the elixir of the same properties. A critical failure destroys the charm entirely, while an ordinary one wastes the work, but won't break any gem involved.

Talismans and amulets made of gems have always been valued more than those made of other materials. Any gem with an intrinsic value of $2,500 or more gives a +1 bonus in some way to the power of the amulet. This might be 1d +1 hours of duration instead of 1d hours, +5 to Leadership instead of +4, and so on. This is up to the GM.

The GM does not have to allow PC alchemists the ability to make charms. Such knowledge may be limited to Guildmasters, for example, or even Grand Masters. All the other ways to limit magic item manufacture can also be used -- see p. M17.

Making Moly Amulets

Moly amulets are made in stages, like Powerstones. Each period of empowering the amulet produces +1 Magic Resistance, specific to whatever college is intended. This is an exception to the rule that charms have the same properties as the elixirs -- Moly amulets may have less than 5 Magic Resistance benefits -- or they may have more, if the GM permits it. (A GM may allow a sufficiently powerful Moly amulet to protect totally against spells of a given college. If it is allowed at all, though, this should be very rare and costly!) A level 1 Moly amulet must go through the whole empowering procedure again to become a level 2 amulet. Critical failures along the way destroy the amulet and any materials that have gone into it.

Detection and Analysis

Treat an alchemical charm as if it were an elixir for detection purposes -- see p. M88. In general, if an alchemist knows the formula for the elixir in question, he will be able to recognize it with five minutes examination and a successful Alchemy skill roll. If it has powers that he does not know the formula for, the GM may assign a penalty to the Alchemy roll, ranging from -1 to -10. As usual, the GM rolls for the player, and lies on any critical failures.

Using Charms

Amulets are treated as always-on magic items. There is no "time to cast," and they cost the user no fatigue. They protect the wearer at all times, whether the person knows what the amulet does or not. Moly amulets add their level to the wearer's Resistance roll, and subtract their level from the caster's spell skill roll -- see Magic Resistance, p. M13.

Alchemical talismans -- empowering devices -- should have limited time use. Treat such an item as a magic item with an exclusive powerstone. The time the effects last should be equal to the time the elixir lasts. After that, the power fades, and the talisman becomes dormant. It "recharges" at a rate equal in days to the time in weeks it would take to create the appropriate elixir. Thus, a talisman of Orpheus lasts 1d hours, and then takes three days to recharge before it can be used again. A talisman of Tyche lasts 2d hours, then needs six days to recharge, and so on. Count only the time that a talisman is worn; it could sit in a chest for centuries without losing power.

There is no "cost to cast" for a talisman -- no fatigue is spent activating one. The wearer merely wills the talisman to have the specific effect -- simply willing it to "Do something!" won't work. It is up to the GM whether a talisman works automatically if it is willed to, or if a roll is required against the alchemist's skill at the time of using it. If a roll is required, apply any penalties to skill that the alchemist needed to roll to create the charm.

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Copyright © 1997 by Steve Jackson Games. All rights reserved.

Steve Jackson Games | GURPS | Roleplayer Index

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