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Old 06-13-2018, 11:00 AM   #31
D10
 
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Default Re: Pyramid #3/109: Thaumatology V

Quote:
Originally Posted by gudmo View Post
Posted this in the DFRPG section... Better suited here I think

Only thing missing were Mage-Hunter Lenses for other classes like Knight, Swashbuckler or Barbarian.

That would be very nice if anyone has examples of such lenses. I especially see a Knight Mage-Hunter Lens being very useful.
Personally, just buying magic resistance, being able to close the distance and resist blocking spells should go a long way
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Old 06-20-2018, 12:33 PM   #32
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Default Re: Pyramid #3/109: Thaumatology V

So, I'm really liking Magnum Opus; I've always wanted to see RWBY — I mean BRYWs — incorporated into an Alchemy system. A couple of questions:

1. Has anyone adapted the full list of Elixirs from GURPS Magic for use with Magnum Opus? Similarly, has anyone worked out a more extensive list of Alchemical Reagents?

2. How would Chinese Alchemy differ from this? I'm thinking that instead of four-process BRYWs, Chinese Alchemy would probably use five-element codes corresponding to Earth, Fire, Metal, Water, and Wood.

3. I probably won't be using the Herb Lore stuff from this article; I prefer to treat Herbary as something distinct from Alchemy, not merely “the poor man's alchemy”.
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Old 06-20-2018, 12:41 PM   #33
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Default Re: Pyramid #3/109: Thaumatology V

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Originally Posted by dataweaver View Post

2. How would Chinese Alchemy differ from this? I'm thinking that instead of four-process BRYWs, Chinese Alchemy would probably use five-element codes corresponding to Earth, Fire, Metal, Water, and Wood.
I havent done it yet but it is on my to do list as my fantasy setting uses a similar system.
Started a short listing on my blog, Ill try to have it up for GURPS Day.
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Old 06-20-2018, 05:58 PM   #34
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Default Re: Pyramid #3/109: Thaumatology V

OK, entry is up on my blog at https://refplace.blogspot.com/2018/0...amid-3109.html
If you have Thaumatology it wont be a lot of help but I will add some gemstones and other materials later, also need to figure out stuff for Void which is whats really kept this on my backburner.
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Old 06-23-2018, 05:16 PM   #35
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Default Re: Pyramid #3/109: Thaumatology V

Quote:
Originally Posted by dataweaver View Post
So, I'm really liking Magnum Opus; I've always wanted to see RWBY — I mean BRYWs — incorporated into an Alchemy system.
Thanks! The original term for BRYWs was indeed RWBYs, but at a suggestion from my preliminary editor I changed it to avoid any question of copyright, and ultimately I felt like a "brew" was more thematically appropriate to the idea of alchemy than a "ruby."

Quote:
Originally Posted by dataweaver View Post
1. Has anyone adapted the full list of Elixirs from GURPS Magic for use with Magnum Opus? Similarly, has anyone worked out a more extensive list of Alchemical Reagents?
I've considered doing this, or at least the first part, for a while and probably will sometime in the near future. The second part I feel would be a lot of work for not a ton of reward. You could definitely have a setting-specific reagent list, but not every critter, substance, or plant will exist in every setting. It's meant to be simple enough to allow for assigning BRYW values on-the-fly. The reagents listed in the article exist to illustrate the system more than anything.

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Old 07-08-2018, 11:00 PM   #36
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Default Re: Pyramid #3/109: Thaumatology V

Hey all,

Better late than never, I guess. Here's a complete list of all alchemical concoctions found in GURPS: Magic formatted as Magnum Opus recipes. While this is about as close to a complete vision as I can get to for this list, I highly encourage people to change things to suit their campaign, particularly to allow/restrict elixirs available to Herb Lore and to include thematically appropriate Specific Reagents in their brews.

I went through pretty painstaking care to make sure there aren't any duplicate BRYWs, but if anyone notices any, please let me know and I'll update it. I apologize for the wasted space. I don't know how to/if it's possible to format tables on this forum.

Quote:
Animal Control

Elixir of Beast-Speech
Effect: See GURPS Magic, p. 213.
Form: Any but pastille.
BRYW: -1/+2/+2/+1
Specific Reagents: None.
Process: 3 weeks; defaults to Alchemy-1.

Elixir of Bird Control
Effect: See GURPS Magic, p. 213.
Form: Any but pastille.
BRYW: -1/+2/+1/-1
Specific Reagents: None.
Process: 2 weeks; defaults to Alchemy-1.

Elixir of Dragonslaying
Effect: See GURPS Magic, p. 213.
Form: Pastille.
BRYW: -1/-1/-1/+1
Specific Reagents: One drop of blood from a dragon’s heart, worth $500.
Process: 4 weeks; defaults to Alchemy-1.

Elixir of Horsemanship
Effect: See GURPS Magic, p. 214.
Form: Ointment.
BRYW: +0/+0/+2/-2
Specific Reagents: None.
Process: 2 weeks; defaults to Alchemy-1.

Combat Abilities

Elixir of Battle
Effect: See GURPS Magic, p. 214.
Form: Any but pastille.
BRYW: +0/+1/+0/+2
Specific Reagents: None.
Process: 2 weeks; defaults to Alchemy-2.

Elixir of Endurance
Effect: See GURPS Magic, p. 214.
Form: Any but pastille.
BRYW: +2/+1/+2/+1
Specific Reagents: None.
Process: 6 weeks; defaults to Alchemy-1.

Elixir of Fetching and Carrying
Effect: See GURPS Magic, p. 214.
Form: Any.
BRYW: +2/-1/+1/-1
Specific Reagents: None.
Process: 1 week; defaults to Alchemy-1.

Elixir of Leadership
Effect: See GURPS Magic, p. 214.
Form: Any.
BRYW: +1/+2/+2/-2
Specific Reagents: None.
Process: 7 weeks; defaults to Alchemy-1.

Elixir of Invulnerability
Effect: See GURPS Magic, p. 214.
Form: Any but pastille.
BRYW: +2/+1/-2/+1
Specific Reagents: 12 ounces of adamant, worth $600.
Process: 6 weeks; defaults to Alchemy-4.

Elixir of Speed
Effect: See GURPS Magic, p. 214.
Form: Any but pastille.
BRYW: +1/+1/+2/+1
Specific Reagents: None.
Process: 3 weeks; defaults to Alchemy-1.

Elixir of Stealth
Effect: See GURPS Magic, p. 214.
Form: Any.
BRYW: +1/+2/-1/+2
Specific Reagents: None.
Process: 3 weeks; defaults to Alchemy-2.

Elixir of Strength
Effect: See GURPS Magic, p. 214.
Form: Any but pastille.
BRYW: +2/+0/+2/+0
Specific Reagents: None.
Process: 2 weeks; defaults to Alchemy-2.

Hostile Elixirs

Elixir of Aging
Effect: See GURPS Magic, pp. 214-215.
Form: Any.
BRYW: -2/-1/-1/+2
Specific Reagents: None.
Process: 3 weeks; defaults to Alchemy-1.

Elixir of Death
Effect: See GURPS Magic, p. 215.
Form: Any.
BRYW: +1/+1/+1/+1
Specific Reagents: None.
Process: 2 weeks; defaults to Alchemy-1.

Elixir of Fear
Effect: See GURPS Magic, p. 215.
Form: Any; subject resists at -4 against all forms but pastille.
BRYW: +1/+1/+0/+0
Specific Reagents: None.
Process: 1 week; defaults to Alchemy-1.

Elixir of Foolishness
Effect: See GURPS Magic, p. 215.
Form: Any, but pastille effect last only 1d minutes.
BRYW: +0/+2/+1/+0
Specific Reagents: None.
Process: 2 weeks; defaults to Alchemy-1.

Elixir of Frustration
Effect: See GURPS Magic, p. 215.
Form: Any.
BRYW: -1/-1/-1/-1
Specific Reagents: None.
Process: 3 weeks; defaults to Alchemy-1.

Elixir of Hatred
Effect: See GURPS Magic, p. 215.
Form: Any.
BRYW: +0/+0/-2/-1
Specific Reagents: None.
Process: 1 week; defaults to Alchemy-1.

Elixir of Jealousy
Effect: See GURPS Magic, p. 215.
Form: Any.
BRYW: +0/+0/-1/-1
Specific Reagents: None.
Process: 2 weeks; defaults to Alchemy-1.

Elixir of Lecherousness
Effect: See GURPS Magic, p. 215.
Form: Any.
BRYW: +1/+2/+1/+1
Specific Reagents: None.
Process: 2 weeks; defaults to Alchemy-1.

Elixir of Madness
Effect: See GURPS Magic, p. 215.
Form: Any.
BRYW: +1/+1/-1/-1
Specific Reagents: None.
Process: 1 week; defaults to Alchemy-1.

Elixir of Odium
Effect: See GURPS Magic, p. 215.
Form: Any.
BRYW: -1/-2/-2/-1
Specific Reagents: None.
Process: 4 weeks; defaults to Alchemy-1.

Elixir of Self-Love
Effect: See GURPS Magic, p. 215.
Form: Any.
BRYW: +0/+0/+1/-1
Specific Reagents: None.
Process: 4 weeks; defaults to Alchemy-1.

Elixir of Unluckiness
Effect: See GURPS Magic, p. 215.
Form: Any but pastille.
BRYW: -1/-2/-2/+2
Specific Reagents: None.
Process: 6 weeks; defaults to Alchemy-1.

Elixir of Weakness
Effect: See GURPS Magic, p. 215.
Form: Any, but pastille effect lasts only 1d minutes.
BRYW: +0/+1/+0/+1
Specific Reagents: None.
Process: 2 weeks; defaults to Alchemy-1.

Magical Abilities

Elixir of Attractiveness
Effect: See GURPS Magic, p. 216.
Form: Any but pastille.
BRYW: -1/+1/+1/-1
Specific Reagents: None.
Process: 3 weeks; defaults to Alchemy-1.

Elixir of Fire Resistance
Effect: See GURPS Magic, p. 216.
Form: Any but pastille.
BRYW: +1/+1/-2/+2
Specific Reagents: None.
Process: 1 week; defaults to Alchemy-1.

Elixir of Flight
Effect: See GURPS Magic, p. 216.
Form: Any but pastille.
BRYW: -1/+2/+1/+2
Specific Reagents: A Pegasus feather, worth $200.
Process: 10 weeks; defaults to Alchemy-3.

Elixir of Gambling
Effect: See GURPS Magic, p. 216.
Form: Potion or powder.
BRYW: -1/-1/+2/+1
Specific Reagents: None.
Process: 4 weeks; defaults to Alchemy-2.

Elixir of Invisibility
Effect: See GURPS Magic, p. 216.
Form: Potion or ointment.
BRYW: -2/+2/-2/+2
Specific Reagents: Half an ounce of stable ectoplasm, worth $500.
Process: 16 weeks; defaults to Alchemy-4.

Elixir of Luck
Effect: See GURPS Magic, p. 216.
Form: Any.
BRYW: -1/+1/+2/-1
Specific Reagents: None.
Process: 6 weeks; defaults to Alchemy-3.

Elixir of Magic Resistance
Effect: See GURPS Magic, p. 216.
Form: Any.
BRYW: +2/+1/-2/+2
Specific Reagents: Powdered sapphire, worth $100.
Process: 5 weeks; defaults to Alchemy-3.

Elixir of Pain Resistance
Effect: See GURPS Magic, p. 216.
Form: Any but pastille.
BRYW: +1/+1/+1/+2
Specific Reagents: None.
Process: 2 weeks; defaults to Alchemy-1.

Elixir of Transformation
Effect: See GURPS Magic, p. 216.
Form: Any but pastille.
BRYW: -1/+1/+2/+2
Specific Reagents: A lycanthrope heart, worth $400.
Process: 12 weeks; defaults to Alchemy-1.

Elixir of True Sight
Effect: See GURPS Magic, p. 216.
Form: Any but pastille.
BRYW: -1/+1/+1/+2
Specific Reagents: None.
Process: 4 weeks; defaults to Alchemy-2.

Elixir of Water Breathing
Effect: See GURPS Magic, p. 216.
Form: Potion only.
BRYW: +0/-1/+0/+1
Specific Reagents: None.
Process: 5 weeks; defaults to Alchemy-2.

Elixir of Water-Walking
Effect: See GURPS Magic, p. 216.
Form: Any but pastille.
BRYW: -1/+0/+0/+2
Specific Reagents: None.
Process: 4 weeks; defaults to Alchemy-2.
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Old 07-08-2018, 11:01 PM   #37
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Default Re: Pyramid #3/109: Thaumatology V

Elixir Recipes Continued....

Quote:
Medical Elixirs

Alchemical Antidote
Effect: See GURPS Magic, p. 217.
Form: Any but pastille.
BRYW: +2/+0/-2/+0
Specific Reagents: None.
Process: 2 weeks; defaults to Alchemy-3.

Elixir of Awakening
Effect: See GURPS Magic, p. 217.
Form: Any.
BRYW: +1/+0/+0/+2
Specific Reagents: None.
Process: 3 weeks; defaults to Alchemy-1.

Elixir of Eternal Rest
Effect: See GURPS Magic, p. 217.
Form: Potion or ointment.
BRYW: +2/-2/+2/+2
Specific Reagents: Two ounces of salt, extracted from the tears of the grief-stricken, worth $1,500.
Process: 4 weeks; defaults to Alchemy-2.

Elixir of Fertility
Effect: See GURPS Magic, p. 217.
Form: Any but pastille.
BRYW: +0/+2/+2/+0
Specific Reagents: The first summer fig ripened on a fig tree sprouting from a nurse log, worth $1,250.
Process: 20 weeks; defaults to Alchemy-5.

Elixir of Healing
Effect: See GURPS Magic, p. 217.
Form: Any but pastille.
BRYW: +0/+1/+1/+0
Specific Reagents: None.
Process: 1 week; defaults to Alchemy-1.

Elixir of Health
Effect: See GURPS Magic, p. 217.
Form: Potion only.
BRYW: +2/+1/+1/+1
Specific Reagents: None.
Process: 4 weeks; defaults to Alchemy-2.

Elixir of Hybridization
Effect: See GURPS Magic, p. 217.
Form: Powder or potion.
BRYW: -1/+2/-1/+2
Specific Reagents: The eggshell of a hatched cockatrice, worth $200.
Process: 10 weeks; defaults to Alchemy-4.

Elixir of Lichdom
Effect: See GURPS Magic, pp. 159-160.
Form: Potion only.
BRYW: -2/-2/-2/+2
Specific Reagents: The heart, eyes, brain of one who was truly beloved by the brewer, killed by their own hand for the sole purpose of becoming a lich. Only the individual who brewed the elixir may purposefully imbibe it.
Process: 50 weeks; defaults to Alchemy-7.

Elixir of Long Slumber
Effect: See GURPS Magic, p. 217.
Form: Any.
BRYW: +2/+1/+1/+2
Specific Reagents: A lotus flower cultivated exclusively in moonlight, worth $4,200.
Process: 25 weeks; defaults to Alchemy-1.

Elixir of Reanimation
Effect: See GURPS Magic, p. 217.
Form: Ointment only.
BRYW: +2/+1/-1/-2
Specific Reagents: Worth $1,700.
Process: 12 weeks; defaults to Alchemy-3.

Elixir of Regeneration
Effect: See GURPS Magic, p. 218.
Form: Ointment.
BRYW: +2/+1/+2/-1
Specific Reagents: None.
Process: 20 weeks; defaults to Alchemy-4.

Elixir of Resurrection
Effect: See GURPS Magic, p. 218.
Form: Potion only.
BRYW: +0/+2/+2/-2
Specific Reagents: A tear shed for the passing of a mortal by an Angel of Death.
Process: 50 weeks; defaults to Alchemy-6.

Elixir of Sleep
Effect: See GURPS Magic, p. 218.
Form: Any.
BRYW: +1/+0/+0/+1
Specific Reagents: None.
Process: 1 week; defaults to Alchemy-1.

Elixir of Tranquility
Effect: See GURPS Magic, p. 218.
Form: Any.
BRYW: +1/-1/-1/+1
Specific Reagents: None.
Process: 2 weeks; defaults to Alchemy-1.

Universal Antidote
Effect: See GURPS Magic, p. 218.
Form: Potion or powder.
BRYW: +2/+2/+0/-2
Specific Reagents: None.
Process: 2 weeks; defaults to Alchemy-2.

Elixir of Youth
Effect: See GURPS Magic, p. 218.
Form: Potion only.
BRYW: -1/+2/+1/-2
Specific Reagents: Nectar from the tree of life.
Process: 50 weeks; defaults to Alchemy-9.

Mental Abilities

Elixir of Charisma
Effect: See GURPS Magic, p. 218.
Form: Any but pastille.
BRYW: -1/+1/+1/+1
Specific Reagents: None.
Process: 3 weeks; defaults to Alchemy-2.

Elixir of Foresight
Effect: See GURPS Magic, p. 218.
Form: Any.
BRYW: -1/-1/+2/+2
Specific Reagents: None.
Process: 10 weeks; defaults to Alchemy-1.

Elixir of Hardheartedness
Effect: See GURPS Magic, p. 218.
Form: Potion only.
BRYW: +1/-1/+1/+1
Specific Reagents: None.
Process: 3 weeks; defaults to Alchemy-1.

Elixir of Memory
Effect: See GURPS Magic, p. 219.
Form: Any.
BRYW: -1/-2/+2/+2
Specific Reagents: None.
Process: 6 weeks; defaults to Alchemy-1.

Elixir of Wisdom
Effect: See GURPS Magic, p. 219.
Form: Potion or powder.
BRYW: -2/-1/+2/+2
Specific Reagents: Powdered diamond, worth $200.
Process: 5 weeks; defaults to Alchemy-2.

Mental Control

Elixir of Drunkenness
Effect: See GURPS Magic, p. 219.
Form: Powder only; must be taken in wine.
BRYW: +1/+1/+1/-1
Specific Reagents: None.
Process: 3 days; defaults to Alchemy-1.

Elixir of Friendship
Effect: See GURPS Magic, p. 219.
Form: Any, but pastille lasts only 3d minutes.
BRYW: +1/+2/+2/-1
Specific Reagents: None.
Process: 2 weeks; defaults to Alchemy-1.

Elixir of Forgetfulness
Effect: See GURPS Magic, p. 219.
Form: Potion only.
BRYW: +1/-1/-1/-1
Specific Reagents: None.
Process: 3 weeks; defaults to Alchemy-4.

Elixir of Gullibility
Effect: See GURPS Magic, p. 219.
Form: Any but pastille.
BRYW: +0/+0/+1/-2
Specific Reagents: None.
Process: 2 weeks; defaults to Alchemy-1.

Elixir of Love
Effect: See GURPS Magic, p. 219.
Form: Any.
BRYW: +1/+2/+2/+1
Specific Reagents: A blue rose that bloomed in winter, worth $300.
Process: 3 weeks; defaults to Alchemy-1.

Elixir of Truth
Effect: See GURPS Magic, p. 219.
Form: Any.
BRYW: +1/+1/-1/-2
Specific Reagents: None.
Process: 4 weeks; defaults to Alchemy-1.

Skills and Physical Abilities

Elixir of Craftsmanship
Effect: See GURPS Magic, p. 219.
Form: Any.
BRYW: -1/+2/+2/+2
Specific Reagents: None.
Process: 4 weeks; defaults to Alchemy-2.

Elixir of Hearing
Effect: See GURPS Magic, p. 219.
Form: Ointment only; must be applied directly to the ears.
BRYW: +1/+1/-1/+1
Specific Reagents: None.
Process: 1 week; defaults to Alchemy-1.

Elixir of Keen Sight
Effect: See GURPS Magic, p. 219.
Form: Ointment only; must be applied directly to the eyes.
BRYW: +0/+0/-2/+2
Specific Reagents: None.
Process: 2 weeks; defaults to Alchemy-1.

Elixir of Music
Effect: See GURPS Magic, p. 219.
Form: Any, but pastille effect lasts only 2d minutes.
BRYW: -1/+2/+0/+0
Specific Reagents: None.
Process: 4 days; defaults to Alchemy-1.

Exotic Preparations

Alkahest
Effect: See GURPS Magic, pp. 220-221.
Form: Special.
BRYW: -2/+0/+0/+2
Specific Reagents: None.
Process: 4 weeks; defaults to Alchemy-5.

Homunculus
Effect: See GURPS Magic, p. 221.
Form: Special.
BRYW: +2/+2/-1/+2
Specific Reagents: Half an ounce of human amniotic fluid, worth $600, as well as hair, skin, and blood samples from the creator and ongoing nutrients to sustain the homunculus.
Process: At least 13 weeks; defaults to Alchemy-10.

Philosopher’s Stone
Effect: See GURPS Magic, p. 221.
Form: Special.
BRYW: +2/-2/-2/+2; -2/+2/+2/-2; +2/+2/-2/-2; -2/-2/+2/+2
Specific Reagents: 100 lbs. of lead ($1,250); 10 lbs. of copper ($625); 1 lb. of silver ($1,000); 0.1 lb. of gold ($2,000).
Process: Creating a Philosopher’s Stone requires the completion of four separate brewing processes, each requiring the associate specific reagents listed above. Each process takes 13 weeks and defaults to Alchemy-8, a failure on any of which ruins the as-of-yet used materials.
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Old 07-09-2018, 01:30 AM   #38
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Default Re: Pyramid #3/109: Thaumatology V

Great work
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