Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 03-21-2018, 07:00 AM   #1
Icelander
 
Icelander's Avatar
 
Join Date: Mar 2006
Location: Iceland*
Default Advantage that extends elixir and potion durations?

What base Advantage should I use to represent the ability to have the duration of alchemical and magical elixirs, potions and other potable concoctions increase for a certain character?

This is not an ability to make such things, though it may accompany it in some cases, but rather represents advanced Body Control, alchemical improvements or whatever other fantastical explanation might apply.

This is for a campaign where common types of potion are gear, available for cash, but there are also some rarer types. The main benefit this will have is reducing the cash that this character needs to spend on potions and extending the time that a potion belt of eight to twelve potions can keep him operating at higher than usual performance.

Typical 'common' potions with a duration that PCs buy include Strength Potions, Battle Potions and more powerful versions, such as Potion of Giant Strength or Potion of Heroism.

Potion costs are usually 0.005% to 0.1% of the total wealth of a single PC., which is many, many times the typical Starting Wealth, because they are legendary heroes who command armies and fleets.

I think the main reason the player wants this for his character is his increasing focus on Body Control and tantric chi powers, as well as the fact that he's taken to drinking alchemical-magical elixirs made from the concentrated blood of a particular vampire. He wants to retain the effects longer, which is usually as much bad as it is good. Awesome vampire senses, pretty good chance the character will be embarrassingly infatuated with a vampire.*

*Vampire blood makes the character more easily influenced by the vampire, tends to come with Quirks like Admiration (Crush), Desirous, Likes (Blood from this Vampire), Preferred Looks (Appearance of Vampire), etc. and Disadvantages like Addiction (Blood of this Vampire), Compulsive Behaviour (Drink Blood or Spend Time with Particular Vampire), Obsession (Serve Vampire), Sense of Duty (Vampire), Slave Mentality, etc.
__________________
Za uspiekh nashevo beznadiozhnovo diela!
Icelander is offline   Reply With Quote
 

Tags
alchemy, kromm replies, potions


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:05 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.