[gurps] [3e] Elixir weight
Bryan
brakeb at gmail.com
Mon Apr 6 17:04:57 CDT 2009
On Mon, Apr 6, 2009 at 11:39, David Scheidt <dmscheidt at gmail.com> wrote:
> On Mon, Apr 6, 2009 at 2:32 PM, Travis Watkins <terwin3 at gmail.com> wrote:
>> I think the main reasons for 'oops that was all of it' comes from a
>> lack of standardized containers and dose sizes.
>
> Don't forget the "hey, it's magic. Stuff happens!" explanations. the
> magical bits all settled into the top bit, sort of stuff. It doesn't
> have to make sense.
>
> (But I'd bet you're right, that lots of them would have an inactive
> bulking ingredient.)
>
I agree with the bulk agent, water seems to be the best "inactive"
agent. My whole thought is that just making the potion would be a
painstaking effort, not stroll down to the nearest McPotions and grab
an elixir of strength. My idea of an alchemist/apothecary would be
someone in a medieval laboratory. But now we are getting into magic
levels and roleplaying styles.
I also included a link to the other site because the grandparent post
wanted ideas on how much an elixir might weigh... There were 1, 2,
and 4 oz vials (some with corks!) I was just making it easier to
visualize.
The idea of magic bits settling at the bottom would be interesting.
Things like "shake well before use", and using wild effects like the
drug commercials you see on tv would allow for a humorous slant:
"See your alchemist before using potion of strength. If you
experience berserker rage while on potion of strength, begin taking a
lower dosage, if death occurs, please stop taking potion of strength.
Side effects include nausea, vomiting, weaknesses, pig nose, bat
wings, and hair growth in eye sockets. Spontaneous arm growth has
been noted in some instances"
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