Roleplayer #13, February 1989
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.
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.
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.
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).
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.
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.
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.
(Back to Roleplayer #13 Table of
Contents)