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Potions without spending karma?

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Jeeves

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« on: <07-31-12/1238:35> »
Is there any way a character can put a spell in a bottle to be ingested or thrown later without spending karma to do so? I have a player who wants to make a potion master as a character, and I'd like to work something out that doesn't make anything overpowered. For example, It'd be easy for a character to spend all day making fireball potions, and rigging up a detonator for a combined massive explosion.

Any tips?

farothel

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« Reply #1 on: <07-31-12/1247:46> »
I'm not sure if there are any rules on this (I guess not).  In that case, you as GM set the interval and the treshold for the extended test he needs to do in order to make one potion.  Set it on treshold 20 (1 day interval) and he won't be making all that many.

Another way to control it is to consider them a sort of focus, needing all kinds of expensive magically active materials.  If he needs 2 lbs. of orichalcum for each fireball potion, he won't be making all that many.
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Xzylvador

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« Reply #2 on: <07-31-12/1755:29> »
*shrug* I wouldn't worry too much about overpowered.
What's the difference between a person working all day making fireball potions (where are potion rules anyhow?) or a guy working all day making explosives with skills in Chemicals, Demolition and a couple of household products... or just loading a cheap vehicle full of fuel, fertilizer and rusty nails, for that matter.
Or lacking any skill, working a simple day job and spending all his money on any kind of explosives, missiles... I'd recommend Ares Mk 27 Incendiary Bomb's. 500 nuyen for 19P fire damage (which halves armor and does continued burning damage) for only 12 avail, what's not to like?
It's not about characters having bombs, the tricky part should be getting them in place and detonated at the right time without being discovered... or getting yourself blown up. And that'll be the same regardless of how the character got the bomb.
Most runs, heavy explosives aren't really practical anyway.

Cass100199

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« Reply #3 on: <07-31-12/1840:16> »
Yes. Combat drugs and an autoinjector.
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Mason

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« Reply #4 on: <07-31-12/1939:19> »
You can use Anchoring metamagic to turn a bottle into an Anchoring focus with the trigger condition "drink the contents". One time expenditure of Karma per bottle. Then the player spends time "crafting potions", and casts the spell into the bottle and holds it there.

EDIT: DON'T let the bottle break!
« Last Edit: <08-01-12/1237:53> by Mason »

UmaroVI

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« Reply #5 on: <07-31-12/2259:13> »
You could also define potions as a fetish and/or a method of centering and/or a gaes, which while not D&D potions (since the character has to do something when the potion is used or it does nothing) is still potion-y.

DarkLloyd

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« Reply #6 on: <08-01-12/1004:37> »
You can use Anchoring metamagic to turn a bottle into an Anchoring focus with the trigger condition "drink the contents". One time expenditure of Karma per bottle. Then the player spends time "crafting potions", and casts the spell into the bottle and holds it there.

And remember that trigger just says "Drink" it has no connection to any one person. he could hand these off to the rest of the team as heal potions, which is what the shaman on our home group does.
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JustADude

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« Reply #7 on: <08-01-12/1353:19> »
Is there any way a character can put a spell in a bottle to be ingested or thrown later without spending karma to do so? I have a player who wants to make a potion master as a character, and I'd like to work something out that doesn't make anything overpowered. For example, It'd be easy for a character to spend all day making fireball potions, and rigging up a detonator for a combined massive explosion.

Any tips?

A few...

1) Make him create each potion formula as if he were creating a new spell; only once per specific formula, of course.
2) Limit the Force of the formulas; perhaps to his Magic Attribute?
3) Make him resist drain from "empowering" each batch of potion, as if he'd actually cast the spell. Just once per batch, though, regardless of how many units he gets out of it.

Other than that, treat it just like a Chemistry test... and make sure he has to find or buy the proper reagents, of course.
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TheVanguard

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« Reply #8 on: <08-01-12/1436:38> »
The closest thing Shadowrun has to offer in that regard are Magical Compounds (rules on pg. 88 Street Magic, additional compounds are on pg. 77 Arsenal).

I'm sure you could expand on these rules without much problems. Disadvantages won't apply for stuff like Fireball potions, of course, but I'd keep the requirement for exotic components. That way, your player will have to get on the good side of his talismonger which will be a good opportunity for additional fun adventures. "Your shipment of Hell Hound stomachs got delayed due to some difficulties at the border. Why don't you help the Koshari make a border run? Might even be a bonus in for you."

If your player finds that annoying, I'd consider introducing a metamagic power that removes the requirement for exotic components. But where do you find someone that could teach you this technique? Say, have you heard about the rumors that the ghost of Paracelsus has appeared in Europe? Those Illuminates of the New Dawn seem to be very interested in the matter...