Date: Mon, 30 Aug 1999 08:48:45 +0000 From: Tim W Brown Subject: Re: [7th Sea RPG GM] [John/Kevin] {Long} Talismans, Charms, and Potions Good idea -- good material! One trivial quibble, though: on the Glamour Talisman, rather than making it lose its power after a badly failed roll (adding injury to insult), why not just say for all of them that you roll the Drama Die that you're already spending, and if it comes up a 1, then it loses power. Makes it riskier to use, but as you say, the magic of Glamour is fickle. Plus, I'm gonna be such a tightwad with magical power that I'll probably make them *all* one-use items. Other thoughts fly into my head (ouch!) as I write: How detectable are potions? There might be TN to be used by the victim/servant/cook using an appropriate Wits+skill, as well as magical thingies to detect or counteract potions. And, of course, there's the question of abuse: what's to stop one PC from learning the skill and cranking out three or four of the things for all his friends? (Yes, I know the GM can always stop any PC from learning it, but it seems to be not an unreasonable idea in general). Yeah, it costs a drama die, but over time that won't be that big a deal, especially considering the power it adds to the party. Some call me Tim... -- Contents Copyright (C) 1997,98,99 by ALDERAC ENTERTAINMENT GROUP, INC.