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SourDough

[✓] Alchemy - Medical Pack 2

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As a note, these items can be used outside of medicine teehee. I hate the forum formatting.

 

Liquid Purifier

Recipe:

Distilled Water Base

(Moderate Water) Fluidity x1

(Moderate Air) Fragility x1

(Moderate Fire) Death x1

(Weak Water) Balance x1

 

Procedure:

Start with the base, bring it to a boil, and begin to apply the other ingredients. Once done, let it sit for a few minutes, be sure to mix/swirl during or after so that everything marries

Effect:

Similar to the contact purifier, this is intended to remove harmful substances from fluid. While it is unable to be ingested, putting it in liquids will cause the harmful substances to expire within the span of a minute, though regents for speed can be added to lower the time to half a minute. Once used up, the purifier quickly dies out. It can be made into varying forms, oils, powders, salts, and so on.

 

 

 

Redlines:

Cannot be ingested, the body will reject it.

One time use. Liquid can't be extracted for more.

 

 

 


 

Tranqer:

Recipe:

Distilled water base, though it can be changed to lard for an oil.

(Moderate Water) Calmness x1

(Weak Earth) Connection x1

 

Procedure: 

Heat the base to a boil, and then apply the varying reagents one by one. Once applied and mixed, either swirl during the process, or after to let everything marry. Once so, let it rest for a couple of minutes.

Effect:

When applied, either by ingesting/injecting, or directly applying to skin via oil, it relaxes the person, calming both mind and body; though acts of aggression towards them will still trigger a response. This effect lasts for ten minutes. Five milliliters can induce a calming effect that renders one relatively calm and less aggressive, though agression can immediately return should a response be triggered. In no way does this take way the ability to retaliate or fight back, even respond. While it may end up making one drowsy, a little lethargic, and generally passive/relaxed at ten milliliters with effects getting greater with each five milliliter increment, it will never take away the ability to return to aggression or react. Oil has the same effect, so long as it is applied to the pores, otherwise it adds a minor relaxing effect.

 

Redlines:

  • Needs to either be ingested, injected, or applied.

  • Does not render the person unable to respond.

 

 


 

Sooth:

 

Recipe: 

Distilled Water base (though Aqua vitae makes the effects last for longer)

Nightsap (or its effective representation) x1

(Moderate Water) Calmness x1

(Moderate Water) Sleep x2

(Moderate Earth) Perseverance x2

Procedure:

Set the base to a boil. Stir the night sap well and distill it, which should extract the representation. One must then apply such to the base and mix until it turns a green color. From there, let it sit for ten minutes, before applying the other representations. Be sure to mix and let them marry, as well as have the potion sit for a few minutes. 

 

Effect:

Either by ingesting or injecting, this will cause the target to begin to relax and within the span of five to ten minutes (depending on one’s constitution) fall into a light sleep. This sleep like state can be roused by nearby and fast movements, meaning attacks on the sleeping target will be met with some resistance; especially since they can wake up ready and alert. The effects of this concoction lasts for two hours, with vitae bringing it up to four.  An interesting piece of trivia is that one can dream while in this sleep-like state.

Redlines:

  • Can only be ingested or injected.

  • The person is not rendered helpless, it can be considered as a light sleep. 

 

 


 

Hemo-flow:

Recipe:

Distilled Water Base

(Moderate Water) Life x1

(Moderate Air) Speedx1

 

Procedure:

Heat up the base, and then apply the reagents. The concoction should turn a bright red color, be sure to mix during or after the process. Once so, let the potion sit for a few minutes.

 

Effect: 

When applied, either by injecting, ingesting, getting into the bloodstream, or directly putting it on areas, it will make blood flow faster and give something of an energy boost, albeit nothing inhuman. It can allow for one to be less tired, though its real use is making effects come faster through the quickened blood flow; it will take half the time for effects (such as potion effects) to kick in. This lasts for half an hour. 

  

Redlines:

  • Lasts for a half hour.

  • Energy boost really only makes one less tired, rather than rejuvenating stamina tenfold.

  • While the blood flows easier, it does mean it cannot clot. If someone bleeds, the amount of extra blood loss would be negligible.

  •  

 

 

 

 


Bone-Setter:

Recipe:

Some kind of paste or adhesive, resin even.

(Moderate Earth) Attachment x1

(Weak Water) Life x1

(Moderate Earth) Impediment x1

(Weak Earth) Hardiness x1

 

Procedure:

Distill the varying representations, and apply them to the base while it is being heated up. Stir them until it takes on a zinc like color, then let it sit for a few minutes.

 

Effect:

When applied to fractures and broken bones, these adhesives will stick on and harden in a matter of minutes due to a reaction that occurs by the paste being on skin, bone, by touching the marrow. This is often used in tandem with a cast as it helps to set the bone in place, though one must take it easy with the area afflicted, especially if there were many or harsh fractures to begin with. Enough pressure, such as being slammed by a club, will cause the hardened adhesive to break, and dissolve. These will last for a week before dissolving and requiring to be replaced, often done by injection or by directly applying it to the area.

 

Redlines:

  • Lasts for a week before needing to be reapplied.

  • Does not make the area indestructible

  • Does not make healing bones any faster than it would normally take to heal.


 

Waters of Life:

Recipe:

Distilled Water Base

(Moderate Water) Life x3

(Weak Earth) Connection x2

(Moderate Water) Calmness x1

(Moderate Water) Regrowth x1

(Weak Water) Rejuvenation x1

 

 

 

 

Procedure:

The most important thing is to ready the base, this is involves heating it up and applying a life and connection representation at the beginning, as well as having a large quantity of the base. This requires one to let them mix and fuse until it becomes a light turquoise color. Let the base sit for a half hour, and during this, one most prepare the other representations, distill them and do the necessary things to get the representations ready. After both base and representations are ready, begin to bring the base to a boil, and add each representation in order, after a type of representation is added, let it cook for a minute before continuing. After everything is applied it should appear to be an oxford blue color, and one would arguably have enough to fill a bath.

 

Effect: 

Often carried around in vessels or in stationary areas such as pools, the waters of life stimulate healing on wounds. While it does not do so at a rapid pace, the speed is notable; what might take months to heal will only take half that time. Though, this ‘miracle fluid’ does have some requirements. The person these waters are being used on require them to be stable, or very close to it. This means if one is in a truly awful condition, bleeding everywhere and with varying ruptures, will have an incredibly slim chance of survival, if none at all. The general procedure is putting someone in the fluid, and letting the fluids wash over them. Any blood will begin to clot, bone will start sealing cracks (assuming fractures and breakages are very close together), and flesh will begin to sow itself. The process is slow, taking hours (narrative time) to days depending on the severity. As a note, one should be in a relatively stable condition (some bleeding is alright, so long as theyre not in a condition where they can die due to bloodloss or missing essential organs) when being put in, but if it is absolutely necessary, a incredibly worse for wear individual has a chance, requiring a roll of 17+ to be able to live and stabilize with the fluid. While in the fluid, the user will be rather relaxed, and numbed, often they sleep during the process; though when taken out, they feel a bit groggy, and take a few moments to get their bearings; however, the areas that were repaired are weaker, and require one to take it easy on said areas, with exertion and damage being able to open up the flesh or crack the bones. 

 

Time Table:

Light wounds – These are wounds such as gashes and cuts, even light fractures and stab wounds. These take three days to fully repair. For a day, the areas healed being weaker to the point where a moderate amount of pressure on the area will cause the area to open up and bleed, or break.

Moderate wounds – These range from heavy cuts and stabs to many fractures and some rupturing of organs (such as pierced lungs via the ribcage breaking), these take week or two narrative time, depending on the scale and severity of the wound. For three days, a  moderate amount of pressure will cause these areas to open up and bleed, or even break. One will also feel weaker around these areas and should take it easy.

Severe wounds – From cut arteries, mass bleeding, massive fractures, and many ruptures, these can take months narrative time, if not years before recovery. Even then, the person must be in rest for a couple of days, and then deal with  a week of weakness in both physicality and effected areas, with light pressure threatening to open up, bleed, or break.  

 

 

One can also use this fluid to treat wrappings, and allow them to directly apply it to an area, which will decrease the time it takes for a stable wound to recover by half, though it does make the applied area weaker for three days (irl time), similar to bathing one in the water. Most notably, putting these on an unstable wound will do nothing.

  

Redlines:

  • Does not regrow organs or missing limbs.

  • Cannot heal wounds that become lethal incredibly fast, unless there is something external helping with stabilizing the person.

  • There is no way to circumvent the weakness, it will manifest and must be roleplayed.

  • If the wounds are not stabilized, one must roll a 17+ to be able to be affected by the life fluid.

  • This is meant for medical RP to not take hours and allow roleplayers to get back into the groove, while it can heal quick, it is not meant to be instant and immediately bring someone back in the fight. On the contrary, one would be out of the fight and weakened.

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Mmmmmmmmmmmmmmmmmmmmmmm............................................................

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perfect

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Thank you for submitting your piece! It is now under review, a verdict will be given within a few weeks.

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon.

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