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[✓] 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.

- All Medical Pack Recipes no not require ST Signing

 

Liquid Purifier - T1

 

Recipe:
Distilled Water Base
Water Symbol  x1
Grace x1
Purity x1
Order x1

 

Procedure:

Bring the water to a boil and slowly add Grace, and then Order. When these two have been perfectly dissolved into the solution, add Purity and let it dissolve on its own for several minutes. After it has sat, bring the solution off the heat and gently stir to ensure everything is dissolved. From here, the alchemist may decide whether to leave it as is and bottle it, or to boil it down until it is reduced to powder.

 

Effect:

Similar to contact purifier, this is intended to cleanse liquids. While it cannot be ingested, as the body would viciously reject it, putting it in liquids will purify them and cleanse them of contaminants within a minute or two. Reagents for speed can be added to reduce this time to roughly thirty seconds. Once it is finished, the purifier simply dilutes into the liquid safely, not being able to extracted for later use.

 

Redlines:

- Cannot be ingested, nor is it an anti-venom or cure all, if drank it will cause the person to become violently ill as their body rejects it.

- One time use, cleansed liquid will behave as though nothing were added beforehand, except clean. 

- Liquid purifier can turn non-drinkable water into drinkable.

- Has no effect on magical or unnatural contaminants, as in it only cleanses the mundane.

- T1, Common

 


 

Tranqer - T1

 

Recipe:

Distilled water base, though it can be changed to lard for an oil.
Peace x1
Lethargy x1

 

Procedure: 

Heat the base to a boil, and then add in each symbol in the order they're listed. Once mixed, gently swirl the solution for a little while until everything is completely dissolved and well combined together. Then let it rest for a few minutes, and bottle it.

 

Effect:

When ingested or injected into the bloodstream, the draught has a relaxing effect. Calming both mind and body, though bouts of extreme emotion in reaction to stimuli are still possible. This effect will last for up to 2-3 narrative hours. The calming effect renders one relatively loose, and less aggressive, though again aggression is not impossible if a response is triggered via stimuli. It does not negate the ability to fight back or respond, but rather gives the person a release of stress and tension while under the effects of the draught. It may cause some to become drowsy, or a little lethargic, but one could easily push past this sensation if they do not actively desire sleep.

     It is recommended to only take the draught as an as needed medication, rather than a regular dosage, due to the fact that can be highly addictive and one could develop a dependency on it if they're not careful.

 

Withdrawal Effect:

In the event that one does become dependent upon the draught, the effects of withdrawal are not pleasant when trying to ween away from it. In the first day without taking the medicine, the user will experience mild disorienting headaches and sweating. In the second day, they will experience dizzy spells, rolling sensations of the stomach, and frequent bathroom visits. In the third day, the user will be racked with body chills, slight fever, and high chance of dehydration from sweating and loss of appetite. The effects will begin to dull down slowly over the course of the next 2-3 narrative weeks, with high temptation to give in to the addiction. If the user can last the full 2-3 narrative weeks without taking the draught, they should be able to escape the addiction. 

 

Redlines:

 

- Does not render one unable to respond to aggression

- It is possible to still get mad while taking tranquil draught, it's just easier to be less stressed

- While it can make you drowsy, it does not force you to feel a lack of energy, it can work as a decent sleep aid

- Addiction is not enforced, and rather left up to the player to decide whether or not that will take hold of their character.

- You won't die from the withdrawal effects.

- Tier 2, Common

 

 


 

Hemo-flow - T1

Recipe:

Distilled Water Base
Life x1
Swiftness x1

 

Procedure:

Heat the distilled water at low to medium temperature making sure it doesn't boil. Slowly mix in the symbols in the order listed until they are completely dissolved and continue stirring it until it reaches a bright red color. After it has become fully red, take it off the heat and let it cool without any further stirring.

 

Effect: 

When taken, either by ingesting or injecting, it will make blood flow faster and give something of a small energy boost, though nothing inhuman. It can allow for one to be less tired, but for the most part the main use of its effects is that it reduces the overall time it takes for other potions or drugs to take effect by a total of half. This lasts for half an hour.

  

Redlines:

- While under the effects of Hemo-flow, reduce aany subsequent potions/drugs/etc effects hitting by half the usual time.

- While under the effects of Hemo-flow, blood will not only flow faster but also be unable to clot, even small injuries could become quite dangerous if they are not closed up externally quickly.

- Tier 2, Common

 



Bone-Setter - T1

 

Recipe:

Some kind of paste or adhesive, resin even.
Connection x1
Life x1
Impediment x1
Rigidity x1

 

Procedure:

First, bring a pot of water to a rolling boil to ensure that it is clean and free of any contaminants. Afterwards, bring the heat down somewhat and then add the counts for Life, Rigidity, and then Impediment. Let them dissolve into the mixture, and then boil it down until it is well concentrated but still liquid. Pour in the count of Connection at this point, and stir it in until it fully dissolves, then let the solution cool.

 

Effect:

When injected into or directly near a break in a bone, the solution will coat the area of the break and act as an internal cast, though external casts will still be needed in order to keep the area still. What this solution does is it helps the bone heal and seal together more seamlessly, essentially negating the usual weakened state of a bone that heals on its own  after a breakage. The healed bone will be as strong as it was before it was broken. Bone-setter should be re-applied to the area of the break once every narrative week until fully healed.

 

Redlines:

- Bone-setter does not actually set the break on its own, the bones will need to be put back in place before bone-setter is applied

- It does not make the area indestructible, a hit as hard as a swing from a club would ruin that application and bone-setter and it would need to be re-applied.

- Breaks treated with bone-setter do not heal faster than usual, however, they will not ache quite as much as an untreated break.

- Tier 1, Common

 


 

Waters of Life - T1

Recipe:

Distilled Water Base
Life x3
Connection x2
Order x1
Grace x1
Vigour x1

 

Procedure:

With distilled water as the base, heat the water carefully and add in the counts of Life and Connection to it until they dossolve fully. At this point, it should be a light turquoise color, let this mixture sit for half an hour. After it has sat, bring it to a boil again and add Order, Grace and Vigour in that order, as it dissolves it should become an oxford blue color.

 

Effect: 

The waters of life can stimulate the healing of wounds. While it doesn't do so rapidly, the speed is notable; What might take months to heal can recover in roughly half that time. Though it is considered a miracle liquid, there are some things that even it cannot treat. Waters of Life cannot save someone who is actively dying from fatal wounds or injuries, as well, it won't treat unstable wounds. Unstable wounds are fresh wounds that have yet to be treated, gashes in the flesh that haven't been cleaned and bandaged or broken bones that haven't been set. Healing them while in this state would only cause more complications. The general procedure is to  put the person into the fluid, letting it wash over their injuries. Bleeding areas will clot, broken bones [if set] will seal their cracks and flesh will sow itself. The process is quite slow, however, taking several narrative days at the least. Multiple treatments are advised.

 

While in the fluid, the user will feel relaxed and numbed, often falling asleep in the process. It is best to have someone accompany the person being treated for this reason. When they wake they will be groggy and slightly disoriented, but this will fade after a few short moments of getting ones bearings.

 

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

- Does not heal internal injuries, drinking the liquid will do nothing

- Does not instantly heal injuries, but instead will make the healing process of an injury take half as long as it would normally to heal, in narrative time

- Tier 3, Common

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

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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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