GDPR 014 23 Popular Post Share Posted May 26, 2020 The primary use of alchemy; to concoct and create potions which bear a plethora of effects. The creation of potion is performed through the process of Mixing - that is, the addition of signs or symbols to a base. Often, various additional steps will be necessary to unlock further potency in the final creation - varying from product to product. These are split into three layers of complexity, that of the apprentice, journeyman and master alchemist (tiers one to three respectively) and are as follows: Potion Emote Counts: [1] To draw potion — [1] To prime the potion (Shaking, adding primer, etc.) — [1] Throw/Consumption & Emote Effects —[+] Any other necessary emotes. Potions being primed would stay primed for two emotes, until once more becoming inert. Once inert, a potion must be primed again to be activated. Drawing/Throwing a potion does not count as priming a potion.Potions would go inert and unable to be primed when their holder connected to a magic, or used an enchantment. Potions remain inert until two emotes after the user disconnects from a magic or stops using an enchantment. Atronachs and mages with the Voidstalking feat always count as being connected to a magic or using an enchantment, thus are unable to prime potions. Luminosity Potion (Common | T1) Giving credit to its name as, this is quite literally light in a bottle. It is often employed by spelunkers and miners in order to navigate throughout darkened caves with a mere vial of alchemic liquid as opposed to carrying around entire lanterns. Spoiler Recipe: Base: Distilled Water - Mundane: Light x1 - Mundane: Endurance x1 - Mundane: Swiftness x1 Dyes may be added to the process to make the light a certain color, to no effect beyond aesthetic. Mechanics: Unactivated, the potion appears as a clear liquid, similar to water or rubbing-alcohol. Should the container be shaken or otherwise aggravated, the liquid would begin to emit an artificial, heatless yellow glow that may last for up to one OOC day. The illumination of the liquid would be similar to that of a regular mechanical lantern or torch, and cannot be used to blind/stun. Should one drink the potion, they would be inclined to throw it back up, though to no harmful extent. There is no particular process for the creation of Luminosity Potions. Redlines: Luminosity Potions are, under no circumstance, blinding to any capacity. Luminosity Potions do not produce heat, nor can it be used to start fires. Consuming the potion will, at most, cause one to throw up. It does not cause any harm nor can it poison anyone to any extent of hindering their regular daily functions. Does not require ST Signature. Flash Powder (Common | T1) Used by Alchemists for crowd control, or for shows, the Flash Point emits a bright light on harsh contact, much like a flare. Spoiler Recipe: Base: N/A - Mundane: Light x2 - Mundane: Chaos x1 - Mundane: Death x1 Dyes may be added to the process to make the light a certain color, to no effect beyond aesthetic. Mechanics: A simple powder that may be used to stun opponents. Either by detonation or forceful contact by being thrown, this powder will create a harmless combustion - resulting in a bright light. This light may be used to disorient any individual(s) within a single meter of the combustion, rendering them virtually blind for a single emote following. This is not total blindness, rather leaving the victim(s) sight blurry and unable to be focused, preventing them from doing something like attacking clearly. They may still move about if they so wish, though would be dazed for the single emote duration. Flash powder is often sent out in the form of tiny wrapped parchments, optimally aimed for the face or vicinity of the target(s) gaze. Flash Powder may be created through the particular process detailed below: [1] Mix the “Mundane: Chaos” and “Mundane: Death” symbols together until they are rendered a powder. [2] Liquify the light symbol in a base of water, and allow the powder to soak in the product. Add in the optional dye to the base liquid if wanting to make the light a certain color. Redlines: Cannot cause lasting eye damage. The combustion has no force or heat. The victim is not utterly defenseless and totally blind, their vision simply blurred and hazy. Does not require ST Signature. Air Purifier (Common | T1) A thin vapor which neutralizes harmful or toxic inhalants, much like Liquid Purifier. It is most well-known for its ability to counter certain air-borne alchemical substances. Spoiler Recipe: Base: Distilled Water - Mundane: Separation x2 - Water: Purity x1 - Mundane: Death x1 Mechanics: A vaporous concoction which may be used to nullify harmful substances and inhalants from the air upon its release. This includes toxic spores, disease pathogens, and even other gaseous potions, thus leaving the air safe to breathe in and be exposed to. Often, the exposed potion appears as a thin puff of white cloud which engulfs the harmful vapor or gas. This cloud expands in a 3x3x3 range over the course of one emote upon release, taking a full two emotes to fully counter the toxic substance in the air. The cloud would disperse upon the third emote. Air Purifier may be treated into respirators, allowing for the individual to be protected from toxic inhalants for twenty IRL minutes, or ten emotes, per measure; whichever occurs first. This would only protect the individual wearing the respirator, and would not be capable of completely neutralizing the substance as it would when present as a cloud within the air. Redlines: Air Purifier does not work on solids or liquids; only things in the air. Air Purifier cannot be ingested/consumed to cleanse already breathed substances. Air Purifier cannot act as air where there is none (i.e. underwater). Whether or not a potion can be countered is listed in their respective mechanics. Currently, among the general potions list, Smoke Whispers, Arctic Mist, Smoke Whispers, and Will o’ Bottles may all be countered by Air Purifier. Cannot nullify magically conjured inhalants/gasses, such as Voidal smoke. Following its duration, the cloud of Air Purifier will disperse and its effects with it. See Treating for more information on alchemic respirators. Smoke Whispers (Common | T2) Another simpler concoction utilized by thieves and criminals, often to escape from law-enforcing pursuers. Essentially, it is a liquid that when comes into contact with air evaporates into a cloud of grey smoke which can inhibit vision, essentially an alchemic smoke bomb. Spoiler Recipe: Base: Distilled Water - Mundane: Dark x2 - Earth: Blindness x3 - Mundane: Growth x2 - Mundane: Endurance x1 Dyes may be added to make the smoke certain colors, though to no effect beyond aesthetic. Mechanics: Upon contact with air, this smoky liquid would quickly evaporate into a thick haze which expands outwards, obscuring vision and irritating the eyes. This smoke would expand outwards in a 3x3x3 area upon the first emote of exposure, and would expand to 6x6x6 upon the second emote following. Those caught within the smoke, without means of seeing through it, would be unable to see more than two blocks in front of them, at most making out vague details. Those outside the smoke are unable to see whatever occurs inside, and can at most see blurs of shadow. This cloud of smoke may last for up to five emotes, dispersing fully upon the sixth emote. The smoke cloud may also be dispersed prior to the expiration of its duration by any means of mundane or magical air displacement, such as a tier-two gust of Air Evocation. There is no particular process for the creation of Smoke Whispers. Redlines: Smoke Whispers cannot suffocate targets nor make it at all difficult to breathe. At most, those caught within the cloud would be prone to small amounts of coughing. The smoke cloud will never cause total blindness, even if the smoke were to be dyed colors such as black. It will still make it difficult for one to see beyond two blocks. Alchemists are not immune to the visual impairment of Smoke Whispers unless they have adequate means of seeing through such, namely treated alchemic lenses. For the sake of interactions with other magics (i.e. Seer), smoke as a product of Smoke Whispers is considered a natural obscurement. Alchemic Air Purifier, Arctic Mists, Air Evocation, and other means of mundane or magical air dispersion/displacement. are all viable means of dispersing the smoke. Does not require ST Signature. Will o' Bottle (Common | T2) Used often for cultural practices, combat, and so on, Will o' Bottles are the product of vain attempts to recreate the fabled Alchemist's Fire. Spoiler Recipe: Base: Aqua Vitae - Mundane: Chaos x2 - Mundane: Growth x1 - Fire: Heat x3 - Mundane: Instability x1 Other compounds and metal shavings may be added to change the fire’s color. Mechanics: Will’O Bottle is static and useless until shaken and aggravated, sparking into flame upon its release and creating fire in a 1x1x1 block area. This fire is nothing more than chemical flame, and will not stick to any material that is not flammable for more than three emotes before suffocating. In the event that it does come into contact with a burnable substance, the fire will instead burn for as long as it can until it is either put out or the material is consumed. Upon contact with skin, the flame would leave first degree burns upon the region contacted, though after three emotes of exposure this would be gradually increased to the level of third-degree burns. This flame still takes a moderate amount of time to put a target into critical condition, and almost never would incapacitate victims outright. For a healthy individual to be placed in critical condition, they would need to experience at least five emotes of direct burning in a vital area - such as the head or torso - assuming they are not protected otherwise. Fire from Will o’ Bottles may be put out with two emotes of consistent suffocation of the flame, such as rolling around on the ground, patting down the flame, pouring sand onto it, etc. Redlines: Will o’ Bottles have no concussive force on their own. Will o’ Bottles cannot instantly incinerate someone. These are not napalms. Will o’ Bottles require at least five emotes to put someone in critical condition. To survive this, they would require immediate medical treatment. Water cannot extinguish this fire. It may be extinguished by arctic mist or air purifier potions - otherwise requiring two emotes of direct attempts to suffocate it. Does not require ST Signature. Will o’ Bottle flame will exhaust itself after three emotes should there be no flammable material for it to actively burn away. This means that flame placed on liquids, such as water, would not spread unless it could actively burn something atop the liquid. Damaging regions or settlements to any extensive degree - such as burning a building - with a Will o’ Bottle flame requires RO consent. Destroying a single stall, park bench, scorching the interior of a home, etc. is minor and would require that the individual either have region perms to make the edits or contact a mod to edit the structure accordingly. Thornskin Salve (Common | T2) A thick, dense concoction which would be better described as a salve than a potion. Upon application to one’s skin; rough, spikes resembling thorns would form from the flesh. Spoiler Recipe: Base: Aqua Vitae - Mundane: Rigidity x2 - Mundane: Strength x3 - Earth: Growth x1 - Mundane: Rage x2 Mechanics: Thornskin salve may be applied to the flesh of an individual, transforming their skin to take on a rough, spike-like texture of numerous tiny thorns over the course of two emotes. These thorns range anywhere from one to two inches in length - though no more than a few centimeters in diameter. The spikes are sharp enough to pierce exposed flesh like thorns, and may heavily damage cured leather. However, they will not be able to pierce metal, chain, or plate to any extent. This salve does not make the skin any harder otherwise, and will in fact leave holes and scars in the skin of the individual once the thorns fall off. The effects tend to last for about half a narrative day, and are relatively uncomfortable even to the consumer. Consuming the concoction would result in extreme vomiting and dehydration, as well as explosive diarrhea - though it is not fatal to any extent. One measure of this potion equivalates to a single limb, meaning a single bottle cannot be applied to both arms. Redlines: The initial formation of the thorns can be painful for several emotes after formation; the thorns themselves forming over the course of two turns, though only in the region directly applied. These will last for a good twelve narrative hours before falling off naturally, as if being shed. The consumer is not immune to the pain or damage of the spikes, such as spikes being applied to a joint and puncturing the skin when the joint is bent. Thornskin Salve may only be applied to living biological flesh. The spikes do not add any improved endurance or defense of the individual. Thornskin Salve requires ST signing despite being a Common Potion. Tanglefoot Potion (Common | T2) A viscous, gooey concoction which many Alchemists employ for hunting creatures, or offer it to guards in order to ensnare fleeing criminals. The goo itself is incredibly durable and sticky, and tends to be a very strong adhesive when attached to things, making it an excellent use for anything from patching up holes to trapping an animal. Spoiler Recipe: Base: N/A - Mundane: Growth x2 - Earth: Connection x2 - Mundane: Curtailment x3 - Mundane: Rigidity x1 Mechanics: Tanglefoot potions are often applied as a means to impair, or completely stop targets. Within the flask or bottle, it appears as a viscous grey goo which sits idly within. Upon being thrown and shattering, however, it would escape the container and expand outwards in a 3x3m (block) range centering on the point of impact, covering the area with a thick and sticky goo. This uncalcified goo would reduce the movement of the individual(s) it makes contact with, slowing them to a pace no greater than a slow jog; rather, 4 blocks of movement. Gradually, the substance will thicken and calcify over the next three emotes. It is noted that though this calcification would inhibit quick movements such as lunges or dashes, but it will not keep someone stuck in place or render targets unable to defend themselves. Once calcified or hardened, the goo would restrict the victim's movement to one block of movement until removed. The uncalcified goo could be easily washed off by liquid application. Rain or a puddle would not suffice in washing off the uncalcified goo. The calcified goo could easily be whittled away with something even as small as a knife over a period of two emotes. Redlines: Tanglefoot cannot suffocate someone if they ingest it. Requires ST Signature. Tanglefoot goo will not damage any part of the body, save for perhaps hair. For example, attempting to pull one’s arm away will not cause them to lose any skin. Tanglefoot will reduce the movement of an individual to a maximum of four blocks in any given CRP turn. Tanglefoot will not immobilize a victim, it would impair fluid movements. I.E. complex flourishes, flipping, rolling, etc. Hardened tanglefoot can be escaped with two emotes of actively chipping it away. Should the tanglefoot not yet be hardened, washing it off with water or some other liquid is a viable means of dispersing it. One bottle of tanglefoot will not encompass more than the total 3x3m (block) affected range. Tanglefoot does not completely paralyze a person and will only slow their movement. Tanglefoot requires at least three emotes to completely harden. Tanglefoot will reduce the movement of an individual to a maximum of four blocks in any given CRP turn. Tanglefoot will not immobilize a victim, it would impair fluid movements. I.E. complex flourishes, flipping, rolling, etc. Blasting Potion (Common | T3) An alchemical concoction which, upon release, creates a concussive blast. Spoiler Recipe: Base: Drakestail Oil - Mundane: Strength x2 - Mundane: Rage x3 - Mundane: Instability x1 - Fire: Burning x2 Blasting Potions may be created through the particular process detailed below: [1] Dissolve the “Mundane: Strength” symbols into the base and set at a low boil. [2] Once the mixture has boiled over, carefully add in the “Mundane: Rage” symbols and stir until they are completely dissolved, then add in the “Fire: Burning” symbol. [3] Following this, the alchemist must add in the “Mundane: Instability” symbol. This may cause the potion to erupt, necessitating that the alchemist roll a 1d20. Should they roll less than a 5, the brew will explode and will result in its container bursting. This would likely cause shrapnel to fly everywhere, and may cause wounds but will never be fatal to the alchemist. Mechanics: Blasting potion appears as a thick mist encapsulated within an airtight container, capable of spreading out with great force upon its release in a radius of three blocks. This force is concussive, like that of a non-incendiary explosion; the blast’s general strength equivalent to the heavy hit from a blunt weapon. Those within one meter of the blast would have their footing compromised, being thrown upon their back with the wind knocked out of them, likely bruised. Those within two meters of the blast would likely be forced to stumble back depending upon the amount of protection and endurance that they held. Anything uruk-sized or larger can’t be knocked down by a single flask alone, though could still be battered and disoriented. Direct hits to an unarmored foe’s head or chest could put them in critical condition, though may not always be necessarily fatal. Glass shrapnel which explodes outwards as a result of the flask shattering will only fly to the edge of the three meter radius. Noticeably, Blasting Potions seem to be more unstable and irregular than the rest. Unlike most potions which unincorporate after priming, Blasting Potions start a positive-chain-reaction which cause it to detonate no matter what by the end of it's priming period. Meaning, if not used within one emote of the priming emote, a blasting potion will explode no matter what instead of falling inert again. Redlines: There is no heat, flame, or light caused by this potion. Blasting potion will never be able to kill anyone outright, and at most a direct hit to the chest or head would leave grievous wounds and concussive damage. Requires ST Signature. Shrapnel may not be added to the blasting potion pot itself, as it would disintegrate upon explosion. Glass (or any other container-material type) shrapnel from the potion would not be lethal, and would turn into a fine dust or particulate. It may cause small cuts on its own, but would not cause any form of traumatic or puncturing wound. Using blasting potion to breach doors still requires the alchemist to carry out the proper lockpicking/breaching rules and mechanics. Blasting potions cannot circumvent minecraft mechanics, such as using one to blast someone over the side of a wall - save with expressed ST permission during events. Potion of Acuity (Common | T3) Employed by Hexers of the Hexcanium, this concoction heightens the senses of the individual who consumes it; primarily their hearing, eyesight, and reflexive abilities. Spoiler Recipe: Base: Cow Milk - Mundane: Clarity 2x - Air: Grace 1x - Mundane: Connection 1x - Mundane: Sound 2x - Mundane: Agility 2x Mechanics: A milky imbibement which is capable of augmenting the sense of an individual upon [2] emotes following its consumption. While under its influence, the consumer would have their hearing boosted to the level of a canine; keen and precise though not superhuman. Eyesight is made sharper, now allowing one to perceive even the most precise of details; like that of some predatory bird. Reflexes also take on a great boost, the consumer able to perceive threats or changes at a faster rate, though this does not necessarily translate to heightened reaction speed, for the body is still limited to what it was before. The effects of this potion last for [10] emotes in combat, or up to [1] narrative hour out of combat/events. It is notable that when one takes this potion, the veins on their face would bulge out, and their pupils would dilate to mere dots; and while under its influence one is left more susceptible to sudden shock, their mind overwhelmed by abrupt sounds and sights. Being blinded by a bright flash or startled by a loud sound while under the influence of this potion would result in the individual requiring [2] additional emotes to recover. Redlines: Reflexes gained are not superhuman. One might be able to see a crossbow bolt coming towards them, though they could not move so fast as to evade or deflect it completely, at most mitigating heavy damage. Your field of vision is unchanged, only allowing you to note detail more finely. When in an event or some other cooperative encounter, this may grant a boost to perception rolls if agreed upon; at most +5. One cannot track players great distances with an increased sense of smell. One cannot hear footsteps approaching from behind them, or sense other players with hearing. Acuity increases one’s sensory capabilities and awareness, but not their speed. People can not move faster than their normal capability as a result of the potion. Does not require ST Signage. Water Breathing (Common | T3) A relatively self-explanatory concoction, allowing the consumer to breathe underwater for a short period of time; though perhaps longer should they treat it in a respirator. Spoiler Recipe: Base: Briney Water - Water: Grace 2x - Mundane: Death 1x - Mundane: Connection 2x - Mundane: Life2x Water Breathing potions may be created through the particular process detailed below: [1] Base is heated to a boil while one extracts the symbols. This is often done by using alchemical methods such as fission or pyrolysis to separate the symbols and invoke the sign. [2] Mix brine with the "Water: Grace" symbols. [3] Add this into the base, and stir until the liquid becomes thinner; then add the others. Be very certain to add death first; stir until it is an ocean blue. Mechanics: By consuming this potion, the imbiber is made to split water into air when breathing underwater; making underwater projects far more feasible than without. If one were to attempt speaking whilst underwater, they would instead sound as if they are gurgling out their own words, unintelligible. Though the base effects of this potion only last [1] narrative hour, its effect time may be stretched up to twenty-four hours by adding in additional endurance symbols. This potion may also be treated into a respirator to no longer require ingestion, though would demand the alchemist retreat it after some long while of use. Mechanics: Cannot be ingested to breathe water indefinitely. The effects may only be achieved upon the individual who drinks it or when used in a treated respirator. This potion does not render one immune to suffocation by other means; only drowning. Cannot be used to breath in any non-water substance or liquid. Does not require ST Signage. Cat's Eye Potion (Common | T3) Often used by hunters and scavengers, this potion provides one with the ability to see in the dark. Spoiler Recipe: Base: Distilled Water - Mundane: Clarity 2x - Mundane: Connection 1x - Mundane: Dark 2x - Mundane: Endurance 2x Mechanics: Upon consuming, one's eyes would narrow, their pupils slitting like that of a cat, and bearing a subtle green-yellow hue. This boosts one’s vision in the dark, allowing them a temporary night vision for up to [2] narrative hours, equivalent to a redstone torch. Any sudden bright light within the vicinity would daze those under the effects of this potion, requiring an additional [1] emote to recover their sight, added onto whatever recovery count was required prior. The Cat’s eye potion may also be treated into a glass lens to bear similar effects, including its detriments. Redlines: Night vision is at most slightly greater than setting mechanical brightness to a redstone torch. Does not increase field of vision or range of sight. Viewing through a treated lens still leaves one susceptible to dazing light. The potions themselves do not require signing, nor does it need signing if treated objects such as goggles or a mask. These must be played signed. Heat-Sight Potion (Common | T3) Employed by the Cockatrice Initiative during Mordskov, this potion granted a new form of vision, allowing those who consumed it to be able to see heat. Spoiler Recipe: Base: Distilled Water - Mundane: Clarity 2x - Mundane: Connection 1x - Mundane: Heat/Cold 2x - Mundane: Endurance 1x Mechanics: Upon consuming, one's eyes would be overtaken by a low red warmth, allowing them to view heat signatures within objects and living things. Warmer temperatures will give off hues across the orange and red spectrum, while colder temperatures are purple and blue; much like that of a thermal heatmap. This would not allow one to see through walls, nor would one be able to assume any disembodied presence of temperature was tied to the presence of some creature, such as an invisible phantom, unless they knew otherwise by whatever means. The effects last for up to two narrative hours, though may be treated into a lense to grant a more permanent effect. Consistent overuse will result in one’s eyes being blinded gradually, as if burned. Redlines: Cannot see heat through walls. Cannot be used to see through non-porous materials thicker than light plate. Seeing something like a cold aura around the location of an invisible phantom would not be justifiable to assume that there was a ghost there. The same applies to other such entities. The potions themselves do not require signing. Arcana Flow (Common | T3) Used from guards to appraisers in order to determine if an item possesses a magical nature, this tincture allows one to see if something is magical or not, if by any means. Spoiler RECIPE Base: Aqua Vitae + Liquid Mana - 1x Purity - 2x Clarity - 2x Connection - 1x Grace - 1x Endurance EFFECTS It can either be ingested or applied; when applied on an object it will glow if it is found to be magical. When drunk, one can see the ebbs and flow of mana, magical objects light up with their arcane power, magical entities also light up with the energy; in addition, mages can, when casting their magic, or beginning to, begin to light up. This lasts for a single narrative hour, though it can be treated on a lense for a more permanent effect. It is good to note that the more magic expended, the more powerful the light. - Cannot know exactly what kind of magic is being cast/makes up the enchantment. - The only way one can tell if someone truly is a magic user is if they are in the process or are casting their magic. - Currently active disguises from any magic or CA (Except for Voidal Illusion) do not trigger arcana flow, nor do they tip the user off to anything being out of the ordinary. - Transformative enchantments or modifiers (Except for Voidal Illusion) such as Frost Witch charms or Ensorcelled/Engorged items do not trigger arcana flow, nor do they tip the user off to anything being out of the ordinary. - Structures such as Menhirs, Soul Trees, Obelisks etc. may be seen with the Arcana Flow potion. - As expected, the use of Arcana Flow is limited to what one may touch or see. Arcana Flow does not allow for X-ray vision or even a hint of so. - Tier Three - Does not require ST signing. Land's Nurture (Common | T1) A concoction made as a means to facilitate and nurture regents and creatures that normally could not survive in certain climates, often employed by botanists or herbalists in order to keep their various herbs alive in less favorable environments. Spoiler RECIPE Base: Compost - 3x Life - 2x Connection - 2x Growth EFFECTS Land’s Nurture is a liquid that must be administered to soil or whatever form of matter, and once so — it will slowly take root in the object; taking on a richer color. Once it has done so, it may be used to nurture plants in an effective manner, making it so certain regents can survive climates that they are typically unable to. This can be used for some animals, really providing nutrients to their bodies and allowing them if they ingest something with the potion; or if they stay on the land, they will find that afflicted land will be similar to their habitat, being able to accomodate for all life due to some odd reaction. If a descendent or something similar were to take it, they would find that it gives them a warm, tingling sensation that would do no harm. It would make them feel slightly more energized, and feel as full as an adequate meal due to the nutrients in the concoction. More can be added to make the concoction grant more fertile soil, give more nutrients and cause plants to grow at a more rapid rate, sometimes even becoming more sizable than they normally are. An interesting note, anything under Land’s Nurture does not require sunlight. - Any benefits flora or fauna may gain from Land’s Nurture will not be things such as potency in a poisonous herb, but rather merely the size and perhaps quality. Any benefits descendants gain from ingesting Land’s Nature are purely flavor and offer no real benefit, unless you count a full meal as beneficial. - Tier One - Does not require ST signing. Solidarity Unction (Common | T3) The Solidifying Formula is a concoction which when exposed to air, causes the liquid to crystalize and harden to a more solid state over the course of a few ticks, and depending on the type of modifiers and strength an Alchemist makes the formula, it can prove to be rather strong, like that of steel. Spoiler RECIPE - 2x Grace - 1x Air (Varies) - x2 Connection - x1 Endurance - x1 Swiftness EFFECTS The Solidarity Concoction, upon exposure to air, will cause the liquid to crystalize and harden over the span of merely a few seconds, able to bind as akin to glue, act as a sealant, be employed for construction, or the quick formulation of weapons, namely the Liquid Blade, depending on the reagent utilized. While the liquid lasts for quite some time after solidifying, after a small handful of narrative hours it will slowly begin dripping liquid and lofting vapor as its bonds slowly break. To combat this, an alchemist may employ the use of further rigidity symbols, namely destruction, upon their sheathes and bottles to speed up the decomposition process, allowing it to return to liquid state faster. Additionally, the liquid produced may be recycled as a reagent of grace in order to recreate the potion. - The Solidarity Concoction will not solidify into a specific shape unless motion or a mold dictates otherwise. For example, a shield will not be conjured if simply poured into the ground, but a Liquid Blade may be formed if an alchemist yanks back the bottle while it is open, letting the liquid spill forward and solidify in the air, albeit crudely. Likewise, a sheathe may be used in the case of the latter. - Only works on liquids - Cannot be used to solidify other alchemical liquids (i.e. potions) - Tier Three. - Does not require ST Signage. Dragon's Breath (Common | T3) Sought after by performers and jesters as a means of enhancing their shows, Dragon’s Breath is a concoction that, when ingested, temporarily allows the user breath fire or ice, used often by entertainers to light torches aflame in their shows. Spoiler RECIPE Base: Liquid Essence - 2x Growth - 3x Heat/Coldness - 3x Endurance - 2x Connection - 2x Swiftness EFFECTS By drinking this potion, an individual would feel their insides to either warm up or cool, allowing them to breathe fire or ice temporarily depending on the nature of the potion. The potion itself requires [1] emote to consume undisturbed, whereafter there will be [3] emotes of building up tells, before exhaling whatever particular element that concoction had been associated with upon the third emote. Consuming Ice Breath would cause the imbiber’s flesh to turn white or blue, harmless wisps of cold air released with each breath so long as they are under its effects. When exhaled, the breath will yield a jet of arctic vapor which would inflict second-stage frostbite with long enough exposure, assuming there was not adequate protection otherwise. Wearing more than light cloth would render the victim mostly immune, save for an uncomfortable chill; their movement slowed as ice crystals gradually develop. Consuming Flame Breath would cause the imbiber’s flesh to turn red and tepid, brief plumes of smoke released with each breath so long as they are under its effects. When exhaled, the breath will yield a jet of flame that may inflict third-degree burns with long enough exposure, assuming there was not adequate protection otherwise. So long as one is covered by some flame-retardant or non-flammable protection, they should be mostly unaffected; though may grow uncomfortably warm with prolonged exposure. The jet of breath will trail no longer than three blocks in front of the imbiber, and can only be sustained for up to [3] emotes before they run out of breath and must recover. There is another [3] emote cooldown between using the breath, and attempting to override this would lead to the consumer’s lungs either freezing or burning depending upon the type; undoubtedly being fatal. Once the effects of the potion wear off, the consumer would find themselves out of breath. - A single bottle may only fuel up to two breaths. - Even after the cooldown, the individual must take another [3] emotes to prepare another breath. - Overusing the potion or attempting to bypass the cooldown would kill the consumer. - Requires ST signing. Arctic Mists (Common | T3) A potent potion which imitates the frigid arctic winds which derive its name, exploding into a subzero mist which can freeze whatever it touches. Spoiler RECIPE Base: Water - Coldness x2 - Freezing x3 - Swiftness x2 - Life x1 EFFECTS An aqueous concoction that shimmers as snow upon a sunny winter’s day, its contents rushing outwards in a polar cloud of mist upon exposure or collision. This potion must be encapsulated within a thick bottle and insulted by thick furs and wools, lest it burst upon any sudden movement or significant alteration in temperature. The cloud it releases may expand over the course of [1] emote, freezing any open liquid or non-solid manifestation almost instantly upon touch, including elements like flame. Solids will be covered in a thin layer of ice as well, made brittle; and uncovered skin would succumb to second-degree frostbite. A standard vial of Arctic Mist can cover up to a 1x1x1 area at most. A standard flask of Arctic Mist can cover up to a 3x3x3 area at most. The mist itself will last for no more than [2] turns before dispersing; its effects lingering depending upon the conditions of the surrounding environment. A hot sunny day could probably melt the ice after [3] emotes, whereas a cold or damp environment might leave it to stay for as much as [8] emotes. Liquids, namely heated ones, tend to not remain frozen for any more than [3] emotes, and the ice will quickly succumb to weight. - Individuals wearing more than half an inch of cloth or linen will feel little more than an uncomfortable chill; any fully covered flesh unaffected by the Arctic Mist. - The thin layer of frost does not make any object unusable, though any metal it comes into contact to may become more brightly and thus more prone to shattering or cracking depending on its strength. - Alchemic Air Purifier, flame/heat, wind conjurement, etc. are all viable means of dispelling the mist. - The mist doesn’t freeze objects in mid-air unless they’re some unnatural projectile (i.e. arcane fireball). The frozen feather of an arrow might yield inaccuracy, though the regular laws of motion still apply. - Requires ST signing. GENERAL REDLINES Spoiler - Some potions do not require explicit ST signing; however, misuse of potions will not be tolerated, as both the creator and user are expected to roleplay the concoction clearly and correctly by means of referencing the lore. - Treated Lenses/Filters Do Not require ST Signature. - These recipes are considered ‘common’ alchemical knowledge and if not taught directly can be discovered using the means outlined in ‘Processes’. - Any modifications onto a potion must be explicitly stated within the item description; and only potions which permit modifications may be modified. - All potions require an accepted ‘Feat’ application for Alchemy (not to be confused with an FA - ‘Further Alchemy’ for more specific uses). POTION FORMAT This is used to make sure future potions are created in a similar format. Spoiler Name of Potion: Brief Description: Recipe: Creation (Optional, only if it requires a specific process) Effects: Redlines: CREDITS Sour_Doh – Writer Pund – Writer Mordu – Edits and Consultation 38 Link to post Share on other sites More sharing options...
The King Of The Moon 5123 Share Posted May 26, 2020 Henceforth all ST projects will be handled by private contractors 5 Link to post Share on other sites More sharing options...
Luciloo 2653 Share Posted May 26, 2020 6 minutes ago, TaiwanNotChina said: Launched projectiles will be launched with the same force as a crossbow bolt What kind of crossbow dude? 7 minutes ago, TaiwanNotChina said: allowing on to see I think you mean “allowing one to see” Link to post Share on other sites More sharing options...
GDPR 014 23 Author Share Posted May 26, 2020 Just now, Luciloo said: What kind of crossbow dude? I think you mean “allowing one to see” the point behind that note is to say that one cannot make something greater than a crossbow anyone else can make. That’s all I’ll give you, chief. Thanks, chief. 3 Link to post Share on other sites More sharing options...
Gustando 1457 Share Posted May 26, 2020 Are these potions publicly known, or does one have to find all of it our IRP somehow? 2 Link to post Share on other sites More sharing options...
Sorcerio 4596 Share Posted May 26, 2020 1 minute ago, Ug said: Are these potions publicly known, or does one have to find all of it our IRP somehow? 38 minutes ago, TaiwanNotChina said: - These potions are considered common alchemical knowledge and could be assumed to be learned by moderate to adept alchemists, assuming they understand the means. 2 Link to post Share on other sites More sharing options...
Yaldabaoth 743 Share Posted May 26, 2020 very cute Link to post Share on other sites More sharing options...
GDPR 014 23 Author Share Posted May 26, 2020 (edited) For anyone about to talk about app locking, there will be a post coming up soon. I'd standby before going off about it Edited May 26, 2020 by TaiwanNotChina 3 Link to post Share on other sites More sharing options...
Jentos 6884 Share Posted May 26, 2020 no alchemist fire :***( Link to post Share on other sites More sharing options...
The King Of The Moon 5123 Share Posted May 26, 2020 2 minutes ago, Jentos said: no alchemist fire :***( Lost to history sorry :^) 1 Link to post Share on other sites More sharing options...
Zarsies 6028 Share Posted May 26, 2020 1 hour ago, TaiwanNotChina said: Reflexive benefits gained are not superhuman, and still should be within superhuman capacity. One cannot deflect an arrow or projectile. (Acuity) Prolly meant ‘human’ the second time, yar? 1 Link to post Share on other sites More sharing options...
Nozgoth 2897 Share Posted May 26, 2020 1 hour ago, TaiwanNotChina said: SMOKE WHISPERS Requires *sigh, rip shadow’s grasp 1 Link to post Share on other sites More sharing options...
Sorcerio 4596 Share Posted May 26, 2020 2 minutes ago, Zarsies said: (Acuity) Prolly meant ‘human’ the second time, yar? Fixed, thanks! Link to post Share on other sites More sharing options...
Luciloo 2653 Share Posted May 27, 2020 6 hours ago, TaiwanNotChina said: the point behind that note is to say that one cannot make something greater than a crossbow anyone else can make. That’s all I’ll give you, chief. Arbalests or ‘heavy crossbows’ can have upwards of 1000lbs in draw weight, enough to punch a hole into platemail, is that the intention or no? Link to post Share on other sites More sharing options...
GDPR 014 23 Author Share Posted May 27, 2020 (edited) 1 hour ago, Luciloo said: Arbalests or ‘heavy crossbows’ can have upwards of 1000lbs in draw weight, enough to punch a hole into platemail, is that the intention or no? I don't think so boss. Dent, sure, penetration? I don't think so man. I think the people you've seen who have been roleplaying arbalests might be godmodding crossbows. Hardly anything can penetrate tempered steel, the Chad medieval tank is an absolute unit in full plate. Or maybe skall is wrong and I'm missing something. Also, I believe you mean full plate, or full harness, not “platemail” Edited May 27, 2020 by TaiwanNotChina 3 Link to post Share on other sites More sharing options...
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