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[✓] [Amendments + Clarifications] Core Potion Effects


Sorcerio
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Potion Emote Counts:

[1] To draw potion — [1] Throw/Consumption & Emote Effects — [+] Any other necessary emotes.

 

This applies solely to the throwing/distribution of regular potions. Minimum of [2] emotes.

 

 


 

 

Luminosity Potion — T1

Unactivated, the Luminosity Potion appears as a clear liquid akin to water. Upon aggravation, whether by shaking or other harsh motion, the liquid would emit an artificial, heatless yellow glow which may last anywhere from a few hours to a few days. The concoction may be dyed to give the light different colors.

 

- The provided light cannot be used to blind an individual.

- The provided light will never exceed that of a typical torch mechanically.

- The provided light offers no heat or warmth.

- Does not require ST signing.

 


 

Flash Powder — T1

Either by detonation, or contacting after being thrown with force, this powder will create a harmless combustion which results in a bright light. This light may be used to disorient and/or stun an individual, rendering them virtually blind for [1] emotes, before the effects fade upon the second. These deliverables are often sent out in the form of tiny wrapped parchments, optimally aimed for the face. The light from Flash Powder only blinds in a 1x1x1 area.

 

- Cannot cause lasting eye damage.

- The combustion has no force or heat.

- The victim is not utterly defenseless and totally blind, their vision instead blurred and hazy.

- Does not require ST signing. 


 

 

Babbling Concoction — T1

Upon consumption of this concoction, one would begin to find their tongue salivate much more than usual, progressively slurring their speech to the point of babbling, hence its name.  The effects may last anywhere from [1] narrative hour up to [1] narrative day depending upon the number of endurance symbols used; the victim’s speech returning to normal after said time has passed. This unction may easily be snuck and mixed into food or drinks as well, often as some cruel joke or mild form of sabotage.

 

- The Babbling Concoction only affects the speech capability of a target, and by no means inhibits intellect or cognitive function. Salivating is not enough to harm a victim even in large quantities. 

- The victim can still speak, it’s just hard to understand; “Hi, how are you?” would be, “Hi, hough erbl yehg?”

- The concoction must be consumed to have effects. 

- Does not require ST signing.


 

 

Cat’s Eye Potion — T1

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.

 

- 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.

- Does not require ST signing.


 

 

Air Purifier — T2

A vaporous concoction which may be used to nullify harmful substances and inhalants from the air upon its release, such as toxic spores, disease pathogens, and even certain gaseous potions, thus leaving the air safe to breathe in. Often the potion appears as a thin puff of white cloud which engulfs the harmful vapor or gas.

 

  • A vial of Air Purifier can cover a 3x3x3 range in [1] emote, and only counter other vial measurements.

 

  • A flask of Air Purifier can cover a 5x5x5 range in [1] emote, and counter flask and vial measurements.

 

The purifier takes [2] emotes to fully counter the toxic substance once released, before dispersing itself upon the third after. It has no effect upon any toxic solids and liquids, and it is unable to cleanse one’s interior if they’ve already inhaled whatever it may be that has harmed them. Air Purifier may also be treated into respirators, though this would only protect the individual from inhaling substances themselves, not neutralizing them completely as if they were present as a cloud within the air. 

 

- Does not work on solids or liquids; only things in the air.

- Cannot be ingested to cleanse already breathed substances.

- Does not act as air if there is none.

- Whether or not a potion can be countered is listed in their respective mechanics.

- Cannot nullify magically conjured inhalants/gasses (i.e. voidal smoke).

- Does not require ST signing.

 


 

Heat Vision — T2

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.

 

- 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. 

- Does not require ST signing.

 


 

Will’O Bottle — T2

Whether in liquid or gaseous form, a Will’O Bottle is static and useless until shaken and aggravated; sparking into flame upon its release and creating fire. This fire is nothing more than chemical flame, and will not stick to matter that is not flammable or combustible for more than [3] emotes. 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. This flame may be put out with [2] emotes of consistent suffocation; like rolling around on the ground, patting, etc. The radius of the flame depends upon the size of the container.

 

  • A standard vial of Will’O Bottle can cover up to one block at most.

 

  • A standard flask of Will’O Bottle can cover up to a two block area.

 

Flame from Will’O Bottles still takes a moderate amount of time for the individual to be put into a critical condition or killed, and almost never would it be capable of incapacitating one outright. For an individual to die from this flame, they would need to experience at least [5] emotes of direct burning in a vital area, such as the head or torso; though may take even more time depending upon their wellbeing and protection.

 

- Will’O Bottles have no concussive force on their own. 

- Will’O Bottles cannot instantly incinerate someone. It’s not a napalm.

- Water cannot extinguish this fire, though Arctic Mists, Air Purifier, or [2] emotes of direct suffocation may.

- Consuming a Will’O Bottle will result in the body violently rejecting it, though not harm them otherwise.

- Requires ST signing.


 

 

Waterbreathing Concoction — T2

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.

 

- 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.

- Requires ST signing.

 


 

Smoke Whispers — T2

Upon contact with air, this smoky liquid would quickly evaporate into a thick haze which expands outwards, obscuring vision and irritating the eyes. Those caught within the fog, without augmentation, would be unable to see more than one block in front of them; at most making out vague details. Those outside the smoke are unable to see what transpires inside, and are oblivious to any sort of detail beyond shadow. Dyes may be applied in the potion’s creation to grant it different colors, though its default hue is gray.

 

  • A vial of Smoke Whispers may expand outwards in a 5x5x5 area out from the point of contact over the course of [2] emotes; expanding to only a 3x3x3 area upon the first. 

 

  • A flask of Smoke Whispers may expand outwards in a 10x10x10 area from the point of contact over the course of [2] emotes; expanding to only a 5x5x5 area upon the first. 

 

Smoke Whispers, regardless of size, may at most last for up to [5] emotes, and disperse fully upon the sixth; though may also be dispersed any means of air displacement, whether mundane or magical. 

 

- Smoke Whispers does not suffocate nor make it hard to breathe. At most, one could cough uncomfortably. 

- Alchemic Air Purifier, Arctic Mists, wind conjurement, etc. are all viable means of dispersing the smoke.

- Smoke Whispers is not total blindness, even if dyed, say, black; though still significantly impairing.

- Alchemists are not immune to the visual impairment of Smoke Whispers unless they have adequate means of seeing through such, namely augmented sight of some sort.

- Requires ST signing.

 


 

Tanglefoot — T2

Tanglefoot consists of a viscous grey goo, which may be applied to slow down a target should it be thrown and the contents be exposed to open air. The potion itself takes at least [2] emotes to completely set, being rather sticky upon the first, to becoming more like a thick sludge upon the second; and in some cases even hardening completely if certain alchemic symbols are used, immobilizing the target.

 

  • A vial of Tanglefoot can halve the movement speed of a descendant-sized individual, expanding and setting within a 1x1x1 meter area; enough to cover the feet of an individual.

 

  • A flask of Tanglefoot can reduce the movement speed of  a descendant-sized individual to a mere fourth, expanding and setting within a 2x2x2 meter area; enough to cover up to the waist.

 

Naturally, the proper acids are capable of breaking down Tanglefoot, and brute force may push through it until they escape the sludge, requiring [4] emotes of moderate strength exertion. Almost never would it completely immobilize an individual unless it were in a large quantity, such as a bag or vat; which obviously could not be carried around like a bottle or flask. 

 

- Tanglefoot cannot suffocate an individual if forced down their throat. 

- Will not directly damage parts of the body besides hair; if one peels away their arm they won’t lose any skin.

- Tanglefoot will almost never completely immobilize someone unless used in large quantities.

- Requires ST signing.


 

 

Cockatrice’s Breath — T3

Upon contact with this concoction, whether it be as a liquid or gas, slowly calcifying the object or individual’s form, mimicking the petrifying breath of a cockatrice. This does not turn them fully into stone, but instead forms a layer of stone over the individual which inhibits their movement until eventually consuming them entirely over the course of emotes; though they may make an effort to break free. The potion cannot calcify surfaces such as glass, intangible elements such as flames, or certain alchemic treatments.

 

  • Gaseous Cockatrice’s Breath expands in a 3x3x3 area, and calcifies each individual within its radius over the course of six emotes, including the alchemist if they are not careful.

 

  • Liquid Cockatrice’s Breath may be applied to one target via a thrown flask, slowly calcifying the individual over the course of four emotes.

 

The amount of time it takes to consume a person may also vary depending upon the physical state of the concoction, and the relative size of the target. The emote counts listed above are the bare minimum, applying to any descendant-sized creature and smaller, excluding orcs; who might take up to [2] additional emotes to calcify. Something as large as an olog would probably take closer to around [10] emotes.

 

- As the potion slowly encases the victim, they will find it increasingly difficult to move, though not necessarily impossible until they have been fully covered.

- Being trapped in the stone does not suffocate the individual, nor kill them on its own. They are simply unable to move and must resist for up to three emotes in order to break free.

- While fully trapped within stone, the victim may be more susceptible to concussive force, especially in the event that the stone were to be knocked over and shattered; likely yielding a concussion. It is not armor.

- Requires ST signing.

 


 

Blasting Potion — T3

Blasting Potion appears as a thick mist encapsulated within an airtight container, capable of spreading out with great force upon its release. This force is concussive, like that of a non-incendiary explosion; the blast’s general strength and radius dependant upon the volume of potion and how hard it was thrown. When thrown directly at an individual, the blast would feel like a heavy hit from a blunt weapon, and direct hits to an unarmored head or chest could be detrimental, though not necessarily fatal outright.

 

  • A standard vial of Blasting Potion may erupt in a three-block radius, compromising the footing of those caught within two blocks of the blast; leaving those upon the third block to merely stumble or stagger back, though likely still standing. The glass shrapnel flung would only reach the edge of the blast radius and would only be able to graze unprotected skin.

 

  • A standard flask of Blasting Potion may erupt in a five-block radius, launching those within the first two blocks up to two blocks back; those caught within three to four blocks having their footing greatly compromised; and those within the fifth block would find themselves only lightly shaken. The glass shrapnel flung would only reach the edge of the blast radius and embed itself half an inch within skin.

 

Being launched may leave the individual(s) on their back, having the wind knocked out of them, and at most bearing minor fractures and/or moderate bruises depending on their protection and what they hit; necessitating [2] emotes to recover fully. Compromised footing may leave an individual on the ground at most, though they may attempt to scramble up within the same emote. Anything uruk-sized or larger can’t be knocked down by a single flask alone, though could still be battered and disoriented.

 

- There is no heat or flame caused by this potion.

- Blasting Potion will almost never be able to kill anyone outright, and at most a direct hit would leave grievous wounds.

- Shrapnel thrown by this potion will never be capable of penetrating anything more than half an inch of cloth, and cannot penetrate plate, chain, layered armors, or tough gambeson.

- Breaching doors still require one to do the proper lockpicking/breaching rules and mechanics.

- Blasting potions cannot circumvent minecraft mechanics (i.e. blasting someone over a wall).

- Requires ST signing.



 

Arctic Mist  — T3

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.

 


 

Dragon’s Breath — T3

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.

 


 

Potion of Acuity — T3

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.

 

-  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.

- Requires ST signing.

 

 

 

Electromancy — T3

Requesting the shelving of this particular piece.

 

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I agree with a lot of these. Lore clarifications are always nice, so that you know exactly what your limits are.

 

+1

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A good balancing, though I don't know if the electromancer potions need to be outright removed. Ultimately they are extremely combative, but they also supply an interesting way to harness electricity in character. I am glad to see a 2 emote need placed on drawing and hucking a potion.

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34 minutes ago, DISCOLIQUID said:

A good balancing, though I don't know if the electromancer potions need to be outright removed. Ultimately they are extremely combative, but they also supply an interesting way to harness electricity in character. I am glad to see a 2 emote need placed on drawing and hucking a potion.

 

I definitely agree with Disco here. Just looking at it from the perspective of an outsider, even, I can see that they have a niche. They're a costly, hard-to-learn recipe that provides a great deal of combative benefits, but additionally has non-combat benefits should the use of electricity ever be popularized under the Techlock. I'd say they may need some clarifications at most, but atm, they're a niche subset of recipes that provide alchemists with raw combat potential that they would not otherwise have. 

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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