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[✓] [Alchemy] Beastial Brews & Reagents


TheTri
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Beastial Brews: An Exploitation of Natural Order

Fantasy Art Archives - Kiri Leonard Art: Fantasy Art, Wall Art, Whimsical  Illustration

 

Origins:

 

Spoiler

Brewery has long served to bolster the strength of man. This has, since the dawn of the practice, come into fruition through alien phenomenon such as the breathing of fire, or the production of bombs, or the ability enhance one’s acuity to degrees almost inhuman in nature-- All thanks to the almighty law of equivalence, and the cleverness and diligence of man. Descendants have garnered remarkable feats in technology, the arcane, and alchemy alike: feats perhaps even impressing He who produced them. As a result of this, animals (descendants’ lessers) have experienced a rapid decay in significance. Lions which once struck fear into the hearts of many - Venomous serpents which originally had no antidote - Krackens which could tear down the ships of those so daring as to explore the sea - After centuries of man’s progression, these creatures were no longer regarded through a lens of fear or caution. Now, they were viewed exclusively as a benefit to man. What purpose does a pig serve, other than for pork? What purpose does a cow serve, other than for milk? Some, like dogs, were lucky; they serve to be companions. It is rather cute, how man befriended hound. 
    These are all relatively humane applications - or rather, exploitations - of the lessers which roamed Eos. But, descendants are painfully curious, and as such it was only a matter of time before animal use in the material alphabet and brewery was considered by the alchemists.

 

- Can be learned/used at T2 of Alchemy. (Requires a valid alchemy FA)
- Considered ‘Rare’ knowledge. Do not metagame any recipes

 

 

Reagents:

 

Spoiler

Rabid Blood [Water]

Spoiler

Rabid blood is blood harvested from an animal which is infected with rabies. Rabid animals are characterized by strange day-night cycles (nocturnal animals being out during the day, for example) and a defensive, almost feral behavior when approached. The blood appears just like any other.

 

Symbols:
2x Weakness
1x Curtailment
1x Vigour

 

Harvesting:
The harvesting of Rabid Blood is relatively easy, the tough part generally being the locating of a rabid animal. Given the inherently ruthless nature of most alchemists, they often choose to put the animal out of its misery, killing it quickly and extracting the blood via syringe thereafter. One Labrador Dog (or smaller) animal provides a single measure of rabid blood. Anything larger provides two.

 

- Animals the size of Labrador Dogs will provide 1 measure of Rabid Blood, while any larger beast provides two.

 

Camel Gut [Fire]

Spoiler

Camel Gut is, as disgusting as the thought may be, the stomach of a camel. Camels are often found within the desert, and all camels have stomachs.

 

Symbols:
3x Impediment
1x Burning

 

Harvesting:
Much like the aforementioned Rabid Blood, the most difficult part of harvesting Camel Gut is finding a camel. Their known territory is the desert, and even in said domain they are sparsely found. Camels are more often domesticated by southerners than found in the wild. That being said, a camel can be killed and its stomach can be extracted; however, a hole must be carved into said stomach following its removal so as to let out any excess undigested food or stomach acid which will inevitably lie within. Then, it must be thoroughly rinsed with water at least three times. The pit of a camel’s stomach exhibits a vile stench capable of making most throw up. An air purifier or mask of some sort is advised.

 

- Camel Gut will spoil and use its use as a reagent 3 IRL days after following its harvest, unless it is holding within an Insulating Decoction [See below].

 

Snow Rabbit Stomach [Air]

Spoiler

Snow Rabbit Stomach is the antonym of camel gut, and as such, its symbols are the opposite. It is, as the name suggests, the stomach of a snow rabbit.

 

Symbols:
3x Agility
1x Freezing

 

Harvesting:
Snow Rabbit Stomach can be extracted from the arctic rabbits of the north. They can be killed, and their innards can be harvested. A hole must be carved into said stomach following its removal so as to let out any excess undigested food or stomach acid which will inevitably lie within. Then, it must be thoroughly rinsed with water at least three times. The pit of a snow rabbit’s stomach exhibits a vile stench capable of making most throw up. An air purifier or mask of some sort is advised.

 

- Snow Rabbit Stomach will spoil and use its use as a reagent 3 IRL days after following its harvest, unless it is holding within an Insulating Decoction [See below].

 

Toad Legs [Earth]

Spoiler

The legs of a toad or frog. Any toad or frog will suffice, though one must bear in mind to be weary of those which are poisonous to the touch.

 

Symbols:
2x Poison
1x Swiftness

 

Harvesting:
The harvesting of toad leg is simple. One must find a toad, and aptly remove the legs from the body via some sort of knife. However, gloves are advised, given many species of frog and toad are venomous to the touch. After the removal of the legs, one should delicately peel off the skin of the frog to remove the mucus which covers its body, leaving only the meat and bone behind. At this point, it can be broken down and its respective symbols can be derived.

 

- Toad Legs will spoil and use their use as a reagent 1 IRL week following the harvest. It is advised that the alchemist makes haste is they seek its poisonous properties.

 

 

Potions:

 

Spoiler

Boom Paste ((T2))

Spoiler

Recipe
Base: Bat Blood
2x Sound
1x Clarity
1x Fear


Process
Extract symbols separately and, within the Bat Blood, add Sound and Clarity symbols. Let them sit and diffuse undisturbed for 5 minutes, before adding fear symbols to the solution and churn. It should thicken into a pale red paste.

 

Effects
Boom Paste, when added to the inner ear of somebody via cotton swab or some other inserting mechanism, will amplify their hearing by tenfold. While it can be compromised completely via earplugs or mufflers, if left unprotected, even ordinary sounds will be excruciatingly loud and almost painful in nature. If one is subjected to loud noises while under the effect of the paste, they will be instantly subject to unbearable pain, potential long term ear damage, and excruciating headaches. However, the paste will lose its effectiveness after 4 emotes, or if rinsed out with water. This paste is NOT constructive toward hearing. One can not hear a ball drop from miles away, or experience enhanced hearing in any positive capacity under its effects. Instead, everything will become so loud and clattered that the all sound perceived by the applicant will be utterly incomprehensible, incoherent, and unbelievably painful.

 

Redlines:
- Earplugs and noise mufflers completely negate the effects of the Boom Paste.
- The paste will lose effectiveness after 4 emotes.
- The paste will instantly lose effectiveness if one rinses the ear with water.

- This potion can be represented with a player-signed item after adequate creation-roleplay is done.

 

Manic Brew ((T2))

Spoiler

Recipe
Base: Distilled Water
2x Chaos
2x Instability
Rabid Blood

 

Process
Bring the distilled water and rabid blood, in two separate flasks, to a boil. To the distilled water, add chaos symbols. To the Rabid blood, add instability symbols. Allow the symbols to dilute undisturbed within each liquid, before abruptly combining them and mixing. Turn off the burner and allow it to cool. The result should be an ebony solution with red specks scattered throughout.

 

Effects
Upon consumption of the Manic Solution, one will lose all sense of reality and reason for a brief period of time. While they will have some degree of self control and might not blatantly attack those around, they will become very easily provoked and prone to physical outburst. They will growl almost animalistically while under the effects of the potion, and be compelled to bite or scratch people. During the duration of the Manic Brew, one will be rendered completely unable to perceive speech, and therefore unable to coherently talk. For a brief period of time, they will be devolved into a rabid animal. Drinks spiked with the Manic Brew would be darkened in color, and have strange red specks scattered throughout it, but these are things only noticeable upon deliberate inspection of the spiked drink. What is substantially more noticeable, however, is the repugnant odor is exudes when combined with another liquid, making it difficult to trick one into consuming the brew. The effects of the brew last precisely 7 emotes before subsiding.

 

Redlines:
- The effects last 7 emotes
- Simply because one consumes this potion does not mean they will mindlessly attack all in sight. Instead, they will be very easily provoked and defensive, and will attack if approached.

- This potion can be represented with a STORY TEAM-signed item after adequate creation-roleplay is done.

- Effects set in immediately upon consumption of the potion.

- Descendants are required to drink 1 full measure of the brews (One full potion) to observe its effects. Somebody can not drink half a potion to become 'half rabid'.


Insulating Decoction ((T2))

Spoiler

Recipe
Base: Distilled Water 
2x Balance
1x Strength
1x Blindness
Camel Gut/Snow Rabbit Stomach (For either heat resistance or cold resistance)

 

Process
Bring the distilled water to a boil. One by one, add balance, then strength, then blindness symbols. Mix until it adopts a dull grey hue. Then, acquire either Camel Gut or Snow Rabbit Stomach. Carve a hole into the stomach, and pour the solution in. Over the course of 20 irl minutes, it will adopt either heat resistant or cold resistant properties. The solution can not be removed from its respective stomach, else it will lose its effects completely.


Effects
The Insulating Brew, when consumed, provides amplified resistance to either Heat or Cold, depending on whether Camel Gut or Snow Rabbit Stomach were used in its creation. These potions last up to 2 narrative hours.

Should one consume the Snow Rabbit Stomach variant, they will find that, if they are in a freezing environment, they feel as though they are cloaked in a fur coat: one which wards off the cold. That being said, they are not immune to consequence. While they will not perceive the pain of frostbite or hypothermia, it will still occur. If one remains in the cold in unfitting clothing for over 1 narrative hour, their body will begin to succumb to hypothermia, but at a substantially slowed rate for the remaining narrative hour of the potion’s effect.


Should one consume the Camel Gut variant, they will find that, if they are in a scorching environment, they feel as though they are constantly being fanned with cold air: Air which wards off the heat. That being said, they are not immune to consequence. While they will not perceive the pain of overheating or stroke, it will still occur. If one remains in the scorching heat for over 1 narrative hour, their body will begin to succumb to heat stroke, but at a substantially slowed rate for the remaining narrative hour of the potion’s effect. This potion does NOT ward off fire. If one encounters fire, it will still completely affect them, and they will feel every ounce of pain induced by it.

 

Even while one is beginning to succumb to heat stroke/hypothermia in the second narrative hour of the potions effects, they will be completely unable to perceive any pain or physical warning. After the potion expires, the pain and damage that they sustained will hit them all at once: A pain often debilitating in nature.

 

Redlines:
- These potions last up to 2 narrative hours
- The Snow Rabbit Variant of this concoction only completely defends from hypothermia and frostbite for 1 narrative hour. After this, they will begin to succumb to it, but at a slowed rate.
- The Camel Gut variant of this concoction only completely defends from heat stroke for 1 narrative hour. After this, they will begin to succumb to it, but at a slowed rate.
- The Camel Gut variant of this potion serves as a heat retardant, not a FIRE RETARDANT
- This potion must be stored in and consumed from either Snow Rabbit Stomach or Camel Gut, NOT a flask/vial.

- This potion can be represented with a player-signed item after adequate creation-roleplay is done.

 

Nature’s Barrier ((T3))

Spoiler

Recipe
Base: Ocean Water
2x Rigidity
2x Strength
1x Endurance

 

Process
The ocean water base should be kept at room temperature. Mix thoroughly before, one by one, adding Rigidity and Strength symbols. Now, rapidly cool the liquid over ice and add endurance symbols, mixing all the while. It will thicken into a paste and adopt a dull grey hue.

 

Effects
Nature’s Barrier is a dull grey paste which, when applied to the skin, causes it to adopt the consistency and texture of sandpaper. One measure of Nature’s Barrier produces enough paste to cover about half of one’s torso, or the entirety of both of their arms. This sandpaper-like skin can be used for a variety of purposes: Torturing people by slowly shaving their skin away, sanding down a piece of woodstock, or polishing a new leather hilt for your blade are all fine examples of the paste’s capabilities! It is as easily-pierced as ordinary skin and offers absolutely no extra protection, and it lasts for 2 IRL hours after being applied. One must be wary, however, for over-using this potion will inevitably cause their skin to grow saggy and prone to infection, given that it is constantly traversing between a sandpaper-like and ordinary state. They must also bear in mind that, despite the added friction being slightly conducive to the act of climbing when under Nature's Barrier, it by no means makes one capable of accessing areas otherwise inaccessible; it will serve to do nothing but minimize pain when scaling rough structures.

While a more niche application, Nature's Brew can be applied to other living tissue to bestow upon it this sandpaper-resembling consistency. For example, it can be applied to the leaves of plants, or the skin of animals (which is often useless since they are typically coated with fur of some sort). All of the aforementioned rules apply regardless of that which the paste is used upon.


Redlines:
- Lasts 2 hours after application
- Enough paste in 1 measure to cover the entirety of both of someone’s arms
- Offers absolutely no additional protection and is as easily pierced and damaged as ordinary skin
- Upon the 3rd use of this potion, one will find their skin growing strangely saggy and gross in appearance, as if there is some strange liquid festering beneath the surface of their skin. This soft skin tissue will slowly become numb and dysfunctional, adopting a grotesque appearance.

- Can not be used to perform incredible feats pertaining to climbing. It can not be used to access areas otherwise inaccessible through minecraft mechanics, and will merely serve to minimize pain when climbing rough structures.

- This potion can be represented with a player-signed item after adequate creation-roleplay is done.

- Can only be used upon living plant, animal, or descendant tissue.

 

 

 

 

 

 

 

 

 

 

Works Cited/Author’s Note:

 

Written by TheTri
Feedback is always appreciated! I’m still relatively naive and new to writing so feel free to humble me if my ideas are stupid or poorly written.

 

Edited by TheTri
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I don't think this is finished. This'll need ALOT of work before it's able to be released. Sorry, Tri - you lost this one! : /

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cant believe i got here before the post did!

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Hi! Story Team here. See, Voidal lore (lore about a realm with nothing in it) is already implemented on the server. Please edit this lore accordingly and repost it when you are finished. Cheers !

789dc81148042c79b9f4a0c98a6b5fad.png

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17 minutes ago, Undubitably said:

I don't think this is finished. This'll need ALOT of work before it's able to be released. Sorry, Tri - you lost this one! : /

 

15 minutes ago, Xx_BloodStalk_xX said:

Hi! Story Team here. See, Voidal lore (lore about a realm with nothing in it) is already implemented on the server. Please edit this lore accordingly and repost it when you are finished. Cheers !

789dc81148042c79b9f4a0c98a6b5fad.png

 

16 minutes ago, Kujo said:

cant believe i got here before the post did!

 

Typical beta male behavior

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I love it. (Obviously has the issues mentioned previous)

When it comes to Ant's Offering, I'd probably add in the redlines that ologs cannot consume the brew. I can't imagine the things that'd be done with a 20x strength olog

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CHANGELOG:

In line with request of the ST, the following amendments have been made to this piece

 

- Ant's Offering has been removed entirely.

- Shark Fin as a reagent has been removed entirely.

- Snow Leopard Stomach has been adjusted, instead changed to Snow Rabbit Stomach.

- Clarifications were made in regard to Nature's Barrier, stating that it can't be used to climb surfaces otherwise inaccessible by the character using the paste. It will merely dull pain when scaling rough surfaces, and mildly enhance grip. Also, clarified that it can only be applied to living tissue.

- Added Spoilage and clarifications to the Reagants listed here: Snow Rabbit Stomach and Camel Gut spoil after 3 days, Toad Legs Spoil after 1 week.

- Rabid blood harvesting was clarified (How much can be extracted from a given animal).

- Reduced the duration of Nature's Barrier from 24 IRL hours to 2 IRL hours.

- Manic Brew now requires ST signature.

 

 

Edited by TheTri
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CHANGELOG:

In line with request of the ST, the following amendments have been made to this piece

 

- Spelling errors in the Reagant Section were ammended.

- Changes to the Manic Brew: Added an additional 3 emotes to its effect duration and specifications about drink spiking.

- Gave better detail to the boom paste's effects, as to distinguish it from the acuity potion.

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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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