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[✗] [Alchemy Addition] Booster Juice Potion Pack


SlitheryC1
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A group of alchemical concoctions based around enhancing/buffing people and nerfing them in other aspects in return, if they do provide some kind of benefit. Total of 3 potions.
 

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Cerulean Kryztal | T1, Common |

GENERAL DESCRIPTION
Takes on the appearance of small, oceanic crystals. This alchemical drug was invented to try calm crazed orcs out of their bloodlust. It unfortunately failed in this task, but still gave those who used it recreationally a good time. It can be snorted, smoked, or quite simply inhaled in surplus if ground up enough. Does not last very long compared to other effects.

 

Spoiler


RECIPE

Base: Aqua Vitae
Aether | Clarity x 3

Mundane | Lethargy x 1
Mundane | Poison x 2

 

CREATION

I. Add Clarity, Lethargy and Poison symbols into a metal bowl.

II. Grind the three powders together and add the aqua vitae.

III. Place upon a lit stove, keep the Aqua vitae at a decent boil. Seal and wait for 1 narrative hour.

IV. Take off the lid, drain out the aqua vitae and scrape off the crystals into a container.

 

EFFECTS

Upon being snorted, smoked or inhaled, the person under the influence will experience a mixture of dizziness, minor hallucinations, stuttering, and sporadic movements. If thrown, it affects creatures within a 1x1x1 Area of Effect, the maximum range of these crystals being thrown being 6 meters. This effect can last up to 3 emotes in combat.

 

OVERDOSING and UNDERDOSING

Overdosing is incredibly difficult to do with Cerulean Kryztal, as its short high time means that its effects wear off too quickly to do any serious damage. Unless you somehow liquify it and inject a gallon into your veins, it probably won’t kill you. Probably. Meanwhile, underdosing might just make you sneeze with little effect.

 

REDLINES

- If a person enters a combat scenario while under the influence, that person may decide how long the effects last within that session.

- Eating it will lead to no high, and will be easily dealt with by one's digestive system.

- Countered by Air Purifier Masks/Air Purifiers.

- Creatures that lack organic organs are naturally immune to the effect (Paleknights, Golems, Sorvians, etc).

- Inhaling more drug while already affected will simply reset the timer in both combative and non-combative scenarios.

- T1, Common. ST signed.

 


Coward’s Whiskey | T2, Uncommon |

GENERAL DESCRIPTION

A failed attempt at making the fabled Swiftness Potion, Coward’s Whiskey takes on a brass or sometimes verdant oil, about as thin as water. It takes 1 action to take out and prime, and a 2nd to consume- the effects kicking in by the 3rd. Known for its heightening of the body’s mobility at the cost of gaining a phobia of just about anything that could hurt something.

 

Spoiler

RECIPE
Base: Distilled Water
Water | Fear x 3
Mundane | Agility x 2
Mundane | Chaos x 2
Mundane | Swiftness x 3


EFFECTS

This potion magnifies the 'flight or fight' response wildly for a short duration (6 emotes/15 narrative minutes), and requires 2 emotes to consume (Prime > Chug)- kicking in on the beginning of the 3rd. When under these effects, one may notice their movement speed increase by 1 meter each emote (2 meters if sprinting), to a maximum of 6 meters per turn (12 if sprinting). This potion cannot be used more than one time per person within each encounter, as the stress will simply be too much- causing the person to faint. Most importantly, a person under the influence will be unable to willingly target a creature or surface if it means that a creature will be harmed, alongside the inability to focus upon a spell.

 

REDLINES

- Drugging a mount that can digest the potion will cause it to panic and run off in a random direction.

- Consumption will lead to no high, and will be dealt with easily by one's digestive system.

- If CRP fleeing turns into a mechanical chase and someone is under the effects of the potion, they do not gain a speed buff or head start in the chase by default. This may be changed if both sides agree.

- Takes 2 actions to consume the potion. Once consumed, it's effects begin at the start of the third. (Prime > Chug)

- Templars and other passive fear-nullifying abilities cannot stop the potion if directly consumed.

- Being struck by an ACTIVE spell, potion or effect that nullifies fear cuts the potion's duration short, removing the benefits and the detriments made by the potion.

- Can't be used to get to mechanically impossible places without the Event Runner's/ST's consent

- One should both accurately and clearly roleplay the signs of being influenced. Be FEARFUL! 

- You cannot attack a person directly, or purposefully make decisions that result in the harming of a creature while under it's effects.

- Cannot buff someone to move beyond 6 blocks an action (12 if sprinting) 

- T2, Uncommon. ST signed.

 

 

Morphic Slurm | T3, Rare |


GENERAL DESCRIPTION
Known to some as the 'Gooinator', this potion usually takes the appearance of a constantly squirming lump of slime, the off-putting thing looking almost alive within its container.
Upon gulping down the viscous and unpleasantly 'living' liquid, it will convert one’s muscle, fat and skin into a material similar to that of a gelatinous cube- the flesh becoming partly transparent and bouncy/flexible by nature. 

Veins/arteries, neurons, bones and organs will be visible beneath the slime-like membrane, giving a rather unsettling visage.
 

Spoiler

RECIPE

Base: Phlegm x 1
Earth | Connection x 2

Water | Impediment x 2
Mundane | Vigor x 1
Mundane | Life x 3
Dye x 1 (Optional. For potion’s and consumer’s color, default is a light green)

 

CREATION

I. Get a pot filled with snot. This will act as your base.

II. Add Impediment and Vigor symbols into the spot. Stir until dissolved completely.

III. Place pot upon a stove, keep it at a lukewarm temperature. Do not boil.

IV. Add Connection Symbols, followed by dye of choice.

V. Pour the still warm slime into an empty bottle before adding the Life Symbols. Seal the bottle.

 

EFFECTS

When under the effects of the potion (and NOT wearing plate armor), it reduces oncoming blunt strikes by one 'severity level'. A war hammer may feel more like a mace, for example. This comes at the cost of increasing the 'severity level' of a slashing or piercing attack, as blades or points will be able to far more cleanly cut through. This effect lasts 10 minutes. Also allows folk to fall 2 blocks further without taking punishment (see rough chart below). Wearing a full/half suit of pate armor will be counterintuitive and render the potion's effects negligible.

(No potion)   (Potion)

6 Meters > 8 Meters

9 Meters > 11 Meters

12 Meters > 14 Meters

15 Meters > 17 Meters

18+ Meters > 20+ Meters

 

OVERDOSING and UNDERDOSING

If already under the effects, taking far too little (in the event that a large beast is fed the potion) or having consumed one of these potions again within the same 3 OOC hours will cause the consumer to harmlessly puke out the potion in an unusable state. Simple as.

 

REDLINES

- The potion only lowers the amount of bodily harm dealt, not the amount of pain one may feel by getting bludgeoned.

- Coloring the potion (and thus, the consumer while they are under it’s effects) has no mechanical benefit and is purely aesthetic.

- Getting crushed by something large will still result in one splattering.

- Takes 2 actions to consume the potion. Once consumed, it's effects begin at the start of the third. (Prime > Chug)

- Unnatural hardiness of a hide, scales, skin or flesh is rendered ineffective once the potion is consumed. It will be slashed through just as easily as a descendant’s who is also under the effect of the potion (Tawkin, CA races, etc).

- If the consumer lacks organic skin, muscle and fat entirely, this potion will have no effect upon consumption.

- T3, Rare. ST signed

 

_______

 

 

(OOC) PURPOSE

Spoiler

Generally, I want us and the server to explore the different little mechanics we have in CRP, and try experiment with them. Going more in depth for each individual potion below.

Cerulean Kryztal -

Fills the niche the bats eye bulb once had without taking flash powder's place, in lore attempts at circumventing Iblees' curse (and failing). I find that a ST signed T1 potion could also be good for getting newer alchemists introduced to the SREQ system when making potions.

Cowards Whiskey -

A potion thats worth the risk, but only if things go according to plan. If they do not, it can be pretty detrimental to the total amount of blocks moved per emote. Gives people more freedom in escaping CRP situations outside of the usage of voidal translocation.

Morphic Slurm -

Adds one extra reason to not wear plate armor, gives a resistance to a very powerful type of damage while boosting weaknesses to others. Also gives people more freedom in surviving CRP situations if they are more creative with the potion.


 

CREDITS

Spoiler

rdowdy, samler - For helping me with editing and providing useful feedback for each potion presented

 


CHANGELOG

Spoiler

Apr 27 - Released!

Apr 28 - Changed Gooinator to Morphic Slurm (im sorry goo fans). Also added what potions do and do not require ST signing, alongside clarifying the Coward's Whiskey effect. Thank you sam and frisket! <3

May 4 - Updated Cerulean Kryztal to require Sreqs

May 8 - Removed 'Math for nerds', nerfed Coward's Whiskey to prevent people from directly attacking/harming an enemy and stopping one from drinking another potion on top of giving the inability to cast. Also reduced length of effect for Cerulean Kryztal. Various clarifications added.

July 5 - added ooc note onto 'purpose' section. Also updated recipes to be more relevant to Aevos' selection (Morphic Slurm's base being changed from slime to phelgem)
July 22 - Increased duration of Kryztal to 3 actions, to compensate for the longer emote time when using potions. Also formatting fixes.
Aug 26 - Summarized Effects and Kryztal general description. WORKING ON FORMATTING.

Aug 26 (But 2 hours later) - Finished, very painful. Also Revamped the descriptions a little. Clarified my thoughts in OOC, now that I have more experience in writing these kinds of posts.
Sep 1 - Shortening of morphic slurm's descriptions to include only the necessities, + simple polishing

 

Edited by SlitheryC1
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3 minutes ago, Jaxothy said:

GOOINATOR

 

I gotta swap it into a more serious name im SORRY

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So I got lucky enough to see this post like 2 hours early, and I do really like it. Not only is this something I can see actually being used for more than 2 weeks before it fades into "Just another recipe" to collect. It is a set of potions designed for CRP, that have well laid out rules and redlines. I think a lot of potions in CRP suffer from being either useless, or being very open for use in CRP since they weren't necessarily designed with it in mind. Even with the fact that this is a CRP potion pack, there is still some IRP reason for it's existence and they do fill a, within my knowledge, unfilled niche.

Coward's Whiskey is a method to damn the consequences and try to escape CRP, giving a way out rather than a prolonged chase that could should have become a mechanical one 30 minutes ago.
Morphic Slurm (Gooinator in my heart) is a suit of alchemical armor that doesn't supplement Plate Armor (which everyone seems to have) and gives a reasonable alternative to it depending on the fight you plan to enter. There's a good reason to use it and I'd almost argue for it to be slightly buffed, perhaps allowing for something like chain (a much more reasonable armor in a normal setting) to give a really cool Alchemical Alternative to "everyone has plate."

But maybe that's a little bit biased since I helped with some of the formatting. (I really don't deserve any credit for this piece tbh)

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Coward's Whisky should entirely disable taking major actions other than movement. Even if you make it take more time to attack, the movement speed while taking a major action with the potion active under balance default (5 blocks) is still sufficient to avoid/outrange a normal attacker while one 'charges' their swing (especially a pursuing attacker). Additionally, could see some concerns using this potion alongside blasting potions, as if you are fleeing a pursuing opponent and priming blasting potions, it'd be impossible for them to catch you in melee.

 

otherwise i like the potions, the first one should probably be ST signed or bumped up a tier just bc it has a meaningful offensive effect

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10 hours ago, SlitheryC1 said:

+1/+2 TO MOVEMENT
Rounds up to the nearest whole number, to a maximum of 6/12 blocks.
This means that 3 meter walk/6 meter sprint movement becomes 4/8, 4/8 (or standard movement) becomes 5/10, and lastly 5/10 becomes 6/12 movement.

Math for Geeks (To prove it is NOT busted)

  Reveal hidden contents

[No potion emotes, Sprinting over 8 emotes]
6 x 8 = 48 total blocks of movement [3/6 Speed]
8 x 8 = 64 total blocks of movement [4/8 Speed]
10 x 8 = 80 total blocks of movement [5/10 Speed]
12 x 8 = 96 total blocks of movement [6/12 Speed]
[Potion emotes, Enhanced Sprinting after 1st 2 emotes]
3 + 3 + (8x6) = 54 total blocks over 8 emotes of movement (8 meters better) [Originally 3/6 Speed]
4 + 4 + (10x6) = 68 total blocks over 8 emotes of movement (4 meters better) [Originally 4/8 Speed]
5 + 5 + (12x6) = 82 total blocks over 8 emotes of movement (2 meters better) [Originally 5/10 Speed]

ADDS 1 EXTRA ACTION  REQUIRED TO DO AN ATTACK, PREVENTS CASTING

This simply means that one must spend an extra action aiming their weapon/potion before throwing it, or preparing to try a melee attack. This also completely prevents the ability to cast due to the amount of fear present within the person (and thus, lack of focus). This is irply represented by the sudden amount of paranoia and fear, which lasts the entire duration of the potion.
It should be noted that this does not prevent the person from preparing to parry or protect themselves during the wind up to perform a melee attack.

 

Personally just clarify that the effects add three extra blocks to the 8 dash sprint. Instead this mess of calculations. Not that’s it’s bad just kinda seems like there’s a lot of op loops and will become a powerful tool for get get always.

 

but beyond that +1

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The IRON BARON DISTRUGERE and his FABLED IRON TIGER mere moments after inducing the COWARD's WHISKEY:

 

image.gif

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On 4/26/2023 at 9:34 PM, SlitheryC1 said:

Math for Geeks (To prove it is NOT busted)

Erm ok nerd https://tenor.com/view/nerd-nerdy-nerds-nerd-emoji-gif-25380417 +1

Edited by Turbo_Dog
Nerd emoji didn’t work :(
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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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