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[✗] Smokers Alchemy [Potion-Pack]


Titanium430
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Long have the various descendant peoples enjoyed the recreational and medicinal properties associated with herbs of a variety of sources, smoking and consuming them in a myriad of culturally diverse traditions — ranging all the way from the cactus green of the Uruk to the pipeweed of the Halfling. It was simply only a matter of time before a burgeoning alchemist decided to try their hand at enhancing the special characteristics of these herbal mixtures, for both more expansive medical uses, and more strange and exotic blends intended to have more specific, niche uses and effects.


 

Blood Hound’s Snuff [T2] [Common]

Created initially by a mistaken alchemist trying to formulate a hallucinogenic powder – the prepared tobacco known as Blood Hound’s Snuff caught on near immediately, first with fanciful nobles wishing for a new experience, and then with professional hunters and even cooks. Providing the user with a heightened depth of smell, this exotic blend offers many interesting uses.

 

Spoiler

Base: Tobacco Leaves

- Air: Agility x2

- Mundane: Growth x2

- Mundane: Grace x1

- Mundane: Clarity x1

 

Blood Hound’s Snuff may be created through the particular process below.

 

[1] Shred or grind tobacco leaves till very fine, ensuring they are dry and without moisture.

[2] Boil purified water, allow to cool for approximately a minute before adding symbols, and mix thoroughly.

[3] Pour scalding symbol-mixture over powdered tobacco, allow it to cool before air-drying to be able to be ignited into flame and or be easily flammable.

 

Mechanics: 

A dry, light–brown powder with a scent echoing exotic spices and aromas, though with no direct analog. When taken either by deliberate direct consumption or via the nose — one will be given an augmented depth of smell following [2] emotes of adjustment, allowing the alchemical powder to be absorbed by the body. One may be able to perceive more specific and fine–tuned scents within their natural range. One may for instance, catch the finer notes of a specific spice or cooking ingredient, or notice how long it has been since an animal had been in an area.

 

Blood Hound’s Snuff does not increase the range of one’s scent, and has no capability to pinpoint the scent of descendant or equivalent creatures, making it useless to track or figure out the location of people. The effects of the alchemical mixture lasts a total of [10] emotes when in combative situations, or a total of [1] narrative hour otherwise. After the effects of  Blood Hound’s Snuff  have worn off, the user would experience a dastardly head-ache and a minorly bloody nose.

 

REDLINES:

- One does not gain an increased scent range or the ability to smell things far–away, they simply gain an increased depth of smell.

- Blood Hound’s Snuff especially does not grant the ability to track or otherwise find out information about a player or player–like event characters. No smelling magics or other silly stuff.

- The increase in depth of smell is not superhuman or otherwise absurd, one may only smell up to twice the amount of detail from any given object such as a spice, this gives no bonuses in events less agreed upon by the ET in question.

- Does not require ST signage

 

Smoke Whispers - Cigarette Addition [T2] [Common]

Often used in theater and by those wishing to escape with style — Smoke Whispers treated cigars and cigarettes are a rather recent invention, being discovered by a young alchemist charged with jazzing up show performances in Almarian Providence in Oren. They proved to be a niche yet somewhat popular modification to the well–known potion.

 

Spoiler

Freshly made Smoke Whisper potions may be treated into existing cigars and cigarettes through the process below.

 

[1] Refrain from bottling the newly made potion, instead allowing it to cool till able to be touched with a human finger – Do not leave out in open flowing air and do not agitate, for it would evaporate as originally intended.

[2] Carefully submerge cigarettes into still liquid, allowing to soak for [1] IRP day before removing, the original potion should be almost entirely gone, absorbed/evaporated.

 

Mechanics:

Appears as a typical cigar or cigarette, though with a slight grayish tinge to its contents. — When smoked, the user would feel a strong urge to exhale, a plume of smoke coming from their breath as if a typical smoke whisper potion was thrown [1] block in front of the user. The usage of these smokable potions take the same amount of emotes to use, with the starting emote being lighting the cigar or cigarette, the second being inhaling from it, and the third being the exhaling of the intended effect. The cigarette becomes inert and mundane after the first use, the alchemical contents having been burnt away.

 

REDLINES:

- Follows all Redlines for Alchemy III: Core Potions – Smoke Whispers

- Smoke Whisper Cigars/Cigarettes are single use, and cannot be used to breath multiple portions of Smoke Whispers with a singular item.

- Does not require ST signage

 

Sanctum’s Smoke [T1] [Common]

Originally created by religious monks seeking a way to rejuvenate oneself after a long day's work in monastery fields and breweries — it has since been used by all sorts of workers and laborers after tedious and difficult manual laboring or difficult situations that would tire one's body or mind. It gaining popularity among the common and middle classes.

 

Spoiler

Base: Dried Pipeweed

- Mundane : Clarity x2

- Mundane: Endurance x1

- Mundane: Life x1

 

Sanctum’s Smoke has no particular creation process, the symbols must simply be introduced to the pipeweed through whatever means chosen by the alchemist.

 

Mechanics:

Once treated, the pipeweed takes on a deeper, more vibrant tone than whatever it was before, with a relaxing and near–lavender like smell about it. When smoked in a pipe or in the form of a cigar or cigarette, the user would nearly immediately be pushed towards feelings of being calm and relaxed, though by no means lethargic or incapable of anger or activity. When smoked for a prolonged period of time, one will begin to feel rested and rejuvenated akin to a sleep.

 

One must be under the calming effects of the mixture for a total of [3] narrative hours to gain the positive effects of a singlar good night's sleep or a long nap — any stressful interruption such as combat or damage will interrupt and disrupt this process and cause any positive effects to be null and void. If one uses the effects of Sanctum’s Smoke to replace or otherwise skip sleep for a total of [2] narrative days, they will begin to rapidly feel the negative effects of such insomnia, likely passing out from exhaustion if such would normally happen.

 

REDLINES:

- Not usable in combat, the stress and action of such events render the effects of the alchemical mixture null upon the body.

- If the [3] narrative hour period of relaxation is interrupted by stressful events such as combat, the effects are also nullified.

- One may not use Sanctum's Smoke to entirely skip or replace regular sleep or rest. Failure to RP the negative effects after [2] narrative days would be considered power–gaming.

- Does not require ST signage

 


CREDITS

Titanium430 – Writer

Norgeth_ – Writer

Elennanore – Proofreading

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tenor.gif


Was very fun and enjoyable to write with @Titanium430! I think it's an epic concept overall! +1

 

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17 minutes ago, Norgeth said:
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tenor.gif


Was very fun and enjoyable to write with @Titanium430! I think it's an epic concept overall! +1

 

Spoiler

wOvmxMc.jpeg

 

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I swear I can quite whenever I want.

 

-Alchemy Potion Pack Writers

+1

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CIGAR MEN

 

+1, Smokers of LOTC unite.

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Finally, proof that smoking is good for you. +1

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gj titi

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MacQueen Pipes - Letter from JRR Tolkien on Pipe Weed/LOTR ...

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Hm, Smoke Whispers - Cigarette Addition?

Suddenly I want to make some that smells like strawberry.

 

+1

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Don't smoke kids, but the idea is cool!

+1

 

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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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