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Blasting Potion Recipe Amendment/Clarification


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Original:

 

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.

 

New  (Green is addition, strikethrough is removal)

 

Blasting Potion

(Common | T3)

 

An alchemical concoction which, upon release, creates a concussive blast.

 

Spoiler

Recipe:

 

Base: Drakestail Oil (1 count of oil = 1 Drake’s Tail)

 

- 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.

 

The first change I'm making is a clarification on the recipe's base - Drake's Tail Oil - that states that each count of oil is equal to one Drake's Tail item. I think that it should be clarified this way because of existing precedent in Alchemy lore - things like Auric Oil require a count of Liquid Essence per potion. Additionally, I'm removing Fire | Burning from the recipe (ty keening) because of this redline:

There is no heat, flame, or light caused by this potion.

So it doesn't really make sense to add an element of Burning when the potion doesn't carry heat. 

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424da60c58c97f0bc9030879afca3019.png

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I’m weeping in joy

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5 hours ago, StingyParrot said:

Additionally, I'm removing Fire | Burning from the recipe (ty keening) because of this redline:

There is no heat, flame, or light caused by this potion.

So it doesn't really make sense to add an element of Burning when the potion doesn't carry heat. 

 

To play devil's advocate, symbols tend to represent concepts, not exactly literal effects.

 

This could range from fire actually spreading on something flammable, to trees punching through rock to get at water/nutrients to continue 'burning' through them.

thus, the 'Burning' could mean the expansion of force (strength/rage), at the cost of instability.

 

while i'm all for clarification by defining drake's tail oil as drake's tail + oil, blasting potion is the very last one in need of a buff by making it cheaper lmfao

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ive been told until today that 1 drakestail = 3 oil

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Had anything from the oil doesn't require mechanical representation, to 1 drakestail for 3 flasks, to 1 per flask. I enjoy any and all clarifications.

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3 hours ago, Slorbin said:

ive been told until today that 1 drakestail = 3 oil

yea lol. this is silly, if we're enforcing bases then i want actual items put into the plugin that represent mushrooms/lard/any other base mechanic as well because they'd also require multiple additions.

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Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.

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