Potion/Poison List
Mechanics
Drinking a potion gives you the effects listed based on the quality purchased or brewed. You can only be affected by 2 potions at one time with an additional potion for every 12 points you put into alchemy or it's techniques. You cannot stack potions to increase their effectiveness. If you drink two potions of the same kind, you will only benefit from the highest quality you drank.
Each potion requires specific components. These components can usually be bought at an alchemists shop or can be found by butchering creatures that carry those components in the first place. The potion's quality is determined by the quality of components used.
The price of buying the potion includes the cost of components and the labor of the alchemist as if the potion is bulk brewed. The higher quality of potion, the more skill the alchemist must have, so the higher the rate of labor.
If you wish to brew your own potion, you just need to have or buy the necessary components (higher quality components can be downgraded and used in lower quality potions). The total cost of components will be in paranthesis behind the buy price of the potion. The time listed at the end determines how long the potion must set to be successfully brewed. You must spend at least 8 hours per day attending to the potion to make sure it sets successfully (if you cannot attend the potion, you must make an Alchemy roll with a cumulative -2 per day you missed or lose the potion and the brewing time does not count during these days).
You make your Alchemy roll to brew the potion at the start of the process. If you succeed, the potion will be successful assuming you don't miss a day. If you fail, you lose the components and must reaquire the components if you want to try again. A critical failure will result in a catastrophic result determined by the kind of potion you are attempting to brew and the quality of the attempted potion.
Each individual potion can be brewed using the Alchemy skill, but if you're using one potion more often than others, you may buy a technique to make brewing it easier. Each technique is a Hard Technique, meaning the first level costs 2 points, but only 1 point to increase it afterwards.
Potion/Poison List
Stat Boosting Potions
Potion of Power
This potion will boost your muscle mass. This increases your ST stat which effects your HP, Encumbrance, Thrusting Damage, and Swing Damage.
Components (2 Body + 1 Strengthening)- Improvised $24($20): Increase ST by +2 for 1 hour. 2 Hours (Alchemy+2)
- Basic $70($60): Increase ST by +4 for 1 hour. 8 Hours (Alchemy+0)
- Good $240($200): Increase ST by +6 for 1 hour. 2 Days (Alchemy-2)
- Fine $760($600): Increase ST by +8 for 1 hour. 8 Days (Alchemy-4)
- Legendary $4,600($2,000): Increase ST by +12 and if you roll a 1 on and ST-based damage, you may reroll that dice once for 1 hour. 2 Weeks (Alchemy-6)
Potion of Keen Eye
This potion will sharpen your vision, hearing, and smell. This effects any Perception Roll for those senses. Higher levels will also allow you to perceived creatures and objects that would normally be imperceptible.
Components (2 Mind + 1 Energized)- Improvised $24($20): Increase Per by +2 and remove -2 in Darkness Penalties for 1 hour. 2 Hours (Alchemy+2)
- Basic $70($60): Increase Per by +4 and remove -4 in Darkness Penalties for 1 hour. 8 Hours (Alchemy+0)
- Good $240($200): Increase Per by +6 and remove -6 in Darkness Penalties for 1 hour. 2 Days (Alchemy-2)
- Fine $760($600): Increase Per by +8, lets you see invisible objects, and remove -8 in Darkness Penalties for 1 hour. 8 Days (Alchemy-4)
- Legendary $4,600($2,000): Increase Per by +12, lets you see invisible objects, and allows you to see perfectly in the dark whether there's light or not for 1 hour. 2 Weeks (Alchemy-6)
Potion of Grace
This potion boosts your reflexes and increases your ability to react to the ever-changing factors on the battlefield. This increases DX, Basic Speed (and everything that effects), and all DX-based skills.
Components (2 Body + 1 Energized)- Improvised $24($20): Increase DX by +1 for 1 hour. 2 Hours (Alchemy+2)
- Basic $70($60): Increase DX by +2 for 1 hour. 8 Hours (Alchemy+0)
- Good $240($200): Increase DX by +3 for 1 hour. 2 Days (Alchemy-2)
- Fine $760($600): Increase DX by +4 for 1 hour. 8 Days (Alchemy-4)
- Legendary $4,600($2,000): Increase DX by +6 and gives you two levels of Extra Attack for 1 hour. 2 Weeks (Alchemy-6)
Potion of Brilliance
This potion clears your mind and allows you to reach into your memories more reliably and increases your ability to reason your way through a problem. This increases your IQ, Will, Per, and any non-magical skills based on the mentioned attributes.
Components (2 Mind + 1 Elemental)- Improvised $24($20): Increase IQ by +1 for 1 hour. 2 Hours (Alchemy+2)
- Basic $70($60): Increase IQ by +2 for 1 hour. 8 Hours (Alchemy+0)
- Good $240($200): Increase IQ by +3 for 1 hour. 2 Days (Alchemy-2)
- Fine $760($600): Increase IQ by +4 for 1 hour. 8 Days (Alchemy-4)
- Legendary $4,600($2,000): Increase IQ by +6 and gives you one level of Compartmentalized Mind for 1 hour. 2 Weeks (Alchemy-6)
Potion of Fortitude
This potion boosts your immune system, the fortitude of your internal organs, the strength of your skeletal system, etc. This increases your HT, your ability to resist unconciousness/death/disease/spells/abilties, and Basic Speed (and everything that effects).
Components (2 Body + 1 Elemental)- Improvised $24($20): Increase HT by +2 for 1 hour. 2 Hours (Alchemy+2)
- Basic $70($60): Increase HT by +4 and gives an additional +1 bonus to resist unconciousness or death for 1 hour. 8 Hours (Alchemy+0)
- Good $240($200): Increase HT by +6 and gives an additional +2 bonus to resist unconciousness or death for 1 hour. 2 Days (Alchemy-2)
- Fine $760($600): Increase HT by +8 and gives an additional +3 bonus to resist unconciousness or death for 1 hour. 8 Days (Alchemy-4)
- Legendary $4,600($2,000): Increase HT by +12 and makes you unable to be knocked out or killed for 1 hour (if reduced to -5xHP, you will still automatically die). 2 Weeks (Alchemy-6)
Potion of Resolve
This potion increases your resolve and allows you to ignore fear. This increases your Will and all Will-based skills.
Components (2 Mind + 1 Strengthening)- Improvised $24($20): Increase Will by +2 for 1 hour. 2 Hours (Alchemy+2)
- Basic $70($60): Increase Will by +4 and gives an additional +1 bonus to Fright Checks for 1 hour. 8 Hours (Alchemy+0)
- Good $240($200): Increase Will by +6 and gives an additional +2 bonus to Fright Checks for 1 hour. 2 Days (Alchemy-2)
- Fine $760($600): Increase Will by +8 and gives an additional +3 bonus to Fright Checks for 1 hour. 8 Days (Alchemy-4)
- Legendary $4,600($2,000): Increase Will by +12 and makes Unfazeble for 1 hour. 2 Weeks (Alchemy-6)
Recovery and Resistance
Potion of Regeneration
This potion stimulates your body's healing processes, rapidly closing wounds. Most versions of this potion will just close wounds, but higher levels of this potion can regrow lost digits, eyes, or even limbs.
Components (2 Body + 1 Mind + 1 Elemental)- Improvised $32($26): Heals 2 lost HP. 4 Hours (Alchemy+2)
- Basic $90($78): Heals 6 lost HP and if drank once per day of rest, will double the amont of Life Drain recovered per day. 12 Hours (Alchemy+0)
- Good $340($260): Heals 12 lost HP and if drank once per day of rest, will double the amont of Life Drain recovered per day. 4 Days (Alchemy-2)
- Fine $1,000($780): Heals 24 lost HP, will regrow any lost ears/fingers/toes in a week (only needs to be drank once to achieve this), and if drank once per day of rest, will quadruple the amont of Life Drain recovered per day. 12 Days (Alchemy-4)
- Legendary $7,800($2,600): Fully heals the imbiber along with removing any Life Drain. If the imbiber has any lost ears/fingers/toes, they will regrow in a week. If they are missing any limbs or eyes, it will regrow in a month (only needs to be drank once to achieve these effects). 4 Weeks (Alchemy-6)
Potion of Tranquility
This potion calms the mind and allows it to recover energy much faster.
Components (1 Body + 2 Mind + 1 Energized)- Improvised $30($26): Recovers 2 missing FP. 3 Hours (Alchemy+2)
- Basic $90($78): Recovers 4 missing FP or ER (not Soul Tax or Blood Pool) and if drank once per day of rest, will double the amont of Soul Drain recovered per day. 10 Hours (Alchemy+0)
- Good $320($260): Recovers 6 missing FP and ER (not Soul Tax or Blood Pool) and if drank once per day of rest, will double the amont of Soul Drain recovered per day. 3 Days (Alchemy-2)
- Fine $975($780): Recovers 8 missing FP and ER and if drank once per day of rest, will quadruple the amont of Soul Drain recovered per day. 10 Days (Alchemy-4)
- Legendary $6,500($2,600): Fully recovers any missing FP and refills any Energy Reserve you might have (including any Powerstones you are currently bound to), removes any Soul Drain effecting the imbiber, and all spells and extra effort cost no FP for the next hour as long as you have the FP or ER to cast the spell in the first place. 2 Weeks (Alchemy-6)
Alchemical Antidote
This potion purges your body of any toxins that are actively harming your body instantly. The processes are able to differentiate between helpful and harmful substances, but it cannot expell any living objects. This means it will cure any poisons you are suffering from, but will not help cure you of disease or parasites.
Components (1 Elemental + 1 Cosmic + 1 Body)- Improvised $26($23): Instantly purges your body of all alchemical, herbal, or creature-based poison on a successful HT roll. 2 Hours (Alchemy+3)
- Basic $85($69): Instantly purges your body of all alchemical, herbal, or creature-based poison on a successful HT+3 roll. 8 Hours (Alchemy+0)
- Good $275($230): Instantly purges your body of all alchemical, herbal, or creature-based poison on a successful HT+3 roll and gives you a +3 to resist any further poisons for the next day. 2 Days (Alchemy-3)
- Fine $850($690): Instantly purges your body of all alchemical, herbal, or creature-based poison on a successful HT+5 roll and gives you a +5 to resist any further poisons for the next day. You also take 1/2 toxic damage for the next day. 8 Days (Alchemy-6)
- Legendary $4,900($2,300): Instantly purges your body of all alchemical, herbal, or creature-based poison and makes you immune to any poison and toxic damage for the next week. 2 Weeks (Alchemy-9)
Malady Warding
This potion will kill a certain organism in your body. The organism must be determined at time of brewing which may require a Diagnose roll or some other way of determining what ailment you suffer from.
Components (1 Elemental + 1 Necrotic + 1 Body)- Improvised $28($23): When imbibed, you have a +4 to resist or recover from the disease and a +2 for general diseases for the next day. 4 Hours (Alchemy+2)
- Basic $85($69): When imbibed, you have a +8 to resist or recover from the disease and a +4 for general diseases for the next day. 12 Hours (Alchemy+0)
- Good $308($230): When imbibed, you have a +12 to resist or recover from the disease and a +6 for general diseases for the next day. 4 Days (Alchemy-2)
- Fine $925($690): When imbibed, you have a +16 to resist or recover from the disease and a +8 for general diseases for the next day. 4 Days (Alchemy-4)
- Legendary $7,500($2,300): When imbibed, you are cured of any disease you may currently be suffering from and are immune to any other disease for the next week. 4 Weeks (Alchemy-6)
Temperate Potions
Potion of Insulating Flame
This potion insulates your body against hot temperatures. All qualities of this potion will give you the ability to withstand high temperatures. Better quality potions will be able to protect you against direct fire and blazing infernos.
Components (1 Incindiary + 1 Elemental + 2 Body)- Improvised $32($29): Increase your upper temperature tolerance by 2xHT degrees for the next hour. 2 Hours (Alchemy+2)
- Basic $100($87): Increase your upper temperature tolerance by 4xHT degrees and reduce any incoming incindiary burn damage by 1 for the next hour. 8 Hours (Alchemy+0)
- Good $330($290): Increase your upper temperature tolerance by 6xHT degrees and reduce any incoming incindiary burn damage by 2 for the next hour. 2 Days (Alchemy-2)
- Fine $1,024($870): Increase your upper temperature tolerance by 8xHT degrees and reduce any incoming incindiary burn damage by 3 for the next hour. 8 Days (Alchemy-4)
- Legendary $5,500($2,900): You are completely immune to any kind of high temperature or fire for the next week. You can even swim in lava and be completely fine. 2 Weeks (Alchemy-6)
Potion of Insulating Cold
This potion insulates your body against cold temperatures. All qualities of this potion will give you the ability to withstand low temperatures. Better quality potions will be able to protect you against any kind of cold burning or cold fatigue damage.
Components (1 Aquatic + 1 Elemental + 2 Body)- Improvised $32($29): Increase your lower temperature tolerance by 2xHT degrees for the next hour. 2 Hours (Alchemy+2)
- Basic $100($87): Increase your lower temperature tolerance by 4xHT degrees and reduce any incoming cold burn or fatigue damage by 1 for the next hour. 8 Hours (Alchemy+0)
- Good $330($290): Increase your lower temperature tolerance by 6xHT degrees and reduce any incoming cold burn or fatigue damage by 2 for the next hour. 2 Days (Alchemy-2)
- Fine $1,024($870): Increase your lower temperature tolerance by 8xHT degrees and reduce any incoming cold burn or fatigue damage by 3 for the next hour. 8 Days (Alchemy-4)
- Legendary $5,500($2,900): You are completely immune to the effects of low temperature for the next week. You will never suffer from frostbite or succumb to the cold. You can even survive at absolute 0. This will not protect you from physical effects of being struck by snow or ice. 2 Weeks (Alchemy-6)
Ignition Potion
This potion allows you to ignite small, inanimate objects in your hands. Higher qualities of this potion can even ignite your clothes or change your whole body to flame.
Components (1 Incindiary + 1 Energized + 2 Body)- Improvised $32($29): Your fists, melee weapon, or projectiles ignite, act as a Candle for the purposes of lighting, and deal an additional 1 point of Follow-Up incindiary burn damage for the next hour. 3 Hours (Alchemy+2)
- Basic $100($87): Your fists, melee weapon, or projectiles ignite, act as a Candle for the purposes of lighting, and deal an additional 2 points of Follow-Up incindiary burn damage and anyone who strikes you with a melee weapon or grapples you takes 1 point of hot burn damage per second for the next hour. 10 Hours (Alchemy+0)
- Good $350($290): Your fists, melee weapon, or projectiles ignite, act as a Torch for the purposes of lighting, and deal an additional 1d-2 points of Follow-Up incindiary burn damage and anyone who is within 1 yard you takes 2 points of hot burn damage per second for the next hour. 3 Days (Alchemy-2)
- Fine $1,062($870): Your fists, melee weapon, or projectiles ignite, act as a Torch for the purposes of lighting, and deal an additional 1d points of Follow-Up incindiary burn damage and anyone who is within 2 yards you takes 2 points of hot burn damage per second for the next hour. 10 Days (Alchemy-4)
- Legendary $6,800($2,900): Your body turns into solid flame. This does not give you the Body of Flame metatrait but you do gain the effects of the first level of Resist Fire. Your fists, melee weapon, or projectiles ignite, act as a Lantern for the purposes of lighting, and deal an additional 2d points of Follow-Up incindiary burn damage and anyone who is within 2 yards of you take 1d+1 points of hot burn damage per second for the next hour. 3 Weeks (Alchemy-6)
Water Movement Potion
This potion allows you to survive better in aquatic environments.
Components (1 Aquatic + 1 Energized + 2 Body)- Improvised $32($29): You're able to hold your breath underwater twice as long (from HTx10 to HTx20 seconds out of combat and HT to HTx2 seconds in combat) and increases your Basic Move in water to at least 2 yards/second. 3 Hours (Alchemy+2)
- Basic $100($87): You're able to hold your breath underwater 25 times as long (from HTx10 to HTx250 seconds out of combat and HT to HTx25 seconds in combat) and increases your Basic Move in water to at least 4 yards/second. 10 Hours (Alchemy+0)
- Good $350($290): You gain the ability to fully breath underwater and are able to move at your full Basic Move underwater. 3 Days (Alchemy-2)
- Fine $1,062($870): You gain the ability to fully breath underwater and are able to move at your full Basic Move underwater which doubles if you're moving in a straight line. 10 Days (Alchemy-4)
- Legendary $6,800($2,900): Your body turns semi-liquid and can fully dissolve in water. This doesn't give you Body of Water metatrait but you take half non-magical damage and are completely immune to it while completely submerged in water. You're capable of breathing underwater and while fully submerged in water, you have 2xBasic Move in any kind of path, and are completely invisible. 3 Weeks (Alchemy-6)
Incindiary Poison
This poison will ignite the insides of the victim. The blood boiling in their veins. This can be applied in one of two ways. (1) The victim drinks the potion and makes an HT roll to avoid the effects. (2) The poison gives 5 doses to use and can only be applied via an Injection Weapon.
Components (1 Incindiary + 1 Toxic)- Improvised $23($18): (1) The victim takes 1d incindiary burn damage on a failed HT roll.
(2) Attacks have a Follow-Up that deals an additional 1 incindiary burn damage if they fail an HT roll. If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 4 Hours (Alchemy+3) - Basic $75($54): (1) The victim takes 1d+3 incindiary burn damage on a failed HT roll.
(2) Attacks have a Follow-Up that deals an additional 1 incindiary burn damage ever second for 3 seconds if they fail an HT-1 roll (the effect stacks). If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 12 Hours (Alchemy+0) - Good $256($180): (1) The victim gains Vulnerability x2 (Incindiary Burn) for the next 10 minutes then inflict 2d+2 incindiary burn damage on a failed HT-2 roll. Apply Vulnerability multiplicatively with any Resistance modifiers the target may have.
(2) Attacks have a Follow-Up that deals an additional 2 incindiary burn damage ever second for 3 seconds if they fail an HT-2 roll (the effect stacks). If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 4 Days (Alchemy-3) - Fine $770($540): (1) The victim gains Vulnerability x2 (Incindiary Burn) for the next 10 minutes then inflict 3d+1 incindiary burn damage on a failed HT-3 roll. Apply Vulnerability multiplicatively with any Resistance modifiers the target may have.
(2) Attacks have a Follow-Up that deals an additional 2 incindiary burn damage ever second for 6 seconds if they fail an HT-3 roll (the effect stacks). If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 12 Days (Alchemy-6) - Legendary $7,000($1,800): (1) the victim gains Vulnerability x3 (Incindiary Burn) for the next 10 minutes then inflict 4d incindiary burn damage on a failed HT-4 roll. Apply Vulnerability multiplicatively with any Resistance modifiers the target may have.
(2) Attacks have a Follow-Up that deals an additional 3 incindiary burn damage ever second for 6 seconds as a Follow-Up if they fail an HT-4 roll (the effect stacks). If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 4 Weeks (Alchemy-9)
Frosty Poison
This poison will freeze the insides of the victim. The target's organs will slow down and eventually stop. This can be applied in one of two ways. (1) The victim drinks the potion and makes an HT roll to avoid the effects. (2) The poison gives 5 doses to use and can only be applied via an Injection Weapon.
Components (1 Aquatic + 1 Toxic)- Improvised $23($18): (1) The victim takes 1d-2 cold burn damage and 1d-2 fatigue damage on a failed HT roll.
(2) Attacks have a Follow-Up that deals an additional 1 fatigue damage if they fail an HT roll. If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 4 Hours (Alchemy+3) - Basic $75($54): (1) The victim takes 1d cold burn damage and 1d fatigue damage on a failed HT roll.
(2) Attacks have a Follow-Up that deals an additional 1 cold burn damage and 1 fatigue damage if they fail an HT-1 roll. If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 12 Hours (Alchemy+0) - Good $256($180): (1) The victim gains Vulnerability x2 (Cold Damage) for the next 10 minutes then inflict 1d+3 cold burn damage and 1d+3 fatigue damage on a failed HT-2 roll. Apply Vulnerability multiplicatively with any Resistance modifiers the target may have.
(2) Attacks have a Follow-Up that deals an additional 1 cold burn damage and 1 fatigue damage ever second for 3 seconds if they fail an HT-2 roll (the effect stacks). If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 4 Days (Alchemy-3) - Fine $770($540): (1) The victim gains Vulnerability x2 (Cold Damage) for the next 10 minutes then inflict 2d+2 cold burn damage and 2d+2 fatigue damage on a failed HT-3 roll. Apply Vulnerability multiplicatively with any Resistance modifiers the target may have.
(2) Attacks have a Follow-Up that deals an additional 2 cold burn damage and 2 fatigue damage ever second for 3 seconds if they fail an HT-3 roll (the effect stacks). If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 12 Days (Alchemy-6) - Legendary $7,000($1,800): (1) the victim gains Vulnerability x3 (Cold Damage) for the next 10 minutes then inflict 3d+1 cold burn damage and 3d+1 fatigue damage on a failed HT-4 roll. Apply Vulnerability multiplicatively with any Resistance modifiers the target may have.
(2) Attacks have a Follow-Up that deals an additional 2 cold burn damage and 2 fatigue damage ever second for 6 seconds as a Follow-Up if they fail an HT-4 roll (the effect stacks). If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 4 Weeks (Alchemy-9)
Offensive Poisons
Poison of Lethargy
This potion slows down the victim's reaction time. The victim's body just won't react the world as fast as their mind likely can. This can be applied in one of two ways. (1) The victim drinks the potion and makes an HT roll to avoid the effects. (2) The poison gives 5 doses to use and can only be applied via an Injection Weapon.
Components (2 Body + 1 Weakening + 1 Toxic)- Improvised $35($29): (1) The victim takes a -2 to DX-based skills and takes a -1 to all Active Defenses for the next 10 minutes on a failed HT roll.
(2) Attacks have a Follow-Up that reduces the target's DX-based skills by 1 if they fail an HT roll (this effect stacks with itself). If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 3 Hours (Alchemy+2) - Basic $100($87): (1) The victim takes a -4 to DX-based skills and a -2 to all Active Defenses for the next 10 minutes on a failed HT-1 roll.
(2) Attacks have a Follow-Up that reduces the target's DX-based skills by 2 if they fail an HT-1 roll (this effect stacks with itself). If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 10 Hours (Alchemy+0) - Good $350($290): (1) The victim takes a -6 to DX-based skills a -3 to all Active Defenses for the next 10 minutes on a failed HT-2 roll.
(2) Attacks have a Follow-Up that reduces the target's DX-based skills by 3 if they fail an HT-2 roll (this effect stacks with itself). If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1) and gains a level of Reduced Time Rate. 3 Days (Alchemy-2) - Fine $1,062($870): (1) The victim takes a -8 to DX-based skills a -4 to all Active Defenses for the next 10 minutes on a failed HT-3 roll.
(2) Attacks have a Follow-Up that reduces the target's DX-based skills by 4 if they fail an HT-3 roll (this effect stacks with itself). If the target fails the applied doses 3 times within 10 minutes, the target must make Do Nothing manuevers and collapses to the ground for 10 minutes. 10 Days (Alchemy-4) - Legendary $6,800($2,900): (1) The victim falls to the ground and must take Do Nothing maneuvers for the next hour on a failed HT-4 roll.
(2) Attacks have a Follow-Up that reduces the target's DX-based skills by 5 if they fail an HT-4 roll (this effect stacks with itself). If the target fails the applied doses 2 times within 10 minutes, the target must make Do Nothing manuevers and collapses to the ground for the next hour. 3 Weeks (Alchemy-6)
Poison of Mindlessness
This potion slows down the victim's ability to reason and think. The victim's mind becomes clouded and slow. This can be applied in one of two ways. (1) The victim drinks the potion and makes an HT roll to avoid the effects. (2) The poison gives 5 doses to use and can only be applied via an Injection Weapon.
Components (2 Mind + 1 Weakening + 1 Toxic)- Improvised $35($29): (1) The victim takes a -2 to IQ/Will/Per-based skills and takes a -1 to all Will rolls for the next 10 minutes on a failed HT roll.
(2) Attacks have a Follow-Up that reduces the target's IQ/Will/Per-based skills by 1 if they fail an HT roll (this effect stacks with itself). If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 3 Hours (Alchemy+2) - Basic $100($87): (1) The victim takes a -4 to IQ/Will/Per-based skills and takes a -2 to all Will rolls for the next 10 minutes on a failed HT-1 roll.
(2) Attacks have a Follow-Up that reduces the target's IQ/Will/Per-based skills by 2 if they fail an HT-1 roll (this effect stacks with itself). If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 10 Hours (Alchemy+0) - Good $350($290): (1) The victim takes a -6 to IQ/Will/Per-based skills and takes a -3 to all Will rolls for the next 10 minutes on a failed HT-2 roll.
(2) Attacks have a Follow-Up that reduces the target's IQ/Will/Per-based skills by 3 if they fail an HT-2 roll (this effect stacks with itself). If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1) and gains a level of Reduced Time Rate. 3 Days (Alchemy-2) - Fine $1,062($870): (1) The victim takes a -8 to IQ/Will/Per-based skills and takes a -4 to all Will rolls for the next 10 minutes on a failed HT-3 roll.
(2) Attacks have a Follow-Up that reduces the target's IQ/Will/Per-based skills by 4 if they fail an HT-3 roll (this effect stacks with itself). If the target fails the applied doses 3 times within 10 minutes, the target must make Do Nothing manuevers and stares off into space for 10 minutes. The victim effectively has a -4 to will for this duration. 10 Days (Alchemy-4) - Legendary $6,800($2,900): (1) The victim stares off into space and must take Do Nothing maneuvers for the next hour and any Will rolls automatically fail on a failed HT-4 roll.
(2) Attacks have a Follow-Up that reduces the target's IQ/Will/Per-based skills by 5 if they fail an HT-4 roll (this effect stacks with itself). If the target fails the applied doses 2 times within 10 minutes, the target must make Do Nothing manuevers and stares off into space for the next hour. The subject automatically fails every Will roll for this duration. 3 Weeks (Alchemy-6)
Poison of Fear
This potion puts the fear receptors into overdrive. This makes it difficult for the target to act whenever they are close to a hostile opponenet. This can be applied in one of two ways. (1) The victim drinks the potion and makes an HT roll to avoid the effects. (2) The poison gives 5 doses to use and can only be applied via an Injection Weapon.
Components (2 Mind + 1 Energize + 1 Toxic)- Improvised $32($29): (1) The victim panics and must make a Fright Check at a +1 on a failed HT roll.
(2) Attacks have a Follow-Up that reduces the target's skills by 1 when they are within 2 yards of a hostile if they fail an HT roll. If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 2 Hours (Alchemy+2) - Basic $100($87): (1) The victim panics and must make a Fright Check at a -1 on a failed HT-1 roll.
(2) Attacks have a Follow-Up that reduces the target's skills by 2 when they are within 2 yards of a hostile if they fail an HT-1 roll. If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 8 Hours (Alchemy+0) - Good $330($290): (1) The victim panics and must make a Fright Check at a -3 on a failed HT-2 roll.
(2) Attacks have a Follow-Up that reduces the target's skills by 4 when they are within 2 yards of a hostile if they fail an HT-2 roll. If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 2 Days (Alchemy-2) - Fine $1,025($870): (1) The victim panics and must make a Fright Check at a -5 on a failed HT-3 roll and must either flee or cower from any hostile enemies for the next 10 minutes.
(2) Attacks have a Follow-Up that reduces the target's skills by 6 when they are within 2 yards of a hostile if they fail an HT-3 roll. If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 8 Days (Alchemy-4) - Legendary $5,500($2,900): (1) The victim panics and must make a Fright Check at a -7 on a failed HT-4 roll and must either flee or cower from any hostile enemies for the next hour.
(2) Attacks have a Follow-Up that reduces the target's skills by 8 when they are within 2 yards of a hostile if they fail an HT-4 roll. If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 2 Weeks (Alchemy-6)
Black Death
This potion completely shuts down internal organs. This deals toxic damage to the target and is a favored use for assassins. This can be applied in one of two ways. (1) The victim drinks the potion and makes an HT roll to avoid the effects. (2) The poison gives 5 doses to use and can only be applied via an Injection Weapon.
Components (2 Body + 2 Toxic)- Improvised $35($30): (1) The victim takes 1d+1 toxic damage on a failed HT roll.
(2) Attacks have a Follow-Up that deals an additional 2 toxic damage if they fail an HT roll. If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 4 Hours (Alchemy+3) - Basic $105($90): (1) The victim takes 2d+2 toxic damage and rolls to avoid death are at -1 for the next 10 minutes on a failed HT-1 roll.
(2) Attacks have a Follow-Up that deals an additional 2 toxic damage for the next 3 seconds if they fail an HT-1 roll (the effect stacks). If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 12 Hours (Alchemy+0) - Good $380($300): (1) The victim takes 3d+3 toxic damage and rolls to avoid death are at -2 for the next 10 minutes on a failed HT-2 roll.
(2) Attacks have a Follow-Up that deals an additional 4 toxic damage for the next 3 seconds if they fail an HT-2 roll (the effect stacks). If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 4 Days (Alchemy-3) - Fine $1,130($900): (1) The victim takes 5d toxic damage and rolls to avoid death are at -3 for the next 10 minutes on a failed HT-3 roll.
(2) Attacks have a Follow-Up that deals an additional 4 toxic damage for the next 6 seconds if they fail an HT-3 roll (the effect stacks). If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 12 Days (Alchemy-6) - Legendary $8,200($3,000): (1) The victim takes 8d toxic damage and rolls to avoid death are at -5 for the next 10 minutes on a failed HT-4 roll.
(2) Attacks have a Follow-Up that deals an additional 8 toxic damage for the next 6 seconds if they fail an HT-3 roll (the effect stacks). If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 4 Weeks (Alchemy-9)
Utility Potions
Potion of Stone Skin
This potion hardens the skin of the imbiber. The imbiber's skin becomes hard and cracked like stone.
Components (1 Body + 1 Elemental + 1 Cosmic)- Improvised $27($23): The imbiber gains 3 levels of Ablative Damage Resistance that is hit before any skin-based DR but after any armor or Celestial DR. 3 Hours (Alchemy+2)
- Basic $85($69): The imbiber gains 5 levels of Ablative Damage Resistance that is hit before any skin-based DR but after any armor or Celestial DR as well as 1 level of Damage Resistance for the next hour that is hit after the Ablative level. 10 Hours (Alchemy+0)
- Good $288($230): The imbiber gains 7 levels of Ablative Damage Resistance that is hit before any skin-based DR but after any armor or Celestial DR as well as 2 levels of Damage Resistance for the next hour that is hit after the Ablative level. 3 Days (Alchemy-2)
- Fine $882($690): The imbiber gains 9 levels of Ablative Damage Resistance that is hit before any skin-based DR but after any armor or Celestial DR as well as 3 levels of Damage Resistance for the next hour that is hit after the Ablative level. 10 Days (Alchemy-4)
- Legendary $6,200($2,300): The imbiber is immune to incoming attacks for the next 10 minutes. After that wears off, they gain 11 levels of Ablative Damage Resistance that is hit before any skin-based DR but after any armor or Celestial DR as well as 4 levels of Damage Resistance for the next hour that is hit after the Ablative level. 3 Weeks (Alchemy-6)
Potion of Concealment
This potion creates a field around the imbiber that deflects light, making them harder to see. This doesn't effect the imbiber, so they are able to see out of it without a problem.
Components (1 Mind + 1 Energized + 1 Cosmic)- Improvised $27($23): Stealth rolls are made at +1 and attacks or Per checks made on the imbiber are at a -1 to hit. This does not affect anyone who can See Invisible. 2 Hours (Alchemy+2)
- Basic $85($69): Stealth rolls are made at +3 and attacks or Per checks made on the imbiber are at a -3 to hit. This does not affect anyone who can See Invisible. V Hours (Alchemy+0)
- Good $288($230): Stealth rolls are made at +5 and attacks or Per checks made on the imbiber are at a -5 to hit. This does not affect anyone who can See Invisible. V Days (Alchemy-2)
- Fine $882($690): Stealth rolls are made at +7 and attacks or Per checks made on the imbiber are at a -7 to hit. This does not affect anyone who can See Invisible. V Days (Alchemy-4)
- Legendary $6,200($2,300): The imbiber is completely invisible. If a target knows generally where you are, they are may attempt to target you at a -10. V Weeks (Alchemy-6)
Red Haze
This potion confuses the target and makes them see friends as enemies. The target has trouble distinguishing reality from hallucinations. This can be applied in one of two ways. (1) The victim drinks the potion and makes an HT roll to avoid the effects. (2) The poison gives 5 doses to use and can only be applied via an Injection Weapon.
Components (1 Mind + 1 Weakening + 1 Cosmic)- Improvised $28($23): (1) The victim becomes aggressive and attacks whoever is closest to them for the next ten minutes to them on a failed HT roll.
(2) Attacks have a Follow-Up that forces the target to target an ally instead of an enemy if they fail an HT roll. If they make an attack roll, they must roll 3d6 and if it is 15 or higher, they attack an ally. If there's no ally in range, they fumble their attack. If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 4 Hours (Alchemy+2) - Basic $85($69): (1) The victim becomes aggressive and attacks whoever is closest to them for the next ten minutes on a failed HT-1 roll. Additionally, the victim gains +2 Striking ST and a +1 to resist Death or Unconciousness.
(2) Attacks have a Follow-Up that forces the target to target an ally instead of an enemy if they fail an HT-1 roll. If they make an attack roll, they must roll 3d6 and if it is 12 or higher, they attack an ally. If there's no ally in range, they fumble their attack. If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 12 Hours (Alchemy+0) - Good $310($230): (1) The victim becomes aggressive and attacks whoever is closest to them for the next 10 minutes on a failed HT-2 roll. Additionally, the victim gains +4 Striking ST and a +2 to resist Death or Unconciousness during the duration.
(2) Attacks have a Follow-Up that forces the target to target an ally instead of an enemy if they fail an HT-2 roll. If they make an attack roll, they must roll 3d6 and if it is 9 or higher, they attack an ally. If there's no ally in range, they fumble their attack. If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 4 Days (Alchemy-2) - Fine $925($690): (1) The victim becomes aggressive and attacks whoever is closest to them for the next 10 minutes on a failed HT-3 roll. Additionally, the victim gains +6 Striking ST and a +3 to resist Death or Unconciousness during the duration.
(2) Attacks have a Follow-Up that forces the target to target an ally instead of an enemy if they fail an HT-3 roll. If they make an attack roll, they must roll 3d6 and if it is 6 or higher, they attack an ally. If there's no ally in range, they attack themselves and automatically hit. If the target fails the applied doses 3 times within 10 minutes, apply the effects of method (1). 12 Days (Alchemy-4) - Legendary $7,500($2,300): (1) The victim becomes aggressive and attacks whoever is closest to them for the next 10 minutes on a failed HT-4 roll. Additionally, the victim gains +8 Striking ST and a +4 to resist Death or Unconciousness during the duration.
(2) Attacks have a Follow-Up that forces the target to target an ally instead of an enemy if they fail an HT-3 roll. If they make an attack roll, they must roll 3d6 and if it is 6 or higher, they attack an ally. If there's no ally in range, they attack themselves and automatically hit. If the target fails the applied doses 2 times within 10 minutes, apply the effects of method (1). 4 Weeks (Alchemy-6)
Potion of BIG SUCC
This potion allows you to harvest the life essence of the targets you can make bleed. When you deal cutting or impaling damage, the blood that is spilled is drawn into your weapon or hand and fortifies any missing health or fatigue you may have. The form you want must be determined at time of brewing.
Components (2 Body + 1 Mind + 1 Cosmic + 1 Strengthening)- Improvised $40($35): For the next hour, if you deal 3 HP damage to a target, you may heal 1 missing HP. Your target must have blood and be within 3 yards of you when you strike them. 4 Hours (Alchemy+2)
- Basic $120($105): For the next hour, if you deal any HP damage to a target, you may heal 1 missing HP. Your target must have blood and be within 3 yards of you when you strike them. 12 Hours (Alchemy+0)
- Good $427($350): For the next hour, if you deal any HP damage to a target, you may heal 1 missing HP and recover 1 missing FP. Your target must have blood and be within 3 yards of you when you strike them. 4 Days (Alchemy-2)
- Fine $1,280($1,050): For the next hour, if you deal any HP damage to a target, you heal 1 HP and recover 1 FP for every point of damage you apply for up to 3 damage. Your target must have blood and be within 3 yards of you when you strike them. 12 Days (Alchemy-4)
- Legendary $8,700($3,500): For the next hour, if you deal any HP damage to a target, you heal 1 HP and recover 1 FP for every point of damage you apply. If you have any amount of Life Drain or Soul Drain, this will heal that when you are at full HP or FP respectively. Your target must have blood and be within 3 yards of you when you strike them. 4 Weeks (Alchemy-6)
Potion of New Forms
This potion rearranges your internal and external structures to make you gain beastial features. Certain qualities of this potion will replace your racial template, but any skills or abilities you've learned are kept.
Components (1 Body + 1 Mind + 2 Cosmic)- Improvised $35($30): The imbiber gains the traits under the Improvised section of the table below for up to a day. May be ended early with a Concentrate Maneuver and an Alchemy or IQ-1 roll. 3 Hours (Alchemy+2)
- Basic $100($90): The imbiber gains the traits under the Basic section of the table below for up to 2 days. May be ended early with a Concentrate Maneuver and an Alchemy or IQ-3 roll. 10 Hours (Alchemy+0)
- Good $360($300): The imbiber gains the traits under the Good section of the table below for up to 3 days. May be ended early with a Concentrate Maneuver and an Alchemy or IQ-5 roll. 3 Days (Alchemy-2)
- Fine $1,100($900): The imbiber gains the traits under the Fine section of the table below for up to a week. May be ended early with a Concentrate Maneuver and an Alchemy or IQ-7 roll. While you are in your alternate form, if you drink a poison, you will not suffer the effects of the poison. Instead, the poison will be applied on all of your natural attacks until you run out of uses. 10 Days (Alchemy-4)
- Legendary $6,900($3,000): The imbiber gains the traits under the Legendary section of the table below for up to 2 weeks. May be ended early with a Concentrate Maneuver and an Alchemy or IQ-9 roll. While you are in your alternate form, if you drink a poison, you will not suffer the effects of the poison. Instead, the poison will be applied on all of your natural attacks until you run out of uses. 3 Weeks (Alchemy-6)