Alchemy
From ThreadsOfTime
Alchemy is concerned with the creation of substances which convey magical affects when used. Alchemical workings come in many forms: Potions which take affect when consumed; paste-like Salves, which must be applied to the target; Incense, either in solid form or as a liquid applied to something else which is burnt; or Perfume, worn on the skin. The form given an Alchemical creation must be decided upon before work begins. Note that these substances normally only affect those who are alive; certain versions may be prepared which affect the Undead, or Ghosts, though this is subject to Storyteller approval.
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Basic
Basic Alchemical formulae take one hour to prepare.
Blood of the Snake
This reduces the damage done by Poisons by one category.
Drink of Seven Days Rest
This draught restores all personal Attribute Traits in one category (Physical, Mental, or Social).
Eyes of the Spirit
Those affected may see and hear events in the nearby Shadowlands; this affect lasts for one hour.
Perfume of Longing
The wearer gains the Social Traits Alluring x2 and Magnetic x2 when interacting with members of the appropriate gender; the affects last for one hour.
Potion of Pain Tolerance
Reduces all wound penalties by one category (Bruised counts as Healthy, Wounded counts as Bruised, etc); the effects last for one hour.
Simple Elixirs
These may take the form of a Salve or Potion; they grant the user two Attribute Traits which must be assigned at creation. These Traits remain for one night or until used; note that a character may not benefit from more than one of these Elixirs.
Simple Philtres
Prepared as either a Potion or an Incense, this causes those affected to experience a specific emotion, determined when the substance is created; the effects last for a single scene and may be avoided if the target passes a Simple Test.
Simple Poisons
This inflicts one level of damage as a Potion, or an additional level when applied as a Salve to a weapon.
Simple Tonics
This restores one Health Level to the user.
Intermediate
All intermediate Alchemical works require an expenditure of one Willpower Trait when they are created, unless otherwise specified, and take a full day to formulate.
Complex Elixirs: Similar to Simple Elixirs, these grant the user four Attribute Traits in a single category which must be assigned at creation; these Traits remain for one night or until used, and cannot be combined with any other magical form of Attribute increase.
Complex Philtres: As with Simple Philtres, this causes those affected to feel a specific emotion; this feeling lasts for one hour, and require the target to win a Static Mental Test (Determined, Calm, etc.) to ignore the effects.
Complex Poisons: Like Simple Poisons, these may come as either a Potion or a Salve. The target must win a Static Physical Test (bidding a Stamina Trait), or fall to Incapacitated. Those who win the test suffer two Health Levels of damage, but not below Incapacitated. Alternately, the poison may do half as much damage, but it is considered to inflict aggravated wounds.
Complex Tonics: These substances restore two Health Levels, or heals a single aggravated wound.
Essence of the Spirit: Those affected may enter a trance-like state which allows them to project their consciousness into either the Umbra or the Shadowlands; their physical body remains behind in a comatose state.
Potion of Valor: The user may ignore all wound penalties for the next hour; each addition damage Level below Incapacitated reduces the duration of this Potion by ten minutes.
Tears of Power: For every two Willpower spent creating this potion, the user gains one temporary Willpower Trait; note that this is one of the few ways to raise a character's temporary Willpower total above their permanent rating. Rumors exists of versions which create draughts of Gnosis or Quintessence or Glamour or Sekhem, though these are up to the Storyteller's discretion.
Tongue of the Scribe: For one hour after imbibing this (as a Potion), the character may speak and understand any language; if prepared as a Salve, it must be applied to the ears and tongue to take affect. Alternately, the Alchemist may make it specific to one language, but the effects last for an entire week.
Advanced
Advanced Alchemical preparations cost three Willpower to create, over a one week span.
Potent Elixirs: Similar to Simple Elixirs, these grant the user seven Attribute Traits in a single category which must be assigned at creation; these Traits remain for one night or until used, and cannot be combined with any other magical form of Attribute increase.
Potent Philtres: As with Simple Philtres, this causes those affected to feel a specific emotion; this feeling lasts for one hour, and can only be averted by the expenditure of a Willpower Trait.
Potent Poisons: Like Simple Poisons, these may come as either a Potion or a Salve. The target must win a Static Physical Test (bidding a Stamina Trait); if they fail, they die. Ties result in the character becoming Incapacitated; those who win the test suffer two Health Levels of damage, but not below Incapacitated. As with Complex Poisons, the Alchemist may instead choose to inflict half as much damage, but make it aggravated.
Potent Tonics: These healing draughts restore all Health Levels, including up to two aggravated wounds.
Potion of the Vile Body: The imbiber becomes a literal factory for poisons and corrosive substances; their blood and spit causes aggravated wounds, and corrodes non-living substances. As a side effect, the host becomes immune to all toxins. This condition lasts until the next dawn.
