Alchemical Formulae

 

Blood-Staunching Compress

Alchemy:

Roll: Intelligence + Occult

Difficulty: 3

Cost of Materials: Resources •

Effects: Bandages steeped in Blood-Staunching Compress, when applied to a wound, automatically staunch the flow of blood (no roll needed), and wounds wrapped in these bandages do not re-open unless the character botches a combat or Athletics roll. Wound dressings cannot be steeped in both Blood-Staunching Compress and Wound-Cleansing Unguent. Blood-Staunching Compress maintains potency for one year.

 

Venom-Allaying Draught

Alchemy:

Roll: Intelligence + Occult

Difficulty: 2

Cost of Materials: Equal to poison cost

Effects: Each Venom-Allaying Draught is a separate formula, specific to a given poison or venom. If applied promptly (within a number of turns equal to 10 - twice the poison’s difficulty to resist), it allows a Stamina + Resistance roll for mortals to resist even powerful toxins. This roll is made at normal difficulty levels, not the doubled levels mortals normally suffer. Antitoxins normally retain their potency for five years.

 

Wound-Cleansing Unguent

Alchemy:

Roll: Intelligence + Occult

Difficulty: 1

Cost of Materials: Resources •

Effects: Prevents sepsis effects. Patients treated with antiseptics do not need to roll for infection from surgery unless surgeon botches, and wound dressings treated in antiseptics reduce infection difficulty by 1. Wound-Cleansing Unguent will retain its potency for at least a decade, so long as it is carefully stored. Bandages soaked in the Wound-Cleansing Unguent normally will keep for 90 days if carefully wrapped, but more commonly, they are prepared the night before injuries are expected. It takes two hours for soaked bandages to dry.

 

Draught Of Blessed Respite

Alchemy: ••

Roll: Intelligence + Occult

Difficulty: 2

Cost of Materials: Resources •

Effects: The Draught of Blessed Respite is a simple sleeping potion, commonly used by those who have trouble gaining enough rest at night. The potion also has a secondary effect — a half dose of the potion, administered in a glass of wine, has the effect of putting the imbiber into a highly restful half-sleep for four hours. During this time, any dice pool involving the user’s Perception, Wits or Dexterity is halved, but she can still function, after a fashion, and she rapidly recovers from fatigue, coming out of this half-sleep fully rested and recovered. A bottle of Blessed Respite normally contains five doses and, until opened, retains its potency for three years. Once exposed to air, however, the potion quickly decays, becoming useless in only a month.

Addiction: Using Blessed Respite more times per week than the user’s Stamina can lead to addiction. The roll to avoid addiction is difficulty (half the doses taken in a week). An addict is physically dependent on Blessed Respite to gain meaningful sleep — without a dose each night, she suffers a -1 to all dice pools and gains only half the normal benefits of rest (including healing, Essence recovery, recovering from fatigue, etc.). Breaking this addiction is difficult — the Recovery rating is 4, although no physical side effects (other than the lack of sleep) occur.

 

Hero’s Recovery

Alchemy: ••

Roll: Intelligence + Occult

Difficulty: 3

Cost of Materials: Resources ••

Effects: Hero’s Recovery is composed of a variety of rare herbs, strong wine and the blood of some fearsome beast — usually a hunting cat of some kind, but nearly any large predator will do. The potion’s effects last for half a day per dot of Stamina the recipient has. During this time, the mortal recovers from injuries as an Exalt does. Serious injuries may require that more than one dose be administered through the course of treatment. Mortals cannot stand more than their Stamina in number of doses administered in one course (so someone with Stamina 4 could, over the course of eight days, take four doses of Hero’s Recovery). Exceeding this dosage reverses the effects, doubling the patient’s recovery times.

 

Philtre Of Desire

Alchemy: ••

Roll: Intelligence + Occult

Difficulty: 2

Cost of Materials: Resources ••

Effects: One of a variety of potions designed to inspire an emotional reaction in the desired target. Depending on the exact recipe, some potions may be designed to be drunk by the person who should be the target of the emotions, while others are to be imbibed by the person who should feel them. Typically, these potions either grant the imbiber a two-die bonus to their Performance, Presence or Socialize dice pools with respect to the victim only, or they increase the difficulty of rolls made for the victim to resist the target’s suggestions by 1. These potions are normally personalized — they require some article with a sympathetic connection to the victim (clothing, hair, nail clippings, some treasured possession) to work properly.

Increase the difficulty by 1 if no article is present and by 2 for a generic potion that increases everyone’s reactions to the imbiber. Botches on Social rolls made while using these potions can lead to decades-long hatreds or all-consuming jealous obsessions. Philtres of Desire normally only retain their potency for a month or two.

 

Eagle’s Eye Potion

Alchemy: •••

Roll: Wits + Occult

Difficulty: 3

Cost of Materials: Resources ••

Effects: Eagle’s Eye Potion clears the sight, granting preternaturally clear vision while it is in effect. It takes one hour to gain its full strength, and the effects last for five hours (plus one additional hour for each extra success on the production roll). While active, the potion grants +1 Perception to all vision-related tasks. Similar potions can be developed for hearing and smell.

 

Final Vengeance

Alchemy: •••

Roll: Wits + Occult

Difficulty: 3

Cost of Materials: Resources •••

Effects: Final Vengeance is a powerful painkiller and euphoric. Used mostly by assassin cults, desperate soldiers and the foolhardy, this potion allows the imbiber to ignore all wound penalties and automatically succeed at all Valor checks while under its effects, and they can (and will) continue to fight until dead. The potion’s effects last for one scene. Afterward, the imbiber is reduced to a Stamina of 1, regaining one dot of Stamina for each day of complete rest. So long as his Stamina is reduced, all healing is done at half the normal rate, and the patient may not take advantage of non-magical methods of increasing the healing rate.

 

Munificent Antivenin

Alchemy: •••

Roll: Intelligence + Occult

Difficulty: 3

Cost of Materials: Resources •••

Effects: The Munificent Antivenin is a powerful elixir, capable of negating even the most deadly of poisons. If ingested in time, the antivenin immediately clears out all trace of the poison from the imbiber’s bloodstream over the course of several turns (normally one turn per difficulty to resist the toxin). This experience is hardly a pleasant one, accompanied as it is by racking pains, vomiting and sweating from every pore as the body tries to eject the toxin. Afterward, the subject is fatigued, suffering a two-die penalty on all dice pools until he has a chance to rest for at least four hours.

 

Tiger’s Heart Elixir

Alchemy: •••

Roll: Wits + Occult

Difficulty: 3

Cost of Materials: Resources ••

Effects: Tiger’s Heart Elixir emboldens the spirit, driving fear and doubt away like mist in the dawn. This potion takes only one minute to take effect, and then, it grants the imbiber +1 Valor for a number of scenes equal to the successes rolled when creating the elixir. Tiger’s Heart Elixir has no side effects and is not normally addictive.

 

Valiant Warrior Formula

Alchemy: •••

Roll: Wits + Occult

Difficulty: 2

Cost of Materials: Resources •••

Effects: Valiant Warrior Formula is sometimes used by soldiers who have to keep up with exceptional warriors or champions, particularly the Dragon-Blooded. This potion lasts one day, and so long as the potion is in effect, the soldier, no matter her experience, is not treated as an extra. He has the full complement of health levels, can spend Willpower to power Virtues, etc.

 

Wind-Fire Potion

Alchemy: ••••

Roll: Wits + Occult

Difficulty: 4

Cost of Materials: Resources ••

Effects: The Wind-Fire Potion is so named because it imbues those who drink it — usually soldiers — with the speed of the wind and the ferocity of fire. Most militaries make sparing use of Wind-Fire Potion, if they use it at all. While it turns soldiers into fierce combatants, it also makes them hard to control and can have serious long-term side effects. While under the influence of the potion, a soldier gains +1 to their Physical Attributes, Wits and Valor but loses one dot of Compassion, Temperance and Intelligence.

Furthermore, the imbiber is no longer treated as an extra (heroic mortals instead gain two additional -4 health levels) and can stunt like an Exalt. The positive effects of the potion last for one scene, plus one additional scene for every three successes rolled in creating the potion. Once the positive effects of the potion wear off, the user crashes, suffering the same downsides as before and, additionally, suffering a -1 to all Physical Attributes and -1 to all dice pools from fatigue.

Addiction: Anyone taking more than one dose of Wind-Fire Potion in a month may become addicted. The difficulty to resist addiction is (the number of times the potion was taken in the last month + 2). Addiction is mostly psychological — when confronted with some important task or mission, the addict will seek out the potion, believing he can only achieve positive results with its aid. The potion has no withdrawal effects, other than the normal side effects and is Recovery 2.

 

Heavenly Transmutation Processes

Alchemy: •••••

Roll: Perception + Occult

Difficulty: 7

Cost of Materials: Varies — Resources of original

materials +1

Effects: The art of transmuting the lesser into the more noble extends beyond living flesh for the master alchemist. With the secrets of the Heavenly Transmutation Processes, the alchemist can change base materials into noble ones. He can transform the crudest pig iron into flawless steel, lead into gold, or common citrines into flawless rubies. Each transmutation process is a separate formula, learned individually — knowledge of changing iron to steel is of no use when one wishes to change granite into marble. Transmutation typically takes one hour per pound of material to be transmuted and results in half as much materials as the process was started with — 20 pounds of iron results in 10 pounds of steel. Unlike most alchemy, transmutation costs one Willpower per batch of material to be changed (exceptionally large batches may require more than one Willpower). An alchemist can typically work on no more material than twice his Stamina + Endurance in pounds at one time. Materials created through this process are suitable for creation into artifacts, for use in creating exceptional weapons or armor or for other duties that require excellent quality material.

 

Six-Demon Potion

Alchemy: •••••

Roll: Stamina + Occult

Difficulty: 5 (typically produced in six-dose batches, for difficulty 8)

Cost of Materials: Resources ••••

Effects: Perhaps the greatest of alchemical feats, the Six-Demon Potion imbues the drinker with the might of six demons — or so it is claimed. In reality, the elixir is not quite so potent, but it can grant a mortal great power for a time. When imbibed by a mortal, the Six-Demon Potion has the following effects:

• The mortal is treated as an Exalt for all purposes — she recovers from wounds and penalties, rolls against poisons or diseases, moves and fights just as an Exalt does for the duration of the potion. This specifically includes stunting, but mortals cannot regain Essence using stunts (with a three-die stunt, they could regain a point of temporary Willpower, up to their normal limit).

• The potion adds two temporary Willpower to the mortal’s pool. This bonus can raise the pool above her permanent Willpower. These dots fade at the end of the potion’s duration if not used.

• The potion adds two dots to the mortal’s Valor until the potion wears off. This can raise her Valor above 5 for the duration of the potion’s effects. If a mortal’s Valor rises above 5, she is immune to all Valor checks until it falls below 5.

• The potion temporarily adds 1 dot to the mortal’s Physical Attributes, Wits and Perception.

This potion has no effect whatsoever on Exalted, spirits, demons, ghosts, the Fair Folk or God-Blooded of any sort. The potion’s effects, other than wound recovery, typically last for no more than 10 minutes (plus one minute for each additional success rolled), and take three minutes to take effect. The wound-recovery effects of the potion linger after the others have subsided, lasting for three days, plus one day per extra success. Brewing this potion takes one month of near-constant supervision and a wide variety of ingredients from throughout Creation, mixed in at the proper times. Once produced, a Six-Demon Potion will retain its potency for three years, plus three months for each success rolled.

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