Brews & Potions: Difference between revisions

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::When your character uses a ''Magnetic Mix'', they increase their Presence by one until the end of their next turn. If their If their Presence is already 5, they instead add [[Image:B.png]] to all checks using Presence.
::When your character uses a ''Magnetic Mix'', they increase their Presence by one until the end of their next turn. If their If their Presence is already 5, they instead add [[Image:B.png]] to all checks using Presence.


::When your character takes a ''Nagnetic Brew'', they increase their Presence by one until the end of the current encounter or scene. If their Presence is already 5, they instead add [[Image:BB.png]] to all checks using Presence. Once the tincture wears off, your character suffers 6 strain.
::When your character takes a ''Magnetic Brew'', they increase their Presence by one until the end of the current encounter or scene. If their Presence is already 5, they instead add [[Image:BB.png]] to all checks using Presence. Once the tincture wears off, your character suffers 6 strain.


::When your character drinks ''Bottled Influence'', they increase their Presence by one for the next day. If their Presence is already 5, they instead upgrade all checks using Presence.
::When your character drinks ''Bottled Influence'', they increase their Presence by one for the next day. If their Presence is already 5, they instead upgrade all checks using Presence.

Revision as of 19:09, 10 October 2023

Concoctions
Item Enc Price Rarity
Clever Cordial 0 50 4
Genius Tonic 0 50 4
Instant Calm 0 75 5
Magnetic Mix 0 50 4
Moonleaf Tea 0 40 4
Nimble Tonic 0 50 4
Rockskin Cordial 0 100 6
Power Tonic 0 50 4
Steadfast Serum 0 50 4
Tinctures
Item Enc Price Rarity
Clever Brew 1 200 6
Genius Extract 1 200 6
Liquid Alacrity 1 250 7
Magnetic Brew 1 200 6
Nimble Compound 1 200 6
Power Infusion 1 200 6
Steadfast Stout 1 200 6
Draughts
Item Enc Price Rarity
Draught of Vim and Vigor 1 250 6
Healing Draught 0 25 3
Immunity Draught 1 100 4
Jinx Remedy 1 275 7
Regeneration Draught 1 50 4
Stamina Draught 0 50 6
Elixirs
Item Enc Price Rarity
Awakening Elixir 1 420 7
Bottled Influence 1 500 8
Decanter of Deft Motion 1 500 8
Elixir of Deep Lore 1 500 8
Flagon of Kings' Resolve 1 500 8
Hair of the Fox 1 500 8
Phial of Force 1 500 8
Flasks
Item Enc Price Rarity
Bottle of Many Tongues 1 750 8
Flametongue Flask 1 750 9
Invisibility Potion 1 1000 9
Vial of Unending Breath 1 800 9

Awakening Elixir

Elixir
An Awakening Elixir is made from the roasted and ground beans of the kaffa plant. The drink has a heavy, thick aroma and a bitter flavor with hints of honey to sweeten it.
When your character drinks an Awakening Elixir, they become wide awake for a full day, needing no sleep, without suffering the negative effects of exhaustion. Additionally, while the elixir's effect is active, they gain on all Vigilance checks. Once the elixir wears off, your character suffers 6 strain.

Bottle of Many Tongues

Flask, made from the whispers of a dozen risen ghosts, the tongue of a banshee, and a vial of cartographer's ink.
When a Bottle of Many Tongues is opened, the voices of the dead can be heard, whispering in a hundred different languages and dialects. When someone drinks the liquid found therein, they become disoriented for the briefest of moments before becoming able to speak and understand any non-magical language.
When your character drinks the liquid found inside a Bottle of Many Tongues, they become capable of understanding - and communicate in - most languages for one hour. (Certain magical tongues or the languages of some supernatural creatures may be excluded, at the GM's discretion.)

Clever Brews & Potions

Concoction, tincture, or elixir
Clever brews and potions are liquids with a dark, mysterious flavor. In truth, few people outside of the Society of Practical Philosophy know for certain just what is in them. They do, however, seem to sharpen the wits a bit, allowing the imbiber to come up with shrewd solutions to problems or be more deceptive.
When your character uses a Clever Cordial, they increase their Cunning by one until the end of their next turn. If their If their Cunning is already 5, they instead add to all checks using Cunning.
When your character consumes a Clever Brew, they increase their Cunning by one until the end of the current encounter or scene. If their Cunning is already 5, they instead add to all checks using Cunning. Once the tincture wears off, your character suffers 6 strain.
When your character uses Hair of the Fox, they increase their Cunning by one for the next day. If their Cunning is already 5, they instead upgrade all checks using Cunning.

Draught of Vim and Vigor

Draught
A Draught of Vim and Vigor takes all the advantages of a Healing Draught and a Stamina Draught and combines them into one strong drink. As such, they are more rare and more difficult to create. They fill the imbiber with warmth and a sensation of nourishment, as well as a sudden burst of enegy and drive.
When your character drinks a Draught of Vim and Vigor, they immediately heal 5 wound and 5 strain. Each subsequent draught used in the same day heals 1 less wound and 1 less strain, so that the sixth draught (and further) has no effect. It should be noted that these penalties also apply to healing draughts (as well as other types of painkillers) and Stamina Draughts; if your character takes a Stamina Draught after taking a Draught of Vim and Vigor, the Stamina Draught only heals 4 strain, and so on. After one day, the lingering effects of the Draught of Vim and Vigor wear off, and your character may once again use draughts to their full effect.

Flametongue Flask

Flask, made from the fire gland of a young dragon, a vial of Helsmouth Black Label Rum, and a bit of charcoal from a burnt cinnamon tree
The liquor found in the Flametongue Flask is hot, a nearly boiling solution that looks like bottled magma. It tastes vaguely of cinnamon and singed hair.
When your character downs the contents of a Flametongue Flask, they must immediately make a Hard () Resilience check. Failure on the check means the character has the worst possible case of heartburn, and suffers a pentalty to all actions until the flask's duration ends. The flask provides the character the ability to temporarily breath fire with the following weapon profile: (Ranged; Damage 12; Crit 3; Range [Short]; Burn 2). The flask lasts until the character makes use of the ability three times, or a day passes, whichever comes first.

Genius Brews & Potions

Concoction, tincture, or elixir
Genius brews and potions use a mixture of herbs, salts, and oils to stimulate the mind. Those who drink the mixtures find themselves with a tickle across both hemispheres of the brain, along with increased cognitive function and clarity of thought.
When your character takes a Genius Tonic, they increase their Intellect by one until the end of their next turn. If their Intellect is already 5, they instead add to all checks using Intellect.
When your character uses a Genius Extract, they increase their Intellect by one until the end of the current encounter or scene. If their Intellect is already 5, they instead add to all checks using Intellect. Once the tincture wears off, your character suffers 6 strain.
When your character downs an Elixir of Deep Lore, they increase their Intellect by one for the next day. If their Intellect is already 5, they instead upgrade all checks using Intellect.

Healing Draught

Draught
Healing Draughts are probably the most common potions created by apothecaries. They imbue the taker with feelings of warmth and nourishment and are used to ward of illness. They do not actually heal injuries, although they can certainly help comfort and stabilize an injured individual.
When your character trinks a Healing Draught, they immediately heal 5 wound. Each subsequent draught used in the same day heals 1 less wound, so that the sixth Healing Draught (and further) has no effect. After one day, the lingering effects of the healing draught wear off, and your character may once again use Healing Draughts to their full effect.

Immunity Draught

Draught
Immunity Draughts are concocted to act as antidoes to a wide variety of common poisons and diseases. Once a person has imbibed an Immunity Draught, they will not as easily succumb to the disease or poison it is designed to counteract for a short period of time thereafter.
Using an Immunity Draught immediately nullifies any mundane poisons or toxins of equal or lower rarity to the draught currently affecting your character. (Some magical or otherwise extraordinary poisons might not be affected, at the GM's discretion.) In addition, for the rest of the encounter or scene, your character upgrades Resilience checks made to resist potions and toxins of equal or lower rarity to the draught twice.
The base Immunity Draught is rarity 4. A rarity 6 Immunity Draught has a price of 300, while a rarity 8 has a price of 600. A price of a rarity 10 Immunity Draught is 1000.

Instant Calm

Concoction
Instant Calm is brewed from the bark of the trisagora tree found only in the realm of Dun'Hajjar. The Hajjari trade heavily in this bark (as well as the excellent hardwood of the tree), and it has helped make the nobility of their nation very wealthy.
When your character drinks Instant Calm, they add to all checks made before the end of their next turn.

Invisibility Potion

Flask, made from the crystalline strands of silk from the prism spider, the heart of a phantasm, and a mote of primordial shadow
Consuming an Invisibility Potion does what might be expected; it renders the one who took it invisible to the unaided eye.
When your character imbibes an Invisibility Potion, they become invisible for 3 rounds (or three minutes if not in structured time). During this time, your character cannot be seen and casts no reflection or shadow. They produce noise, smells, and so on as usual, and they have a physical presence. An invisible character may also be detected through magical means. An invisible character benefits from concealment worth +4 dice (see the Concealment section on page 110 of the Genesys Core Rulebook).

Jinx Remedy

Draught
Much like Immunity Draughts, Jinx Remedies are brewed to act as antidotes, but whereas the former nullify poisons or diseases, a Jinx Remedy is a curative for curses.
When your character drinks a Jinx Remedy, all current effects of the curse magic action affecting your character are cancelled. (Some powerful or otherwise extraordinary curses might not be affected, at the GM's discretion.) In addition, for the rest of the encounter or scene, characters or creatures attempting to use the curse magic action on you upgrade the difficulty of their check twice.

Liquid Alacrity

Tincture
Liquid Alacrity affects the muscles of the drinker, especially those used for running and other forms of movement. Once Liquid Alacrity is taken, the imbiber is better able to sprint for a short distance, and possess the faculties for short and immediate bursts of top performance. Some people have been known to combine Stamina Draughts and Liquid Alacrity for longer periods of high performance.
When your character imbibes Liquid Alacrity, they gain one additional maneuver during their turn. While under the effects of Liquid Alacrity, your character can perform a maximum of three maneuvers per turn, rather than the normal two. Liquid Alacrity lasts until your character has used this ability three times, or until the end of the encounter or scene, whichever comes first.

Magnetic Brews & Potions

Concoction, tincture, or elixir
Drinkers of Magnetic brews and potions often describe the sensation as one of pleasant certainty, a liquified air of assurance in their own person. It releases their inhibitions, allowing them to act more naturally and with greater confidence.
When your character uses a Magnetic Mix, they increase their Presence by one until the end of their next turn. If their If their Presence is already 5, they instead add to all checks using Presence.
When your character takes a Magnetic Brew, they increase their Presence by one until the end of the current encounter or scene. If their Presence is already 5, they instead add to all checks using Presence. Once the tincture wears off, your character suffers 6 strain.
When your character drinks Bottled Influence, they increase their Presence by one for the next day. If their Presence is already 5, they instead upgrade all checks using Presence.

Moonleaf Tea

Concoction
Moonleaf Tea is made from, as the name suggests, the dried leaves of the moonleaf tree, a type of nocturnal flora that thrives on moonlight.
When your character drinks Moonleaf Tea, they become more suseptible to magical healing. Double the number of wounds and strain healed by magical (but not alchemical) means until the end of their next turn. After your character has used Moonleaf Tea, they cannot use it again for the remainder of the encounter or scene.

Nimble Brews & Potions

Concoction, tincture, or elixir
Nimble brews and potions are best imbibed after lighting it on fire. For this reason, they are generally bottled in vials that spark when opened, setting the fumes at the mouth of the bottle aflame. Those who drink alacrity brews or potions feel a certain tension in their muscles, a physical anxiousness juxtaposed against a very real sense of precision.
When your character uses an Nimble Tonic, they increase their Agility by one until the end of their next turn. If their If their Agility is already 5, they instead add to all checks using Agility.
When your character downs Nimble Compound, they increase their Agility by one until the end of the current encounter or scene. If their Agility is already 5, they instead add to all checks using Agility. Once the tincture wears off, your character suffers 6 strain.
When your character drinks a Decanter of Deft Motion, they increase their Agility by one for the next day. If their Agility is already 5, they instead upgrade all checks using Agility.

Power Brews & Potions

Concoctions, tincture, or elixir
Power brews and potions increase the upper body and core strength of the user. Those who imbibe power brews and potions are better able to strike and block blows. Feats of strength, such as hefting weights and shifting objects, are also facilitated through the use of a power brew or potion.
When your character downs a Power Tonic, they increase their Brawn by one until the end of their next turn. If their If their Brawn is already 5, they instead add to all checks using Brawn.
When your character drinks a Power Infusion, they increase their Brawn by one until the end of the current encounter or scene. If their Brawn is already 5, they instead add to all checks using Brawn. Once the tincture wears off, your character suffers 6 strain.
When your character uses a Phial of Force, they increase their Brawn by one for the next day. If their Brawn is already 5, they instead upgrade all checks using Brawn.

Regeneration Draught

Draught
Regeneration Draughts help heal injuries. They take the form of a drink to be swallowed or a poultice to be applied to the wounded area. The Regeneration Draught causes torn flesh to knit back together and broken bones to fuse. Even internal wounds can be cured by a Regeneration Draught.
When your character uses a Regeneration Draught, they make a Simple (-) Resilience check, healing 1 wound for each and 1 strain for each . You may spend to repeat the check at the start of your character's next turn, as the elixir continues to accelerate their healing.

Rockskin Cordial

Concoction
The Rockskin Cordial toughens the skin, which takes on a rock-like texture and toughness. It provides increased durability, especially in combat.
When your character downs a Rockskin Cordial, they increase their soak by 2 until the end of the next round, after which they suffer 2 strain.

Stamina Draught

Draught
Stamina Draughts can be taken to provide the patient with a feeling of improved vitality. When a Stamina Draught is drunk, the imbiber benefits from increased reserves of energy over a lenthy period.
When your character drinks a Stamina Draught, they immediately heal 5 strain. Each subsequent draught used in the same day heals 1 less strain, so that the sixth draught (and further) has no effect. After one day, the lingering effects of the Stamina Draught wear off, and your character may once again use Stamina Draught to their full effect.

Steadfast Brews & Potions

Concoction, tincture, or elixir
Steadfast brews and potions are designed to steady the nerves, bolster the will, and shore up one's resolve. They impart a certain degree of determination and self-restraint the imbiber might normally not be able to achieve.
When your character drinks a Steadfast Serum, they increase their Willpower by one until the end of their next turn. If their If their Willpower is already 5, they instead add to all checks using Willpower.
When your character uses a Steadfast Stout, they increase their Willpower by one until the end of the current encounter or scene. If their Willpower is already 5, they instead add to all checks using Willpower. Once the tincture wears off, your character suffers 6 strain.
When your character imbibes a Flagon of King's Resolve, they increase their Willpower by one for the next day. If their Willpower is already 5, they instead upgrade all checks using Willpower.

Vial of Unending Breath

Flask, made from the dying breath of a leviathan, moss gathered from the Deep Realm, and an equal mixture of primordial air and primordial water
The Vial of Unending Breath, which smells of salty seaspray and ocean air, allows the imbiber to breathe in places where they might not otherwise be able to do so, such as underwater, in a complete vacuum, or in a room filled with poison gas.
When your character drinks a Vial of Unending Breath, they become able to breathe normally even when otherwise doing so might harm them. During this time, they do not suffer damage or ill effects from drowning, from being in a vacuum, or from inhaling poison miasmas. This effect lasts for one hour, after which the character suffers 4 strain.