Chemistry

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Overview

Chemistry is your ability to mix herbs together into potions, and to create chemical weapons.


Chemical Weapons

These are special chemicals that can be brewed for use in a chemical launcher weapon. They cannot be used without one. Any two-handed or heavy ranged weapon can be used as a chemical weapon. (Except for instruments. Try doing that and you die.)

The weapon's range becomes Line(1-3) only when using the chemicals with it, unless otherwise noted. All damage done by these items is unaffected by any damage modifiers or ATK/DEF. They all cost 15 Stamina and 1 quick action to use. The level of mastery of chemical ammo is the same as the character using it.

To create chemical ammo, you must get at least a 110 with a dice roll + your CHM.


Napalm: A highly-flammable substance that sticks to a target and drenches them in fire.

Effect: All affected take 35 damage PLM for d3+1 actions, or until submerged in water or hit with a technique with the Flood tech element or an Elemental Water weapon. Damage from Napalm 

is unaffected by any damage modifiers or ATK/DEF.
Range: Line(1-3)
Reagents: Chili Powder x1, Alcohol x2


Liquid Nitrogen: An extremely cold substance that freezes whatever it comes in contact with.

Effect: Everyone affected takes 15% (+5% PLM) more damage from attacks with the Melee tag for d3+1 actions, or until they are hit with a technique with the Fire tech element or an Elemental Fire weapon.

Range: Line(1-3)
Reagents: Pomegranite x1, Alcohol x2


Electric Gel: A greenish gel that electrocutes anyone that it comes in contact with.

Effect: All affected take 20 damage PLM each time they attempt a reaction other than Guard/Cover for d5+1 actions, or until they are hit by a technique with the Ice tech element or an Elemental Earth weapon. Damage from Electric Gel 

is unaffected by any damage modifiers or ATK/DEF.
Range: Line(1-3)
Reagents: Shojo Sap x1, Saffron x2


Tear Gas: A white cloud of gas that irritates the eyes to cause temporary blindness and tearing.

Effect: Everyone in the affected area has their ACC lowered by 2d5 ACC, with one additional d5 PLM. (For example, it would be 3d5 at Intermediate) This lasts for eight actions, or until they are hit by a technique with the Electricity tech element or an elemental Sky weapon.

Range: Line(1-3)
Reagents: Belladonna x2, Chili Powder x1


Aloe Vapor: A white vapor that clears the lungs and helps expedite recovery.

Effect: Everyone in the affected area recovers 90 HP PLM and is cleared of any form of Poison. Healing from Aloe Vapor 

is unaffected by any damage modifiers or ATK/DEF.
Range: Line(1-3)
Reagents: Ginger x2, Rue x2, Agrimony x1


Potions

Potions created via Chemistry can be consumed in battle or sold. Potions must be created in containers, such as bottles (sold at General Stores) or Thermoses. When you use up a potion, you get the container back unless specifically noted otherwise. The chance of success of creating a potion is equal to your Chemistry skill minus one, with a maximum of 99%. The rank of a potion can modify this, however.


C-Rank: -5% success
B-Rank: -10% success
A-Rank: -15% success
Legendary: -20% success (Because you need the CHM+ to make Legendary Potions, this one ignores the + bonus. You can only have a max of an 80% success chance for Legendary Potions.)

  • D to A Rank potions have a 99% chance of success each with 100+ CHM.


There are three classes of potions: spirits, tinctures, and elixirs. Spirits are volatile potions mixed in alcohol. Tinctures are typically medicinal and nonvolatile potions mixed in alcohol. Lastly, elixirs are irregular and have a wide range of effects. All potions cost 15 Stamina and one action to consume in battle. Potions can be consumed willfully or slipped into someone's drink. To do this, a Stealth check is necessary (unless the person isn't present). However, they may be able to detect something off about the drink. In this case, Awareness or Chemistry is necessary.

Because potions have distinct odors, appearances, and tastes, one with skill in Chemistry would be able to recognize them. In these cases, Awareness and Chemistry are interchangeable. For this, the formula for making a potion is used, but with either the drinker's Chemistry or Awareness skill. (Whichever is higher) Also, the success modifiers from rank (listed above) are added. However, if the roll to recognize a potion fails, they are forced to drink. (After all, they would have no suspicions.)

A special note about spirits: Due to their volatile nature, they can be thrown at an enemy or ally to induce the effect upon them for the same cost as consuming it. However, this destroys the container. Spirits can be thrown with a range of a Ranged(2-3) attack for a Quick Action and 15 STM.

For potions with timed effects, you can have no more than two active at one time. If you try to use a third, your body will make you regurgitate the potion, and you lose 1 action and 15 Stamina to said vomiting.

YOU CANNOT MAKE THE ENEMY OVERDOSE IN BATTLE. Don't try and use a loophole to win like a cheapass by just throwing spirits at the enemy. Nice try, asshole.


Tinctures

Tincture of Rue (Consumable//D-Rank): A dull yellow and syrup-like potion that heals minor ailments.
Effect: Removes 1 status ailment of your choice
Reagents: Rue x2, Alcohol


Tincture of Poppyseed (Consumable//D-Rank): Watery amber potion that has a numbing effect. Composed of poppy milk and hard spirits for increased efficacy, this strong tasting beverage relaxes the body and dulls pain. As a powerful opiate, it is useful for chronic pain and damage dampening effects on the battlefield. Once taken, a warm numbing sensation affects the body, and when used recreationally, the mind.

Battle Effect: Reduces damage taken by 10% until the start of your next turn.
RP Effect: Highly addictive, it can become habitual for those who enjoy the drowsy, semi-lucid state that lets the individual "check out" for an evening. The numbing effect on the body and mind makes a fantastic escape from reality.
Side Effects: Euphoria, sedation, risky behavior.
Overdose/Abuse: Anxiety, paranoia, hallucinations, vomiting, confusion, coma, shallow/depressed/difficult breathing, suffocation.
Reagents: Poppyseed x2, Alcohol


Ginger Ale (Consumable//D-Rank): A frothy and medicinal potion often caffeinated and served as a beverage.

Effect: Restores 50 PLM HP to the drinker.
Reagents: Ginger x2, Alcohol


Root Beer (Consumable//D-Rank):A delicious and refreshing brew. Unlike your pansy canned Root Beer, this is alcoholic.
Effect: Your next attack has its damage increased by 20%
Reagents: Shojo Sapx2, Alcohol


Sleeping Draught (Consumable//D-Rank): Watery potion with a bitter taste that has mildly poisonous properties.

Effect: 5 minutes after consumption, the drinker falls asleep for 2 hours

Reagents: Elderberry x2, Alcohol


"Tincture" of Pipeweed (Consumable//D-Rank): Made from the smelly green herb popularized by the alchemist Thomas Chong, who attributed its use to the development of multiple potions.
Effects: -10 ATH. Removes all DL when using Charisma while the user is under the influence. Lasts 1d2 hours. Mildly addictive.
Side Effects: Euphoria, increased creativity, munchies, dry mouth, disorganized thoughts, red eyes, excessive giggling.
Overdose/Abuse: Paranoia, hallucinations, chronic coughing/wheezing, delusions of grandeur.
Reagents: Ginger x1, Poppyseed x1, Alcohol x1


Ephedran Draft (Consumable//C-Rank): Often used to clear the lungs and enhance one's rigor, in the sick it is often called upon to aid in recovery. However, use has spread to combat, occupational, and recreational environments. A favorite of the high powered businessman and avid partygoer for its energy-increasing effects. Moderately addictive.
Battle Effect: In the heat of battle, its use gives the drinker a boost of energy, increasing their starting Stamina by 10 for 2d2 rounds.
RP Effect: Better than any cup of coffee, a sip of this will keep the drinker awake through fatigue and even some exhaustion. With the ability to focus to a fault, it's perfect for any workaholic or high stress environment. May stack up to 3x (recreational only).
Side Effects: Common potential side effects may include irritability, restlessness, insomnia, tachycardia, increased sweating and/or thirst, and mild tremors of the hand.
Overdose/Abuse: Stimulant induced psychosis (which may or may not include hallucinations, delusions, disorganized thoughts, or catatonia), arrhythmia, rapid breathing, seizures, moderate tremors, vomiting, and heart failure.
Reagents: Saffron x1, Chili Powder x1


Draught of Youth (Consumeable//B-Rank):A pink and frothy potion that tastes sweet. It turns the drinker into a younger version of themselves.

Effect: Turns the drinker into a younger version of themselves. Mix with other potions for hilarious or disturbing results! Lasts for 1 hour.

Reagents: Elderberry, Pomegranate, Alcohol.


Tincture of Icarus (Consumable//B-Rank): A white and fizzy potion that makes the drinker temporarily grow wings and gain the ability to fly.

Effect: For 1 battle or 1 day RP time, gives the user wings and the special Universal Passive 'Flight' for free.

Reagents: Alcohol, Chili Powderx2, Belladona.


Tears of Alethia (Consumable//A-Rank): A light green sap-like potion that forces the drinker to tell the truth.

Effect: For the next 5 questions they're asked by the person/people whose blood is contained in this potion, the drinker must answer them at a -75 DEC roll penalty. This applies after the drinker's DEC skill is added to the total. The answers must be spoken unless this is created with the CHM+, which extends its effect to Sign Language and writing. The Distrust penalty from failed DEC rolls does not apply for these 5 questions. If a week passes and all 5 questions have still not been asked, this wears off.
Reagents: Blood of the Asker(s), Agrimony x 2, Ginger, Alcohol


Spirits

Due to their volatile nature, Spirits can be thrown at an enemy or ally to induce the effect upon them for the same cost as consuming it. However, this destroys the container. Spirits can be thrown with a range of a Ranged(2-3) attack for a Quick Action and 15 STM.


Spirit of Vitriol (Consumable//D-Rank): Colorless and odorless potion with intensely corrosive properties. A powerful and deadly acid.

Effect: 50% chance of Poison on the afflicted targets. Has Blast(1) added to its range of effect.
 Has no effect on Neophytes.

Reagents: Elderberry, Rue x2, Alcohol


Spirit of Aberum (Consumable//D-Rank): Violet and gel-like potion that allows the drinker to see in the dark.

RP Effect: Allows the drinker to see in the dark for two hours.

Reagents: Rue, Alcohol.


Spirit of Wine (Consumable//D-Rank): Need I say more?

RP Effect: The drinker gets drunk.

Battle Effect: The target loses an action (on top of the action with the cost to drink the wine if used on themselves), but recovers 15% max HP and 15 Stamina.

Reagents: Alcohol x2


Spirit of Phobium (Consumable//D-Rank): A deep emerald potion that makes the drinker mortally afraid of the first thing they see.

RP Effect: User is terrified of first thing/person they see. Lasts two hours.

Battle Effect: 60% chance of Confuse upon all affected targets. Has Blast(1) added to its range of effect.


Reagents: Rue, Elderberry, Alcohol


Blood of Winter (Consumable//C-Rank): A thin, frosty potion that instantly freezes any water it comes in contact with, regardless of heat. Only meltable by an Advanced or higher technique with the Fire element or the Flames of Autumn potion.

RP Effect: Up to your imagination, can be used to freeze water.

Battle Effect: Lowers reaction success/effectiveness by 10% for 1d2 turns. Is considered to have the tech element Ice. Effect does not stack with multiple uses.

Reagents: Poppyseed, Saffron, Alcohol


Flames of Autumn (Consumable//C-Rank): A thick, bubbling potion that ignites hellish flames upon that which it is poured. These flames can only be doused by an Advanced or higher technique with the Water element or the Blood of Winter potion.

RP Effect: Up to your imagination, can be used to burn things.

Battle Effect: Lowers resistance to damage by 10% for 1d2 turns. Is considered to have the tech element Fire. Effect does not stack with multiple uses.

Reagents: Rue, Saffron, Alcohol x2


Spirit of Justice (Consumeable//B-Rank): A gray and neutral smelling potion that causes the drinker to go blind for a short while.
RP Effect: The drinker is blind for a day.
Battle Effect: Acts as if the inflicted is fighting in darkness for 1d3 turns. Battle effect is nullified if the inflicted has the Blind Fighting passive, or if they consume Spirit of Aberum.
Reagents: Ruex2, Saffron, Shojo Sap.


Elixirs

Elixir of Silence (Consumable//D-Rank): Orange potion that prevents the drinker from speaking for 2 hours. 

Effect: Drinker is incapable of speaking for 2 hours.

Reagents: Saffron, Alcohol


Elixir of Immobility (Consumable//D-Rank): Bright yellow and bubbly potion that paralyzes the drinker for 20 minutes. They remain awake but unable to move.

Effect: Drinker cannot move for 20 minutes, but can still speak.


Reagents: Belladonna, Agrimony, Alcohol


Draught of Disguise (Consumable//D-Rank): A thin reddish potion that transforms the drinker into someone else. Only usable outside of battle.

Effect: Turns the drinker into someone else for 15 minutes.

Reagents: Agrimony x2, Alcohol, blood of the person the drinker shall turn into


Amortentia (Consumable//C-Rank): Also known as a love potion. The drinker develops an infuation with the person whose blood is added to this potion. It is a fizzy, clear potion.

Effect: Makes the drinker more susceptible to SPC towards the person whose blood was added to this potion by 25%. Effect lasts 6 hours
.

Reagents: Ginger x2, Mandragora, Alcohol, blood of the person who the drinker shall love


Breath of Water (Consumable//C-Rank): It looks like water and, appropriately, allows the drinker to breathe underwater for 5 minutes.

Effect: Allows the drinker to breathe underwater for 5 minutes.

Reagents: Rue x3, Dragon Blood


Enmentia (Consumable//C-Rank): The antithesis of the Amortentia, this is a 'hate potion.' The drinker develops an intense hatred towards the person whose blood is added to this potion. It is a thick reddish potion.

Effect: Makes the drinker have a 50% chance of attacking the person whose blood was added to this potion on sight; effect lasts 6 hours
.
Reagents: Chili Powder x2, Agrimony, Alcohol, blood of the person who the drinker shall hate


Worldly Titan's Elixir (Consumable//C-Rank): A frothy purple potion that turns the drinker into a giant.

Effect: The drinker becomes 20 feet tall for 30 minutes.

Reagents: Agrimony, Chili Powder x2, Alcohol


Falling Hero's Tonic (Consumable//C-Rank): A deep green potion that turns the drinker into a fairy.

Effect: The drinker becomes a 6-inch tall fairy, with wings and sparkles for 30 minutes.
 The drinker does not have their race changed to Faerie, but they do recieve the effects of the Flight passive for the duration of the potion's effect.

Reagents: Agrimony x2, Chili Powder, Alcohol


Elixir of Shadow Skin (Consumable//B-Rank): Light yellow potion that renders that which it touches invisible.

Effect: Renders the drinker invisible for 10 minutes (or 2 turns), giving them the equivalent of 100 STL

Reagents: Rue x2, Ginger, Dragon Blood


Elixir of Divine Strength (Consumable//B-Rank): A thick red potion that grants the drinker inhuman strength for a short period of time.

Effect: Gives the drinker 100 STR for 10 minutes (or 2 turns).

Reagents: Ruex2, Shojo Sap, Dragon Blood.


Skin to Stone (Consumable//B-Rank): Pale blue potion with a rotten odor. When consumed, it petrifies the drinker. It's also reversible by the same means. The effects wear off after one week. Only usable outside of battle.

Effect: Turns the drinker to stone.

Reagents: Saffron x2, Pomegranate, Dragon Blood


Heavenly Potion (Consumable//B-Rank): A light potion that glows dimly. Blessed by holy powers.

Effect: Heals 20% max HP. However, you are also struck by the status ailment Shock. If already under Shock, this will cause either Weak, Slow, Blind, or Soft instead, rolled randomly. If this is used outside of battle, then you start your next battle with Shock in effect. Cannot be consumed more than once per battle.

Reagents: Saffron x2, Rue x2, Dragon Blood


Essence of Venus (Consumable//B-Rank): Deep green, almost gel-like potion that alters your sex.

Effect: When consumed, it reverses the drinker's sex. If the character has no sex, nothing happens. If the sex of the character is in some way debatable, then it's the player's call. Reverts after one week, or by consuming another Essence of Venus.

Reagents: Mandragora x3, Dragon Blood


Virgin Moon Elixir (Consumable//B-Rank): A thin yellow colored potion. When consumed, it inflicts lycanthropy on the drinker.

Effect: Changes your racial to Werewolf.

Reagents: Agrimony, Belladonax2, Mandragora.


Rot in a Bottle (Consumeable//B-Rank): A thick purple and nasty-smelling potion. When consumed, it inflicts the rot on the drinker, turning them into an undead.

Effect: Changes your racial to Zombie. Due to the smell and appearance of this potion, you cannot trick or otherwise force any character to drink this potion unless the character's player allows it.

Reagents: Phoenix Blood, Ruex5


Chimera Glass (Consumable//B-Rank): Small, teardrop-sized pieces of clear crystal with a faint purple center. The structure of this chemical compound liquifies when placed on the tongue or into liquids.
Effects: A strong psychedelic, those under the influence are subjected to powerful hallucinations and, on occasion, personal insight and revelation. Significantly impairs judgement. May also cause the user to taste sound and hear flavors, and similar sensory confusions. Lasts 2d2 hours. Mildly addictive.
Side Effects: Paranoia, depression, anxiety, numb tongue, flashbacks, smelling gardenias.
Overdose/Abuse: Intense flashbacks, the sudden belief of having melted into a wall and being stuck, believing you are a gardenia, hair growing in an abnormal color of the rainbow, a desperate need to prove to the world you can fly, schizophrenia.
Reagents: Ojo Sap x1, Pomegranate x2


Atropine (Consumable//A-Rank): Thin and amber-colored poison that is known to be lethal to all but those with the strongest constitution.

Effect: 15 minutes after consumption, there's a 100-2*WLP% chance of death, to a minimum of 5%. If the drinker has 100+ WLP, however, the chance becomes 0%.

Reagents: Belladonna x3, Shojo Sap


Philter of Godspeed (Consumable//A-Rank): A shining golden potion that grants the drinker good luck.

Effect: Drinker has one reroll per battle and one reroll per RP, lasts a week. Cannot be stacked.

Reagents: Mandragora x2, Dragon Blood, Shojo Sap


Juno's Mask (Consumable//A-Rank): A completely clear and odorless potion. Allows you to change your race for a short period of time.

RP Effect: Changes the drinker's race to another for a day.
Battle Effect: Changes the drinker's race to another for one battle.

Reagents: Phoenix Blood, Dragon Blood, Agrimony, The Blood/Tissue of the race you wish to become. (This is limited to certain races unless you have the + in Chemistry. These CHM+ Only races are Werewolves, Cyborgs, Androids, Teratons, Fallen Angels, Infernal Ones, any Undead or Forsaken races, and NPC-Only races.)


Asimov Solution (Consumable//A Rank): A clear and odor/tasteless solution that prevents the drinker from in any way harming the one whose blood is contained in the solution.
RP Effect: The drinker cannot in any way harm or cause the harm of the person whose blood (to be specified when the solution is made) is contained in the solution for three days.
Battle Effect: For three rounds, either at the beginning of battle or starting when the solution is administered, the one affected cannot target the one whose blood is contained. Cannot be used in a battle in which you are fighting alone; that would be cheating.

Reagents: Agrimony x2, Alcohol x2, Shojo Sap, blood of the person who the drinker cannot harm


Legendary Potions

To gain access to these potions, you merely need to have the + in CHM.


Dawn Potion (Consumable//Legendary): A golden brown potion created in order to cure the affliction known as lycanthropy. This only works on those afflicted by the disease if they have the 'Werewolf' racial, and not those naturally born as Werewolves (True Lycanthropy).
Effect: Cures inflicted parties of lycanthropy.

Reagents: Werewolf's Blood, Phoenix Blood, Dragon Blood.


Potion of Salvation (Consumable//Legendary): A deep crimson potion created in order to cure the affliction known as vampirism. 

Effect: Cures the inflicted parties of vampirism.

Reagents: Vampire's Blood, Shojo Sapx5, Agrimonyx2, Holy Water

  • (Holy Water must be quested for, requiring 50 Paragraph Tickets to be spent on it. If creation of a Potion of Salvation fails, the Holy Water is not lost with the other reagents. It is only used up on a successful potion.)


Maidenhood of Venus (Consumable//Legendary): The true 'love potion'. This potion not only influences the person, but actually makes them fall madly in love with you. It is a pale, sweet tasting potion.
Effect: See above. Forces the person to have 7* for you. Lasts 1 week. Cured by making the inflicted drink Ementia potion with the love interest's blood.

Reagents: Ginger x4, Mandragorax2, Alcoholx4, blood of the person who the drinker shall love, Agrimony.


Elixir of Intangibility (Consumable//Legendary): A thin and cloudy potion that allows the user to be able to walk through solid objects for a short period of time, making escape and spying a much easier task.
RP Effect: Allows the user to walk through solid objects for 30 minutes.

Battle Effect: The user cannot take OR give damage for one turn. If used, allows the user to escape from the battle.

Reagents: Ruex4, Gingerx2, Dragon Bloodx2.


Telepathy (Consumable//Legendary): A potion that allows you to read the minds of other people for a short period of time. It has a murky yellow-green appearance to it.

RP Effect: See above. Lasts for an hour.

Battle Effect: Your attacks cannot be countered unless they have the Wide Open kickback, and your own counter attacks have no penalties. (The technique still has its original stamina cost and must still be at least 15 stamina, however.) Lasts for 3 rounds.

Reagents: Agrimonyx3, Alcoholx4, Ruex4.


The Philosopher's Stone

Legends tell of a stone made through alchemy, the bastard child of chemistry and magic, that is able to grant the possessor untold power and eternal life. There are hundreds, perhaps thousands, of stories surrounding the stone. While most take this tale as merely a story, it might spark the interests of a few. To know that the Philosopher's Stone is indeed a real thing, a person must have certain Knowledges, as determined by staff. To begin researching how to make it/find it, one person needs these knowledges and 100+ Chemistry, or two people working together must have that combination. The quest for one is a long and hard one, and it is not a task to be taken lightly. The stories of untold power and wealth just might make it worth it, however...


The Chemistry Plus

The + in Chemistry adds 25% to your success rates and allows you to learn the five legendary potion recipes. (It does not add to your success rate to Legendary Potions, however, which always maxes at 80%.) It also adds to the races Juno's Mask can be used for, and extends Tears of Alethia to writing and Sign Language.


Skills
Physical: AthleticsStealthStrength
Mental: AwarenessHarvestingPerceptionWillpower
Social: CharismaDeceitSpeechcraft
Craft: BlacksmithingChemistryEnchantmentEngineeringGunsmithing
Special: Angelic RunesInfernal Runes