Crafting Concoctions: Concoctions require half their base cost in materials spent to create, as well as a permanent crafting station with a dollar value of 50 times the desired concoction's base cost. The same concoction crafting station can be used to create any concoctions with a cost of 1/50th the crafting station's value. The base craft time is 2 hours of focused activity, and each time the brewer is distracted for more than a single round consecutively during the craft time, the batch's brewing difficulty is increased by 1. Batches of multiple vials of the same concoction may be simultaneously created within the same time frame, but each additional vial crafted adds +2 to the brewing difficulty. At the end of the 2 hour crafting period, the crafter makes a crafting roll, using the Magic skill with the Intelligence stat, with the Brewing Difficulty as the roll's difficulty. If the roll fails but is still higher than 0, the concoctions crafted are duds, and have no effects when used(though they still count as a concoction having been drank for the purposes of how often a character can consume one). If the result of the crafting roll is 0 or lower, the batch appears to be properly crafted and of normal potency, but has an adverse effect chosen by the GM. Generally, such concoctions, referred to as defective, have effects that are opposite their intended effects, though they can also function normally with a strange side effect. If the roll succeeds, the concoction batch is crafted successfully. For every 5 over the Brewing Difficulty the crafting roll scores, the concoction is considered one step more potent. More potent potions are traditionally denoted with a number listed after their name displaying the level of increased potency, and their base prices are is increased by 50% for each additional Potency rating.
Identifying Concoctions: The difficulty of identifying a particular concoction's type without drinking it is the concoction's base Brewing Difficulty. The roll is generally a Magic/Accuracy roll. If the roll is 5 higher than the base difficulty, the identifier determines the concoction's potency as well, and can identify whether a concoction is a dud. If the roll is 10 higher than the difficulty, the identifier recognizes if a concoction is defective. A roll of one or less means the identifier is convinced that the concoction is a completely different type. After someone makes an identification roll, they may not make another unless they are given good reason to believe that their initial assessment is incorrect.
Storage: Concoctions, unless properly stored in a device such as a refrigerator, lose their potency over time and eventually become worthless. Every week total that a concoction is not properly stored, it loses a level of potency, and if this happens when the concoction has no levels of potency, the concoction becomes a dud.
Mixing: Attempting to mix concoctions turns them into duds.
Drinking: Under normal circumstances, drinking a concoction requires a hand action from someone to retrieve the concoction and bring it to the target's mouth and a speak action from the person drinking it to actually drink it. When another character spends their hand action to bring a concoction to a target's lips, the target may, if they have not yet spent their speak action, spend it immediately to drink the concoction. A character may attempt to force a grappled target to drink a concoction, but doing so counts as an accurate attack against the grappled target with a -5 penalty. Failure means that the concoction spills and is wasted. A character can generally not drink many concoctions at once. Each character who has drank at least one concoction has an Engorgement score that starts at 1 when the first concoction is drank and increases by 1 for every other concoction drank. This score drops by 1 every hour. Whenever a character's Engorgement score is 2 or higher and they drink another concoction, the character must make a defense roll with a difficulty of 5 plus their Engorgement score(which will include the recently-drank concoction). Failure on this roll means the character is nauseated and their body is unable to process the various concoctions. They then take a number of added d6'es of HP damage equal to their Engorgement score. In addition, a nauseated character loses all beneficial concoction effects currently affecting them. Damage dealt by concoctions, unless specifically stated otherwise, does not cause traumatic damage.
Quick Summary
Healing Potion
Sale Price: $20
Base Price: $10
Effect: When drank, immediately restores 1d10 HP.
Potency: Each increase in potency improves the amount restored by an additional added d10.
Brewing Difficulty: 5
Potion of (stat) Enhancement
Sale Price: $100
Base Price: $50
Effect: When drank, increases the chosen stat by 1d4 points for the next 5 minutes.
Potency: Each increase in potency improves the chosen stat by an additional +1 for the potion's duration.
Brewing Difficulty: 11
Potion of (skill) Competence
Sale Price: $60
Base Price: $30
Effect: When drank, grants a +2 bonus to non-combat, non-casting rolls made with the chosen skill for the next 10 minutes.
Potency: Each increase in potency improves the bonus granted by +1.
Brewing Difficulty: 9
Potion of Regeneration
Sale Price: $60
Base Price: $30
Effect: When drank, grants the drinker the ability to restore 1d4 damage at the beginning of each round for the next 10 rounds. If 9 or more damage is healed by this d4, the character gets a free self-healing check to remove traumatic damage.
Potency: Each increase in potency improves the damage healed each turn by +1.
Brewing Difficulty: 7
Potion of Haste
Sale Price: $130
Base Price: $65
Effect: Increases the drinker's Initiative rolls by +4 for the next 5 minutes.
Potency: Each increase in potency improves the drinker's initative rolls by +1 for the duration of the potion.
Brewing Difficulty: 14
Potion of Durability
Sale Price: $80
Base Price: $40
Effect: Increases the drinker's soak rolls by +2 for the next 5 minutes.
Potency: Each increase in potency increases the drinker's soak rolls by an additional +1 for the duration.
Brewing Difficulty: 10
Potion of Might
Sale Price: $50
Base Price: $25
Effect: Increases the drinker's strong attack rolls by +2 for the next 3 minutes.
Potency: Each increase in potency increases the drinker's strong attack rolls by an additional +1, but this bonus does not count towards determining if the hit is a critical hit.
Brewing Difficulty: 6
Potion of Precision
Sale Price: $50
Base Price: $25
Effect: Increases the drinker's accurate attack rolls by +2 for the next 3 minutes.
Potency: Each increase in potency increases the drinker's fast attack rolls by an additional +1, but this bonus does not count towards determining if the hit is a critical hit.
Brewing Difficulty: 6
Potion of Dexterity
Sale Price: $50
Base Price: $25
Effect: Increases the drinker's fast attack rolls by +2 for the next 3 minutes.
Potency: Each increase in potency increases the drinker's accurate attack rolls by an additional +1, but this bonus does not count towards determining if the hit is a critical hit.
Brewing Difficulty: 6
Potion of Mobility
Sale Price: $40
Base Price: $20
Effect: Increases the drinker's movement rating by 20 feet for the next 5 minutes.
Potency: For each increase in potency, the drinker's movement rating increases by another +5 feet for the potion's duration.
Brewing Difficulty: 5
Potion of Spell Resistance
Sale Price: $60
Base Price: $30
Effect: Increases all of the drinker's oppose rolls by +2 for the next 10 minutes.
Potency: For each increase in potency, the drinker's oppose rolls all increase by +1 for the potion's duration.
Brewing Difficulty: 7
Potion of Alertness
Sale Price: $70
Base Price: $35
Effect: Increases all of the user's passive defense scores by +1 for the next 5 minutes.
Potency: For each increase in potency, a passive defense score is chosen at random and increased by +1 for the potion's duration.
Brewing Difficulty: 7
Potion of Race Change
Sale Price: $200
Base Price: $100
Effect: For the next 6 hours, the drinker's race is changed to one chosen by the brewer when the potion is brewed. If the effects of this potion are sustained for 24 hours, the race change will become permanent.(At MSF High, this is still up to the character's subconscious.) While this potion is active, the difficulty of any other spells and abilities that change the drinker's race are increased by +7, and if the drinker possesses an ability such as shapeshifting that allows them to change their race, they must make a personality roll of 9 when they attempt or be unable to use any such abilities for the next 2 hours.
Potency: For every increase in potency, the drinker can swap out a single race level of any other race they have levels in with a level of the subrace they have been transformed into. This effect may also become permanent at the GM's discretion.
Brewing Difficulty: 18
Potion of Gender Change
Sale Price: $160
Base Price: $80
Effect: For the next 6 hours, the drinker's gender is changed to one chosen by the brewer when the potion is brewed. If the effects of this potion are sustained for 24 hours, the gender change will become permanent.(At MSF High, this is still up to the character's subconscious.) While this potion is active, the difficulty of any other spells and abilities that change the drinker's gender are increased by +7, and if the drinker possesses an ability such as shapeshifting that allows them to change their gender, they must make a personality roll of 9 when they attempt or be unable to use any such abilities for the next 2 hours.
Potency: For every increase in potency, the drinker gains the brewer's choice of 250 XP worth of physical advantages for the duration of the potion. The drinker may choose to pay the base XP cost to gain these advantages if the primary effect of the potion is made permanent.
Brewing Difficulty: 16
Knockout Poison
Sale Price: $20
Base Price: $10
Effect: The drinker of this poison takes 1d8 of HP damage and 1d8 of MP damage. Neither of these damages can be soaked.
Potency: Each increase in potency adds an additional 1d8 of added HP and MP damage to the damage the poison deals.
Brewing Difficulty: 3
Poison of Weakness
Sale Price: $50
Base Price: $25
Effect: For the next 4 hours, the dice the drinker uses for their soak rolls is reduced by 2 steps(from d10s to d8s, d8s to d6es, and so on). If this would reduce the dice below d4s, it instead reduces the number of dice rolled. This cannot bring the soak roll below 1d4.
Potency: Each increase in potency causes an additional step down of armor dice.
Brewing Difficulty: 6
Exhaustion Poison
Sale Price: $120
Base Price: $60
Effect: For the next hour, whenever the drinker spends a hand or move action, they lose 1d4 HP.
Potency: Every increase in potency increases the HP lost by +1.
Brewing Difficulty: 15
Mindcloud Poison
Sale Price: $110
Base Price: $55
Effect: For the next 4 hours, whenever the drinker spends MP, they lose an additional 1d6 MP.
Potency: Every increase in potency increases the amount of MP lost by +1.
Brewing Difficulty: 11
Weakness of (stat) Poison
Sale Price: $80
Base Price: $40
Effect: Decreases the chosen stat by -3 for the next 2 hours.
Potency: Every increase in potency decreases the chosen stat by another -1.
Brewing Difficulty: 9
Illness Poison
Sale Price: $50
Base Price: $25
Effect: Starting when the drinker drinks this poison, their Engorgement rating increases by 1 every half hour for the next six hours.
Potency: Every increase in potency increases the duration of this poison by 1 hour.
Brewing Difficulty: 7
Suggestability Poison
Sale Price: $60
Base Price: $30
Effect: For the next 3 hours, decreases the target's resistance rolls against distraction attempts by -2.
Potency: For each increase in potency, the target's distraction resistance rolls suffer an additional -1 penalty.
Brewing Difficulty: 12