The Recipe Book is a collection of alchemical brewing and melding recipes discovered within the group. Most recipes are available for any Sentry to use. Any additional requirements will be listed per recipe. For now, this is a spreadsheet, but may be updated to reflect how the information is stored and spread in character.
Alchemy Contract: Brewing Research
Link to rolls:
Link to submission:
Tools:
Ingredients Consumed:
Container Used:
Research Time:
Alchemy Contract: Brewing
Link to rolls:
Link to submission:
Recipe:
Tools:
Ingredients Consumed:
Item Created + Container Used:
Brewing Time:
Alchemy Contract: Melding Research
Link to rolls:
Link to submission:
Tools:
Ingredients Consumed:
Preparation Method:
Research Time:
Alchemy Contract: Melding
Link to rolls:
Link to submission:
Tools:
Ingredients Consumed:
Item Created:
Alchemy contracts can be made at any time, given access to the materials required. A character can only have a single brew in progress at once, meaning if a recipe has a time component, then you'll have to wait.
Each submission requires a piece of art or writing to go with it that depicts your character's alchemy. It must be unique to this contract roll(no repurposing prompt submissions). Roleplays involving requests/plans/setup for a brew count for these submissions, so if somebody's character makes a request of yours, that might be all you need!
If a specific appearance is desired for a new brew/meld, include a drawing or description of how the item should look at the end. This appearance may be adjusted by DMs(if needed)when adding the recipe to the recipe book.
Not all brews will require a roll to be made, but if you did make some rolls, be sure to link them!
Equipment should list any items that impact your alchemical capabilities.
Ingredients consumed should list the quantity required.
Items created should list the quantity received.
Creating a new brew/meld takes time. Check the research section for rules on how making new recipes works.
While alchemy is not typically a dangerous art, some of the more exotic materials and recipes may invoke some risk. If your recipe comes with a peril chance, you must publically roll a 1d100 and link the result in your submission. Peril Rolls must be declared before rolling them. If you roll a peril, you must face it, even if you fail to submit/complete the brew.
It is recommended that you keep your character sheet up to date with any equipment you'd like in the event of an encounter or peril. Do so before beginning your rolls! If you add a piece of equipment after triggering a peril, it won't count.
If you are using somebody else's materials for your alchemy, you must list who it is and what of their materials you are using. They must leave a reaction on the submission form to confirm they approve of the transaction.
When researching new brews/recipes, you must wait for admin feedback before beginning your new invention.
In the Post-Fracture world, everything is different. The burning intensity of the ley-lines has fundamentally altered all aspects of life, even down to the rocks and plants. It is possible, though tricky, to channel a bit of this alteration magic through one's body and into a set of objects, changing their form while retaining and combining their properties.
As your flux alights with god-like power, you carefully begin to change nature.
There are currently two alchemical Contracts available.
Brewing - Combine potent herbs and guts to create more complex substances. Brewing takes time, as one slowly coaxes ingredients to settle together into a new [POTENT] form. Alchemists must spend large amounts of time tending to a brew and feeding it magic. Tendrils of their flux connect them to the objects, stabilizing the more magical properties of the items.
Melding - Apply the properties of one item to another. Melding is fast, practically smashing two items together to create a rough mixture of the two. Melding is typically easier than brewing, but melded items cannot be [POTENT]. Often occurring in one great flash of flux, alchemists can easily meld items on the go. Just watch out for creatures drawn to vibrant magical energies...
Alchemy is heavily dependent on the character's skills, flux, and equipment. A beginner alchemist can combine only two items together. The ability to combine more items into more complex potions requires special tooling, training, and technology. Some item properties and modifiers may not even be known until the right tooling exists to detect it.
The art of combining potent herbs and guts into more complex substances. Brewing can be expensive and time consuming, but the magical concoctions it creates have limitless potential. Brews have varying effects based on what was combined, how it was prepared, and what tools were used.
Each brew will come with a list of side effects depending on the ingredients used. These side effects grow more numerous and intense as the number and potency of ingredients rises. Apply them strategically to avoid having the perils of a quest hit your newfound weaknesses.
The amount of time it takes to complete a brew is discovered as part of the character's research. Typically, brewing time is dependent on the number and type of items combined. The most basic of brews(containing only 1 item) can be completed well within an hour. More complicated brews may take days, weeks, or even months to complete. Not to worry though-you can always make good use of that time by brewing bigger batches!
It is possible to brew multiple doses/batches of an item at once if you have enough ingredients to do so. This increases the material cost of the recipe, but doesn't increase the length of time it takes. So if you want to make 2 of the same potion by the end of the day, pull together 2x the number of ingredients required and have at it.
All brews require a container to be stored in. These containers can be any item that makes sense to hold that type of brew. IE. a bottle can hold a drink. A clean cloth can hold food.
Brews never expire on their own. It is possible for brews to be damaged or ruined over the course of in character events should a character take the brew along on a peril or quest.
New recipes require the player to select their ingredients and preparation style carefully. The more ingredients you combine, the longer it will take to brew and the more unstable the process becomes.
As you work new recipes, carefully consider the ratios and side effects of the items you are combining. Positive and negative effects accumulate throughout the brewing process. Adding one too many debuffs could make a brew effectively useless at the end of the day, so try to combine items that make for a well balanced final brew.
The ratio of items used does not impact peril risk, but it may impact the resultant potion's effects. Including more of one item than another will bias the final potion towards one ingredient's potency.
Brewing perils can result in character injuries, banes, ruined potions, and other forms of damage, so work with care and carefully plan out where to put that research lab of yours.
The methods used to prepare a brew change how its Potent Properties are applied.
Drinks require a cauldron to brew, and allow one to quickly apply effects for a short length of time. Drinks have the strongest enhancement effect of all prep types, capable of doubling the impact that the base ingredients would have had. Because of this concentrated effect, drinks are also the most likely to come with powerful drawbacks.
Pastes can be spread on any solid surface, applying their effects to them for a medium length of time. Pastes can be washed off. Requires a mortar and pestle to grind.
Foods slowly distribute the brew into the body of the one who eats it, allowing the effects to last all day. Requires at least +1 Hobby: Cooking to create, either from skills or from equipment.
Infusing a brew directly with your own magic has unknown effects. Currently, all attempts have no impact on the brew, and result in no Flux/Karma loss as the magical energies simply return to you at the end of the brewing process.
[This process is locked behind undiscovered technology]
As more and more items are combined in a brew, the risk of negative side effects increases. Each potent item carries with it an unknown side effect that only becomes apparent as the concentration of it increases. Alchemists testing new brewing recipes take on the risk posed by these side effects themselves. Be wary of combining dangerously potent items.
Each potent item comes with a hidden stat that determines how it will react when combined with other potent items. Careful selection of ingredients can reduce the intensity of side effects. Brews that carry intense side effects are considered Poisons.
Particularly poisonous items and brews may add a Peril Risk to the resulting recipe.
Potion sickness occurs when a character overindulges in the brew.
Brewed concoctions are far more potent than the ingredients that composed them. Because of this, it is risky to take more than one brew a day. A brewed drink and meal may before heading to battle isn't likely to make you sick, but chugging brews to get yourself out of a peril might just make things worse.
Characters experiencing potion sickness experience one or more of the effects listed in the table to the left. The severity of potion sickness depends on how many potions were consumed, the rate at which they were consumed, and other in character details surrounding the circumstances of the sickness.
When combining lots of materials, particularly non-potent ones, melding is what you want! Magically weaken the barriers between two materials, allowing them to be combined into a single, indistinguishable substance.
There are two ways to meld a pair of items: compacting and applying.
Compacting two items evenly mixes their properties. This is best when combining large amounts of basic materials, or when a true midpoint is desired. It is difficult to control the final appearance of a compacted material.
Applying one item to another biases the meld towards having the physical properties of the basic item and the aesthetic properties of the applied item. Applied items may still sometimes confer a bonus to the resulting material, but it will be less than you'd get out of a compacted item.
When melding potent items, their potent effects will be completely lost. This is useful when you want a particular leaf embedded in your new clothes, but not great if you were hoping to get the leaf's skill bonuses added to your outfit. Similarly, magical properties of non-potent items risk being lost in the melding process depending on what is combined and how.
Melding is one of the fastest contracts to complete, often being finished instantly. Only new melding recipes and special cases require time spent refining the final product.
Finding the right balance of magic and melding needed to successfully combine two objects requires a little bit of trial and error. In order to create a new melding recipe, you'll need two of each item you intend to meld. One pair to practice your melding on, and one pair to create the final, desired product.
New melding recipes take 2 weeks to complete, and require a DM response before new research can begin.
Generic compacting recipes involve combining materials of the same type/category to make a common, easy to track item.
Ex. Compacting Obsidian, Chalk, and Pyrite into Stone(generic)
Ex. Compacting 3 different types of warped hide into Leather(generic)
Generic items lose all special physical properties from their source materials, and primarily exist to clean up inventories. They do not count as Melded items, and so do not trigger Remelding rules when used.
Melded items have the [Melded] tag applied to them. If a melded item is used in a new melded recipe, there comes an added risk Peril as the cumulative magic makes the material become more unstable. The resulting decomposition of materials and magic can put one in serious PERIL.
Remelded items gain the [Remelded] tag.
Melding remelded items creates [Unstable] items, which are almost impossible to meld safely. Unstable items are particularly reactive to magic, and may behave unpredictably when targetted by an energy surge.
Field alchemy allows characters to create useful items while out on an expedition.
Melding is the most workable in the field, as basic melding requires no extra equipment and takes little to no time. Though melding in combat is inadvisable, there's nothing stopping you from taking a minute to meld during downtime on an expedition.
Brewing, on the other hand, makes for very difficult field work. Not only does it require lots of tooling, it also takes a very long time. Field brewing turns the out of character time cost into an in character time cost(when on an expedition/in peril). If you would have to wait a week to brew a potion irl, now your character is stuck brewing for a week on their expedition. And they really are stuck! A character brewing in the field needs to stay close to their brew so they they work their magic into a meal, mix together a potent drink, and keep the whole mixture stable.
Overall, melding makes better field work than brewing.
Field work skill checks are made by the character doing the alchemy. There is currently no way to assist a character with field alchemy beyond providing them tools, materials, and safety.
When performing field alchemy, a skill check will need to be made every week that it takes to complete the alchemy as your character is forced to spend more time away from the brew. For melds, the often means a single skill check. For brews, this means simple brews are possible as field work, but the more complex ones get exponentially more difficult.