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Absol197

Lady Phoenix's Grimoire of Potions, Poisons, Talismans, and Imbuements

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Welcome, one and all!  With the release of the tome of mystical and arcane knowledge to the general public, the art of alchemy has received renewed enthusiasm among the galactic populace.  To celebrate this renewed vigor, I have opened my archives of hidden knowledge to the public, and invite other practitioners of the mystic arts to join us and add the rare and subtle recipes, methods, and blueprints to our vault of knowledge!

As a gift to you, I have retrieved an impossibly rare scroll from the depths of my archive to begin this process; I hope we all can join together and assemble the greatest store of alchemical knowledge in the galaxy!

 

Phoenix Flame
While technically a potion, this alchemical elixir appears as nothing more than crackling golden and silver fire contained in a clear container of crystal.  Vanishingly rare even when the Force was more well-known during the height of the Galactic Republic, Phoenix Flame is known (to those versed in the rarest and most esoteric lore) as a light-side counterpart to the famed "Waters of Life" utilized by many dark-side aligned Force traditions such as the Nightsisters of Dathomir.  Named after a legendary creature from multiple cultures across the galaxy, the secret to crafting Phoenix Flame was only ever known to a few.  The Jedi never embraced alchemy, and those who worked in the medium of the Dark Side of the Force seem unable to imbue the reagents with the necessary energies to ignite them into the Flame.

Material Price/Rarity:  20,000 credits/10.
Check:  Formidable (DDDDD) alchemy crafting check.
Time:  10 hours.
Special:  The crafter must be a Paragon to craft Phoenix Flame.
Effect:  Despite its appearance, Phoenix Flame can be consumed like a normal potion.  However, its fiery nature means that it can be used in a method similar to a grenade as well.  With a successful ranged combat check, the potion affects the target, and a thrown flask possesses the Blast quality as well.  The unique properties of Phoenix Flame means that the effect it has depends on the Morality score of the character affected by it.  For characters that do not possess a Morality score, the GM should determine what general range they would fit in, based on their actions and behaviors.

Characters with a Morality score of 81 or higher heal all wounds they are currently suffering, as well as any one Critical Injury.  This can even be the Death Critical Injury, if they are the recipient of the potion within one round of dying.  Characters with a Morality score of 50 to 80 receive a lesser benefit - they heal wounds up to half of their wound threshold, and one Critical Injury of up to Hard (DDD) difficulty.

However, characters with a Morality of 49 or less are not healed by Phoenix Flame, but instead harmed.  Those with a Morality score between 20 and 49 treat Phoenix Flame as a weapon, with Damage 6, a Critical Rating of 3, and the Blast 4, Burn 1, and Pierce 5 qualities.  Against characters with a Morality score of 19 or less, Phoenix Flame is exceptionally deadly - it has Damage 12, a Critical Rating of 1, and the Blast 10, Breach 1, Burn 3, and Vicious 5 qualities.  If a character harmed by Phoenix Flame decides to drink the potion (whether due to ignorance or morbid curiosity), they must attempt a Formidable (DDDDD) Resilience check.  They are treated as having received a hit from the potion, with damage equal to the base damage +1 for each uncanceled [F], and the GM may spend [T] to activate the potions weapon qualities as if they were [A].

Alternatively, a character exposed to Phoenix Flame may draw it into their spirit instead of their body, foregoing the healing effect (assuming they would be healed) and adding [LS][DS] to their next Force power check made that encounter.  If they use the Protect or Unleash power, they instead add [LS][LS][DS][DS].  Using the Unleash power while so empowered does not impose any Conflict, and characters hit by the Unleash that would be healed by imbibing Phoenix Flame heal as many wounds as the attack would have inflicted.

Edited by Absol197

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12 hours ago, Shlambate said:

@Absol197 you happen to have any potions that would help a warrior out on the field of battle?

Hmm... would this work?

Drought of Speed
On the battlefield, every second counts, so many ancient warriors made use of this exotic drought to squeeze every advantage they could out of those seconds.  The Drought of Speed supercharges the drinker's body, allowing them to push themselves beyond their normal, mortal limits.  This does come at a toll, however: the extra burn of metabolic energy that the potion converts into action harms the body to draw on as fuel, meaning the user must dance on the razor's edge of victory and defeat.  Use the potion's power too sparingly and it is wasted; push too hard, and their incredible heroics may end up killing them even after all their enemies are defeated.  This elixir was a common sight in the ancient battlefields of the Jedi and Sith, but has become much more uncommon today.

Material Price/Rarity:  1,000 credits/8.
Check:  Hard (DDD) alchemy crafting check.
Time:  6 hours.
Effect:  After comsuming a Drought of Speed, for the rest of the current counter, the character may perform three maneuvers each round.  Extra maneuvers are gained as normal, by suffering 2 strain or downgrading an action.  In addition, on any round that the character takes a third maneuver, they suffer 2 wounds at the end of their turn.  These wounds are not reduced by soak.

Edited by Absol197

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How about the light side version of the Demon Mask?

Ilusai Mask

Material Price/Rarity:  4,000 credits/10.
Check:  Hard (DDD) alchemy crafting check.
Time:  6 hours.
Effect: Characters with a Morality score of 81 or higher increases his/hers wounds by two while wearing the Talisman of Kaia. While wearing the talisman, a character receives a boost bonus to all his Discipline checks to resist Fear generated by a Force effect.

 

Edited by Nheko

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27 minutes ago, Shlambate said:

Very Good!

Prophetess and Potion Master do you have any info on a potion that makes skin tough as iron? Or any potions that make my strikes land true?

Hmm... the latter is rather difficult to achieve, but I do believe I have something for - yes, here it is!

Almir's Oil
A brew first perfected by a mysterious warrior-mystic named Almir, this potion is a very thin oil with a orange-red color and a sharp, spicy scent.  Unlike other potions, it is not drunk, but splashed or spilled over the body.  It is absorbed quickly into the skin of most sentients, and grants a heightened resistance to injury.

Material Price/Rarity:  600 credits/5.
Check:  Average (DD) alchemy crafting check.
Time:  3 hours.
Effect:  When Almir's Oil is applied, the affected character increases their Soak by 2 for the remainder of the encounter.  Because of the unique way the oil is applied, it can be applied on another engaged character at no increase to the action required.

Almir's Oil is designed to be applied externally.  If imbibed, treat the potion as a basic version of the Poison potion instead.

 

EDIT:  Getting more than this effect is more within the realm of an artifact.  If you find Almir's Oil isn't quite potent enough for your needs, you may wish to seek out obtaining one of the rare Talismans of Iron Fists.

Edited by Absol197

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9 minutes ago, Absol197 said:

Getting more than this effect is more within the realm of an artifact.  If you find Almir's Oil isn't quite potent enough for your needs, you may wish to seek out obtaining one of the rare Amulets of Iron Fists.

You had my attention at Iron Fists.

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7 minutes ago, Shlambate said:

You had my attention at Iron Fists.

The Talisman of Iron Fists is in my Grimoire, of course, but I think you'll find an easier-to-access description on page 190 of On the Force and Destiny.  Required reading for any wishing to understand the Force in this plebian age of the Empire, really.

Edited by Absol197

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If I may add a legend to your compendium of lore, I have heard tale of a powerful artifact crafted by a rogue Jedi healer in the wanting days of the Republic. The legend refers to them as the Gauntlets of Respite, and describes them as sturdy gloves of ronto leather studded with wrought plasteel and a single green crystal in each palm. A rare individual it is who can world the power of the Gauntlets, but she who does can work great miracles of healing, instantly causing wounds to close, bones to mend, and I have even heard one or two accounts of the Gauntlets reviving the recently dead. When working these miracles, witnesses claim the crystals glow ever so softly with a faint blue-white light, and a sense of great peace comes over all those who watch.

But be warned, those who seek the Gauntlets for their own power and not the sake of those who need its healing. I have also heard stories of it draining those of their strength who attempt to use its power over flesh for harm rather than healing. The Gauntlets do not take kindly to those who try to corrupt their purpose...

These Gauntlets of Respite were a Jedi artifact I created for a campaign I am running, based off the Herder's Gauntlets in Nexus of Power. They give a Force user access to the Heal/Harm basic power, as well as the Critical Injury and Mastery upgrades when worn. However, if the user attempts to use the Harm power, they take strain equal to the wounds they inflict as the Gauntlets basically recoil against the impulse to Harm. Furthermore, even if the user is attempting to Heal but uses the Dark Side, the user takes strain equal to half the wounds healed, rounded up. Finally, if the user uses the Harm versions of the Critical Injury or Mastery upgrades, they not only suffer the same strain penalties but also take double Conflict as the light side of the Force contained in the kyber crystals shows them the pain and anguish their victim experiences. What do you guys think of this conceptual artifact?

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Seems that my GM beat me with the light side version of the demon mask for his own force tradition: 

Ilusai Mask

So, to honor his work and frfiendship I changed my talisman name, although I like my mechanics best.

Edited by Nheko

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The only thing I find somewhat confusing in your example is the ill effect towards person of morality score 49 or lower; that seems a bit strange since although a person might be morally conflicted; they aren't truly corrupted until they become a dark sider, by that point they are in the grips of supernatural madness, penitrated by the dark and completely unable to feel the living force. That being said that might be my definitions being different then a true flaw; I consider 30-70 to be the regions where the spirit has a conflict of some description going on; but a character is always predominately of the Force or the Dark Side (spending light or darkside pips) and I would probably treat a 30-70 darksider under the milder influence, and a true dark sider (29 and below) the full wraith of the potion.

Just a bit of banter, my character is machanically inclined; though given the way the force works the two might be more similar to one another.

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Hmm, I think I can find something.  But instead of a salve, I have this:

 

True-Sight Charm
Mostly taking the form of a pendant, earring, or circlet, this charm enhances the wearer's perception.

Material Price/Rarity:  300 credits/4.
Check:  Average (DD) alchemy crafting check.
Time:  10 hours.
Effect:  While wearing a True-Sight Charm, a character benefits from two ranks of the Innate Talent Keen Eyed.  Additionally, a character may, as a maneuver, suffer 1 strain and commit 1 Force die.  While that Force die is committed, they remove all setback dice from checks due to concealment (such as darkness or fog) and can see through all forms of visual deception, such as disguises, holograms, and Force-based illusions.  They suffer 1 strain at the beginning of each turn that the die is committed in this way.

Edited by Absol197

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I just realized that there is no stimpack-esque potion in Unlimited Power, even though the Alchemist has Stimpack Specialization. Should we come up with such a potion, or would that be too unbalanced?

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Not really. You can just buy stimpacks anyway. 

There's an option for "Fortifying" which heals wounds. It would actually be better if the alchemists can add the "Reviving" quality as well. Force users would love It! 

I haven't added up cost, but it would likely be more than the 50 creds for a stimpack and wouldn't count as a stimpacks without some GM handwaving, which I think most good GMs would do. 

The biggest issue I see is adding the "Empowered" quality. Then your GM  might have to decide if the effect the following round counts as a second use of a stimpacks or not. 

Edit: assuming you use the "Stimulant" template, it's still 400 creds, 200 if you activate careful measuring, so I'd be inclined to rule the potion as a stimpack but no other penalties if they roll well enough to add the "empowered" quality. 

This lends itself well to a "Hedge witch" type build that seems to be popular and allows them to use their stimpack specialization in a more organic way

Edited by jaethe77

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I know you can just buy Stimpacks, but I was wondering if an Alchemist crafting their own Stimpack would be too powerful because of that Fortifying option. Between Alchemical Arts and Transmorgify, it would not be hard for an Alchemist to craft a Stimpack with a base heal of 9 or 10. Add to that two ranks of Stimpack specialization, and an Alchemist can give you an injectuon that heals at least 7 wounds and as much as 12. Now if you cross-spec into Protector or Medic, you can get even more ranks of Stimpack specialization and heal an average character from 1 wound remaining to full health with a single injection.

And all of that is not even considering the other positive benefits the Alchemist might be able to add with a good crafting roll, as you alluded to.

Personally I think the amount of XP it would take for someone to become such a specialized healer and craft would justify allowing such alchemical Stimpacks, but what do others think?

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So, the timing of this book was rather fortuitous, as I had recently introduced a Pureblood Stih Lord into my campaign, seeking his twin daughters (all of them frozen in carbonite for ages to make it to the correct timeframe).  One of the lovely young women is an alchemist and sorcerer, so I had ideas about what she could create with these rules. . .

And I was rather disappointed.  Nothing seemed to really leap out at me as something she would make (say, out of the golden piercings Sith Purebloods love to decorate their faces with) to help out her father the Sith Warrior, her sister the Sith Assassin, or herself the Sith Sorcerer.

I don't want anything too outlandish, both for immersion within the Star Wars universe and to avoid turning this trio into complete Villain Sues, so maybe just adding some Setbacks here and there to appropriate rolls. . . thoughts?

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@AeroEng42 I wasn't taking into account talents like Transmogrify. With that talent, yeah, it's even more powerful. That's why my main point was a GM will likely have to house rule how it works in their campaign since RAW your example seems correct and fine but OP for gameplay purposes if they can make lots of them. 

As for speccing into protector/medic, protector is less min/max but medic feels min/max to me and it's up to the GM to allow or not as they see fit.

Luckily I have players that tend to be more character focused. As always, if the players/GM are fine with it, it's all good. Each group is different.

I tend to favor lower credit campaigns myself, and dole out rewards in the form of access to equipment, knowledge, titles, etc.

I'll drop in attachments, alchemical ingredients and such as extras but it's up to the players to keep/use them or sell for creds.

@ErikModi 

Don't get caught up in the books. These rules are for players, not villains. Come up with a cool power/idea and run with it.

You can use the alchemical crafting for a guide but don't worry about staying hard to the rules. 

A potion of wills and weakening poison redefined as sprays of gas at engaged range are just fine. 

Example, your Sith sorcerer has multiple golden, silver, electrum, palladium, or whatever metal piercings on her. These represent different metals needed to hold different alchemical solutions so they don't degrade. 

Several hold (Acid) and (poison) [say 3 each?] one holds (weakening poison) another (potion of wills). She no longer has to get the target to ingest them, but still has to be in engaged range. It's a fair trade off for a villain since puts a support character in harm's way instead of in the back being all wizardly. 

Give her a personal (water of life), (stimulant) and (healing potion) then Conjure (maybe even mastery level) and alter/misdirection for Force powers and that sounds like a scary Sith Sorceress. 

Her dad and sister each get one (elixir of vigor), (healing potion), and maybe a (stimulant) potion. 

Edited by jaethe77

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hi Absol197

I was wondering Lady Phoenix had some of these potions in her great grimoire?

A love potion 
To make the drinker fall madly in love with first person har he/she sees.
Preferable with a duration of one game session.
Maybe it will make the person teenage lovesick and cast away all fear to make the target of affection notice the target even more :-)

 A potion of ignorance
The potion or talisman would make any non-droids have a hard time to take notice of the drinker, if the drinker is not hostile.
To move past patrols without them taking any note of the drinker.

A shapechange potion or talisman
maybe with two different effects
one might allow the drinker to assume the form of another race for one session.
Another might need some dna (hair or something) from a person. 
And would allow the drinker to assume the targets form for one encounter

A potion of restoration
that would restore strain

Please let me know if Lady Phoenix has anything that would match my need. :-)

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On 6/1/2018 at 7:14 AM, Absol197 said:

As a gift to you, I have retrieved an impossibly rare scroll from the depths of my archive to begin this process; I hope we all can join together and assemble the greatest store of alchemical knowledge in the galaxy!

 

 

I have informed my local Imperial Security Office and as I was leaving I heard something about someone called Darth Vader sending something called an Inquisitor... thought I'd let you know...

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