Octas/fallen
Elixirs.
Elixirs are made of herbs and chemicals, rather than created through the use of magic, so are generally accepted and available in most places, including those that forbid actual magic. They are somewhat difficult and time-consuming to create, so tend to be quite expensive.
Elixirs are sold in small bottles of negligible weight. One bottle can, if mixed with water to use in the dilute form, provide 8 courses at this low-dosage. If used in the high-dosage form, the Elixir is single-use per bottle.
'Potion' is a derogatory synonym for the same. Anywhere you hear them being referred to as 'potions' is a place you probably shouldn't be openly asking about buying or using them!
The manufacture of Elixirs is a skill that should, for now, be considered beyond the ability of player-characters. Eventually, this text will be extended with rules for characters making their own elixirs. This process will require gathering of rare materials and use of fiddly equipment, making it clear that the prices listed below are not at-all unreasonable!
Elixirs can generally be applied in high or low dosage.
Low dosage is created by diluting the substance 1:8 with water before administering.
Use only as directed. If symptoms persist, consult your apothecast!
Some well-known Elixirs are:
Adrenalin
Named after Adrena, the closest and fastest-moving moon.
- Cost: 256 Coins.
- Administered: Apply to tongue.
- At low dose:
- Double movement speed and gain an extra combat move at the end of each combat round.
- Lasts +D2 minutes.
- At high dose:
- Double movement speed, gain an extra combat round and +8 bonus on Physical and Willful (and appropriate adjustment to Bonuses for these stats).
- Fatal heart failure after +D2 minutes, if not countered with Somalin.
- Counter: Somalin at same dose.
Somalin
Named after Soma, the furthest, and slowest-moving moon.
- Cost: 384 Coins
- Administered: Aerosol to lungs.
- At low dose:
- Halves all Temporary Scores, Skills, Specialisations and Weaknesses for duration of effect. Does not effect Favourites or Dislikes. Does not actually reduce Temporary scores, just halves them when they are in use, so score-damage is calculated as normal.
- Lasts +D2 minutes
- At high dose:
- Rapidly causes subject to sleep
- Lasts +DD minutes.
- Counter: For countering sleep, low-dose Adrenalin wakes recipient to a low-dose Somalin state.
- Additional Adrenalin should not be administered before effects wear off, or a high-dose Adrenalin state will be entered.
Vigorin
Named after Vigora, the middle moon, associated with health and sickness.
- Cost: 64 Coins
- Administered: Apply to wound (low dose); ingest by swallowing (high dose).
- At low dose:
- Restore +D points to Current-Physical and 1D points to Current-Wilful, up to Base Score value for each.
- At high dose:
- Restore +D points to Current-Physical and 1D points to Current-Willful, Current Scores may raise above Base score, in which case they will drift back towards Base Score at 1 point per 5 minutes.
- Counter: None known.
- Note: If used when a current Physical or Wilful score is already above its base score, there will be no further effect on that score.
Lumanin
Named after Lumas, the brightest moon, associated with knowledge.
- Cost: 1024 Coins
- Administered: Ingest by swallowing.
- At low dose:
- Increase Current-Mental by 1D and Current-Perceptual by +D. Current scores may increase above Base scores, in which case they will drift back towards the Base Score at 1 point per 1/8th day.
- Low-doses taken while an effected Current Score is above its Base Score will act as a high dose for that score.
- At high dose:
- Decrease Current-Mental by +D and Current-Perceptual by 2D.
- Multiple high doses are cumulative in effect.
- Counter: None known.
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