Okay, I wanted to work out the Witcher's Signs and elixers from the Witcher. Channeling covers the Signs pretty well (except for Igni, but oh well), but I wanted a way to work out the Elixers. Ritual potions doesn't cover it, since the cost and such is too high for something that has little benefit for what a Witcher's Elixers do. My idea goes like this:
Make it -2 or -3 Refresh.
Taking it gives you a Toxicity Bar (like Hunger), maybe with five 'stress', or one based on Endurance.
Drinking a potion will mark out a certain amount of the 'stress' (depending on the potion).
If you go over the limit, you need to head to the doctor and get your blood cleaned soon, or you'll die.
Only you or another with the ability can use them (resistance to the toxicity normal people don't have). Others using them don't get any benefits, just the 'go to the doctor or you die' part.
You can still fight and such after the 'overdose' for lack of a better term, but you still need medical treatment.
Other then getting your blood cleaned, make the 'stress' clear out once a session, the body naturally removing the toxins.
Making the potion should take a night, but having one on hand would cost a fate point. Very strong alcohol is the base, along with herbs and such (gather or raise with Survival or something).
Here are some potions, based off of ones in the game;
Swallow: Heal one physical stress per exchange for three exchanges, one 'stress'
Tawny Owl: Heal one mental stress per exchange for three exchanges, one 'stress'
Black Blood: Enemy feeding on your blood is poisoned, three 'stress'
Blizzard: Raises Initiative by two for one scene, one 'stress'
Golden Oriole: Cures poison, such as from Venomous Claws, two 'stress'
Wives' Tears: Cures any intoxication, one 'stress'
Thunderbolt: +1 to Weapons Skill for attack, -1 to all Defense rolls for 3 exchanges, two 'stress'
Basically, they're all minor poisons that have greater benefits to you. Please help me vett this.