I'd like to add a bunch of questions to this:
How does increased frequency (from specialization) work with "potions are any one-shot item"? One of my players has 6 potion slots and a total frequency of 3 (+2 from specializations). Does he have 6 potions each usable once or 6 potions each usable 3 times?
Did we decide if potions have the same cap as other enchanted items (lore x 2)? How does specialties/focus items that increase lore work with this? That same character has lore 5, +3 strength, for an effective starting strength of 8. Assuming he does the normal skill maneuver/tag bit, he can easily drive this up. Is his potion making capped at 10 (twice his lore), 16 (twice his effective strength), or not at all?
Say he wants to make money selling potions that temporarily offer "male enhancements" or "boob job in a can". The best I can figure out is to use it as conjuring or transformation. (conjuring would produce fake results, ecto-peen, but could be made very realistic by adding to the complexity, real would be a true, albeit temporary, transformation, grey area of the laws and all). Now, as this isn't complete or permanent transformation, I don't see it needing to have a complexity of 26 or whatever. But, what should it be? 4 to cover the stress boxes, (assuming no resistance to get past), and then what? Is "male enhancement" an aspect, a mild consequence (even though it's positive?), or what?
Someone mentioned "powered by fate points". I read somewhere else that to give yourself a power, even temporarily, should cost over 26 complexity (because of full transformation), but the book seems to indicate that you could have a lower cost but have the effect powered by fate points equal to the refresh cost of the power. If we went that way (paying, say, 2 fate points to gain inhuman strength for a scene), what would the potion cost be?
What's the cost for just a base skill increase? Say, +4 to athletics for a scene? Some of the examples in the books seem to do this, but for specific things (jumping to overcome barriers, ect). If this is possible, then could you make a potion just to increase your might? How is this different, cost-wise and effect-wise, than gaining, say, supernatural strength (as a temporary power)?
For example, the character made a potion of see lies. Basically, a bonus to empathy for a scene towards detecting lies. He doesn't want it just as an aspect (+2 once for free, then costing a fate point each time to invoke), but is trying to get a scene-length bonus. Is this possible? What should the cost be?
sorry for all the questions. We just started playing and complexity of some spells/potions is a huge discussion for us right now.