Is there a thread anywhere for sample potions that people have come up with in their games? If not I'd like to start one as I have an upcoming game that involves several allied NPC's making potions for the Player characters prior to going into an Upcoming Battle but I'd like to get some ideas for Potions that could be made for them.
So far this is all I've managed to come up with;
- Restoration; clears all Mental Stress Boxes; one-shot and may not take another for at least 24 hours
- Speed; +4 Initiatives, +2 Athletics; lasts for 3 Rounds
Other ideas/suggestions are welcome.
These aren't really possible.
Initiative: Potion that allows you to act on (for example) Fantastic Initiative would be 6 shifts.
These would be single use effects, in this instance.
"Healing" potions shouldn't really be possible, IMO. Especially not clearing stress. Reducing a consequence should be all the potion is capable of (or suppressing them for a scene). You're looking at 8 shifts to go from moderate to mild. The absolute most I would allow is clearing away a mild consequence, but that'd be 6 shifts.
I've got one though:
Magical Conduit
Effect: A crystal is hung around the wearer's neck and attuned to their magical energy. It acts like a fuse, absorbing backlash. It can suppress 5 shifts worth of backlash from uncontrolled magic and lasts one scene.
Note: This potion was made with 5 shifts. Increasing the number of shifts can increase the amount of backlash absorbed.
NOTE: For the OP, one good way to think of magic, especially if you're coming from another system, is that it is essentially capable of just a couple mechanical effects (which can in turn translate to a lot of very versatile effects in game).
Magic can place (or remove/suppress) aspects and replace skill rolls. That's more or less it (although this can translate to a lot and there are some exceptions within the examples). It doesn't provide bonuses to rolls (although aspects can be tagged or invoked to do so).