These are the magic brews of legend — sleeping potions, love oils, deadly poisons, healing salves, instant cures, all-night aphrodisiacs, flying ointments and other impossible (or at least improbable) solutions. Such potions, if they work, allow the imbibers to defy conventional reality for a scene or two, though the effects of these mighty brews should still remain as subtle and subjective as possible.
Cost: None.
Dice Pool: Intelligence + Herbalism.
Action: Immediate - however the character is required to have spent the necessary amount of time locating and brewing the ingredients before the player rolls. The roll is made only once the time has been spent in-character, and the brew is completed.
Roll Results
Botch: The concoction is slightly less appealing than sludge, and should anyone be brave enough to attempt it, it will have no effect whatsoever on them.
Failure: The concoction is slightly less appealing than sludge, and should anyone be brave enough to attempt it, it will have no effect whatsoever on them.
Success: The success rating indicates the effectiveness of the concoction. A single success suggests a bitter batch that is only marginally effective, whilst three successes ends up with a quite tolerable concoction, the effects of which are just as intended.
Exceptional Success (4+): At this level of success the concoctions are an especially enticing bit of work with double potency and a pleasing form.