Samantha Grey (
samantha_grey) wrote2012-08-10 03:40 pm
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Entry tags:
Alchemical Creations - Asgard Eventide
Warning: Drug Use Discussions will be present in this topic.
As Samantha is preparing to get her first business loan in mid-August and working out arrangements to start her own Apothecary, she will begin doing experimentation with the magical herbs of Asgard and coming up with potions that may, or may not, reflect the original intent of these substances. These concoctions fall into three basic categories: Pharmaceuticals, Poisons, Drugs. There will only ever likely be one, maybe two substances in Category Three.
Timing: Samantha cannot simply create potions out of thin air. It is a matter of fairness that these sorts of things take time to concoct and develop, like any good plot. At any time, it seems reasonable that Samantha may be working on two chemicals. While the 'basic herbs' will be listed as available in her shop right off the bat, over time other chemicals may become available. 'Basic Potions' will take roughly 1 month of time to create OOCly per Moderator Decision. 'Advanced Potions' may take much longer, depending, and there will likely be a very limited number of these ever created (Perhaps 1 of each variety, and one additional). 'Lesser versions' of advanced potions may appear as experiments from time to time.
As a rule: These potions will never exceed Power Rank 1 in ability, and are generally about half the strength of a Rank 1 power. This is a matter of fairness, as the powers that players get access to are what make the Travelers unique and give them their 'kick' in the world of Asgard. Individual Advanced concoctions may have a significant impact, however, that falls outside of the categories of the house powers, provided that they have moderation approval. Regardless, the purpose of these potions is not to supplant players powers, but 'something on the side,' The hold-out pistol in case your shotgun gets kicked out of your hands by the zombie. The ace in the hole.
Licences
-Herbalist License, acquired through Utgard, allows for the sale, purchase and use of organic magical substances. Acquired in August, 2012.
-Alchemy License, acquired through Dwarves: Allows purchase, sale and authorized use of inorganic magical substances. Acquired December, 2012.
The Basic Herbs (Per Moderator explanation here):
Euri's Page has a list of all currently approved Herbal Ingredients and Alladin's Page has a list of some currently approved Alchemy ingredients. Samantha has limited access to Firebloom blossoms and no access to anything listed as being uniquely researched by Kaz or Euri. Anything acquired via "Herbalism License" is accessible to her.
(Many thanks to
occulthymns and
snugglesjugs for preparing the above lists.
Special Ingredients
Hippy Camp
FLIODH
Magical
Acquired via: Hippy Encampment/Forest
Used for: Cleansing of Humors/Poison Puragive/Curatives
ROISN'IN RADHAIRC
Magical
Acquired via: Hippy Encampment/Forest
Used for: Memory, Mental Acuity, Calmative
DUBH COSAC
Magical
Acquired via: Hippy Encampment/Forest
Used for: Vision Poison
GAULTHERIA
Magical
Acquired via: Hippy Encampment/Forest
Used for: Cure-all, Healing
AFFADILL
Magical
Acquired via: Herbalist licence.
Used for: Protection from curses.
ASLAUG MUSHROOM
Magical
Acquired via: Kaz via Thrymheim.
Used for: Muteness poison.
BLOOD FERN
Magical
Acquired via: Herbalist licence.
Used for: Good fortune.
BLUE PARASOL MUSHROOM
Magical
Acquired via: Herbalist licence.
Used for: Blurry vision/blindness poison.
DRAGONSBANE
Magical
Acquired via: Rare Herb in forests between Alfheim and Asgard
Used for: Poisonous paralytic. Extremely dangerous.
FIREFLY BLOOM
Magical
Acquired via: Alfheim.
Used for: Healing.
FROSTBERRY (LINGONBERRY)
Non-Magical
Acquired via: Rare Import
Used for: Anti-inflammatory, wound treatment.
ICE MUSHROOM
Non-Magical
Acquired via: Rare Import.
Used for: Poison.
ISENVANE
Magical
Acquired via: Rare Herb between Alfheim and Asgard.
Used for: Poison. Weakens fire powers.
KYRIEL
Magical
Acquired via: Herbalist licence.
Used for: Protection from curses, banishment.
KYSTAKASSUK
Magical
Acquired via: Herbalist licence.
Used for: Protection from curses, repellent.
MANDRAKE ROOT
Magical
Acquired via: Herbalist licence.
Used for: Deafness.
RASKOVNICHE MUSHROOM
Magical
Acquired via: Herbalist licence.
Used for: Focus enhancer.
SICKLEBACK
Magical
Acquired via: Herbalist licence.
Used for: Energy.
VENDELTHORN
Magical
Acquired via: Herbalist licence.
Used for: Sleep.
SAGE MUSHROOM
Magical
Acquired via: Herbalist licence.
Used for: Painkiller.
SPRING SUNDEW
Magical, carnivorous.
Acquired via: Herbalist licence.
Used for: Breaks things down.
WITCHCAP MUSHROOM
Magical
Acquired via: Herbalist licence.
Used for: Staves off exhaustion/sleepiness.
WOLFNETTLE
Magical
Acquired via: Herbalist licence.
Used for: Stamina.
Featherdraw
Plant with feathery-looking white flowers. Boosts regeneration of blood cells, but too large doses can cause rupture of blood vessels and internal bleeding. Highly regulated. This will only be sold to other herbalists.
Avor root
Acquired via: Cultivation
Used for: Sleep (Less potent than Vendelthorn
Gildiam
Acquired via: License.
Used for: Mood improvement.
Iffany bloom
Acquired via: License.
Used for: Enhancing Senses.
Strovim root
Acquired via: Rare import, or cultivated in Asgard.
Used for: Toxin purgation.
Trindaca
Acquired via: Cultivation.
Used for: Stimulant.
Other
DRAGON BLOOD
Magical
Acquired via: Bleeding a Dragon (dead or alive. retains potency for as long as the body has not decomposed too far. Blood retains potency in storage indefinitely)
Used for: Fireproofing as a diluted solution, Caustic substance (Moderate reactive properties, only storable in glass), Poisonous.
DRAGON SCALES
Magical
Acquired via: Yanking them out of a dead dragon
Used for: Nearly impenetrable and useful for armors, though any work not involving dwarven or magically enhanced smithing is generally crude.
DRAGON BILE
Magical
Acquired via: A Dragon's Gall Bladder
Used for: Poisons, highly toxic, Anti-Stamina/Magical Energy.
HYDRA VENOM
Magical
Acquired via: Asking Ran Nicely, or finding a hydra and praying to god you can kill it.
Used for: Obscenely powerful poisons.
Current Research Projects (As of November/December 2012 24th/Day 175+):
Minor Poison - Slated for arrival in early January
Major Poison - Project Ongoing
As Samantha is preparing to get her first business loan in mid-August and working out arrangements to start her own Apothecary, she will begin doing experimentation with the magical herbs of Asgard and coming up with potions that may, or may not, reflect the original intent of these substances. These concoctions fall into three basic categories: Pharmaceuticals, Poisons, Drugs. There will only ever likely be one, maybe two substances in Category Three.
Timing: Samantha cannot simply create potions out of thin air. It is a matter of fairness that these sorts of things take time to concoct and develop, like any good plot. At any time, it seems reasonable that Samantha may be working on two chemicals. While the 'basic herbs' will be listed as available in her shop right off the bat, over time other chemicals may become available. 'Basic Potions' will take roughly 1 month of time to create OOCly per Moderator Decision. 'Advanced Potions' may take much longer, depending, and there will likely be a very limited number of these ever created (Perhaps 1 of each variety, and one additional). 'Lesser versions' of advanced potions may appear as experiments from time to time.
As a rule: These potions will never exceed Power Rank 1 in ability, and are generally about half the strength of a Rank 1 power. This is a matter of fairness, as the powers that players get access to are what make the Travelers unique and give them their 'kick' in the world of Asgard. Individual Advanced concoctions may have a significant impact, however, that falls outside of the categories of the house powers, provided that they have moderation approval. Regardless, the purpose of these potions is not to supplant players powers, but 'something on the side,' The hold-out pistol in case your shotgun gets kicked out of your hands by the zombie. The ace in the hole.
Licences
-Herbalist License, acquired through Utgard, allows for the sale, purchase and use of organic magical substances. Acquired in August, 2012.
-Alchemy License, acquired through Dwarves: Allows purchase, sale and authorized use of inorganic magical substances. Acquired December, 2012.
The Basic Herbs (Per Moderator explanation here):
Euri's Page has a list of all currently approved Herbal Ingredients and Alladin's Page has a list of some currently approved Alchemy ingredients. Samantha has limited access to Firebloom blossoms and no access to anything listed as being uniquely researched by Kaz or Euri. Anything acquired via "Herbalism License" is accessible to her.
(Many thanks to
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Special Ingredients
Hippy Camp
FLIODH
Magical
Acquired via: Hippy Encampment/Forest
Used for: Cleansing of Humors/Poison Puragive/Curatives
ROISN'IN RADHAIRC
Magical
Acquired via: Hippy Encampment/Forest
Used for: Memory, Mental Acuity, Calmative
DUBH COSAC
Magical
Acquired via: Hippy Encampment/Forest
Used for: Vision Poison
GAULTHERIA
Magical
Acquired via: Hippy Encampment/Forest
Used for: Cure-all, Healing
AFFADILL
Magical
Acquired via: Herbalist licence.
Used for: Protection from curses.
ASLAUG MUSHROOM
Magical
Acquired via: Kaz via Thrymheim.
Used for: Muteness poison.
BLOOD FERN
Magical
Acquired via: Herbalist licence.
Used for: Good fortune.
BLUE PARASOL MUSHROOM
Magical
Acquired via: Herbalist licence.
Used for: Blurry vision/blindness poison.
DRAGONSBANE
Magical
Acquired via: Rare Herb in forests between Alfheim and Asgard
Used for: Poisonous paralytic. Extremely dangerous.
FIREFLY BLOOM
Magical
Acquired via: Alfheim.
Used for: Healing.
FROSTBERRY (LINGONBERRY)
Non-Magical
Acquired via: Rare Import
Used for: Anti-inflammatory, wound treatment.
ICE MUSHROOM
Non-Magical
Acquired via: Rare Import.
Used for: Poison.
ISENVANE
Magical
Acquired via: Rare Herb between Alfheim and Asgard.
Used for: Poison. Weakens fire powers.
KYRIEL
Magical
Acquired via: Herbalist licence.
Used for: Protection from curses, banishment.
KYSTAKASSUK
Magical
Acquired via: Herbalist licence.
Used for: Protection from curses, repellent.
MANDRAKE ROOT
Magical
Acquired via: Herbalist licence.
Used for: Deafness.
RASKOVNICHE MUSHROOM
Magical
Acquired via: Herbalist licence.
Used for: Focus enhancer.
SICKLEBACK
Magical
Acquired via: Herbalist licence.
Used for: Energy.
VENDELTHORN
Magical
Acquired via: Herbalist licence.
Used for: Sleep.
SAGE MUSHROOM
Magical
Acquired via: Herbalist licence.
Used for: Painkiller.
SPRING SUNDEW
Magical, carnivorous.
Acquired via: Herbalist licence.
Used for: Breaks things down.
WITCHCAP MUSHROOM
Magical
Acquired via: Herbalist licence.
Used for: Staves off exhaustion/sleepiness.
WOLFNETTLE
Magical
Acquired via: Herbalist licence.
Used for: Stamina.
Featherdraw
Plant with feathery-looking white flowers. Boosts regeneration of blood cells, but too large doses can cause rupture of blood vessels and internal bleeding. Highly regulated. This will only be sold to other herbalists.
Avor root
Acquired via: Cultivation
Used for: Sleep (Less potent than Vendelthorn
Gildiam
Acquired via: License.
Used for: Mood improvement.
Iffany bloom
Acquired via: License.
Used for: Enhancing Senses.
Strovim root
Acquired via: Rare import, or cultivated in Asgard.
Used for: Toxin purgation.
Trindaca
Acquired via: Cultivation.
Used for: Stimulant.
Other
DRAGON BLOOD
Magical
Acquired via: Bleeding a Dragon (dead or alive. retains potency for as long as the body has not decomposed too far. Blood retains potency in storage indefinitely)
Used for: Fireproofing as a diluted solution, Caustic substance (Moderate reactive properties, only storable in glass), Poisonous.
DRAGON SCALES
Magical
Acquired via: Yanking them out of a dead dragon
Used for: Nearly impenetrable and useful for armors, though any work not involving dwarven or magically enhanced smithing is generally crude.
DRAGON BILE
Magical
Acquired via: A Dragon's Gall Bladder
Used for: Poisons, highly toxic, Anti-Stamina/Magical Energy.
HYDRA VENOM
Magical
Acquired via: Asking Ran Nicely, or finding a hydra and praying to god you can kill it.
Used for: Obscenely powerful poisons.
Current Research Projects (As of November/December 2012 24th/Day 175+):
Minor Poison - Slated for arrival in early January
Major Poison - Project Ongoing
Notable Pharmaceutical Concoctions
#1 - October 2012 Creation
Vector - Ingested
Effect - One of the foulest, worst tasting teas imaginable. It tastes like moldy old shoe leather stewed in salt water, and tends to make the person nauseous for about a half hour after ingesting, though not to the point of vomiting. If ingested as a daily regimen, it is supposed to offer alleviation and/or partial protection from mental curses, though the extent to which it is effective is suspect.
Side Note: This tea has the added effect of offering Samantha the ability to control and limit her own psychological condition, so long as she continues to take it regularly.
#2 - December 2012 Creation
Vector - Ingested
Effect - An extract derived from Kraken Ink and Kystakassuk pulp, Gill Juice is a mildly unpleasant tasting and oily drink that, when ingested temporarily grants the drinker the ability to breathe under-water. Its effects last for about an hour. Repeated use is not recommended, and the substance becomes somewhat toxic if taken for more than six hours at a time.
It is generally sold in six dose bottles.
July 2013 Creation
Vector - Not meant to be injested
Effect - The magical equivalent of super-glue. It bonds two objects together within five seconds of their no longer moving. The bond is strong enough to endure any attempt to break them apart up to Strength level 1, so long as the objects themselves are strong enough to endure that strength. It will not dissolve in acid normally and requires the Royal Solvent to unbind it. Royal Solvent, other than being nauseating to ingest, has no effect on anything but Royal Glue.
September/October 2013 Concoctions for Approval
(Powdered Roisn'in Radhairc blossoms)
Vector - Ingested
Duration - One Minute
Effect - At a great cost to the user, they may burn or ingrain a memory into their mind. A single image or set of images seen within a minute of imbibing the sweet and spicy mixture may be recalled with perfect clarity to the last detail. These may be up to six pages of text, a set of similar images of what is seen around the user or up to 10 seconds of 'video captured' memories.
Side Effect - The cost is that, for each image taken an image must be replaced from the person's existing memories. It might not take away all the memories of an event or of a person's contact with others, but repeated use can cause memory issues.
Limitation - Ogham's Pen can only affect memories in Asgard (It can only capture and replace memories experienced within Asgard Eventide, not memories from a character's canon world.).
==============
Night Oil
(Fermented Dubh Cosac)
Vector - Ingested
Duration - 10 minutes
Effect - The effect of Night Oil is simple. When drunk, the oily, unpleasant concoction causes the user to be invisible to the naked eye when standing still. While moving they shimmer in a 'predator-like' effect, not fully visible but still partially concealed.
It lasts the full effect, or until the person attacks another (in which case a greater penalty is experienced)
Side Effect - For the next hour after the effects fade, the user will be physically nauseous and unable to hold down any fluids or food (including Night Oil). This doesn't make it impossible to concentrate, but it can impede this. If, however, the night oil is used to harm another person, the magic trapped in the Dubh Cosac reacts with the Fae's disapproval as a sort of karmic backlash. These effects persist for twenty-four hours and are quite painful, a reminder of the cost of violence.
Abuse of Night Oil is also dangerous. If more than 3 doses are taken in one IC day, or 5 within one OOC week, the nauseous status lasts for a full OOC week during which barely any food and fluids can be kept down and the person is partially debilitated from cramping.
January 2014 Creation
Vector - Ingested
Effect - The sweet elixir gives a boost in energy (not stamina for powers, just energy), increases blood flow and increases the sense of touch of the person who drinks it. However, there is a risk of sensory overload and it is difficult for the person to concentrate on anything not related to tactile sensations. (It is worth noting that clothing is very uncomfortable unless it is particularly soft, like silk, satin or velour)
Duration - 1 Hour
Side Effects: If used more than twice in a day or four times in a week, the fact that it is a poison kicks in and the person will start to suffer a nervous system shut-down and requires de-tox.
Again, there is a kharmic backlash for abusing this magic. If a person is made to drink this unknowingly, they will experience distress, paranoia, and violent tendencies as their body becomes intolerably sensitive and attempts to reject the poison. They will not experience the normal aphrodisac effects and will know something is horribly wrong (which means it can't be used as a magical roofie folks.).
(A curious side note: Aengus' Kiss is technically a poison, but one in low enough doses not to be toxic, but have a curse-like effect with interesting side-effects.)
Notable Poisons
#1 - September 2012 Creation
Vector - Ingested/Injected
Effect - An insidious toxin, Tongue Rot is not actually that good at weakening a target, and in fact is a poison who's applicability is debatable outside of an assassin's work. It inflicts, for a short period, a limited curse on a person, seizing the vocal chords and tongue from speech. The effects are short in duration, no more than a minute to two minutes at most before the numbness wears off like Novocain.
#2 - November 2012 Creation
Kystakassuk sap mixed with Witchcap Mushroom
Vector - Ingested/Injected
Effect: Muddle Muck is meant to attack the mental faculties. When it reaches the bloostream, it causes an intense period of hyperactivity. The sensation that time is slowing down is combined with over-active mental faculties and a near complete inability to concentrate. For a half hour to an hour, this can make it very hard for the subject to concentrate on anything but personal defense, and even then coordination is incredibly difficult. Memories of the experience are always fuzzy and muddled.
It is purged through the system more quickly through physical exertion.
#3 - January 2013 Creation
Vector - Injected
Effect - Niddhog's Fang, once it enters the blood stream, creates an overwhelming sensation of pain. The amount of actual physical damage to the body is generally light, though the forced firing of the nervous system can create epileptic fits for about five minutes which could lead to bodily harm. The poison's effects mostly debilitate the victim unless they have an impressive ability to tolerate pain and temporarily bypass a target's regeneration, but only last about five to ten minutes at most.
#3 & 4 - February and March Creations
Carrying Method - (Powder in small egg-shaped, fragile grenade that breaks open on striking a hard surface, releasing the powder in a cloud to a radius of about five feet before dissipating.)
Spring Sundew Extract "Ebon Veil"
Vector - Inhaled (5' radius powder burst)
Duration - 1 Minute on inhalation
Effects - Black Veil is a nasty thing. It causes a choking sensation that makes the victim cough, choke and gag painfully for a minute. They can still act, but the impediment is obvious (No permanent damage)
Powdered, Atomized Isenvane, "Ivory Dust"
Vector - Inhaled (5' radius powder burst)
Duration - 1 Minute after inhalation
Effects - Weakening one's inner fire is nasty. Chilling and numbing sensations plague the target, making them sluggish and about a quarter slower for the duration of the effects, fading quickly after.
Powdered Vendelthorn Bark - "Night Gas"
Vector - Inhaled (5' radius powder burst)
Duration - 1 minute after inhalation
Effects - Classic "Sleep Powder." It creates a natural, but shallow sleep that lasts for only a minute. If jostled or woken prematurely, they come to groggy and with a nasty headache.
April-June 2013 - Creations
Vector - Injested (dissolves on the tongue)
Effect - Creates a very brief narcotic effect, lasting no more than ten seconds of daze and fugue. More importantly, it attacks short-term memory, causing a fog to shroud the last minute of a person's memory so that they cannot remember clearly any events that transpired during that time.
---
Corrupted Wolfnettle "Wizard Blight"
Vector - Topical/Bloodstream (Handle with extreme caution)
Effect - The exact opposite of Wolfnettle's effects, this poison is meant to weaken the stamina of the target. It, however, has distinct limits. It will disrupt any current use of stamina for no more than five seconds, forcing an ongoing effect to be started again, and it may reduce a person's stamina by an insignificant amount. Its main effect, however, is in disrupting a current use of stamina powered abilities for critical seconds.
---
Raskovniche & Blood Fern extracts "The Gift of Tongues"
Vector - Ingested
Effect - Weakens the person's ability to speak through Asgard's filters properly. For the next hour, whatever they say is heard, garbled as Pig Latin.
July/August 2013 - Creations for Approval
Vector - 10' radius powder burst (starts as a 5' cloud, but spreads quickly to a lingering cloud, large enough to fill a normal-sized room.)
Duration - Inhaled while in effect. (Cloud lasts for about 1 minute)
Effects - Dark Cloud is mostly harmless, as poisons go. When the Egg Bomb explodes, it first creates the usual five foot cloud of powder, but this expands swiftly into a dark, obscuring black cloud that would fill a large room thoroughly. The cloud is a faint irritant, but more importantly makes it difficult to see through clearly.
===
Fliodh Essence
Vector - Topical/Injested
Duration - About thirty minutes.
Area of Effect - Potency of odor is strong within 10' but noticeable within 30'
Effects - The target is surrounded by a nauseating, sickening odor that permeates the air in the nearby vicinity. It does not actually cause harm, but it is unpleasant and almost impossible to mask.
Notable Drugs
Special Items - Dragon Scale Armor
-With the scales Samantha recovers from the dragon she, Conan, Shou and Feferi brought down, Samantha makes a deal with the dwarves of Svartflheim. At the cost of gold, the tales of her exploits in the "Viper's Colosseum" storyline from her world and whatever material is left over that they may keep from the dragon's scales, she has a suit of armor fashioned.
Per mods, two options are avaiable: Full-suit or light body-suit. The former protects against cuts, piercing attacks and impact damage but cannot be hidden and is weak at joints. The latter protects against cuts and piercing attacks, but offers no impact force protection and can be concealed. Only uncovered portions are vulnerable. Both versions offer considerable protection against fire and acids/caustic substances.
Samantha has a body-suit, which gives considerable protection against cuts and bullets or similar substances. The suit, when worn, is nearly bullet proof for normal weapons, but blunt force trauma is still transferred normally.
Note: Samantha's costs in seeking the armor include the relinquishing of the remaining scales she had. She has no suits for sale.