Brewer Tonics
What are Tonics?
Tonics are special beverages that imbue their drinkers with beneficial or strange effects. They are a combination of water (or a similar potable liquid), various mixtures, and a Brewer’s skills.
How do they work?
Five minutes after at least half of a cup is imbibed, the drinker receives a Tonic’s effects so long as they are resting or in a relaxed state — any combat or immediate danger will prevent a Tonic’s effects (but not dispel effects that have already occured)
How does one make them?
A Brewer with the Brewtender skill can make Tonics, as can a Transmuter with the Transmute Water spell. This requires 60 seconds of concentration or work on the part of the Tonic maker.
Skills such as Aqueous Brewing and Spiritual Brewing allow for additional and eclectic Tonics.
Basic Tonics
Hard Tonic: Intoxicates the drinker.
Fixxer Tonic: cures the injuries of the imbiber after some relaxation.
Stim Tonic: Cures the Strike effects of the drinker.
Venom Tonic: Hurts the Drinker
Aqueous Tonics
Antidote Tonic: Clears the drinker of any Blight
Calm Tonic: Puts the drinker in a calm and non-combative state.
Painkiller Tonic: Allows a drinker to temporarily ignore Pain.
Strange Tonics
Confession Tonic: Drinker must tell the truth, although this is easily removed.
Dispel Tonic: Allows the Drinker to render some of their Attunements inert.
Vision Tonic: Allows the drinker to see spirits and speak to spirits temporarily.
Tonic Overview
Basic Tonics
Skill Requirements: Brewtender or Transmute Water spell
Kit Requirements: Herb Kit
Fixxer Tonic
Effect: This bitter Tonic imbues a Heal 5 and Cure Wound.
Hard Tonic
Effect: This bitter Tonic imbues relaxation and a Blind Strike that lasts for 1 hour. Blinded characters can see, but their vision is extremely blurry and/or unfocused. Damage cures this effect prematurely.
Stim Tonic
Effect: This sour Tonic imbues the drinker with “Cure Strike” -- this is usually used to cure Hard Tonics. This also improves alertness and mental concentration, like caffeine.
Venom Tonic
Effect: Immediately after drinking, this Tonic inflicts “1 Corrosive” and a Rot Strike that lasts 10 minutes.
Aqueous Tonics
Skill Requirements: Aqueous Expertise
Kit Requirements: Herb Kit
Antidote Tonic
Effect: After 5 minutes of relaxation while prone or leaning, this Tonic imbues the drinker with “Cure Blight”. At the Brew-Tender’s option, this may also be paired with a Hard Tonic’s effects.
Calming Tonic
Effect: This refreshing Tonic imbues a Strike effect (1 hour) -- you are relaxed and regard insults as neutral or even complementary statements and you may not deal more than 1 point of damage. Receiving any damage cures this.
Painkiller Tonic
Effect: Temporarily ignore any Pain or Stun effect that is affecting you. This salty Tonic lasts for up to an Hour but is removed by taking any damage or any Control effect.
Resolute Tonic
Effect: With this gravely Tonic, you become stubborn and possibly annoying to argue against. Also, you gain “Resolve 1”.
Strange Tonics
Skill Requirements: Strange Brews
Kit Requirements: Herb Kit
Confession Tonic
Effect: This spicy Tonic imbues a Strike effect (1 hour) -- you must tell the truth when you are asked questions. This is easily removed by receiving (or self-inflicting) any damage or Control effect. This is not an interrogation tool, it invites introspection and clarity in the drinker.
Dispel Tonic
Effect: This sweet Tonic renders Inert any number of the Drinker’s Attunements (their choice). This may only affect beneficial attunements or Aspect Attunements, but may never affect Afflictions (Curses, Mutations, etc). Inert Attunements still occupy an Attunement slot but do not confer their properties or effects.
Seer Tonic
Effect: This sour Tonic instantly grants its drinker the Perceiving effect for 10 minutes, usable once within the next hour. This allows them to see Spirits so long as they hold aloft a light source or shade their eyes with a hand. This does not allow a Character to unveil any hidden individuals.
Vision Tonic
Effect: This bitter Tonic imbues the drinker with the ability to see auras for an hour and can be removed by damage or a Control effect. Exactly like the Mental Deduction skill, they are also able to expend Focus to discern if an individual has a specific Attunement or if they have a specific Curse or Disease.