Galactic Age - Potions

A collection of Potions typically available in fantasy Galactic Ages.

Galactic Age - Potions

Potions are a type of item typically only available in fantasy or magical settings where their effects can be attributed to the magical properties of local flora and fauna or the magical enhancement of drinkable elixirs.

Table of Potions

Item Description Effect / Ability Item Traits Materials Cost
Clotting Salve A fast acting Clot forming Salve After Applying using a Motion; Immediately Ends one instance of Bleeding. Uncommon, Single Use Leather Pouch, Common Ingredients 2 Credits
Clotting Potion A fast acting Clot forming Potion. After Drinking using a Motion; Immediately Ends any and all instances of Bleeding Uncommon,Single Use Glass Bottle, Purified Water or Alcohol, Common Ingredients 4 Credits
Wound Suppression Potion A single fast acting Anesthetic. After Drinking using a Motion;  Suppresses the Effects of 1 Wound for 6 Rounds(1 Minute) Uncommon,Single Use Glass Bottle, Purified Water or Alcohol, Uncommon Ingredients 5 Credits
Wound Recovery Potion A Potion that allows for instant recovery from a Wound. After Drinking using a Motion; Removes 1 Wound from the Creature. If multiple Wounds are present the # 1 Wound Is removed. Uncommon,Single Use Glass Bottle, Purified Water or Alcohol,  Uncommon Ingredients 15 Credits
Regeneration Potion A dose of regenerative healing. After Drinking using a Motion;  At the start of Each Turn for a number of rounds equal to the drinker’s CON modifier + 1, the drinker Regains 1d4+1 HP. Uncommon,Single Use Glass Bottle,  Purified Water or Alcohol, Uncommon Ingredients 20 Credits
Recovery Potion A dose of slow activation healing. After Drinking using a Motion;  The Drinker has Twice as Much HP Restored While Resting and may Recover from 1 Wound after 1 Hour of Rest.  Uncommon,Single Use Glass Bottle,  Purified Water or Alcohol, Common Ingredients 20 Credits
Speed Potion A potion that causes the user to briefly feel much more active and alert. Highly Addictive. After consuming using a Motion: The user has 1 additional Attack Action of any type or 1 Movement Action at their disposal at the start of each of their turns for the next 1d6 + 1 Rounds. Rare, Single Use Plastic Bag, Uncommon Ingredients 20 Credits
Mana Potion  A dose of pure Mana in physical form. After Drinking using a Motion; Immediately Restores 2 Mana to the Caster. Non-Casters simply suffer indigestion  Rare, Single Use Glass Bottle, Pure Mana 20 Credits
Mild Healing Potion A small dose of fast healing. After Drinking using a Motion;  Immediately Heals 1d6 + CON Modifier HP Common, Single Use Glass Bottle,  Purified Water or Alcohol, Common Ingredients 10 Credits
Standard Healing Potion A dose of fast healing. After Drinking using a Motion;  Immediately Heals 2d6 + CON Modifier HP Uncommon,Single Use Glass Bottle,  Purified Water or Alcohol, Uncommon Ingredients 20 Credits
Extra Strength Healing Potion A moderate dose of fast healing. After Drinking using a Motion;  Immediately Heals 3d6 + CON Modifier HP Rare, Single Use Glass Bottle, Purified Water or Alcohol, Rare Ingredients 40 Credits
Concentrated Healing Potion A concentrated dose of fast healing. After Drinking using a Motion;  Immediately Heals 4d6 + CON Modifier HP Rare, Single Use Glass Bottle, Purified Water or Alcohol, Rare Ingredients 80 Credits
Fortifying Potion A potion that temporarily makes the drinker more resistant to damage. After Drinking using a Motion;  Gain 2d6 Natural Armor Points until they are removed via damage or this Effect Expires in 1d6 Minutes. Uncommon,Single Use Glass Bottle, Purified Water or Alcohol, Uncommon Ingredients 15 Credits
Mild Poison A rat grade ingestible poison. After Drinking using a Motion on oneself or a willing Large or Smaller sized creature, The Creature Must Roll a Constitution Saving Throw with a DC of 16, If they Fail they are dealt 2d6 Poison Damage and Suffer from the Poisoned Condition until they save against the Condition at the End of one of their turns. Common, Single Use Glass Bottle, Purified Water or Alcohol, Common Ingredients 5 Credits
Moderate Poison A potent ingestible poison. After Drinking using a Motion on oneself or a willing Large or Smaller sized creature, The Creature Must Roll a Constitution Saving Throw with a DC of 16, If they Fail they are dealt 3d6 Poison Damage and Suffer from the Poisoned Condition until they recover after 1d4 Hours of Sleep or Twice as much Rest. Uncommon,Single Use Glass Bottle, Purified Water or Alcohol, Uncommon Ingredients 10 Credits
Strong Poison A highly potent ingestible poison. After Drinking using a Motion on oneself or a willing Large or Smaller sized creature, The Creature Must Roll a Constitution Saving Throw with a DC of 18, If they Fail they are dealt 4d6 + 2 Poison Damage and Suffer from the Poisoned Condition until they recover after 2d6 + 2 Hours of Sleep or Twice as much Rest. Rare, Single Use Glass Bottle,  Purified Water or Alcohol, Uncommon Ingredients 20 Credits
Deadly Poison A devastatingly potent ingestible poison. After Drinking using a Motion on oneself or a willing Large or Smaller sized creature, The Creature Must Roll a Constitution Saving Throw with a DC of 20, If they Fail they are dealt 5d6 + 2 Poison Damage and Suffer from the Poisoned Condition until they recover after 2d6 + 2 Hours of Sleep or Twice as much Rest. Rare, Single Use Glass Bottle,  Purified Water or Alcohol, Rare Ingredients 40 Credits
Vile Salve A weapon or projectile applicable Toxin. Adds 1d4 + 2 Toxic Damage to Weapon Attacks Made with the Applied Salve. Motion to Apply. Uncommon,5 Doses Glass Bottle,  Purified Water or Alcohol, Common Ingredients 2 Credits
Venom-Bite Salve A weapon or projectile applicable Venom. Adds 1d4 + 2 Venom Damage to Weapon Attacks Made with the Applied Salve. Motion to Apply. Uncommon,5 Doses Glass Bottle,  Purified Water or Alcohol, Uncommon Ingredients 5 Credits
Tranquilizer  A bovine grade Tranquilizer. After Drinking using a Motion on oneself or a willing Large or Smaller sized creature, or as an Attack Action on an enemy Large or Smaller sized creature; The Creature Must Roll a Constitution Saving Throw with a DC of 16. If they fail they suffer from the Unconscious Condition in a number of rounds equal to that Creatures CON Modifier. If they Pass they are instead Dazed until they pass a DC 16 CON Saving Throw at the End of one of their Turns. They can only be awakened from this Tranq Unconscious Condition within the next Hour by receiving 5 or more damage of any kind in a single round. Afterwards they are considered to be Sleeping and can be woken from the state normally.  Rare, Single Use Glass Bottle, Purified Water or Alcohol, Rare Ingredients 20 Credits
Battlefield Potion A combined Coagulant and Anesthetic. After Drinking using a Motion; Immediately Ends any Bleeding, Suppresses the Effects of 1 Wound for 6 Rounds(1 Minute) and Heals 2d4+2 HP. Rare, Single Use Glass Bottle, Purified Water or Alcohol, Rare Ingredients 25 Credits
Adrenal Potion A single dose of adrenaline inducing Potion. After Drinking using a Motion on oneself or a willing Large or Smaller sized creature, or as an Attack Action on an enemy Large or Smaller sized creature; The Creature automatically Regains Consciousness(if Unconscious), gains Temporary HP equal to their Constitution Modifier x4, and is granted +4 to their Strength and Dexterity Modifier for a number of Rounds equal to their CON Modifier. Rare, Single Use Glass Bottle, Purified Water or Alcohol, Rare Ingredients 20 Credits
Resurrection Potion A Potion capable of bringing the recently deceased back to life.  After Activating using an Action on an adjacent Large or Smaller Creature; Has a 20% chance to bring a Dead Creature back to life per use. Creature must not have been dead for more than 5 Minutes. The dead creature must not be missing any vital organs. Lost limbs are not restored from this Potion’s Effect. Rare, 5 Doses Glass Bottle,  Purified Water or Alcohol, Rare Ingredients 100 Credits