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1 |  | Skill | Ingredients | Description
2 | Simple Recipes
3 | Rules |  |  | Any races can make simple recipes. Only Zebras can make basic advance and expert. The Alchemy skill replaces surivial skill, (Unless Gm says otherwise.)
4 |  |  |  |
5 | Antivenom | Alchemy & Chemisty 40 | 4 Venom Sacs | Creates two doses of antivenom, allowing anyone to immediately remove all natural poisons from their system on use. Has no effect on alchemical poisons. Sells for 25 caps
6 |  |  |  |
7 | Balefire Bender | Science 25 or Alchemy & Chemisty 40 | Mint-als, Sparkle~Cola RAD, Vodka | Potent mixed drink filled with stimulants, what’s not to love? Grants +4 DT against Magical Energy Weapons and 25% resistance to Radiation for 30 minutes. Sells for 125 caps
8 |  |  |  |
9 | Flash | Science 50 or Alchemy & Chemisty 75, Flash Recipe | .: Dash, 2 Green Herbs, Turpentine | Dash is good, Rainboom is better, but Flash? Flash is something else altogether. While vastly shorter lived, the drug is also much more powerful. Time slows down when you Flash! Grants the user bonus AP equal to their maximum AP for a single turn. (Flash has the same addiction chance and effect as Dash.)
10 |  |  |  |
11 | Healing Potion | Medicine 35 or Alchemy & Chemisty 50 | 2 Green Herbs, 1 Bottle | Creates a basic healing potion.
12 |  |  |  |
13 | Healing Salve | Alchemy & Chemisty 25 | 2 Green Herbs | Heals 4 wounds per turn for 5 turns, -1 Perception for 10 turns. Sell for 10 caps
14 |  |  |  |
15 | Normal Poison | Alchemy & Chemisty 30 | 3 Venom Sacs or 3 Red Herbs | More lethal than weak poison. Also creates 2 doses. This poison deals 10 damage per turn for 5 turns. Multiple doses of poison stack. Sells for 60 caps
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18 |  |  |  |
19 | Party-Time Mint-als | Science 50 or Alchemy & Chemisty 75,Party-Time Mint-Als recipe. | Mint-als, Apple Whisky, Honey Drops | Cooking with Science! Be careful what you do with the results. Creates Party-time Mint-als.
20 |  |  |  |
21 | Rainboom | Alchemy & Chemisty 75, Rainboom Recipe | Dash, Sugar Apple Bombs | granting the user +30 AP and +2 Agility for 4 turns on use. Instills almost insane levels of confidence and makes you hyper for an hour. If you thought you could fly high before, you’ve not seen anything yet! Sells for 50 caps
22 |  |  |  |
23 | Stampede | Science 50 or Alchemy & Chemisty 75. | Rage, Painkillers | One of the most difficult chemicals to produce. Creates a dose of Stampede.
24 |  |  |  |
25 | Super Restoration Potion | Medicine 50 or Alchemy & Chemisty 75 | 2 Healing Potions, 1 Green Herb | Creates a Super Restoration Potion, heals 60 wounds instantly on use. If administered with a Medicine skill of at least 75, it can also heal crippled limbs and will heal magical energy damage without scars or debilitation. Using more than 1 Super Restoration Potion within 5 turns is poisonous, causing -1 to Strength, Endurance and Intelligence for 5 turns.
26 |  |  |  |
27 | Weak Poison | Alchemy & Chemisty 15 | 2 Venom Sacs or 2 Red Herbs | Basic poisons for use on weaker weapons. Creates 2 doses. If the weapon this poison is applied to deals damage to an organic target successfully the target suffers an additional 5 damage per turn for 5 turns. Multiple doses of poison stack. Sells for 30 caps
28 |  |  |  |
29 | Weak Sleep Powder | Alchemy & Chemisty 20. | 1 Green Herb, 1 Red Herb | Sometimes lethal choices aren’t the best. Instead you might resort to less permanent solutions. This powder forces anyone exposed to it to roll an Endurance check at a +2 bonus or immediately fall asleep for 5 minutes. Any damage dealt to the individual will still awaken them, however. Individuals awoken prematurely suffer a -10 penalty to all actions until the usual sleep duration elapses. Sells for 25 caps
30 |  |  |  |
31 | Basic Recipes
32 |  |  |  |
33 | Blood-Stopping Goo | Alchemy & Chemisty 30 | 2 Green Herbs | A simple wound sealant. Allows you to automatically stop bleeding from any wound, including amputations, without needing a Medicine roll.
34 |  |  |  |
35 | Minor Restoration Potion | Alchemy & Chemisty 30 | 2 Green Herbs | A basic healing booster, good for chipped teeth or injured hooves. Restores 20 health to each limb on use. Sells for 100 caps
36 |  |  |  |

37

Radiation Purge

Alchemy & Chemisty 40

1 fungus, 2 green herbs

Zebras have discovered the radiation reducing properties of certain types of fungi growing in the wasteland, and how to use it to brew potions to purge the body of magical radiation. This potion reduces your radiation by 20+1d10. Can purify 5 bottles of water.

38 |  |  |  |
39 | Dangerous Poison | Alchemy & Chemisty 45 | 4 Venom Sacs or 4 Red Herbs | Very lethal poison. Creates 2 doses. Deals 20 damage per turn for 5 turns. Multiple uses of poison stack. Sells for 120 caps
40 |  |  |  |
41 | Hydra | Alchemy & Chemisty 60, Hydra Recipe | 2 Green Herbs, 2 bottles Hydra Blood | An advanced regenerative liquid made through purifying Hydra blood along with healing herbs. Restores 10 health to each limb every turn for 5 turns. Heals no actual health.
42 |  |  |  |
43 | Luminous Dust | Alchemy & Chemisty 25. | 1 Green Herb, 1 Red Herb | Simple dust which naturally glows. Mix with water for glowing paint, or blow it to create glowing clouds. Can be manipulated to create specific shapes with practice. Sells for 45 caps
44 |  |  |  |
45 | Sleeping Powder | Alchemy & Chemisty 35 | 2 Green Herbs, 2 Red Herbs | A more potent form of sleeping dust. Targets of this variety test Endurance without bonuses or penalties. Damage which exceeds 20% of the target’s maximum health will awaken them. Individuals awoken prematurely suffer a -15 penalty to all actions until the usual sleep duration elapses. (Duration 5 minutes) Sells for 50 caps
46 |  |  |  |
47 | Smell Concealing Paste | Alchemy & Chemisty 40 | 1 Green Herb, various animal parts | A basic paste which conceals the user’s scent beneath that of other creatures. Lasts 4 hours upon use. Sufficient to throw tracking dogs, Hellhounds and other scent-based followers off your trail. Sells for 40 caps
48 |  |  |  |
49 | Smoke Bombs | Alchemy & Chemisty 30 | 1 Red Herb | Creates 4 small vials filled with a liquid which rapidly billows into smoke (10 foot radius) upon being shattered. Grants those obscured by the smoke a +20 on Sneak checks and enemies attempting to fire into or through the smoke suffer a -20 environmental penalty to their hit chance. Smoke remains for 2 turnss. sells for 25 caps
50 |  |  |  |
51 | Wall-Crawling Paste | Alchemy & Chemisty 60 | 1 Blue Herb, 2 Green Herbs | Makes your hooves sticky enough to walk across walls and ceilings. Lasts 5 minutes after application. Great for surprises! Sells for 75 caps
52 |  |  |  |
53 | Witchbane | Alchemy & Chemisty 45 | 1 Blue Herb, 2 Red Herbs | poison specifically tailored to counter unicorn magic. Creates 2 doses. Drains 8 Strain per turn for 5 turns. Outside of combat, target loses 40 Strain every hour. Has no effect on targets without strain.
54 |  |  |  |
55 | Advanced Recipes
56 |  |  |  |
57 | Cloudwalk Talisman | Alchemy & Chemisty 60 | 3 Green Herbs, 3 Blue Herbs, 1 Griffin or Pegasus feather | Less generally useful than flight, the ability to walk on clouds is useful none the less. Grants the Cloudborn perk for the duration of its use. Lasts 4 hours of use. Sells for 150 caps
58 |  |  |  |
59 | Greater Radiation Purge | Alchemy & Chemisty 60 | 2 fungus, 3 green herbs | This is a more potent version of the potion, yielding far better results than its simpler cousin. The potion cleanses 50+2d10 radiation from the drinker, and can purify ten bottles of water.
60 |  |  |  |
61 | Deadly Poison | Alchemy & Chemisty 60 | 5 Venom Sacs or 5 Red Herbs | One of the most lethal poisons. Creates 2 doses. Deals 25 damage per turn for 5 turns. Multiple uses of poison stack. Sells for 250 caps
62 |  |  |  |
63 | Fixer | Alchemy & Chemisty 75 | 4 Green Herbs, 3 Red Herbs, 2 Blue Herbs | Fixer swiftly purges all addictive substances from the body, immediately ending beneficial effects of drugs as well as gives relief from all addiction penalties for two hours. Makes three doses.
64 |  |  |  |
65 | Flight Talisman | Alchemy & Chemisty 60. | 3 Green Herbs, 3 Blue Herbs, 1 Bloodwing wing | Take to the sky! Anyone wearing this talisman will grow bat-like wings, allowing them to fly. This grants flight equivalent to the first rank of the Flight perk. Lasts 4 hours of use. Sells for 180 caps
66 |  |  |  |
67 | Kiss of the Phoenix | Alchemy & Chemisty 50 | 4 Green Herbs, 2 Blue Herbs, 1 phoenix feather | Repairs a crippled limb. If brewed by a zebra with a Alchemy & Chemisty of at least 80, it can repair a limb crippled by magical energy damage or even re-attach a limb or other body part that has been severed.
68 |  |  |  |
69 | Lethal Poison | Alchemy & Chemisty 100 | 10 venom sacks | makes 2 doses normal poisons will inflict 30 points of damage per turn for 5 turns on a failed resist poison check. Sells for 400
70 |  |  |  |
71 | Minor Flame Bane Potion | Alchemy & Chemisty 60, | 2 Green Herbs, 2 Blue Herbs | Makes the user to be more resistant to fire damage, granting a 20% bonus to Fire Resistance for 4 minutes.
72 |  |  |  |
73 | Minor Grounding Potion | Alchemy & Chemisty 60 | 2 Green Herbs, 2 Blue Herbs | Makes the user to be more resistant to electrical damage, granting a 20% bonus to Lightning Resistance. Lasts 4 minutes.
74 |  |  |  |
75 | Minor Warming Potion | Alchemy & Chemisty 60 | 2 Green Herbs, 2 Blue Herbs | Makes the user to be more resistant to cold damage, granting a 20% bonus to Cold Resistance for 4 minutes.
76 |  |  |  |
77 | Potion of Spirit Renewal | Alchemy & Chemisty 75 | 3 Blue Herbs | Restores one point of Charisma damage caused by attacks to the soul. Unicorns who have experienced burnout are no longer burnt out (though they recover no strain from this potion)
78 |  |  |  |
79 | Strong Sleeping Powder | Alchemy & Chemisty 50 | 3 Green Herbs, 3 Red Herbs | The most potent form of sleeping powder, very few could breathe it and remain awake. Targets test Endurance at a -3 penalty. Damage which exceeds 50% of the target’s maximum health will awaken them. Individuals awoken prematurely suffer a -20 penalty to all actions until the usual sleep duration elapses. (5 Minutes) Sells for 150 caps
80 |  |  |  |
81 | Superior Smoke Bombs | Alchemy & Chemisty 50 | 4 Red Herbs, 2 Blue Herbs | Creates 4 large vials filled with liquid which rapidly billows into smoke (20 foot radius) upon being shattered. Grants those obscured by the smoke a +20 on Sneak checks and enemies attempting to fire into or through the smoke suffer a -20 environmental penalty to their hit chance. Smoke remains for 4 turns.
82 |  |  |  |
83 | Tremble | Alchemy & Chemisty 70 | 2 Green Herbs, 2 Venom sacs | Strong toxin that causes involuntarily muscle spasm. -25 to all combat skills except unarmed for 3 rounds or 10 minutes.
84 |  |  |  |
85 | Witchslayer | Alchemy & Chemisty 60 | 2 Blue Herbs, 3 Red Herbs | Poison specifically tailored to counter veteran unicorn mages. Creates 2 doses. Drains 15 Strain per turn for 5 turns. Outside of combat, target loses 75 Strain every hour. Has no effect on targets without strain.
86 |  |  |  |
87 | “Zebracha” Hot Sauce |  |  |
88 |  |  |  |
89 | Expert Recipes
90 |  |  |  |
91 | Dream Stealing Powder | Alchemy & Chemisty 100 | 10 Green Herbs, 10 Red Herbs, 10 Blue Herbs | Targets test Endurance at a -6 penalty. Recipient can not be woken and is a coma like slumber for 8 hours.
92 |  |  |  |
93 | Super Radiation Purge | Alchemy & Chemisty 80. | 3 fungus, four green herbs, 1 blue herb, 1 red herb | This potion is a very powerful radiation cleanser. However it is very taxing on the body, and immobilizes the user while the potion does its work (takes one round). Removes 150+3d10 radiation from the body. Cannot be used to purify water.
94 |  |  |  |
95 | Voodoo | Alchemy & Chemisty 100 | Radhog Meat, Iguana Bits, Critter Eggs, Critter Skin | +1 AGI and +2 Luck. +10 DR and +10 Crit Chance Lethal (Can only use 5 times before the user dies,)
96 |  |  |  |
97 | Combat Juice | Alchemy & Chemisty 100 | 6 green and red with 4 blue Requires Recipe | Str +5, HP+150, Int -2, PER -1 DR +20%, +3d10 melee damage. Duration 1 day Addiction Chance 40% -2 INT, -1 Per C, Perm
98 |  |  |  |
99 | Alicorn-Slaying Poison | Alchemy & Chemisty 100 | 5 Red Herbs and 1 bottle of Pink Cloud Residue | One of the most lethal poisons in history. Created from the remains of the Pink Cloud, sufficiently lethal to kill even Princess Luna and nearly kill Princess Celestia! Creates 2 doses. Deals 40 damage per turn for 5 turns. Multiple uses of poison stack. Amongst the most horrific deaths a pony can have.
100 |  |  |  |
101 | Breath of the Phoenix | Alchemy & Chemisty 90 | 4 Green Herbs, 2 Blue Herbs, 1 phoenix feather | Allows the user to recover limb damage at their healing rate, even if the limb is damaged by magical energy and/or crippled. Permanent effect!
102 |  |  |  |
103 | Bone-Strengthening Brew | Alchemy & Chemisty 80. | 5 Green Herbs, 5 Blue Herbs, 2 Red Herbs | An incredibly rare and potent potion. Permanently reduces all limb damage by 50% for anyone who drinks it. Incompatible with Cyber-Pony implants.
104 |  |  |  |
105 | Blue Witchslayer | Alchemy & Chemisty 100 | 3 Blue Herbs, 4 Red Herbs, optional 1 Killing Joke | Suffer not a witch to live. Creates 2 doses. Drains 30 Strain per turn for 5 turns. Outside of combat, target loses 150 Strain every hour. Has no effect on targets without strain. made with killing joke the targets strain is locked for 1d10 days
106 |  |  |  |
107 | Elixir of Spirit Renewal | Alchemy & Chemisty 100 | 4 Blue Herbs) | : Restores up to three points of Charisma damage caused by attacks to the soul. Unicorns who have experienced burnout are no longer burnt out, and recover an amount of Strain equal to the alchemist’s degrees of success * 10.
108 |  |  |  |
109 | Killing Joke Remedy | Alchemy & Chemisty 100, Poison Joke Remedy Recipe | 8 Green Herbs, 8 Blue Herbs, 4 ounces of poison joke vine, fungus from a Everfree Spore Beast, twigs from a timberwolf | A miracle of the wasteland, one of the rarest brews in existence. This solution can reverse the effects of Killing Joke upon a pony, assuming they’re lucky enough to still be alive after exposure to that horrible plant!
110 |  |  |  |
111 | Major Flame Bane Potion | Alchemy & Chemisty 90 | 3 Green Herbs, 3 Blue Herbs | Makes the user more resistant to fire damage, granting a 40% bonus to Fire Resistance for 4 minutes. Any effect that causes the character to be lit on fire no longer functions.
112 |  |  |  |
113 | Major Grounding Potion | Alchemy & Chemisty 90 | 3 Green Herbs, 3 Blue Herbs | Makes the user more resistant to electrical damage, granting a 40% bonus to Lightning Resistance for 4 minutes. Any additional effect caused from taking electrical damage no longer functions.
114 |  |  |  |
115 | Major Warming Potion | Alchemy & Chemisty 90 | 3 Green Herbs, 3 Blue Herbs | Makes the user more resistant to cold damage, granting a 40% bonus to Cold Resistance for 4 minutes. Any additional effect caused from taking cold damage no longer functions.
116 |  |  |  |
117 | Phoenix Regeneration Elixir | Alchemy & Chemisty 80. | 8 Green Herbs, 4 Blue Herbs, 2 Red Herbs, 1 phoenix feather | Allows the user to continuously recover from damage. Grants the user a healing rate of 1 Health Point per minute. Permanent effect!
118 |  |  |  |
119 | Potion of Weathering | Alchemy & Chemisty 100 | 3 Green Herbs, 3 Blue Herbs, 3 Red Herbs | This potion protects the caster from normal weather and environmental conditions. (For example: the character will not suffer frostbite, heatstroke or SPECIAL damage from severely cold or hot environments.) The character will be comfortable in such environments and take no penalties from them. Lasts 1 day.
120 |  |  |  |

121

Potion of Gelatinous Intent

Alchemy & Chemisty 100

5 green herbs, 4 blue herbs, Pink Cloud residue, Smooze sample

A particularly unsettling potion, this brew allows the imbiber to temporarily shuck their fleshy, bone-filled form, which crumbles to dust. They become a puddle of mobile slime, capable of slithering through small openings. The nature of the potion gives them 90% damage resistance to bullets, but weakens them to magical and lightning attacks, be it spell or weapon. Lasts two hours. Upon reforming, the subject feels incredibly hungry, but is otherwise unharmed.
Attempting to re-form in an area too small to occupy comfortably is highly discouraged.

122 |  |  |  |
123 | World-Weathering Potion | Alchemy & Chemisty 80. | 4 Green Herbs, 4 Blue Herbs, 4 Red Herbs, blood from a Yao-guai’s heart | The world beats on everyone. Pony, Zebra and Griffin alike. But you know some secrets to make weathering that beating a little easier. This potion permanently adds +3 DT and 20% resistance to Fire, Cold, Poison and Radiation to the drinker.
124 |  |  |  |
125 | Kiss of the Hydra | Alchemy & Chemisty 100 | hydra scales, 32 ounces of hydra blood | Regrows a lost limbs over 5 turns and restores 30 hp a turn for 5 turns. *Not for use by cyber ponies* if ingested by a cyber pony, the cyber ponies body will reject the cybernetic implants, forcing them out of the body. Depending on the level of modification this could easily kill the cyber pony.
126 |  |  |  |
127 | Bones like a Dragon | Alchemy & Chemisty 100 | a powdered dragon femur | Permanently grants 10% DR to anyone who takes it. Incompatible with Cyber-Pony implants any check to resit a bone breaking is at Endurance +4. GM may rule on a hit bypassing this if the attack would not hit bone, such as some pony with this effect being gutted. *This is the Quest Perk Bones like a Dragon*
128 |  |  |  |
129 | Hydra’s Gift | Alchemy & Chemisty 100 | The Heart of a Hydra | Allows the user to regenerate 1 hp per turn andover time heal crippled limbs (limb needs to regain at least half its hp and HP is healed evenly through all hit locations damaged.) Permanent effect! *This is the Quest Perk Hydra’s Gift*
130 |  |  |  |

131

Gift of the Phoenix

Alchemy & Chemisty 100

Tears of a phoenix, a diamond worth 10000 caps

has a 50% chance upon the wearers death to restore them to full life and health. This is a dramatic and impossible to miss event as the body will burst into flame and reduce itself to ashes over the course of one combat turn. The character will be at -20 to all actions for the following turn.

132 |  |  |  |
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135 |  |  |  |