@DragonParadox Sorry to dump all these on you at once but it's taking a while to get them all down and make the language coherent. I just wanted to make sure that they work or very least aren't crazy. Hopefully the delineation will help.
I thought the rate of XP discounting was a bit fast but then I realized from one dot to five dots even at full discount it makes it equal to a point of willpower which is really strong already by itself also the fact these last 70 chapters would have netted us a grand total of three XP discount at the rate I have the Xp setup.
Kevlar is a substance is just a particularly long strand of chemicals that binds really well to form strong synthetic fibers so an alchemically made one would be even stronger and lighter but I didn't want to like step on the magical alloys by just making it stronger so I increased the effectiveness and lower the dexterity penalty it's lighter and effectively stronger but it's not outright so.
Aspirin as a substance makes complete sense it's just a minor off the shelf drug and it's an anti-inflammatory and Pain Relief medicine making someone capable of getting through the day with a horrible headache or a particularly tenacious toothache though to be frank at -3 or 4 you will be in so much pain that you wish you couldn't think when you should be at -5 and dying.
The Crystal is the hardest thing to think of because the four dot Alchemy power says you can create minor objects with potent power that's really difficult to square with enchantment so it has to be an inherently magical substance that possesses an ability that is powerful but isn't world-changing this allows a spell caster and they have to still be capable of casting the Spells to hang more spells and move and fight effectively. The only thing I have to really pair it against as far as Powers go is live for a millennia if you're lucky as a potion Regiment to compare it against.
Multi-Threading is part pet peeve, part good but not crazy power. It is kind of irritating to me that looking and analyzing your opponent using perception plus occult, melee, brawl doesn't matter while fighting them makes you less effective at fighting them and analyzing them at the same time.
Mind Over Matter and Vision Ever Further for that matter are mostly me but I think they're reasonable things to want to explore her ability to command herself to stop bleeding which all exalted have as well as her ability that she exposed here at least to herself to command herself to be well, to knit her flesh in general is a interesting direction to explore as well as to command reality to give her information which her Crown and Vision Ever Further is supposed to do as well. In general they're meant to explore the idea of just commanding reality to give you things or do things even without magic or at very least without magical trappings.
Thunder Clap & Flash a semi divinely flavored replacement for the discipline or gifts potion. This one is because I felt that as an exalted and someone who is capable of grabbing natural but completely impossible reagents such as lightning bolts and the clap of thunder could make a potion that would be her own and replicate abilities that she saw before. Also the near cannibalism of cutting open these human looking things and drinking their blood for their powers kind of a bit too far for her at this moment I think and it doesn't matter if you're talking about gifts or disciplines because the only way you're getting that much blood or spirit out of either of those things if they're already dead.
Lastly, the Charge mechanic I did it to balance the fact that the actual example potion just allows you to use what is essentially Potence and Fortitude and Celerity at full blast every single turn for however long a scene lasts. Which for a vampire would cost them three blood points per turn every turn and I didn't want to cost it as Willpower, Essence or Quintessence because at that point why not just use a multiple attack charm or something similar but then I realized there's a specific stat meant to depict physical ability to endure and a magical knowledge that can be used with your stamina stat in the form of conveyance so use the conveyance roll Stamina + Occult to decide how many times you can use Thunderous Might and Lightning's Fall, While not making it so you can do it functionally forever depending how long a scene lasts. The reason I have every success on the difficulty 7 stamina occult roll be worth two charges is because it is a 5 dot potion it needs to be useful even if you don't have an Excellency and even with a full pool of 10 dice five stamina and five occult you can expect three to six successes which considering the base potion allows you be a vampire neonate with an infinite blood pool is kind of garbage, if it was on a one-to-one basis. Also I thought it was cool for a lightning potion to allow you to build up charge that you expended on physical action
[X] Call the Library again. Now is about the time you need some federal aid
A Regiment of pills and potions that grants internal assists in the perfecting of the body over time. The regimen overtime primes the body for growth or expedites the slow process it already is undergoing similar to the library background for abilities and Spheres this decreases the Xp cost of Physical attributes, lowering the XP cost by one per day to a minimum of 1XP. In the case of physically active PCs this can automatically increase stats after Current rating weeks.
A Series of nacreous Potions and Lotions that move the user closer to the perfected ideas of beauty in all aspects charm, wit and attraction. Similar to the library background for abilities and Spheres, this decreases the Xp cost of Social attributes, lowering the XP cost by one per day to a minimum of 1XP. In the case of Appearance it can automatically increase after Current rating weeks.
Strange seemingly liquid silver pills that sharpen the senses and mind in all facets, taken 3 times daily At the rising, crowning and drowning of the sun. Similar to the library background for abilities and Spheres, this decreases the Xp cost of Mental attributes, lowering the XP cost by one per day to a minimum of 1XP.
is an alchemically made aromatic poly-amide, a class of heat-resistant and strong synthetic fibers synthesized from base Kevlar fibers. Lighter, stronger and more impact resistant than its purely mundane cousin. Lowers the difficulty of lethal and bashing soak by 1 and lowers the dexterity penalty by 1
As its name implies is an anti-inflammatory and pain reliever made through alchemical means. Lowers wound penalties by 1
A crystalline substance that is capable of sustaining spell matrices in its facets this Crystal lowers the difficulty penalty of hanging spells by one per two successes past the first to a minimum of zero.
Aspirin as a substance makes complete sense it's just a minor off the shelf drug and it's an anti-inflammatory and Pain Relief medicine making someone capable of getting through the day with a horrible headache or a particularly tenacious toothache though to be frank at -3 or 4 you will be in so much pain that you wish you couldn't think when you should be at -5 and dying.
The Crystal is the hardest thing to think of because the four dot Alchemy power says you can create minor objects with potent power that's really difficult to square with enchantment so it has to be an inherently magical substance that possesses an ability that is powerful but isn't world-changing this allows a spell caster and they have to still be capable of casting the Spells to hang more spells and move and fight effectively. The only thing I have to really pair it against as far as Powers go is live for a millennia if you're lucky as a potion Regiment to compare it against.
A solid gleaming silver pill with gold veins that grants the internal psychic ability of parallel processing. This allows the user to take actions with unaltered dice pools or difficulties as long as the actions don't use the same body part or process. Actions of observation (Perception) do not interfere with actions of speaking (Charisma & Manipulation) which in turn does not affect shooting (Dexterity). In turn actions like speaking threats (Manipulation + Intimidation) and maintaining polite posture in a specific setting (Appearance + Etiquette) are still affected by the base multiple action rules.
Inspired by her own ability to command her body to stop bleeding and affect her rate of regeneration this potion was made by Molly Carpenter to explore and possibly enhance those abilities. Mind over Matter potion grants the first two dots of the psychic power bio-control for an hour.
Inspired by her own ability to glean information from specific foci this potion was made by Molly to further squeeze information out of said focuses. Vision Ever Further potion grants the first two dots of the psychic power psychometry for an hour.
A potion that grants the user the speed and strength of a thunderbolt for a scene. They possess +3 Dice on dexterity actions and +2 dice on strength actions. The player taking the potion rolls Stamina + Occult at Difficulty 7 with each success granting two Charges which can be spent on Thunderous Might (Potence 2) and / or Lightning's Fall (Celerity 3) Functioning as the disciplines in parentheses. The character will have a hard time focusing and a deep well of energy. Any being with the ability to sense or see magic will feel the presence and if seeing the aura of lightning and barely contained violence.
Multi-Threading is part pet peeve, part good but not crazy power. It is kind of irritating to me that looking and analyzing your opponent using perception plus occult, melee, brawl doesn't matter while fighting them makes you less effective at fighting them and analyzing them at the same time.
Mind Over Matter and Vision Ever Further for that matter are mostly me but I think they're reasonable things to want to explore her ability to command herself to stop bleeding which all exalted have as well as her ability that she exposed here at least to herself to command herself to be well, to knit her flesh in general is a interesting direction to explore as well as to command reality to give her information which her Crown and Vision Ever Further is supposed to do as well. In general they're meant to explore the idea of just commanding reality to give you things or do things even without magic or at very least without magical trappings.
Thunder Clap & Flash a semi divinely flavored replacement for the discipline or gifts potion. This one is because I felt that as an exalted and someone who is capable of grabbing natural but completely impossible reagents such as lightning bolts and the clap of thunder could make a potion that would be her own and replicate abilities that she saw before. Also the near cannibalism of cutting open these human looking things and drinking their blood for their powers kind of a bit too far for her at this moment I think and it doesn't matter if you're talking about gifts or disciplines because the only way you're getting that much blood or spirit out of either of those things if they're already dead.
Lastly, the Charge mechanic I did it to balance the fact that the actual example potion just allows you to use what is essentially Potence and Fortitude and Celerity at full blast every single turn for however long a scene lasts. Which for a vampire would cost them three blood points per turn every turn and I didn't want to cost it as Willpower, Essence or Quintessence because at that point why not just use a multiple attack charm or something similar but then I realized there's a specific stat meant to depict physical ability to endure and a magical knowledge that can be used with your stamina stat in the form of conveyance so use the conveyance roll Stamina + Occult to decide how many times you can use Thunderous Might and Lightning's Fall, While not making it so you can do it functionally forever depending how long a scene lasts. The reason I have every success on the difficulty 7 stamina occult roll be worth two charges is because it is a 5 dot potion it needs to be useful even if you don't have an Excellency and even with a full pool of 10 dice five stamina and five occult you can expect three to six successes which considering the base potion allows you be a vampire neonate with an infinite blood pool is kind of garbage, if it was on a one-to-one basis. Also I thought it was cool for a lightning potion to allow you to build up charge that you expended on physical action
[X] Call the Library again. Now is about the time you need some federal aid