General Crafting

Your characters may choose or have to go through the process of crafting their own items throughout your adventure. Crafted items can hold enhancements based on the crafting grade of materials. Mixing parts results in inferior products being produced. An item is only as good as its weakest link. As such, using a normal part mixed in with master parts will create a normal item. The grade of the item also determines what proficiency level is required use it.

Enhancement Types

Skill enhancements generate +1d4 and are only available on worn or carried non-combat items. These items hold searchable knowledge, tools, or tutorials on reviewable by the character and may take some time to study first.

Resource enhancements give a +1 to the maximum storage of a given resource and can be applied to armor or back items. This enhancement requires one slot and does not stack with effects from the same piece.

Resistance enhancements allow an armor, back, or shield to apply their soak rate to a magical damage type as well. This enhancement requires one enhancement slot, does not stack with effects from the same item, and can be applied by a mage through enchanting a known spell damage type.

Range enhancements allow a specific ability to have the range increased by 10' and can be applied to worn items.

Output enhancements give +1d4 of a specific damage type to a weapon. This enhancement uses one slot, only effects the weapon when being wielded, and can come from both fine crafting and enchantments. Outout enchantments can be called and dismissed on a weapon for an action. Output enhancements do not bypass soak rates like spells do and are treated as bonus weapon damage. Healing can be a chosen output and when casting with a healing output item only the output die are applied to the cast. Striking a target with an output enchantment only deals spell damage equal to the enchantment and the rest is concidered normal weapon damage. Multiple output enhancements can be stacked on a weapon but only one type of spell damge can be used on a weapon.

Special enhancements are of a technological or magical nature and are designed between the player and gamemaster while consuming various enhancement slots. Examples would be a pistol that houses a secondary ammo type or a coat that transforms into a shield.

Enchantments can be applied to an item in place of an enhancement though they follow the same guidelines as enhancements. The spells applied by a mage must be within their known schools of study and cannot contrast each other. So if a pistol deals fire damage it cannot have ice damage also applied to it as well though adding a cast-able fireball to the weapon would be available.

Cast-able enchantments take two actions to cast, are available once per battle, and cannot be cast from a sheathed weapon. When adding cast-able enchantments they require 1 available enhancement slot per spell rank. The same spell can be applied to an object multiple times for multiple uses.

Ammo enhancements can be applied to bullets, shells, arrows, bolts, and half bolts. Each ammo enhancement requires one available slot. Ammo enhancements are bleeding, delivery, range, tracker, enchanted, non-lethal, incendiary, and piercing. Bleeding enhancement gives the ammo 1d4 bleeding damage for 3 rounds on a critical hit. Delivery enhancement allows for the application of crafted materials from skills like Disease, Pharmaceutical, Demolition, and Apothecary's Harvest to be placed on ammo prior to combat removing the application action. The range enhancement gives +10' to the weapons normal attack range. Tracker enhancement requires an additional piece of equipment to make it easier to track down a fleeing target. Enchanted enhancements change the entire damage type of that ammo to a magical kind. Non-lethal enhancements use damage the does not kill a target and is paired well with delivery enhancements that aid allies. The incendiary enhancement places expose on a target for 1 action per ammo grade on a critical hit. The piercing enhancement allows the ammo to bypass soak rate and deal an automatic critical hit when the target is exposed.

Grade

Normal: Items of a normal grade have no enhancement slots and are regularly available throughout the world.

Improved: Items of an improved quality have 1 enhancement slot and are regularly found throughout the world. Worn items are limited to improved quality.

Superior: Items of a superior grade have 2 enhancement slots and are produced at a lower rate. Most shops will have 2-4 to choose from and larger stores will have a bigger selection.

Grand: Items of a grand quality have 3 enhancement slots and are hard to find. Any shop that does carry grand items will generally not have more than 2. Grand weapons, shields, and armor require proficient to use or the character has a -5 penalty to all combat rolls.

Master: Items of a master grade have 4 enhancement slots and are unique. Those items must be either found or commissioned in most cases. Master weapons, shields, and armor require expertise to use or the character has a -10 penalty to all combat rolls.

Armor

Cloth, Skill: Tailor, Tools: Needle, Thread, Parts: Grade 1-5 Fabric (28)

Cloth Cape (Back), Skill: Tailor, Tools: Needle, Thread, Parts: Grade 1-5 Fabric (4)

Cloth Jacket (Back), Skill: Tailor, Tools: Needle, Thread, Parts: Grade 1-5 Fabric (8)

Leather, Skill: Leatherwork, Tools: Needle, Thread, Parts: Grade 1-5 Leather (28)

Leather Cape (Back), Skill: Leatherwork, Tools: Needle, Thread, Parts: Grade 1-5 Leather (4)

Leather Jacket (Back), Skill: Leatherwork, Tools: Needle, Thread, Parts: Grade 1-5 Leather (8)

Cloth Robe (Chest), Skill: Tailor, Tools: Needle, Thread, Parts: Grade 1-5 Fabric (10)

Bulletproof Vest (Chest), Skill: Leatherwork, Tools: Needle, Thread, Parts: Grade 1-5 Fabric (4) & Grade 1-5 Synthetic (4)

Chain Mail, Skill: Blacksmith, Tools: Welding Torch, Wire Cutter, Parts: Grade 1-5 Metal (20) & Grade 1-5 Fabric/Leather (12)

Chain Mail (Back), Skill: Blacksmith, Tools: Welding Torch, Wire Cutter, Parts: Grade 1-5 Metal (9)

Scale Mail, Skill: Blacksmith, Tools: Welding Torch, Wire Cutter, Needle, Thread, Parts: Grade 1-5 Metal (29) & Grade 1-5 Fabric/Leather (28)

Plate Mail, Skill: Blacksmith, Tools: Hammer, Anvil, Welding Torch, Parts: Grade 1-5 Metal (52)

Defensive Body Armor, Skill: Leatherwork, Tools: Workbench, Welding Torch, Shaper, Parts: Grade 1-5 Synthetic (30), Grade 1-5 Wiring (26), Grade 1-5 Nanochip (26), Grade 1-5 Processor (13)

Spellweaver’s Robe (Back), Skill: Tailor, Tools: Needle, Thread, Mortar, Pestle, Brush, Parts: Grade 5 Fabric (10), Sphere of Intelligence (2), Sphere of Wisdom (1)

Melee Weapons

Dagger, Skill: Blacksmith, Tools: Anvil, Hammer, Parts: Grade 1-5 Metal (2), Grade 1-5 Fabric/Leather (2), Grade 1-5 Wood (2)

Quarterstaff, Skill: Blacksmith, Tools: Glue, Carving Tool, Sanding Pad, Parts: Grade 1-5 Wood (4), Grade 1-5 Fabric/Leather (4)

Short Sword, Skill: Blacksmith, Tools: Anvil, Hammer, Parts: Grade 1-5 Metal (4), Grade 1-5 Fabric/Leather (2), Grade 1-5 Wood (2)

Long Sword, Skill: Blacksmith, Tools: Anvil, Hammer, Parts: Grade 1-5 Wood (2), Grade 1-5 Fabric/Leather (2), Grade 1-5 Metal (6)

1 Handed Battle Axe, Skill: Blacksmith, Tools: Anvil, Hammer, Parts: Grade 1-5 Wood (2), Grade 1-5 Fabric/Leather (2), Grade 1-5 Metal (4)

Glaive, Skill: Blacksmith, Tools: Anvil, Hammer, Parts: Grade 1-5 Wood (6), Grade 1-5 Fabric/Leather (4), Grade 1-5 Metal (2)

Leather Whip, Skill: Blacksmith, Tools: Glue, Carving Tool, Parts: Grade 3-5 Wood (1), Grade 1-5 Leather (12)

Club, Skill: Blacksmith, Tools: Glue, Carving Tool, Sanding Pad, Parts: Grade 1-5 Wood (2), Grade 1-5 Fabric/Leather (2)

Nunchaku, Skill: Blacksmith, Tools: Glue, Carving Tool, Sanding Pad, Anvil, Hammer, Welding Torch, Parts: Grade 1-5 Metal (2), Grade 1-5 Wood (4)

Bearded Axe, Skill: Blacksmith, Tools: Anvil, Hammer, Parts: Grade 1-5 Wood (4), Grade 1-5 Fabric/Leather (4), Grade 1-5 Metal (4)

Chain, Skill: Blacksmith, Tools: Anvil, Hammer, Parts: Grade 1-5 Metal (4)

Half Spear, Skill: Blacksmith, Tools: Anvil, Hammer, Carving Tool, Glue, Sanding Pad, Parts: Grade 1-5 Wood (4), Grade 1-5 Fabric/Leather (4), Grade 1-5 Metal (2)

Spear, Skill: Blacksmith, Tools: Anvil, Hammer, Carving Tool, Glue, Sanding Pad, Parts: Grade 1-5 Wood (6), Grade 1-5 Fabric/Leather (4), Grade 1-5 Metal (2)

Kama, Skill: Blacksmith, Tools: Anvil, Hammer, Parts: Grade 1-5 Wood (2), Grade 1-5 Fabric/Leather (2), Grade 1-5 Metal (1)

Mace, Skill: Blacksmith, Tools: Anvil, Hammer, Parts: Grade 1-5 Wood (2), Grade 1-5 Fabric/Leather (2), Grade 1-5 Metal (2)

2 Handed Battle Axe, Skill: Blacksmith, Tools: Anvil, Hammer, Parts: Grade 1-5 Wood (4), Grade 1-5 Fabric/Leather (4), Grade 1-5 Metal (8)

Bastard Sword, Skill: Blacksmith, Tools: Anvil, Hammer, Parts: Grade 1-5 Wood (2), Grade 1-5 Fabric/Leather (4), Grade 1-5 Metal (8)

Chaos Blade, Skill: Blacksmith, Tools: Anvil, Hammer, Parts: Grade 1-5 Wood (2), Grade 1-5 Fabric/Leather (4), Grade 1-5 Metal (12)

2 Handed War Hammer, Skill: Blacksmith, Tools: Anvil, Hammer, Parts: Grade 1-5 Wood (4), Grade 1-5 Fabric/Leather (4), Grade 1-5 Metal (8)

Valgonni War Axe, Skill: Blacksmith, Tools: Anvil, Hammer, Parts: Grade 1-5 Wood (4), Grade 1-5 Fabric/Leather (4), Grade 1-5 Metal (10)

Halberd, Skill: Blacksmith, Tools: Anvil, Hammer, Glue, Sanding Pad, Parts: Grade 1-5 Wood (6), Grade 1-5 Fabric/Leather (4), Grade 1-5 Metal (4)

Scimitar, Skill: Blacksmith, Tools: Anvil, Hammer, Parts: Grade 1-5 Wood (2), Grade 1-5 Fabric/Leather (2), Grade 1-5 Metal (8)

Kukri, Skill: Blacksmith, Tools: Anvil, Hammer, Parts: Grade 1-5 Wood (2), Grade 1-5 Fabric/Leather (2), Grade 1-5 Metal (2)

Morning Star, Skill: Blacksmith, Tools: Anvil, Hammer, Welding Torch, Parts: Grade 1-5 Wood (2), Grade 1-5 Fabric/Leather (2), Grade 1-5 Metal (4)

Rapier, Skill: Blacksmith, Tools: Anvil, Hammer, Parts: Grade 1-5 Wood (2), Grade 1-5 Fabric/Leather (2), Grade 1-5 Metal (6)

Cobba, Skill: Blacksmith, Tools: Anvil, Hammer, Parts: Grade 1-5 Wood (2), Grade 1-5 Fabric/Leather (2), Grade 1-5 Metal (4)

Liquid Metal Sword, Skill: Engineer, Tools: Workbench, Welding Torch, Computer, Shaper, Parts: Grade 1-5 Synthetic (4), Grade 1-5 Wiring (2), Grade 1-5 Nanochip (2), Grade 1-5 Processor (2), Grade 1-5 Liquid Metal Tube (1), Grade 1-5 Nanite Pack (2)

3 Section Staff, Skill: Blacksmith, Tools: Anvil, Hammer, Glue, Sanding Pad, Welding Torch, Parts: Grade 1-5 Wood (6), Grade 1-5 Metal (4)

Chained Hammer, Skill: Blacksmith, Tools: Anvil, Hammer, Parts: Grade 1-5 Wood (1), Grade 1-5 Fabric/Leather (2), Grade 1-5 Metal (8)

Herald’s Might, Skill: Blacksmith, Tools: Anvil, Hammer, Parts: Grade 1-5 Wood (2), Grade 1-5 Fabric/Leather (4), Grade 1-5 Metal (8)

Thrown

Shuriken (5), Skill: Blacksmithing, Tools: Anvil, Hammer, Parts: Grade 1-5 Metal (1)

Throwing Axe, Skill: Blacksmithing, Tools: Anvil, Hammer, Parts: Grade 1-5 Wood (1), Grade 1-5 Metal (1)

Melee/Close Ranged Firearms

Semi-Automatic Pistol, Skill: Gunsmith, Tools: Workbench, Welding Torch, Protective Goggles, Parts: Grade 1-5 Frame (1), Grade 1-5 Barrel (1), Grade 1-5 Firing System (1), Grade 1-5 Grip (1), Optional Parts: Stock, Scope, Suppressor, Extended Pistol Clip, Laser Sight

Revolver, Skill: Gunsmith, Tools: Workbench, Welding Torch, Protective Goggles, Parts: Grade 1-5 Frame (1), Grade 1-5 Barrel (1), Grade 1-5 Firing System (1), Grade 1-5 Grip (1), Optional Parts: Stock, Scope, Laser Sight

Machine Pistol, Skill: Gunsmith, Tools: Workbench, Welding Torch, Protective Goggles, Parts: Grade 1-5 Frame (1), Grade 1-5 Barrel (1), Grade 1-5 Firing System (1), Grade 1-5 Grip (1), Optional Parts: Stock, Suppressor, Extended Machinegun Clip, Laser Sight

Sledge, Skill: Gunsmith, Tools: Workbench, Welding Torch, Protective Goggles, Parts: Grade 1-5 Frame (1), Grade 1-5 Barrel (1), Grade 1-5 Firing System (1), Grade 1-5 Grip (1), Stock (1), Optional Parts: Laser Sight

Pump Action Shotgun, Skill: Gunsmith, Tools: Workbench, Welding Torch, Protective Goggles, Parts: Grade 1-5 Frame (1), Grade 1-5 Barrel (1), Grade 1-5 Firing System (1), Grade 1-5 Grip (1) and Stock (1) or Grade 1-5 Grip (2), Optional Parts: Laser Sight

Semi-Automatic Shotgun, Skill: Gunsmith, Tools: Workbench, Welding Torch, Protective Goggles, Parts: Grade 1-5 Frame (1), Grade 1-5 Barrel (1), Grade 1-5 Firing System (1), Grade 1-5 Grip (1), Optional Parts: Stock, Laser Sight

MX-7, Skill: Gunsmith, Tools: Workbench, Welding Torch, Protective Goggles, Parts: Grade 1-5 Frame (1), Grade 1-5 Barrel (1), Grade 1-5 Firing System (1), Grade 1-5 Grip (2), Optional Parts: Stock, Scope, Suppressor, Extended Machinegun Clip, Laser Sight

Medium/Long Ranged Firearms

Bolt Action Rifle, Skill: Gunsmith, Tools: Workbench, Welding Torch, Protective Goggles, Parts: Grade 1-5 Frame (1), Grade 1-5 Barrel (1), Grade 1-5 Firing System (1), Stock (1), Optional Parts: Scope, Laser Sight

Semi-Automatic Rifle, Skill: Gunsmith, Tools: Workbench, Welding Torch, Protective Goggles, Parts: Grade 1-5 Frame (1), Grade 1-5 Barrel (1), Grade 1-5 Firing System (1), Stock (1), Optional Parts: Scope, Extended Rifle Clip, Laser Sight

Pulse Rifle, Skill: Engineer, Tools: Workbench, Welding Torch, Protective Goggles, Magnifying Goggles, Wire Cutters, Computer, Parts: Grade 1-5 Frame (1), Grade 1-5 Barrel (1), Grade 1-5 Firing System (1), Grade 1-5 Grip (1), Stock (1), Optional Parts: Scope, Laser Sight

Assault Rifle, Skill: Gunsmith, Tools: Workbench, Welding Torch, Protective Goggles, Parts: Grade 1-5 Frame (1), Grade 1-5 Barrel (1), Grade 1-5 Firing System (1), Grade 1-5 Grip (1), Stock (1), Optional Parts: Scope, Suppressor, Extended Machinegun Clip, Laser Sight

MX-12, Skill: Gunsmith, Tools: Workbench, Welding Torch, Protective Goggles, Parts: Grade 1-5 Frame (1), Grade 1-5 Barrel (1), Grade 1-5 Firing System (1), Grade 1-5 Grip (2), Stock (1), Optional Parts: Scope, Suppressor, Extended Machinegun Clip, Laser Sight

SDV-3, Skill: Gunsmith, Tools: Workbench, Welding Torch, Protective Goggles, Parts: Grade 1-5 Frame (1), Grade 1-5 Barrel (1), Grade 1-5 Firing System (1), Grade 1-5 Grip (1), Stock (1), Scope (1), Optional Parts: Suppressor, Extended Rifle Clip, Laser Sight

Plasma Cannon, Skill: Engineer, Tools: Workbench, Welding Torch, Protective Goggles, Magnifying Goggles, Wire Cutters, Computer, Parts: Grade 1-5 Frame (1), Grade 1-5 Barrel (1), Grade 1-5 Firing System (1), Grade 1-5 Grip (2), Grade 1-5 Crystal Pack, Optional Parts: Laser Sight

Demolition

Explosive Compound Parts

Gunpowder: A reactive or payload powder used to trigger an attack based explosion.

Flash Powder: A reactive or payload powder used to trigger an effect based explosion.

Luminous: A crystallized payload used to create a bright light.

Bunta Dust: A ground crystal powder used to damage magic.

Microwave Generator: A reactive system used to trigger a pulse generator.

Pulse Generator: A payload system used to shut off electronics.

Hydration Jelly: A reactive jelly used to flash expand silk and gas compounds.

Dehydrated Adhesive Silk: A payload silk used to stop targets in their tracks.

Shrapnel: A payload of metal balls or shavings used to inflict bleeding damage.

Fire Oil: A payload of oil used to cause an incendiary explosion.

White Phosphorus: A payload of powder used to cause a smoke screen.

Coraki Venom Dust: A payload of powder used to cripple targets.

Compounds

Physical: An explosion type that causes damage to hp. The physical compound deals 3d6 damage within a 6’ radius and 1d6 damage within a 10’ radius per compound. A physical compound is crafted by combining 2 parts of gunpowder. Physical compounds are used for explosive, booster, and main compounds.

Stun: An explosion type that removes actions per round. The stun compound reduces actions per round by 2 per compound for round to a 10’ radius. A stun compound is crafted by combining 2 parts of flash powder. Stun compounds are used for explosive, booster, and main compounds.

Flash: An explosion type that blinds targets for 2 actions. The flash compound blinds targets within a 10’ radius causing a -5 penalty to all actions while blinded. A flash compound is crafted combining flash powder and luminous for an explosive compound or 2 parts flash powder for a booster compound and 2 parts luminous for a main compound. Flash compound is not used for a booster compound but may be shot into the air by a rocket or missile to use as a flare for 2 rounds.

Meta: An explosion type that causes damage to magic. The meta compound silences a 10’ radius per compound. A meta compound is crafted by combining flash powder and bunta dust for an explosive compound or 2 parts flash powder for a booster compound and 2 parts bunta dust for a main compound.

EMP: An explosion type that causes an electromagnetic pulse to disable electronics. The EMP compound disables electronic devices for 2 rounds or electronic beings are stunned for 2 actions per round for round to a 10’ radius. An EMP compound is crafted by combining a microwave generator and a pulse generator for an explosive compound. When crafting mines or bombs 2 microwave generators are used to craft the booster compound and 2 pulse generators for the main compound.

Trap: An explosive type that creates a sticky adhesive to trap targets. The trap compound stops targets within a 6’ radius from taking movement actions for 2 rounds or until being cut free, cutting a character free takes 2 actions. Trap compounds are crafted by combining hydration jelly and dehydrated adhesive silk for an explosive compound or 2 parts of hydration jelly for a booster compound and 2 parts dehydrated adhesive silk for a main compound.

Fragmentation: An explosive type that throws debris into targets and causing bleeding damage. The fragmentation compound causes 3d4 damage + 1d4 bleeding damage for 2 rounds per compound. Fragmentation compounds are crafted by combining gunpowder and shrapnel for an explosive compound or 2 parts gunpowder for a booster compound and 2 parts shrapnel for a main compound.

Incendiary: An explosive type that burns targets causing fire damage. The incendiary compound causes 3d6 fire damage to a 10’ radius for 2 rounds. Incendiary compounds are crafted by combining gunpowder and fire oil for an explosive compound or 2 parts gunpowder for a booster compound and 2 parts fire oil for a main compound.

Smoke: An explosive type that causes a smoke screen to cover escapes or confuse targets. The smoke compound covers a 10’ radius and causes a -3 penalty to all actions within the smoke. Smoke compounds are crafted by combining hydration jelly and white phosphorus for an explosive compound or 2 parts hydration jelly for a booster compound and 2 parts white phosphorus for a main compound.

Crippling: An explosive type that causes a poison gas that chokes all in the infected area. The crippling compound covers a 10’ radius and reduces attacker/defender roll by 2 per compound for 2 rounds. Crippling compounds are crafted by combining hydration jelly and coraki venom dust for an explosive compound or 2 parts hydration jelly for a booster compound and 2 parts coraki venom dust for a main compound.

Grenade, Skill: Demolition, Tools: Explosive Tool Kit, Parts: Grenade Casing, Detonator, Explosive Compound

Mine, Skill: Demolition, Tools: Explosive Tool Kit, Parts: Mine Casing, Detonator, Booster Compound, Main Compound

Rocket, Skill: Demolition, Tools: Explosive Tool Kit, Parts: Rocket Casing, Detonator, Explosive Compound, Rocket Motor

Bomb, Skill: Demolition, Tools: Explosive Tool Kit, Parts: Bomb Casing, Detonator, Booster Compound (2), Main Compound (2), Arming Device

Missile, Skill: Demolition, Tools: Explosive Tool Kit, Parts: Missile Casing, Detonator, Explosive Compound (4), Jet Engine, Guidance System, Targeting System

Diseases

Sanicurien, Effect: +1 instant hp poison damage, Crafting: Vial, Water, Zalen Rose (2), Description: Sanicurien is a quick acting poison that damages the health of an opponent. It is often placed on bullets or blades. When placed on a melee weapon it dilutes off after 5 attacks.

Magicurien, Effect: 1 action silence poison damage, Crafting: Vial, Water, Void Gland (2), Description: Magicurien is a quick acting poison that damages the magic of an opponent. It is often placed on bullets or blades. When placed on a melee weapon it dilutes off after 5 attacks.

Tarsin’s Disease, Effect: Lowers actions by 1 per round, Crafting: Vial, Water, Hadrillia Stone (2), Description: Tarsin’s Disease affects the nerves and slows an opponent’s response time. It is often placed on a bullet or blade. When placed on a melee weapon it dilutes off after 5 attacks but it cannot affect anyone who is already under the effects of the disease. There is a 30% chance to apply the disease to a target.

Arago Syndrome, Effect: 1 to attacker/defender rolls, Crafting: Vial, Water, Coraki Venom Sac (1), Description: Arago Syndrome is a disease that shoots de-habilitating pain through the intestines of its victim. It is often placed on a bullet or blade. When placed on a melee weapon it dilutes off after 5 attacks but it cannot affect anyone who is already under the effects of the disease. There is a 30% chance to apply the disease to a target.

Hemacurien, Effect: +1 instant bp poison damage, Crafting: Vial, Water, Blood Thinner (2), Description: Hemacurien is a quick acting poison that damages the blood of opponents. It is often placed on a bullet or blade. When placed on a melee weapon it dilutes off after 5 attacks.

Sanicerra, Effect: + 1d4 hp poison damage for 3 rounds, Crafting: Vial, Water, Zalen Rose (5), Description: Sanicerra is a powerful slow acting poison that damages the health of an opponent. It is often placed on a bullet or blade. When placed on a melee weapon it dilutes off after 5 attacks but cannot affect anyone who is already under the effects of the poison. There is a 30% chance to apply the poison to a target.

Raigari Syndrome, Effect: Berserk for 1 round, Crafting: Vial, Water, Rainarou Stinger (2), Description: Raigari Syndrome is a disease that sends the victim into an uncontrollable rage. They randomly attack all around them. It is often placed on a bullet or blade. When placed on a melee weapon it dilutes off after 5 attacks but cannot affect anyone who is already under the effects of the disease. There is a 30% chance to apply the disease to a target.

Elieria, Effect: Sleep for 1 round, Crafting: Vial, Water, Elicerris Throat Needle (2), Description: Elieria is a disease that temporarily puts its victim to sleep. It is often placed on a bullet or blade. When placed on a melee weapon it dilutes off after 5 attacks but cannot affect anyone who is under the effects of the disease. There is a 30% chance to apply the disease to a target.

Advanced Magicurien, Effect: 2 action silence poison damage, Crafting: Vial, Water, Void Gland(4), Description: Magicurien is a quick acting poison that damages the magic of an opponent. It is often placed on bullets or blades. When placed on a melee weapon it dilutes off after 5 attacks.

Magicerra, Effect: 1d4 action silence poison for 3 rounds, Crafting: Vial, Water, Void Gland (5), Description: Magicerra is a powerful slow acting poison that damages the magic of an opponent. It is often placed on a bullet or blade. When placed on a melee weapon it dilutes off after 5 attacks but cannot affect anyone who is already under the effects of the poison. There is a 30% chance to apply the poison to a target.

Nagari Flaeer, Effect: Blind for 1 round, Crafting: Vial, Water, Arconic Fungus (2), Description: Nagari Flaeer is a disease that affects the ocular nerves and causes temporary blindness. It is often placed on a bullet or blade. When placed on a melee weapon it dilutes off after 5 attacks but cannot affect anyone who is already under the effects of the disease. There is a 30% chance to apply the disease to a target.

Advanced Arago Syndrome, Effect: -2 to attacker/defender rolls, Crafting: Vial, Water, Coraki Venom Sac (3), Description: Arago Syndrome is a disease that shoots de-habilitating pain through the intestines of its victim. It is often placed on a bullet or blade. When placed on a melee weapon it dilutes off after 5 attacks but it cannot affect anyone who is already under the effects of the disease. There is a 30% chance to apply the disease to a target.

Advanced Sanicurien, Effect: +3 instant hp poison damage, Crafting: Vial, Water, Zalen Rose (4), Description: Sanicurien is a quick acting poison that damages the health of an opponent. It is often placed on bullets or blades. When placed on a melee weapon it dilutes off after 5 attacks.

Hemacerra, Effect: + 2 bp poison damage for 3 rounds, Crafting: Vial, Water, Blood Thinner (5), Description: Hemacerra is a powerful slow acting poison that damages the blood of opponents. It is often placed on a bullet or blade. When placed on a melee weapon it dilutes off after 5 attacks but cannot affect anyone who is already under the effects of the poison. There is a 30% chance to apply the poison to a target.

Advanced Raigari Syndrome, Effect: Berserk for 2 rounds, Crafting: Vial, Water, Rainarou Stinger (4), Description: Raigari Syndrome is a disease that sends the victim into an uncontrollable rage. They randomly attack all around them. It is often placed on a bullet or blade. When placed on a melee weapon it dilutes off after 5 attacks but cannot affect anyone who is already under the effects of the disease. There is a 30% chance to apply the disease to a target.

Advanced Tarsin’s Disease, Effect: Lowers actions by 2 per round, Crafting: Vial, Water, Hadrillia Stone (4), Description: Tarsin’s Disease affects the nerves and slows an opponent’s response time. It is often place on a bullet or blade. When placed on a melee weapon it dilutes off after 5 attacks but it cannot affect anyone who is already under the effects of the disease. There is a 30% chance to apply the disease to a target.

Death’s Embrace, Effect: Stuns for 1 action and 5% chance to cause death, Crafting: Vial, Water, Greater Coraki Venom Sac (5), Description: Death’s Embrace is a poison that causes its victim to be incapacitated. In some rare occurrences it has been known to kill. It is often placed on a bullet or blade. When placed on a melee weapon it dilutes after 5 attacks but it cannot affect anyone who is already under the effects of the poison. There is a 30% chance to apply the poison to a target.

Mage Fever, Effect: Silences for 1 round and 5% chance to drain all mp, Crafting: Vial, Water, Greater Void Gland (5), Description: Mage Fever is a poison that affects the mind of a magic user and prevents them from casting spells. In some rare occurrences it has been known to strip the mage of all their magical powers, forcing them to recharge their powers. It is often placed on a bullet or blade. When placed on a melee weapon it dilutes off after 5 attacks but it cannot affect anyone who is already under the effects of the poison. There is a 30% chance to apply the poison to a target.

Stalarg’s Disease, Effect: Paralyze for 1 round, Crafting: Vial, Water, Greater Hadrillia Stone (2), Description: Stalarg’s Disease causes the joints to tighten and temporarily paralyzes its victims. It is often placed on a bullet or blade. When placed on a melee weapon it dilutes off after 5 attacks but it cannot affect anyone who is already under the effects of the disease. There is a 30% chance to apply the disease to a target.

Severe Arago Syndrome, Effect: -3 to attacker/defender rolls, Crafting: Vial, Water, Coraki Venom Sac (5), Description: Arago Syndrome is a disease that shoots de-habilitating pain through the intestines of its victim. It is often placed on a bullet or blade. When placed on a melee weapon it dilutes off after 5 attacks but it cannot affect anyone who is already under the effects of the disease. There is a 30% chance to apply the disease to a target.

Pharmaceutical

Caffeine, Effect: Cures stun or sleep, Crafting: Vial, Water, Elicerris Throat Needle (2), Extractant, Description: Caffeine is used to bring stunned or sleeping character back to their senses. Side effect causes hyper mind resulting in inability to focus which results in a round of confusion as the target attacks randomly. Only 1 effect can be cured a round.

Clarity, Effect: Cures charm, Crafting: Vial, Water, Suboth Fangs (2), Extractant, Description: Clarity is a drug designed to clear the mind and alleviate the effects of being charmed. Side effect works as a truth serum for a short time. Only 1 effect can be cured a round.

Depressant, Effect: Cures berserk, Crafting: Vial, Water, Rainarou Stinger (2), Extractant, Description: Depressants are used to alleviate the rage caused while under the effects of berserk. Side effect causes depression, giving -2 attacker/defender penalty for a round. Only 1 effect can be cured a round.

Ocularis, Effect: Cures blindness, Crafting: Vial, Water, Arconic Fungus (2), Extractant, Description: Ocularis is used to treat attacks that damage vision. Side effect gives hyper eyes resulting in inability to focus which results in a round of confusion as the target attacks randomly. Only 1 effect can be cured a round.

Anti-Venom, Effect: Removes poison, Crafting: Vial, Water, Zalen Rose, Void Gland, Extractant, Description: Anti-Venom is used to treat poison victims. Side effect grants immunity to poisons for 2 rounds. Only 1 effect can be cured a round.

Health Boost, Effect: Cures 10 hp, Crafting: Vial, Water, Ghoetti Leaf (2), Description: A health boost gives a character a bit of health to restore their health pool. Can only be used once every 3 rounds.

Magic Boost, Effect: Cures 4 mp, Crafting: Vial, Water, Juarein Root (3), Description: A magic boost gives a character a bit of magic to restore their magic pool. Can only be used once every 3 rounds.

Blood Boost, Effect: Cures 4 bp, Crafting: Vial, Blood Bag, Description: A blood boost gives blood to restore their blood pool. Can only be used once every 3 rounds.

Adrenaline, Effect: Cures slow, Crafting: Vial, Water, Hadrillia Stone (2), Extractant, Description: Adrenaline is used to speed up the body and counter the effects of movement slowing. Side effect causes haste, giving +1/2 movement range for a round. Only 1 effect can be cured a round.

Anti-Inflammatory, Effect: Cures silence, Crafting: Vial, Water, Greater Void Gland (2), Extractant, Description: Anti-Inflammatories are designed to loosen constricted airways that block off casting. Side effect causes a numb mouth, making caster deal half spell damage. Only 1 effect can be cured a round.

Muscle Relaxer, Effect: Cures paralysis, Crafting: Vial, Water, Greater Hadrillia Stone (2), Extractant, Description: Muscle relaxers are designed to alleviate the muscle constriction caused by paralyzing effects. Side effect causes slow, making the character move at 1/2 their movement range for a round. Only 1 effect can be cured a round.

Stabilizer, Effect: Cures attack/defender penalties, Crafting: Vial, Water, Coraki Venom Sac (2), Extractant, Description: Stability is a drug designed to alleviate the effects of attacks that cripple your ability to fight back. Side effect causes instability, adding +2 attacker/defender for every other action for the round. Only 1 effect can be cured a round.

Charisma Stimulant, Effect: +3 Cha bonus for 3 rounds, Crafting: Vial, Water, Sphere of Charisma (3), Extractant, Description: A stimulant that gives a temporary boost in charisma to its user. Only 1 stimulant can be used at a time and another cannot be injected for 5 rounds.

Lifeline, Effect: Cures dying effect, Crafting: Vial, Water, Greater Coraki Venom Sac (2), Extractant, Description: Lifeline is a drug used to negate attacks such as death strike, in which the target is slowly dying. This drug can only be used once every 3 rounds. Side effect deals 10 hp damage. Only 1 effect can be cured a round.

Strength Stimulant, Effect: +3 Str bonus for 3 rounds, Crafting: Vial, Water, Sphere of Strength (3), Extractant, Description: A stimulant that gives a temporary boost in strength to its user. Only 1 stimulant can be used at a time and another cannot be injected for 5 rounds.

Wisdom Stimulant, Effect: +3 Wis bonus for 3 rounds, Crafting: Vial, Water, Sphere of Wisdom (3), Extractant, Description: A stimulant that gives a temporary boost in wisdom to its user. Only 1 stimulant can be used at a time and another cannot be injected for 5 rounds.

Constitution Stimulant, Effect: +3 Con bonus for 3 rounds , Crafting: Vial, Water, Sphere of Constitution (3), Extractant, Description: A stimulant that gives a temporary boost in constitution to its user. Only 1 stimulant can be used at a time and another cannot be injected for 5 rounds.

Dexterity Stimulant, Effect: +3 Dex bonus for 3 rounds, Crafting: Vial, Water, Sphere of Dexterity (3), Extractant, Description: A stimulant that gives a temporary boost in dexterity to its user. Only 1 stimulant can be used at a time and another cannot be injected for 5 rounds.

Intelligence Stimulant, Effect: +3 Int bonus for 3 rounds, Crafting: Vial, Water, Sphere of Intelligence (3), Extractant, Description: A stimulant that gives a temporary boost in intelligence to its user. Only 1 stimulant can be used at a time and another cannot be injected for 5 rounds.

Resurrector, Effect: Revive + 5 hp, Crafting: Vial, Water, Greater Coraki Venom Sac (2), Greater Void Gland (2), Extractant, Description: Resurrector is an incredible drug with the ability to resurrect a recently fallen individual before the soul drifts away from the body. Those that have been dead too long are unaffected by this drug. Side effect heals 5 hp.