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 +1 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 increase their soak rate by 1. This enhancement requires one enhancement slot.

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

Output enhancements give +1 to attacker, damage, critical, or casting to a weapon or casting object. Multiple output enhancements can be place on the item, each costing an enhancement slot.

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 to add a spell type to a weapon, armor, or shield. When used on a weapon it changes the weapon's damage type to a type of spell damage. When used on an armor it applies the armor's soak rate to a spell type as well. When used on a shield it affects both the shield strike damage type and bonus soak rate for the spell type.

Cast-able enchantments gives a wielded item a spell and a resource to cast it with for 2 enhancement slots. This enchant can use additional slots to add additional resources for it. Only one cast-able enchantment can be placed per items and it cannot be cast from a sheathed weapon. The resources replenish upon rest.

Ammo enhancements can be applied to bullets, shells, arrows, bolts, and half bolts. Each ammo enhancement requires one available slot.

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.

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.

Master: Items of a master grade have 4 enhancement slots and are unique. Those items must be either found or commissioned in most cases.

Tailor

Cloth Armor, Tools: Needle, Thread, Parts: Fabric (28)

Cloth Cape (Back), Tools: Needle, Thread, Parts: Fabric (4)

Cloth Jacket (Back), Tools: Needle, Thread, Parts: Fabric (8)

Cloth Robe (Back), Tailor, Tools: Needle, Thread, Parts: Fabric (10)
 

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

Leatherwork

Leather Armor, Tools: Needle, Thread, Parts: Leather (28)

Leather Cape (Back), Tools: Needle, Thread, Parts: Leather (4)

Leather Jacket (Back), Tools: Needle, Thread, Parts: Leather (8)

Bulletproof Vest (Chest), Tools: Needle, Thread, Parts: Fabric (4) & Synthetic (4)

Leather Whip, Tools: Glue, Carving Tool, Parts: Wood (1), Leather (12)

Blacksmith

Chain Mail Armor, Tools: Welding Torch, Wire Cutter, Parts: Metal (20) & Fabric/Leather (12)

Chain Mail (Back), Tools: Welding Torch, Wire Cutter, Parts: Metal (9)

Scale Mail Armor, Tools: Welding Torch, Wire Cutter, Needle, Thread, Parts: Metal (29) & Fabric/Leather (28)

Plate Mail Armor, Tools: Hammer, Anvil, Welding Torch, Parts: Metal (52)

Melee Weapons

Melee weapons are primarily made up of the handle and the business end; such as a blade, axe head, blunt head, or pick head. Both parts of a weapon have multiple size types and on creation their damage is combined. Handle sizes are 1 handed, hand and a half (1d4), 2 handed (1d6), haft (1d8), and pole (1d10). Business end sizes are small (1d4), medium (1d6), large (1d8), and colossal (1d10).

 

Crafting materials vary and most parts can be made out of multiple types of materials. The business ends requires 1 piece of a material for small, 2 for medium, 3 for large, and 6 for colossal sized parts. Throwers can also be crafted by using a small business end. The handles require different lengths of material; 1 handed handles fall between 4"-6", hand and a half handles are between 6"-10", 2 handed handles are between 8"-12", hafts are between 16"-4', and poles are between 4'-8'.

Blades deal piercing or slashing damage.

Axe heads deal slashing damage.

Blunt heads deal bludgeoning damage.

Pick heads deal piercing damage.

1 handed handle can hold a small or medium business end.

Hand and a half handles can hold a small, medium, or large business ends. They gain the special to add their handle damage only when wielding them with two hands.

2 handed handles can hold small, medium, large, or colossal blade business ends. Small and medium business ends gain the special to add their handle damage only when wielding them with two hands.

Haft handles can hold a small, medium, large, colossal axe head, colossal blunt head, or colossal pick heads. Hafts can be crafted without a business end to make a club.

Pole handles can hold one or two small business ends. They can only strike with one damage type at a time. The business end can also be doubled on a single damage type. Poles can also be used to create a quarterstaff when no business end is attached.

Engineer

Defensive Body Armor, Tools: Workbench, Welding Torch, Shaper, Parts: Synthetic (30), Wiring (26), Nanochip (26), Processor (13)

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

Pulse Rifle, Tools: Workbench, Welding Torch, Protective Goggles, Magnifying Goggles, Wire Cutters, Computer, Parts: Frame (1), Barrel (1), Trigger (1), Grip (1), Stock (1), Optional Parts: Scope, Laser Sight

Plasma Cannon, Tools: Workbench, Welding Torch, Protective Goggles, Magnifying Goggles, Wire Cutters, Computer, Parts: Frame (1), Barrel (1), Trigger (1), Grip (2), Crystal Pack, Optional Parts: Laser Sight

Gunsmith

Technology training in gunsmith allows your character to create custom firearms and ammo. Your basic firearm consists of a frame, barrel, action, and grip. Different combinations of parts create various weapons and they can have additional optional parts. Optional parts take enhancement slots when crafting higher grade firearms.

Frames give you a base to build your firearm on. Higher grade frames allow for optional parts such as grips, stocks, sights, scopes, additional actions, and even extra barrels.

One handed frame can have a close or medium barrel of any ammo type, an action, and can have one grip attached to it. They can also include a stock, sight, additional actions, or barrel as optional parts.

Two handed frame can have a medium or long barrel of any ammo type, an action, and can have two grips or one and a stock. These frames can also include an additional grip or stock, sight or scope, additional actions, or barrel as optional parts.

Barrels are made up of range and ammo types. Barrel ranges are close, medium, or long. Ammo types are pistol bullets, rifle bullets, shotgun shells, and machinegun bullets.

Pistol barrels deal 1d6 piercing damage and are found in close range barrels.

Rifle barrels deal 1d8 piercing damage and are found in medium and long barrels.

Shotgun barrels deal 1d10 piercing and 1d4 bleeding damage in any range barrels.

Machinegun barrels deal 1d4 piercing damage and can be found in any range barrels.

Actions describe the mechanical operations of a firearm. Actions may be limited to certain barrel ranges and ammo types.

Semi-Automatic weapons fire one shot per action and can be used with any barrel type. They house various amounts of rounds depending on clip capacity, giving them a single action reload.

Revolvers fire one shot per action and can be used on close and medium barrels of any ammo type. Revolvers hold 6 rounds for pistol and rifle bullets, 3 for shotgun shells. and 10 for machinegun bullets. A revolver reloads 2 rounds per action.

Pump action weapons fire one shot per action and can by used on a two handed frame with a rifle or shotgun barrel. Pump action weapons hold 8 rounds and increase rifle barrel to 1d10 and shotgun barrels to 1d12 piercing damage. Pump action reloads at 2 rounds per action.

Bolt actions fire one shot per action and can by used on a two handed frame with a rifle barrel. They hold ammo in a clips of various capacities, giving them a single action reload. Bolt action increases rifle piercing damage to 1d10.

Burst fire weapons fire three shots per action and can be used on any machinegun barrel. They hold ammo in a clip of various capacities, giving them one action reloads.

Full-Automatic weapons fire five shots per action and can be placed on any machinegun barrel. They hold ammo in a clip with various capacities, giving them a single action reload.

Grips or stocks can be placed on firearms to reduce the penalties of ranged combat. Firearms can have a grip per hand of the frame and a stock.

Range grips increases the range by 10'.

Accuracy grips increase the attacker roll by grade of enhancement.

Steady stock allows you to ignore the first range variation damage penalty.

Stabilizing stock allow you to halve the recoil penalty.

Sights or scopes increase the damage of the firearm. Different barrel ranges can hold different sights or scopes.

Small sight increases damage by 1d4 and can be placed on any barrel.

Large sight increases damage by 1d6 and can be placed on any barrel.

Small scope increases damage by 1d8 and can be placed on a medium or long barrel.

Large scope increases damage by 1d10 and can be placed on a medium or long barrel.

Laser sights increase critical hit by grade of enhancement. Laser sights are an optional addition that can be applied with other sights.

Suppressors give a buff to stealth based on their grade for their check after firing from stealth. They can be attached to any barrel type.

Ammo can be crafted by a gunsmith that applies any of the ammo enhancement. Ammo is crafted in groups of 20.

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.

Alchemy

Alchemy is the use of different ingredients to create potions for various purposes. Alchemy cannot be crafted during battles so all potions must be created in advance to use. The alchemy crafting list is examples of alchemic combinations and can be tinkered with by the alchemist. Each time the alchemist crafts the same potion the difficulty is reduced by 1, up to 6 times. All potions require ingredients and a container. Learning alchemy requires mystic lore.

Normal Potion, Intelligence + CPB vs Difficulty 16

The alchemist can brew a potion from a single item.

Improved Potion, Intelligence + CPB vs Difficulty 18

The alchemist's potions can combine 2 items.

Superior Potion, Intelligence + CPB vs Difficulty 20

The alchemist can include 3 items into a potion.

Grand Potion, Intelligence + CPB vs Difficulty 22

The alchemist can brew 4 items into a potion.

Master Potion, Intelligence + CPB vs Difficulty 24

Master alchemists can brew 5 items into a single potion.

Alchemy Ingredients

Healing Waters: Gives the potion the ability to recover 1d4 health.

Vials: A container used for spells that are drinkable. 1 Per Formula

Spell Balls: A container for spells used to attack or that have an area of effect. 1 Per Formula

Fish Scales: Is used for spells that give the recipient the ability to breathe underwater for 5 minutes.

Venom Sac: Creates 1d4 poison damage attack spells or is the base for poison nullifier.

Waters of Time: Give the effects of the spell a +1 round duration.

Feathers: Creates 1d4 air damage attack spells or is the base for air nullifier.

Fire Oil: Creates 1d4 fire damage attack spells or is the base for fire nullifier.

Essence of Ice: Creates 1d4 ice damage attack spells or is the base for ice nullifier.

Essence of Magic: Gives the potion the ability to recover 1d4 magic.

Blast Powder: Gives the spell a 6' range of effect.

Stone: Creates 1d4 earth damage attack spells or is the base for earth nullifier.

Water: Creates 1d4 water damage attack spells or is the base for water nullifier.

Static Crystal: Creates 1d4 lightning damage attack spells or is the base for lightning nullifier.

Fine Powder: Impairs the targets attacker/defender rolls by -1 or is the base for blind nullifier.

Apoath Jelly: Improves the targets attacker/defender rolls by +1 or is the base for cheer nullifier.

Nullifying Agent: Removes the effects of the spell adding immunity to that spell type.

Flash Powder: Gives the spell a 1 APR stun to target or is the base for stun nullifier.

Sample Normal Potions

Healing, Vial, Healing Waters

1d4 Hp Recovery

Gills, Vial, Fish Scales

5 Minute Underwater Breathing

Cheer, Vial, Apoath Jelly

+1 Attacker/Defender Bonus for Round

Ice, Spell Ball, Essence of Ice

1d4 Ice Damage

Blind, Spell Ball, Fine Powder

-1 Attacker/Defender Roll for Round

Sample Improved Potions

Regeneration, Vial, Healing Waters, Waters of Time

1d4 Hp Recovery for 2 Rounds

Poison, Spell Ball, Venom Sac, Waters of Time

1d4 Hp Damage for 2 Rounds

Fire Shield, Vial, Fire Oil, Nullifying Agent

Immune to Fire Damage for 1 Round

Healing Bomb, Spell Ball, Healing Waters, Blast Powder

1d4 Hp Recovery to 6’ Radius

Dust Quake, Spell Ball, Stones, Fine Powder

1d4 Earth Damage + -1 Attacker/Defender Roll for Round

Sample Superior Potions

Superior Healing, Vial, 3 Healing Waters

3d4 Hp Recovery

Superior Gills, Vial, 3 Fish Scales

15 Minute Underwater Breathing

Superior Cheer, Vial, Apoath Jelly, 2 Waters of Time

+1 Attacker/Defender Roll for 3 Rounds

Quake Bomb, Spell Ball, 2 Stones, Blast Powder

2d4 + 5 Earth Damage to 6’ Radius

Stun, Spell Ball, Flash Powder, 2 Waters of Time

-1 APR for 3 Rounds

Sample Grand Potions

Grand Regeneration, Vial, 2 Healing Waters, 2 Waters of Time

2d4 Hp Recovery for 3 Rounds

Poison Blast, Spell Balls, 2 Venom Sac, Waters of Time, Blast Powder

2d4 Hp Damage for 2 Rounds to 6' Radius.

Shock Shield, Vial, Static Crystal, Nullifying Agent, 2 Waters of Time

Immune to Lightning Damage for 3 Rounds

Flame Bomb, Spell Ball, 3 Fire Oil, Blasting Powder

3d4 Fire Damage to 6’ Radius

Wave Funnel, Spell Ball, 3 Waters, Waters of Time

3d4 Water Damage for 2 Rounds

Sample Master Potions

Master Healing, Vial, 5 Healing Waters

5d4 Hp Recovery

Master Gills, Vial, 5 Fish Scales

25 Minutes Underwater Breathing

Master Cheer, Vial, 3 Apoath Jelly, 2 Waters of Time

+3 Attacker/Defender Roll for 3 Rounds

Air Bomb, Spell Ball, 3 Feathers, 2 Blast Powder

3d4 Air Damage to 12’ Radius

Blind Bomb, Spell Ball, Fine Powder, 2 Blast Powder, 2 Waters of Time

-1 Attacker/Defender Roll for 3 Rounds to 12’ Radius