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. Ammo enhancement are limited to 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 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. Crafting success for normal items is 14.

Improved: Items of an improved quality have 1 enhancement slot and are regularly found throughout the world. Worn items are limited to improved quality. Crafting success for improved items is 16.

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. Crafting success for superior items is 18.

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. Crafting success for grand items is 20.

Master: Items of a master grade have 4 enhancement slots and are unique. Those items must be either found, crafted, or commissioned in most cases. Crafting success for master items is 22.

Armor

Armor can be crafted out of different materials, from various crafting skills. Some materials may have special properties, such as concealment or resistance.

Suit of Armor can be crafted out of 28 pieces of material.

Bucklers can be crafted out of 6 pieces of material.

Shields can be crafted out of 12 pieces of material.

Capes can be crafted out of 8 pieces of material. Capes are back items and can hold one enhancement but their armor soak is reduced by 1 for the material.

Jackets can be crafted out of 14 pieces of material. Jackets are back items and can hold one enhancement.

Robes can be crafted out of 18 pieces of material. Robes are a back item and can hold one enhancement.

Vest can be crafted out of 16 pieces of material. Vests are a chest item and can hold one enhancement.

Fist Weapons can be crafted out of 2 pieces of material and are used as an arm item. Fist weapons deal bonus strike damage equal to their material soak rate. They can hold one enhancement and can be crafted from any material.

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.

Crafting Skills

Tailor

A tailor can blend and stitch cloth into various items.

Cloth can be made into a suit of armor, cape, jacket, or robe. Cloth has a soak rate of 2.

Grips can be crafted as enhancement items for weapons.

Leatherwork

Leatherworking can be used to make various items out of animal hides.

Leather can be crafted into a suit of armor, cape, jacket, buckler, or vest. Leather had a soak rate of 3.

Grips can be crafted as enhancement items for weapons.

Leather Whip is a special medium sized slashing business end that can hit up to close range. Leather whip is made out of 10 pieces of material.

Blacksmith

Blacksmithing can be used to craft metal into various items. They can also use blacksmithing to make parts for larger machinery.

Chain Mail can be crafted as a suit of armor or a cape. Chain mail has a soak rate of 4.

Scale Mail can be crafted as a suit of armor or a cape. Scale mail has a soak rate of 5 and -2 defender roll.

Plate Mail can be crafted as a suit of armor, buckler, or shield. Plate mail has a soak rate of 6 and -3 defender roll.

Business Ends can be crafted out of metal for all damage types and sizes.

Handles can be crafted out of metal for all sizes.

Engineer

Technology training in engineer allows your character to create custom parts for crafting and enhancement items. Engineers can create parts to make weapons that deal energy and lightning damage types. They are also trained in how to work with synthetic materials.

Energy Barrel, Deals 2d6 energy damage on a medium or long range barrel.

Battery Cell, Holds a 50 round charge of energy. Battery cells can be recharged during a rest.

Plasma Barrel, Deals 2d8 energy damage to a 10' cone on a medium barrel. Requires a plasma pack.

Plasma Pack, Holds a 20 round charge of energy. Plasma pack can be recharged during a rest.

Transition Handle, Handles can be changed with an action between two handle types within one size difference of each other. Transition handles take an enhancement slot in item creation.

Transition Business End, Business end can be changed with an action between two damage types. Transition business ends take an enhancement slot in item creation.

Enhancement Amps can be crafted to fill an enhancement slot for weapons or armor.

Ammo Enhancement can be crafted in orders of 25.

Generator Handles can be crafted out of handle that are two handed or larger. They deal their handle damage as lightning.

Synthetic Body Armor can be crafted into leather and scale mail. Synthetic armor does not set off metal detectors.

Liquid Metal Weapons are a combination of a liquid metal business end and a housing handle of at least a two handed size. Two handed handle can hold a small or medium business ends while a haft can hold up to a large weapon. Pole weapons made out of liquid metal are less common but do exist. The main purpose of a liquid metal weapon is concealment and while the metal is inside a synthetic handle they are hidden from metal detection.

Gunsmith

Technology training in gunsmith allows your character to create custom firearms and ammo. The 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 1.

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 1 for an 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.

Bowyer

The bowyer has the ability to craft bows, crossbows, and their ammo. Bowyer is a technology training that has mainly been kept alive by those in the wilds. Bows and crossbows have various sizes and styles that augment their range and damage. Optional crafting styles and parts that up enhancement slots.

Bows can be crafted as short, long, and compound. Basic short and longbows are made out of a bow, a riser, and a bow string. Compound bows are considered improved weapons and are made out of two short bow limbs, a riser, a bow string, and two cams.

Bows are made out of two limbs or a self bow with a built in riser. Bows are made out of wood, bone, and synthetic materials. Each limb of a short bow take 2 pieces of material each and for longbow they take 4 pieces each. For a self bow they need a piece equal to the full length of both limbs and an additional one for the riser. Short bows deal 1d6 damage to medium range while longbows deal 1d10 to long range. Compound bows start at medium range and 1d6 damage, they gain bonuses bonus to both based on cams.

Risers are either made of a piece of material or carved into part of a self bow. Improved risers can be placed on a weapon as an output enhancement for an enhancement slot. Risers can be made out of wood, bone, or synthetics materials.

Bow strings are made for short or longbows with fabrics, animal sinew, and synthetic materials while compound bows are made strictly with synthetics. Short bow strings take a piece of material, longbows take 2, and compound bows take 3. Improved bow strings can be placed on a weapon to add an output enhancement slot to the item.

Cams are made out of synthetic materials for compound bows. A piece of material can make the 2 cams required for compound bow construction. Cams are a special enhancement and add the ability, Full Draw. Full Draw takes an action to fully extend and increases both the range and damage of the bow based on the Strength requirement of the cams. The range increase is 20' per cam Strength requirement up to 100' at Full Draw. The damage increase scales the bonus damage die up from 1d4 at Strength 1 to 1d6, 1d8, 1d10, 1d12 at Strength 5 of the cams. Cam strengths must match.

Recurve limbs or self bows are special enhancements able to be applied to a short or longbow. Recurve doubles the range of the bow and increases short bow damage to 1d8 or longbow damage to 1d12.

Crossbows are crafted out of crossbow limbs, crossbow string, frame, grip or stock, groove barrel, sight, and reload action. Improved crossbows can be made as recurve or compound crossbows. Scopes or a second grip can be added to a crossbow.

Crossbow limbs come in dart, light, or heavy. Dart limbs use one material to craft and fire darts dealing 1d4 damage to close range. Light limbs take two materials to craft and fire bolts dealing 1d6 damage to medium range. Heavy limbs take four materials to craft and fire bolts dealing 1d8 damage to long range.

Crossbow strings are made with fabrics, animal sinew, and synthetic materials while compound bows are made strictly with synthetics. Dart crossbow strings take a piece of material, light or heavy crossbows take 2, and compound crossbows take 3. Improved bow strings can be placed on a weapon to add an output enhancement slot to the item.

Frames are crafted out of wood, synthetics, and metal. One handed frames can be used for dart and light crossbows and are crafted out of 2 pieces of material. Two handed frames can be used for light and heavy crossbows and are crafted out of 4 pieces of material. The grade of the frame determines how many enhancements the crossbow can have placed on it.

Grips and stocks are applied to frames to help with weapon balance. They can be crafted out of wood, synthetics, or metal. One handed frames have at least a grip or a stock and can have both attached. Two handed frames have a grip and a stock attached to them and often have a second grip. Grips and stocks can be enhanced for range and output, these modifications take up an enhancement slot.

Groove barrels are designed to fire darts or bolts. Dart groove barrels can be place on a one or two handed frame while bolts can only be placed on a two handed frame. Dart barrels requires a piece of material while bolts barrels require two.

Sights or scopes increase the damage of the crossbow. Different frames can hold different sights or scopes. Small sight increases damage by 1d4 and can be placed on any frame. Large sight increases damage by 1d6 and can be placed on any frame. Small scope increases damage by 1d8 and can be placed on a two handed frame. Large scope increases damage by 1d10 and can be placed on a two handed frame.

Reload actions is how the crossbow locks the bow string in place to fire when ready. Hand Drawn, Foot Drawn, and Pump Action are the most common types of reload actions. Hand Drawn actions can be placed on dart or light crossbows. Foot Drawn actions can be placed on light or heavy crossbows with the Draw Weight reduced by 1. Pump Action can be placed on light or heavy crossbows with the Draw Weight reduced by 2. Reload actions require the wielder's Strength to match the Draw Weight of the weapon.

Recurve crossbows double the range of the weapons and increase the damage die. Darts increase their damage to 1d6, light crossbows increase to 1d8, and heavy increase to 1d10. Recurve crossbow limbs take up an enhancement slot but cost no additional material to craft.

Compound crossbows use cams of various Strength requirements to add Draw Weight to the weapon. Draw Weight is how much Strength the crossbow takes to reload. It also increases the range and damage of the compound crossbow. Range is increased by 10' per Draw Weight. Draw Weight increases damage by 1d4 at 1, 1d6 at 2, 1d8 at 3, 1d10 at 4, 1d12 at 5, 1d8+1d6 at 6, and 1d8+1d8 at 7. Compound crossbows take up an enhancement slot and require a piece of synthetic material to create the 2 cams needed to make a compound crossbow.

Ammo can be crafted with an arrow head, shaft, and fletching. Arrow heads are crafted out of a material of bone, metal, or synthetics. Shafts are created out of 2 pieces of wood, metal, or synthetics. Fletching is created out of 1 material of fabric, feathers, or synthetics. Crafting ammo creates 5 arrows or bolts and 10 darts.

Laser sights increase critical hit by 1 for an enhancement. Laser sights are an optional addition that can be applied with other sights.

Demolition

Demolition is a technology crafting skill used to create explosives. The demolitionist can use explosive compounds make various grenades, mines, bombs, rockets, and missiles. The effects their explosives deal can have a range of effects including dealing damage, stunning, concealing and many more. Explosives can be ammo for some weapons as well and are destroyed on use.

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

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

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

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

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

Toxicology

Toxicology allows characters to use toxins and infect targets with diseases. Toxicology is used to damage or inflict a status effect on a target. They are normally placed on piercing or slashing weapons to help them enter their victims bloodstreams. On melee weapons toxins last a round per grade of the toxin while ranged weapons are single use. Diseases require a failed Constitution +CPB versus the difficulty of the disease's grade to apply. Disease application difficulty starts at 12 and increases by 2 per grade. Learning toxicology requires survival or medical training skills.

Sanicurien, Effect: +1 instant hp toxin damage, Crafting: Vial, Water, Zalen Rose (2), Description: Sanicurien is a quick acting toxin that damages the health of an opponent.

Magicurien, Effect: 1 action silence toxin damage, Crafting: Vial, Water, Void Gland (2), Description: Magicurien is a quick acting toxin that damages the magic of an opponent.

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.

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.

Hemacurien, Effect: +1 instant bp toxin damage, Crafting: Vial, Water, Blood Thinner (2), Description: Hemacurien is a quick acting toxin that damages the blood resource or increases bleeding damage for the duration of the wound.

Sanicerra, Effect: + 1d4 hp toxin damage for 3 rounds, Crafting: Vial, Water, Zalen Rose (5), Description: Sanicerra is a powerful slow acting toxin that damages the health of an opponent.

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.

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.

Advanced Magicurien, Effect: 2 action silence toxin damage, Crafting: Vial, Water, Void Gland(4), Description: Magicurien is a quick acting toxin that damages the magic of an opponent.

Magicerra, Effect: 1d4 action silence toxin for 3 rounds, Crafting: Vial, Water, Void Gland (5), Description: Magicerra is a powerful slow acting toxin that damages the magic of an opponent.

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.

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.

Advanced Sanicurien, Effect: +3 instant hp toxin damage, Crafting: Vial, Water, Zalen Rose (4), Description: Sanicurien is a quick acting toxin that damages the health of an opponent.

Hemacerra, Effect: + 2 bp toxin damage for 3 rounds, Crafting: Vial, Water, Blood Thinner (5), Description: Hemacerra is a powerful slow acting toxin that damages the blood resource or increases bleeding damage for the duration of the wound.

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.

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.

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 toxin that causes its victim to be incapacitated. In some rare occurrences it has been known to kill.

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 toxin 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.

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.

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.

Pharmaceutical

Pharmaceuticals are a survival and medical training that allows characters to create cures for status effects, stimulants, and replenish resources. Targets can only have one of the pharmaceuticals used on them per round without incuring their side effect but additional uses will trigger them. Side effects trigger on the round after they are applied. Stimulant side effects causes their enhanced stat to become exhausted when the effects subside, reducing the effected stat by double the stimulant's enhancement until the target has a rest. Resource side effects cause the opposite effect to trigger. Target's can avoid the side effects with a Constitution + CPB roll versus the pharmaceutical's grade, starting at 12 and increaing by 2 per grade increase. Pharmaceuticals can be placed on slashing and piercing weapons to apply their effects, weapon damage in still incurred on friendly targets.

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.

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.

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.

Anti-Venom, Effect: Removes toxin, Crafting: Vial, Water, Zalen Rose, Void Gland, Extractant, Description: Anti-Venom is used to treat toxin victims. Side effect grants immunity to poisons for 2 rounds.

Health Boost, Effect: Cures 1d6 hp, Crafting: Vial, Water, Ghoetti Leaf (2), Description: A health boost gives a character a bit of health to restore their health pool.

Magic Boost, Effect: Cures 1d4 mp, Crafting: Vial, Water, Juarein Root (3), Description: A magic boost gives a character a bit of magic to restore their magic pool.

Blood Boost, Effect: Cures 1d4 bp, Crafting: Vial, Blood Bag, Description: A blood boost gives blood to restore their blood pool.

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.

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.

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.

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.

Charisma Stimulant, Effect: +1 Cha bonus for 3 rounds, Crafting: Vial, Water, Sphere of Charisma (1), Extractant, Description: A stimulant that gives a temporary boost in charisma to its user.

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.

Strength Stimulant, Effect: +1 Str bonus for 3 rounds, Crafting: Vial, Water, Sphere of Strength (1), Extractant, Description: A stimulant that gives a temporary boost in strength to its user.

Wisdom Stimulant, Effect: +1 Wis bonus for 3 rounds, Crafting: Vial, Water, Sphere of Wisdom (1), Extractant, Description: A stimulant that gives a temporary boost in wisdom to its user.

Constitution Stimulant, Effect: +1 Con bonus for 3 rounds , Crafting: Vial, Water, Sphere of Constitution (1), Extractant, Description: A stimulant that gives a temporary boost in constitution to its user.

Dexterity Stimulant, Effect: +1 Dex bonus for 3 rounds, Crafting: Vial, Water, Sphere of Dexterity (1), Extractant, Description: A stimulant that gives a temporary boost in dexterity to its user.

Intelligence Stimulant, Effect: +1 Int bonus for 3 rounds, Crafting: Vial, Water, Sphere of Intelligence (1), Extractant, Description: A stimulant that gives a temporary boost in intelligence to its user.

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