Production
Each production item has a rank, and that rank affects the cost and time required create the item In Game as well the Production Point cost of the Item. In the case of Runes and Potions, the rank is based on the spell’s level, shown on the table on this page. Each Event, a character can produce several basic items at Check In with production points (no components are used), as long as they have the Recipe. The character is limited to items within the ranks known by the character for check-in production. Each rank of a production skill grants the character 3 Production Points each Event, for that skill.
Once in game, a character can produce more items at an appropriate workshop as long as they also have a Recipe and Components by spending 5 minutes per rank of the item working for items. Creation cost will be noted on the individual recipes. Creation time can never be lowered further than 1 minute per item rank and may only be reduced if the character has the rank required for the item. Once a character has finished crafting, they must go to the marshal station and turn over the components and present the recipe to receive the item tag(s).
At character creation, a character will start with 1 Recipe for each rank of a single crafting skill they have.
A character, with the appropriate rank of a given Production skill, can create a copy of a Recipe they have access to by spending 15 minutes copying it. The cost to copy a Recipe is equal to the normal Component cost of the recipe to be copied.
Workshops can be acquired in-game by either being created or purchasing them. Only Minor workshops can be purchased, Standard and Major workshops are built in place and cannot be moved once built. Smithing and Engineering require a Forge, Brew Potion and Chemistry require a Laboratory, and Scribe Rune requires a Reliquary.
Ore- Used for Smithing and Engineering
Herbs- Used for Chemistry and Potions
Residuum- Used for Potions and Runes
Food Stuff- Used for Cooking
Deficit crafting:
A character who has purchased the first rank of any production skill may create any item within that production skill even items that denote a rank higher than the character possesses. All be it at a penalty in both time and resource. Any skills, abilities, or other effects that augment crafting may NOT be applied to deficit crafting.
Crafting time for deficit crafting will be adjusted as follows: the level of deficit will be counted and have a base of one added to it. This new total will be multiplied against the base time required to craft the desired item.
Example: Gath has one rank of Smithing and wishes to craft a Large shield, a rank five item. With a deficit of 4 ranks (rank 5 item minus one rank of skill purchased) plus the one base gives him a total multiplier of 5. The base time for a rank 5 crafted item is 25 minutes (5min/rank of item) 5X25min= 125 minutes to craft a large shield with 1 rank of smithing. Sam has four ranks of smithing and could craft the rank five large shield at a deficit of 1 rank plus the base of one base giving a total multiplier of 2 multiplied by the base time of 25min. for a total time of 50 minutes crafting time.
Crafting cost will also be adjusted for deficit crafting. The base cost of the item will always apply and any adjustment made under this section will be in addition to the base cost. Coast adjustment is also scaled off of the deficit without a base modifier added to it.
The scale is as follows:
One rank deficit: 25% cost increase
Two rank deficit: 50% cost increase
Three rank deficit: 75% cost increase
Four rank deficit: 100% cost increase
All percentage cost increase are rounded to a whole number in the players favor minimum increase of 1.
Example: The cost adjustment for Gath the rank one smith to craft a rank five large shield would be 200% (double) the listed cost on the recipe used. Where as Sam has four ranks of smithing, so she could craft a rank five large shield for 125% the listed cost on the recipe.
Brew Potion:
Brew Potion allows the character to store non-offensive spells into potions to be used later. Potions can be used by any player that is free to make a drinking motion, which takes a 3 counted action. All potions have duration of 1 year, after which they expire and are no longer useable. To make a potion, the character must have: the recipe, the corresponding components, and have the appropriate Rank of Brew Potion (Rank 1 for 1st& 2nd level spells; Rank 2 for 3rd& 4th level spells; Rank 3 for 5th& 6th level spells, Rank 4 for 7th& 8th level spells; and rank 5 for 9th level spells). Potions that have the Restoration healing effect have their value based on the Recipe. Rank 5 Potions can only be crafted in game at a Laboratory. Each Recipe will have the required materials and the time needed to craft the item.
Spell Level | Rank | Component cost |
---|---|---|
1 | 1 | 1 Common |
2 | 1 | 2 Common |
3 | 2 | 3 Common |
4 | 2 | 4 Common |
5 | 3 | 2 Common, 1 Uncommon |
6 | 3 | 4 Common, 1 Uncommon |
7 | 4 | 4 Common, 2 Uncommon |
8 | 4 | 8 Common, 2 Uncommon |
9 | 5 | 10 Common, 4 Uncommon
2 Rare |
Rank 5 Brew Potion Items:
BLACK WATER Creation Time:15 Minutes Materials: 3 Uncommon Herbs/Residuum 2 Rare Herb
Description This item is a named component and is used in other Advanced Production.
CLOUDED ELIXIR Creation Time:15 Minutes Materials: 5 Uncommon Herbs/Residuum 1 Rare Herb
Description This item is a named component and is used in other Advanced Production.
DEEP COOLING WATER Creation Time: 30 Minutes Materials: 3 Uncommon Herbs/Residuum 1 Named Residuum
Description This item is a named component and is used in other Advanced Production.
DILUTING AGENT Creation Time:15 Minutes Materials: 2 Uncommon Herbs/Residuum 1 Rare Herb
Description This item is a named component and is used in other Advanced Production.
EVOCATION POTION Creation Time: 25 Minutes Materials: 10 Common Herbs/Residuum 4 Uncommon Herbs/Residuum 2 Rare Herbs/Residuum
Description This creates a potion of the Evocation spell.
FLASK Creation Time: 25 Minutes Materials: 10 Uncommon Herbs/Residuum 1 Named Residuum 1 Clouded Elixir
Description this item is a dormant reagent on its own, but when blended with an advanced potion that normally lasts for 5 minutes or 1 Encounter, it will extend the duration to 1 hour or Module. It takes 1 minute to blend the Flask with the potion, after which the 2 tags must be clipped together, also, once blended, they cannot be separated.
POTION OF FREE ACTION Creation Time: 15 Minutes Materials: 5 Uncommon Herbs/Residuum 3 Rare Herbs
Description This potion causes the imbiber’s movement to be unhindered. This grants the character the benefits of the skill Underwater Combat, and Immunity to Slow and Difficult Terrain. This effect lasts for 5 minutes or 1 Encounter.
HEROISM POTION Creation Time: 25 Minutes Materials: 10 Common Herbs/Residuum 4 Uncommon Herbs/Residuum 2 Rare Herbs/Residuum
Description This creates a potion of the Heroism spell.
LIFE POTION Creation Time: 25 Minutes Materials: 10 Common Herbs/Residuum 4 Uncommon Herbs/Residuum 2 Rare Herbs/Residuum
Description This creates a potion of the Life spell.
METERED DECANTER Creation Time: 30 Minutes Materials: 5 Uncommon Herbs/Residuum 1 Rare Herb 1 Named Herb
Description This item is a named component and is used in other Advanced Production.
POTION OF MIGHTY STRENGTH Creation Time: 15 Minutes Materials: 4 Uncommon Herbs/Residuum 2 Rare Herbs
Description This potion imbues the character with superhuman strength for a brief time. This grants the character +4 Permanent Strength for 5 minutes or 1 Encounter.
PURIFICATION FILTER Creation Time: 30 Minutes Materials: 4 Uncommon Herbs/Residuum 2 Rare Herb
Description This item is a named component and is used in other Advanced Production.
POTION OF RENEW MIND, MINOR Creation Time:15 Minutes Materials: 5 Uncommon Herbs/Residuum 1 Rare Herb
Description This potion will restore up to 5 Levels worth of Spell Slots that the character had previously expended. The Slots gained cannot exceed the character’s maximum, and any such points gained that would exceed the maximum are wasted.
POTION OF RENEW MIND, MAJOR Creation Time: 30 Minutes Materials: 5 Uncommon Herbs/Residuum 1 Rare Herb 1 Named Residuum
Description This potion will restore up to 10 Levels worth of Spell Slots that the character had previously expended. The Slots gained cannot exceed the character’s maximum, and any such points gained that would exceed the maximum are wasted.
POTION OF RENEW PROWESS, MINOR Creation Time:15 Minutes Materials: 5 Uncommon Herbs/Residuum 1 Rare Herb
Description This potion will restore up to 2 Levels of Combat Slots that the character had previously expended. The Slots gained cannot exceed the character’s maximum, and any such points gained that would exceed the maximum are wasted.
POTION OF RENEW PROWESS, MAJOR Creation Time: 30 Minutes Materials: 5 Uncommon Herbs/Residuum 1 Rare Herb 1 Named Herb
Description This potion will restore up to 5Levels Combat Slots that the character had previously expended. The Slots gained cannot exceed the character’s maximum, and any such points gained that would exceed the maximum are wasted.
POTION OF WILD MAGIC, MINOR Creation Time: 10 Minutes Materials: 3 Uncommon Herbs/Residuum 1 Rare Herb
Description This potion temporarily increases the character’s Spell Pool by 25 for 5 minutes or 1 Encounter.
POTION OF WILD MAGIC, STANDARD Creation Time: 15 Minutes Materials: 6 Uncommon Herbs/Residuum 2 Rare Herbs
Description This potion temporarily increases the character’s Spell Pool by 50 for 5 minutes or 1 Encounter.
POTION OF WILD MAGIC, MAJOR Creation Time: 20 Minutes Materials: 10 Uncommon Herbs/Residuum 4 Rare Herbs
Description This potion temporarily increases the character’s Spell Pool by 75 for 5 minutes or 1 Encounter.
CHEMISTRY
Chemistry is the mastery of mixing the natural elements of the world and creating a useful and sometimes deadly product. Chemistry creates Elixirs, which can be imbibed similar to potions to have an effect on the drinker, Salves, which can be applied to a surface for some effect or so that the next unlucky soul to touch it is exposed to the chemical, and finally Vials of toxic chemical that can have assorted effect on the target. Unless otherwise stated, you must have the rank of Chemistry equal to the production rank of the item in order to use it.
Salves- Requires a 3 count to apply to a target or surface.
Elixirs- Requires a 3 counted action to drink; doing so requires no special skill. To add the Elixir to food or drink requires a 3 counted and must be done in front of a Marshal; the first person to imbibe the food/drink will take the effect.
Vial- These are a thrown item and require the use of a packet, preferably orange. To throw the Vial the player must announce “Poison Vial”. Since it is an actual item they are throwing, they must have a free hand with which to throw the Vial and once the verbal has been said they have 3 seconds to throw the Vial or it is wasted. Vials function much like spells in that they affect the target if it strikes any part of them, their garb, or possessions.
Blade Poison- These poisons can be applied to a weapon that can be used at a later time. Up to 1 Blade Poison can be stored on Short Weapons/Thrown/Ammo, 2 on Medium/Long Weapons, and 3 on Great Weapons. In the case of Vorpal the weapon gains the effect of the Blade Poison for all attacks leading up to a successfully landed attack; for all other Blade Poisons it is consumed on the next swing hit or miss. It takes a 10 counted action to safely apply each poison to a weapon. If placed on Ranged weapons the effect is only good for a single attack hit or miss.
Acid Type: Vial Duration: Immediate Target takes damage of the specified amount, from volatile acid and fumes. The call for this Vial is different than the standard the call. The call is “Elemental Acid”.
Alchemical Solvent Type: Salve Duration: Immediate This substance will eat away and weaken the surface it is applied to. If it is applied to a surface that has a chemical salve already present it will neutralize it. If placed on an item or surface that is not Indestructible, the item becomes weak and requires 2 fewer points of Strength to break. 1 Dose of this salve will affect up to 1 square foot of surface, 1 inch thick.
Antidote Type: Elixir Duration: Immediate This elixir will cure the imbiber of any Metabolic effects that currently affect their person.
Antitoxin Type: Elixir Duration: Immediate This elixir will allow the imbiber to Resist the next Toxin that affects them.
Berserk Type: Salve, Vial Duration: 30 Minutes This chemical mixture causes the affected character to become Berserked, forcing them into a blind rage they will attack everyone in line of sight until the duration expires or they are unable to do so. This is a metabolic altering effect.
Blue Luster Type: Elixir Duration: 5 Minutes This chemical will make the imbiber immune to Fear effects for the duration.
Catalyst, Greater Type: Elixir Duration: Instant This chemical has no effect on its own, however when mixed with a potion that generates a protective, its effect multiplies. When the potion is in imbibed the effect will be double in some manner; if the effect has a duration then it is doubled, if the effect generates a shield/resist effect then it is doubled. This in fact grants the imbiber a double stacking of the same shield. It takes 1 minute to mix the elixir with the potion, after which the 2 tags must be clipped together, also once mixed they cannot be separated.
Catalyst, Lesser Type: Elixir Duration: Instant This chemical has no effect on its own; however, it can be mixed with up to 3 potions. This concentrates all 3 potions into a single vial, allowing all 3 effects to be gained on a single action. It takes 1 minute to mix the elixir with the potion, after which the tags must be clipped together. Also, once mixed, they cannot be separated.
Catalyst, Minor Type: Elixir Duration: Instant This chemical has no effect on its own, however when mixed with a potion that has a Restoration effect the effect of the potion is doubled. It takes 1 minute to mix the elixir with the potion, after which the 2 tags must be clipped together, also once mixed they cannot be separated.
Forget Type: Elixir Duration: Instant This effect will cause a character to forget the 15 minutes prior to imbibing the elixir. All they will remember for the time frame is a blank spot and nothing else from that time. This must be Role-played.
Hardening Agent Type: Salve Duration: 1 hour Applying this chemical to an item will increase its durability allowing the item to resist Shatter/Destroy effect once, after which the effects will fade.
Healing Type: Elixir Duration: Immediate Target is cured for 5 Body Points. This is non-magical healing.
Intoxicant Type: Elixir Duration: Extended An intoxicant is the equivalent to a strong alcoholic drink and will affect all races. While under the effect, which last 15 minutes per dose, the target is Slowed.
Liquid Light Type: Salve Duration: Until next sunrise This creates a salve that when applied to an item will generate a Light effect allowing the player to use a diffused light source.
Nausea Type: Salve, Elixir, Vial Duration: 30 Minutes The character becomes extremely nauseated and violently sick. They can use no game skills but can still speak in 3-4 word sentences.
Oil of Slipperiness Type: Salve Duration: Extended One dose of this oil covers up to one square foot and makes an area or item extremely slick. It can be used in a Counted Action to free a character from a Physical Entangle, Pin, Bind, or Web Effect. If placed on an object, it will make that object impossible to pick up (for 10 seconds from the first time it is touched). If on an area of ground or floor, anyone stepping into that area should roleplay sliding through or falling. This can be used as a Counted Action on a character not already subject to a Physical Entangle, Pin, Bind or Web (and not already so treated) to grant one Indefinite Resist (Physical Entangle, Pin, Bind, or Web), called as “Oil of Slipperiness.” An Oil of Slipperiness may also be used to dissolve a Paste of Stickiness (negating both).
Paralysis Type: Vial, Elixir, Salve Duration: 30 Minutes The target of this chemical becomes Paralyzed for the duration. During the duration they are still aware of the world around them so long as they are also conscious, but cannot move, speak, or use skills.
Paste of Stickiness Type: Salve Duration: Permanent This paste is a strong glue, and a single application will cover up to one square inch. If the item treated touches another item for three seconds, the two stick together. This can be used to glue an item into a character's hand and this will automatically Resist the next Disarm/Fumble Effect against that item with the call, “Paste of Stickiness.” A Paste of Stickiness may also be used to dissolve an Oil of Slipperiness (negating both). A Disarm Effect targeting any item stuck to another item with Paste of Stickiness will remedy the effect of the Paste of Stickiness.
Red Luster Type: Elixir Duration: 10 Minutes This chemical forces the imbiber into a controlled Berserk effect, while under its effects the imbiber is immune to Fear and Shun effects, additionally if affected by a Berserk effect they do not lose control and gain +4 Base Weapon Damage verse the player that generated the effect. While under this effect the character will pursue all enemies until there are none in sight.
Smelling Salts Type: Salve, Vial Duration: Instant This chemical will remove the following effects from the target: Charm, Stun, Fear and Unconsciousness.
Vorpal Coating Type: Blade Poison Duration: 24 Hours This contact gel is applied to a weapon and unlike all other Blade Poisons, needs, no special skill to use, once applied to the weapon. It adds the Vorpal bonus to the Base Weapon Damage for their next attack and is expended hit or miss.
ADVANCED PRODUCTION Advanced Chemistry items can only be crafted in game at a Laboratory. Each Recipe will have the required materials and the time needed to craft the item.
BONDING COMPOUND Creation Time: 15 Minutes Materials: 5 Uncommon Herbs 1 Rare Herb 1 Named Herb
Description This chemical takes a full minute to apply to the objects to be affected. It will cover up to 1sq.ft. on each item. Once applied the pieces must be put together and left undisturbed for 2 full minutes, at the end of which time the items will become as one. They cannot be separated without breaking the item. This can even be used to Rebuild broken items.
BLADE POISON: NAUSEA Creation Time: 15 Minutes Materials: 2 Common Herbs 2 Uncommon Herbs 1 Rare Herb
Description This blade poison is applied to a weapon; giving the weapon a Carrier Attack. It causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it, to have Nausea added as an Effect Carrier to the damage normally called.
DECANTER Creation Time: 30 Minutes Materials: 1 Rare Herb 1 Named 1 Glowing Bottle
Description This item allows a character to change a chemical into a more basic form in the field. This means a character could take a Vial and turn it into a Salve or Elixir of the same type, this takes 2 minutes of work.
EPOXY Creation Time: 30 Minutes Materials: 3 Uncommon Herbs/Residuum 2 Rare Herbs
Description This item is a named component and is used in other Advanced Production.
FIREDAMP Creation Time: 30 Minutes Materials: 3 Uncommon Herbs/Residuum 2 Rare Herb
Description This item is a named component and is used in other Advanced Production.
FLASK FLAME Creation Time: 30 Minutes Materials: 3 Uncommon Herbs/Residuum 2 Rare Herb
Description This item is a named component and is used in other Advanced Production.
GLOWING BOTTLE Creation Time: 30 Minutes Materials: 3 Uncommon Herbs/Residuum 1 Named Herb
Description This item is a named component and is used in other Advanced Production.
NIGHT EYES POWDER Creation Time: 15 Minutes Materials: 2 Uncommon Herbs/Residuum 3 Rare Herb
Description This chemical is a light powder that is applied to the character’s eyelids. Once applied, the character will be able to see in dark conditions without a light source. This does not allow for out of game items like night vision scopes, as this is intended for use in certain in game situations like Modules. This powder will last for 2 hours or until wiped away.
PETRIFICATION SALVE Creation Time: 15 Minutes Materials: 3 Uncommon Herbs/Residuum 2 Rare Herbs
Description This will remove the effects of Petrify from the target, restoring them to the state that they were in when they became Petrified. This means that all time for them starts again, and time sensitive things like Bleed Out counts will resume from where they were halted.
RESIN Creation Time: 30 Minutes Materials: 3 Uncommon Herbs/Residuum 2 Rare Herbs
Description This item is a named component and is used in other Advanced Production.
SETTING SOLUTION Creation Time: 25 Minutes Materials: 5 Uncommon Herbs/Residuum 5 Rare Herbs 1 Named Herb
Description This chemical can be applied to a single item up to 8 sq. ft. in surface area. Once applied, the chemical grants the item the Unshatterable property until the item expires.
THERMITE Creation Time: 30 Minutes Materials: 3 Uncommon Herbs/Residuum 1 Rare Herb 1 Named Herb
Description This item is a named component and is used in other Advanced Production.
UNIVERSAL SOLVENT Creation Time: 10 Minutes Materials: 2 Uncommon Herbs/Residuum 2 Rare Herbs
Description This chemical will cause up to 3 sq. ft. of an object to become weakened and easier to break. It takes a 10 counted action to apply to a surface, and lowers the Strength required to break the object by 6.
BLADE POISON: VORPAL +8 Creation Time: 25 Minutes Materials: 5 Uncommon Herbs
Description This Blade Poison is applied to a weapon, and unlike all other Blade Poisons, needs no Energy expenditure from Poison Use to use once applied to the weapon. It causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it, to have 8 bonus damage applied to the amount of damage normally called.
COOKING
Cooking allows for the creation of food items that can be consumed and give some benefit. Cooking, while considered a production skill, follows its own set of rules.
Creation: All cooking recipes are unique and do not have a set cost based on their Rank, this is to reflect that while items might be equally difficult to make their materials can vary. When creating food items with Cooking the character must have the Recipe for the item they want to make, the matching Rank of Cooking, the components listed on the Recipe, and access to a place to cook with tools. This could be as simple as a fire pit and a skillet; or a kitchen, these are treated to be a Minor Workshop and require 5 minutes per Rank of the Recipe to create a single Item. Another difference is that the items created only have a 3 game duration, this is not affected by the Artisan class ability; food goes bad after all.
Item Use: It does not take any special skill to consume a food item and receive the benefits of it; however it does take some time. Unless otherwise stated the time required to consume a food item is 5 minutes, this is not a standard counted action and things that reduce Counted Actions do not apply. During this time the character cannot use Active Skills, Cast Spells, or be in Combat, but could be walking and carry on a conversation.
The following entries are the known recipes in the game, though others do exist. A character can only be under the effect of 2 ongoing effects of a food item or a single Feast. You may not benefit a second time from effects that last for one hour or module until the hour or module expires.
All food will heal 3 Body Points per Rank in addition to the effects listed; if healing is part of the effect the greater of the 2 numbers takes precedence.
Rank 1 Recipes:
HERBAL TEA Cost: 1 Common Foodstuff
When this item is consumed before going to sleep it will grant a peaceful night’s rest. During this rest Derangements are suppressed.
SPICED BREAD Cost: 4 Common Foodstuff
This item when consumed will grant the character +3 Base Body Points, these points can be healed and will last for 1 hour or module.
SALTED PORK Cost: 3 Common Foodstuff
This item when consumed will restore up to 10 Body Points, any points that go above the characters’ maximum will become Temporary Body Points. These points can stack with Endurance.
WEAK FIREWATER Cost: 2 Common Foodstuff
This item when consumed will increase the character's Spell Pool by 10 points, so long as they have a Spell Pool. This will last for one hour or Module.
Rank 2 Recipes:
CHICKEN SOUP Cost: 2 Common Foodstuff
This item when consumed will remove all Diseases that currently infect the character.
HARDTACK Cost: 1 Common Foodstuff
This item can be consumed the same day that it is baked, but has no benefit; however, after the first day they become thrown weapons.
MILD CHILI Cost: 3 Common Foodstuff
This item when consumed will cause the characters’ breath to become fairly hot. They will be able to throw three packets as "Natural 10 Fire" during the next hour; any unused charges will be lost.
MASH WHISKEY Cost: 2 Common Foodstuff
This item when consumed will cause the player to be slightly intoxicated, but will also cause their Bleed Out count to be increased to 3 minutes, this effect will last for 1 hour or Module.
Rank 3 Recipes:
PEPPER JERKY Cost: 1 Common Foodstuff, 1 Uncommon Foodstuffs
This item when consumed will allow the character to Resist Disease once during the next hour or Module.
CORNBREAD Cost: 4 Common Foodstuff, 1 Uncommon Foodstuffs
This item when consumed will restore up to 15 Body Points, any points that go above the characters’ maximum will become Temporary Body Points. These points can stack with Endurance.
STRONG FIREWATER Cost: 5 Common Foodstuff, 2 Uncommon Foodstuffs
This item when consumed will increase the character's Spell Pool by 15 points, so long as they have a Spell Pool. This will last for 1 hour or Module.
PEACH PIE Cost: 3 Common Foodstuff, 1 Uncommon Foodstuffs
This item when consumed will grant the character +5 Base Body Points, these points can be healed and will last for 1 hour or Module.
BARLEY STEW Cost: 4 Common Foodstuff, 1 Uncommon Foodstuffs
This item when consumed will cause them to rapidly heal causing them to Regenerate damaged limbs.
STRONG ALE Cost: 4 Common Foodstuff, 2 Uncommon Foodstuffs
This item only takes a 10 count to consume and will bolster the characters’ resolve; they will become Immune to Fear effects from the next target that generates such effects. This effect will last for 1 hour or Module.
TART WAFER Cost: 1 Common Foodstuff; 1 Uncommon Foodstuffs
This item when consumed will remove all Toxins and Metabolic effects from the character, but will not undo any damage they might have already done.
BLACK COFFEE Cost: 2 Common Foodstuff, 1 Uncommon Foodstuffs
This item when consumed will grant the character three non-selective Resist Sleep; this will be the next three attacks with such effect the player cannot choose which attacks to stop. These will last for 1 hour or Module, or until used.
Rank 4 Recipes:
TOXIC FIREWATER Cost: 4 Common, 2 Uncommon, 1 Rare
This item when consumed will increase the character's Spell Pool by 20 points, so long as they have a Spell Pool. This will last for 1 hour or Module.
HOT ONION SOUP Cost: 4 Common, 2 Uncommon, 1 Rare
This item when consumed will allow the character the use of two Masteries, which they have training in and cost 5SP or less, without expending their purchased skill. They must be used in the next hour or Module, or they are lost.
GUMBO Cost: 2 Common, 1 Uncommon, 1 Rare
This item when consumed will grant the character +8 Base Body Points, these points can be healed and will last for 1 hour or Module.
BUTTER TEA Cost: 2 Common, 2 Uncommon, 1 Rare
This item when consumed will cure the target of all negative effects on their person, no matter the source, so long as the duration is not Instant or Permanent. Additionally, while this will not remove a Derangement, it will suppress it for 4 hours.
GO JUICE Cost: 10 Common, 6 Uncommon, 3 Rare
This item takes a 10 count to consume and will grant the character 4 levels of Combat Slots that must be expended during the next 5 minutes or Encounter, or be lost. These can exceed the character's current purchased slots.
ENRICHED BREAD Cost: 4 Common, 2 Uncommon
This item takes 1 minute to consume and will restore the character to full Body Points and remove any effects that are lowering their maximum Base Body points.
RED RUM Cost: 6 Common, 6 Uncommon, 2 Rare
This item when consumed will make the character Immune to all Fear and Charm/Compulsion effects for 1 hour or Module. This only grants Immunity to effects; they will still take any damage that might be part of those attacks.
SWEET ROLL Cost: 4 Common, 2 Uncommon, 1 Rare
This item when consumed will grant the character +1 Permanent Strength for 1 hour or Module.
Rank 5 recipes:
MAGISTERS FEAST Cost: 15 Common, 8 uncommon, 4 Rare, 2 Named
This feast feeds up to 10 characters and for 1 hour or Module grants those characters the following benefits: +3 Base Body Points, +20 Spell Pool, and Improved Concentration.
BRAWLERS FEAST Cost: 15 Common, 8 uncommon, 4 Rare, 2 Named
This feast feeds up to 10 characters and for 1 hour or Module grants those characters the following benefits: +5 Base Body Points, Recovery 6 and +1 Temporary Strength.
Engineering:
Engineering allows a character to create locks, traps, bombs, and other technological devices. Unless otherwise stated, you must have the rank of Engineering equal to the production rank of the item in order to use it.
Bombs- These are thrown items and require the use of a packet, preferably red. To throw the bomb the player must announce “Elemental Bomb”. Since it is an actual item they are throwing, they must have a free hand with which to throw the Bomb and once the verbal has been said they have 3 seconds to throw the Bomb or it is wasted. Bombs function much like spells in that they affect the target if it strikes any part of them, their garb, or possessions.
Traps-An Engineer may construct traps which can be set or disarmed by anyone with Disable Device; though engineers can arm traps, so long as it is a trap they can construct, which takes 2 minutes. All traps must contain three elements (a trigger, a mechanism, and a device) and those elements must be connected to one another by wires or strings. The trigger is the means by which the trap is set off, and includes such things as pressure switches, tripwires, and electrical contacts. The mechanism is the means by which a Marshal (or players) knows the trap was triggered, and includes such things as buzzers, mousetraps, and light bulbs. The device is the part of the trap that actually inflicts the Effect on the victims and is the point from which any distances are measured; unless otherwise stated traps have a 5 foot effect radius. A trap should not be set without Marshal Approval of the design of the trap. Traps cannot be set Out-of-Game by players without direct approval of a Marshal and should never be set Out-of-Game (by a player or Marshal) in such a way that a character could not have set them. Setting a trap In-Game requires that the player actually set up the props for the trigger, mechanism, and device, as well as complete a 30 second Counted Action to arm the trap. (The actual set-up of the props can be done during the Counted Action, or before, or any combination thereof, but the set-up should not include arming the trap until the Counted Action is taken.) If this Counted Action is aborted, the setting character takes any effect during the Counted Action, or the mechanism of the trap is set off during the Counted Action, then the trap is set off by the person arming it.
A character with Disable Device may disarm a trap by any action which prevents the trigger from triggering, prevents the mechanism from indicating the trap has gone off, or severs the connection between the mechanism and the device. This should not be done in such a way as to permanently damage the prop for the trap. A trap that is armed is dangerous and can be set off by the slightest of actions including; being touched by a character without the Disable Device skill, being moved more than 5 feet from the initial arming location, and Shatter/Destroy effects on any part of a trap will cause that trap to go off.
Acid/Fire Trap This recipe allows a character with the Engineering Skill to create a basic trap. The device for this trap is a container prop which must have a volume of at least 8 cubic inches and be at least one-half inch in its smallest dimension. Any character within five feet of the device when the trap goes off takes damage delivered as “Elemental 10 Fire/Acid”. Anyone who takes this Damage Effect also suffers a Shatter effect on any exposed items not made of metal, bone, wood, or other hard materials. (Marshal judgment should include potions, pouches, cloth, components, scrolls, maps, globes, Bombs, etc.) An item inside a hardened container protects such items; items inside a non-hardened container (such as a leather pouch) protects the item if they are completely within, but not if any part of them is exposed. (The non-hardened container is destroyed either way.) Items within the area but not on persons are similarly affected. An Acid Trap or Fire Trap destroys itself when it goes off.
Alarm Trap This recipe allows a character with the Engineering skill to create an Alarm trap. The device for this trap is something capable of producing loud noise or bright lights. For this type of trap the mechanism and the device can be the same item. The device should be made as appropriate to the game environment as possible. A Shatter or Destroy effect on the device of an Alarm Trap will destroy it without setting it off. An Alarm Trap is not destroyed by use and can be reset or recovered to be re-used (unless damaged or otherwise destroyed.)
Cannon This recipe allows a character with the Engineering Skill to create a Cannon. This weapon is a multi-shot ranged weapon, with a maximum ammo capacity of 9 shots and has a base damage of 3. This can be repped by a Nerf style gun that fires foam darts. This weapon requires the Gun skill to use and 2 hands to operate.
Explosive Trap This recipe allows a character with the Engineering skill to create an Explosive Trap. The device for this trap is a container prop which must have a volume of at least sixty-four cubic inches and be at least 4 inch in its smallest dimension. Any character within five feet of the device when the trap goes off takes 10 points of damage. Anyone who takes this Damage Effect also has all valid items suffer a Shatter effect. Items within the area but not on persons are similarly affected.
Firebomb This recipe allows a character with the Engineering skill to create a basic bomb. This bomb is a thrown attack, and on hit, the target takes damage of the specified amount from fire and shrapnel when the bomb explodes. The call to use this bomb is “Elemental Firebomb”. Once the call is completed, the packet must be thrown within three seconds or the holder takes the effect. If the call is mis-stated, the bomb was improperly prepared and is destroyed.
Flashbomb This recipe allows a character with the Engineering skill to create a Flashbomb. This bomb is a thrown attack, and on hit, the target suffers the Blind effect for 10 seconds. The call to use this bomb is “Elemental Blind Bomb”. Once the call is completed, the packet must be thrown within three seconds or the holder takes the effect. If the call is mis-stated, the bomb was improperly prepared and is destroyed.
Grandmaster Gas Trap This recipe allows a character with the Engineering skill to create a Gas Trap. The device for this trap is a container prop which must have a volume of at least 48 cubic inches and be at least 2 inches in its smallest dimension. When setting this trap, the character setting the trap must tear tags for three Vials of the same type of Chemistry Vial. (The character need not have any skill in Chemistry.) Any character within 10 feet of the device when the trap goes off takes the effect of the Vial used. A Gas Trap is not destroyed when set off or disarmed, but the Vials included are. The trap itself may be recovered and reset with a new gas, unless otherwise damaged or destroyed.
Improved Tinker This recipe allows a character with the Engineering skill to create an Improved Tinker. Like Minor Tinkers, these improve mechanical items. If used on a trap, the time to arm the trap is either reduced to a 3 counted action or will increase the area of effect of the trap to 10 feet. If used on a lock, it will make the lock reactive, such that on a failed Disable Device attempt it will break the user’s Tools.
Engineering |
---|
Rank 1 |
Alarm Trap |
Basic Trap |
Firebomb 5 |
Minor Tinker |
Smoke Bomb Trap |
Rank 2 |
Firebomb 10 |
Improved Tinker |
Lock |
Magnetized Plates |
Master Trap |
Tools |
Rank 3 |
Firebomb 20 |
Flashbomb |
Grandmaster Traps |
Gun: Pistol |
Master Lock |
Master Tools |
Rank 4 |
Firebomb 30 |
Grandmaster Lock |
Grandmaster Tools |
Gun: Cannon |
Master's Workings |
Stun Bomb |
Locks This recipe allows a character with the Engineering Skill to create Locks and Keys. A Lock’s level can vary from 1 to beyond 20, creating higher level locks consumes more materials. The cost of a Lock is the Rank of the lock times the Level of the lock being crafted. When a Lock is created, it includes 2 Keys for that Lock; additional Keys can be made so long as the character making the new Key has one of the originals. The cost to make a Key is the same as a Tool of the appropriate rank. All Locks are crafted as either a Padlock or Container style. Padlock style can be used and moved over and over as they are not permanently attached to an item; however, Container style must be attached to a door, chest, or similar object, once attached it becomes a part of that object. A Lock that has been attached can never be removed; however, it also is no longer a valid target for Shatter and Destroy effects, since it is part of a larger whole.
Magnetized Plating This item can be applied by any character with the Engineering skill, this item will temporally Repair a suit of armor that has been Breached or a weapon that has been Broken. These effects will last for up to 1 hour or until the item is broken again. This takes a 30 counted action to apply to the targeted item.
Master and Grandmaster Locks These locks function the same as a normal lock however they require special Tools to Disable them. The tools must be of equal or higher quality to even attempt.
Master Gas Trap This recipe allows a character with the Engineering skill to create a Gas Trap. The device for this trap is a container prop which must have a volume of at least 24 cubic inches and be at least 1 inch in its smallest dimension. When setting this trap, the character setting the trap must tear tags for three Vials of the same type of Chemistry Vial. (The character need not have any skill in Chemistry.) Any character within 5 feet of the device when the trap goes off takes the effect of the Vial used. A Gas Trap is not destroyed when set off or disarmed, but the Vials included are. The trap itself may be recovered and reset with a new gas, unless otherwise damaged or destroyed.
Master’s Workings This recipe allows a character with the Engineering skill to make devices that are stronger than normal. This includes Locks, Tools, hinges, and any other appropriate plot-approved item. Such a reinforced device is more resistant to forces that would normally destroy the item. Each application gives the item one once-ever “Resist Shatter”; which can be called as a Resist to any Shatter or Destroy effect from a trap, spell, or other non-High Magic destructive force. An item may only have six such Resists; at one time. These share expiration with the item they reinforce.
Minor Tinker This recipe allows a character with the Engineering skill to create a Minor Tinker. Minor Tinkers are small improvements on existing mechanical items. If used on a trap, the time to arm the trap is reduced by 30 seconds minimum of a three counted action. If used on a Bomb, the damage is increased by 5 points of damage. If used on a lock, an extra 2 failures are added when Disable Device is used to pick the lock.
Pistol This recipe allows a character with the Engineering skill to create a Pistol. This item is a multi-shot ranged weapon, with a Max Load of 6 shots and has a base damage of 3. This can be repped by a Nerf style gun that fires foam darts. This weapon requires the Gun skill to use.
Smoke Bomb Trap This recipe allows a character with the Engineering skill to create a Smoke Bomb Trap. The device for this trap is a container prop which must have a volume of at least 48 cubic inches and be at least 2 inches in its smallest dimension. When triggered, this trap releases a large could of smoke that clears quickly. Any character within five feet of the device when the trap goes will suffer the Blind effect for 10 seconds. This trap is destroyed when it goes off.
Stun Bomb This recipe allows a character with the Engineering skill to create a Stun Bomb. This bomb is a thrown attack, and on hit, the target suffers the Stun effect for 10 minutes. The call to use this bomb is “Elemental Stun Bomb”. Once the call is completed, the packet must be thrown within three seconds or the holder takes the effect. If the call is mis-stated, the bomb was improperly prepared and is destroyed.
Tools This recipe allows a character with the Engineering skill to create Tools. Tools are necessary to use the Disable Device skill on Traps and Locks. Basic Tools do not grant any bonus on Disable Device Contested Rolls.
Weapon Trap This recipe allows a character with the Engineering skill to create a basic trap. The device for this trap is a boffer prop which must be at least 6 inches in its smallest dimension. Any character struck by the device takes 10 points of damage, delivered as a physical weapon attack. The device for a Basic Weapon Trap is a Marshal approved packet, boffer, or similar prop that must be rigged to fall, launch, or be mechanically thrown when the mechanism is activated. (In the case of a trap under direct Marshal Supervision, it is permissible for the Marshal to throw the device, but it must be done with the idea of mechanical launching in an indirect manner, or a direct manner at a pre-determined point, not aimed fire at a particular character. The first character struck by the device takes the Damage, as if the device were a normally swung/thrown weapon. (So the device may be blocked, parried, is considered a Physical delivered effect, etc…) A Shatter or Destroy effect on the device of a Weapon Trap will destroy it. A Weapon Trap is not destroyed by use and can be reset or recovered to be re-used (unless the device was damaged, destroyed, or removed).
RANK FIVE Engineering items can only be crafted in game at a Forge. Each Recipe will have the required materials and the time needed to craft the item.
BASIC SCOPE Creation Time: 20 Minutes Materials: 10 Uncommon Ore 3 Rare Ore 1 Spyglass
Description This item can be attached to a Bow or Crossbow. Once attached, the item will gain +1 damage for the duration of the scope. This effect cannot be stacked with the Honed Advanced Production.
CLUTCH Creation Time: 15 Minutes Materials: 3 Uncommon Ore 1 Rare Ore
Description This item is a named component and is used in other Advanced Production.
CRANK LIGHT Creation Time: 10 Minutes Materials: 2 Uncommon Ore 1 Named Ore 1 Whirlygig
Description This item will generate a Light effect, following the same restrictions as the spell of the same name.
DEFIBRILLATOR LIGHT 700 Creation Time: 45 Minutes Materials: 10 Uncommon Ore 5 Rare Ore 1 Named Residuum 1 EL512 1 Gyro Destabilizer
Description This item can generate a “Natural Life” effect once each day. To use the item, the handle must be cranked 20 times then used on the target. This effect will consume 2 Quartz each time it is used. This invention is extremely dangerous, and only skilled engineers with advanced training can use it.
DISTILLER Creation Time: 15 Minutes Materials: 3 Uncommon Ore 2 Rare Ores
Description This item is a named component and is used in other Advanced Production.
EL512 Creation Time: 15 Minutes Materials: 4 Uncommon Ore 1 Rare Ore
Description This item is a named component and is used in other Advanced Production.
EXOTIC CLIP (+3 Damage) Creation Time: 15 Minutes Materials: 3 Uncommon Ore 1 Rare Ore
Description This clip holds 10 shots of special ammo that grants +3 Temporary Damage. This ammo is expended when used.
EXOTIC CLIP (+5 DAMAGE) Creation Time: 15 Minutes Materials: 5 Uncommon Ore 3 Rare Ore
Description This quiver holds 10 shots of special arrows that grant +5 Temporary Damage. These arrows are expended when used.
EXOTIC QUIVER (CRITICAL) Creation Time: 15 Minutes Materials: 5 Uncommon Ore 1 Named: Steel Description This quiver holds 10 shots of special arrows that add the Critical Modifier to the attack. These arrows are expended when used.
GYRO-DESTABILIZER Creation Time: 15 Minutes Materials: 4 Uncommon Ore 1 Rare Ore
Description This item is a named component and is used in other Advanced Production.
HAMMER SHOT Creation Time: 20 Minutes Materials: 10 Uncommon Ore 1 Servo Piston 1 Thermoflange
Description This add-on can only be used to modify a gun weapon and will increase the base damage of a Cannon to 4 damage.
HIGH CALIBER Creation Time: 20 Minutes Materials: 10 Uncommon Ore 1 Named Ore 1 Servo Piston 1 High Fusion Cell
Description This add-on can only be used to modify a Gun weapon, which will increase the base damage of a Pistol or Cannon by an additional 1 point, and can be stacked with other add-ons.
HIGH FUSION CELL Creation Time: 15 Minutes Materials: 10 Uncommon Ore 1 Rare Ore
Description This item is a named component and is used in other Advanced Production.
IMPROVED CAPACITY Creation Time: 20 Minutes Materials: 5 Uncommon Ore 2 Clutch 1 Phase Decoupler
Description This add-on can only be used to modify a Gun weapon, which will increase the Max Load of a Gun by an additional 3 shots.
IMPROVED SCOPE Creation Time: 30 Minutes Materials: 1 Basic Scope 1 Thermoflange
Description This add-on can only be attached to a Bow, Crossbow, or Gun. Once attached, the item will gain +1 damage for the duration of the scope; in addition to the damage bonus, this item also allows a Ranger to generate the Hunters Mark effect twice each reset.
PHASE DECOUPLER Creation Time: 15 Minutes Materials: 10 Uncommon Ore 1 Rare Ore
Description This item is a named component and is used in other Advanced Production.
ROCKET BOOTS Creation Time: 25 Minutes Materials: 8 Uncommon Ore 4 Rare Ore 1 Named: Steel
Description This Item allows the character to use the Flee ability to escape combat twice ever. As these boots are tricky to master, the user suffers 10 points of fire damage when activated, however, the damage can be avoided if the character has Engineering rank 4.
ROCKET BOOTS EXTREME Creation Time: 35 Minutes Materials: 1 Gyro-Destabilizer 1 Steel Barrel 1 New Rocket Boots
Description This Item allows the character to use the Flee ability to escape combat once each reset. As these boots are tricky to master, the user suffers 10 points of fire damage when activated, however, the damage can be avoided if the character has Engineering rank 3.
SCATTER LOAD Creation Time: 15 Minutes Materials: 5 Uncommon Ore 1 Named: Steel
Description This clip holds 10 shots of special ammo that adds the “Critical” Flavor Carrier to its attacks. This ammo is expended when used.
SERVO PISTON Creation Time: 15 Minutes Materials: 4 Uncommon Ore 1 Rare Ore
Description This item is a named component and is used in other Advanced Production.
SPYGLASS Creation Time: 10 Minutes Materials: 2 Uncommon Ore 1 Rare Ore 1 Steel Barrel
Description This item will increase overland viewing distance by up to 10 times, limited by terrain. This gives a +5 Success bonus on long distance overland tracking.
STEEL BARREL Creation Time: 15 Minutes Materials: 2 Uncommon Ore 1 Rare Ore 1 Named: Steel
Description This item is a named component and is used in other Advanced Production.
THERMOFLANGE Creation Time: 15 Minutes Materials: 5 Uncommon Ore 2 Rare Ore
Description This item is a named component and is used in other Advanced Production.
TIMEKEEPER Creation Time: 10 Minutes Materials: 1 Clutch 1 Whirlygig
Description This item allows a player to use a watch in game.
WHIRLYGIG Creation Time: 10 Minutes Materials: 3 Uncommon Ore 1 Rare Ore
Description This item is a named component and is used in other Advanced Production.