Crafted Items

 

Below are the different categories of Crafted Items that can be created by Player Characters.


Tonics are special beverages that imbue their drinkers with beneficial or strange effects.

An Elixir is a beneficial effect that can be granted by the Brewer Discipline and the Diabolist Tradition.

These are miscellaneous utility items such as furniture, appliances, and vehicles.

Wearing a Skill Kit is required for certain actions such as crafting or healing.

These items include swords, guns, shields, and arrow packs

Wearing Armor, allows its wearer protection and resilience.

A Workshop is a small building, dedicated room, or workstation that represents a specialized work space.

Brewer Tonics

What are Tonics? 

Tonics are special beverages that imbue their drinkers with beneficial or strange effects. They are a combination of water (or a similar potable liquid), various mixtures, and a Brewer’s skills. 

How do they work?

Five minutes after at least half of a cup is imbibed, the drinker receives a Tonic’s effects so long as they are resting or in a relaxed state — any combat or immediate danger will prevent a Tonic’s effects (but not dispel effects that have already occured)

How does one make them?

A Brewer with the Brewtender skill can make Tonics, as can a Transmuter with the Transmute Water spell. This requires 60 seconds of concentration or work on the part of the Tonic maker.

Skills such as Aqueous Brewing and Spiritual Brewing allow for additional and eclectic Tonics.

Basic Tonics

Hard Tonic: Intoxicates the drinker. 

Fixxer Tonic: cures the injuries of the imbiber after some relaxation. 

Stim Tonic: Cures the Strike effects of the drinker. 

Venom Tonic: Hurts the Drinker

Aqueous Tonics

Antidote Tonic: Clears the drinker of any Blight 

Calm Tonic: Puts the drinker in a calm and non-combative state.

Painkiller Tonic: Allows a drinker to temporarily ignore Pain.


Strange Tonics

Confession Tonic: Drinker must tell the truth, although this is easily removed.

Dispel Tonic: Allows the Drinker to render some of their Attunements inert.

Vision Tonic: Allows the drinker to see spirits and speak to spirits temporarily.

Tonic Overview

Basic Tonics

Skill Requirements: Brewtender or Transmute Water spell

Kit Requirements: Herb Kit

Fixxer Tonic

Effect: This bitter Tonic imbues a Heal 5 and Cure Wound. 

Hard Tonic

Effect: This bitter Tonic imbues relaxation and a Blind Strike that lasts for 1 hour. Blinded characters can see, but their vision is extremely blurry and/or unfocused. Damage cures this effect prematurely.  

Stim Tonic

Effect: This sour Tonic imbues the drinker with “Cure Strike” -- this is usually used to cure Hard Tonics. This also improves alertness and mental concentration, like caffeine. 

Venom Tonic

Effect: Immediately after drinking, this Tonic inflicts “1 Corrosive” and a Rot Strike that lasts 10 minutes. 

Aqueous Tonics

Skill Requirements: Aqueous Expertise

Kit Requirements: Herb Kit

Antidote Tonic

Effect: After 5 minutes of relaxation while prone or leaning, this Tonic imbues the drinker with “Cure Blight”. At the Brew-Tender’s option, this may also be paired with a Hard Tonic’s effects. 

Calming Tonic 

Effect: This refreshing Tonic imbues a Strike effect (1 hour) -- you are relaxed and regard insults as neutral or even complementary statements and you may not deal more than 1 point of damage. Receiving any damage cures this. 

Painkiller Tonic

Effect: Temporarily ignore any Pain or Stun effect that is affecting you. This salty Tonic lasts for up to an Hour but is removed by taking any damage or any Control effect.

Resolute Tonic

Effect: With this gravely Tonic, you become stubborn and possibly annoying to argue against. Also, you gain “Resolve 1”. 

Strange Tonics

Skill Requirements: Strange Brews

Kit Requirements: Herb Kit

Confession Tonic 

Effect: This spicy Tonic imbues a Strike effect (1 hour) -- you must tell the truth when you are asked questions. This is easily removed by receiving (or self-inflicting) any damage or Control effect. This is not an interrogation tool, it invites introspection and clarity in the drinker.  

Dispel Tonic

Effect: This sweet Tonic renders Inert any number of the Drinker’s Attunements (their choice). This may only affect beneficial attunements or Aspect Attunements, but may never affect Afflictions (Curses, Mutations, etc). Inert Attunements still occupy an Attunement slot but do not confer their properties or effects.

Seer Tonic

Effect: This sour Tonic instantly grants its drinker the Perceiving effect for 10 minutes, usable once within the next hour. This allows them to see Spirits so long as they hold aloft a light source or shade their eyes with a hand. This does not allow a Character to unveil any hidden individuals. 

Vision Tonic

Effect: This bitter Tonic imbues the drinker with the ability to see auras for an hour and can be removed by damage or a Control effect. Exactly like the Mental Deduction skill, they are also able to expend Focus to discern if an individual has a specific Attunement or if they have a specific Curse or Disease.

Elixir Effects

 
  • An Elixir is a special, beneficial effect that can be granted by individuals with the Brewer Discipline and the Diabolist Tradition. These represent temporary physical enhancements created by mixing the powerful chemicals and materials of the World Beyond the Fall.

    An Elixir must be imbibed within a minute after it is created, otherwise it loses its potency. However, unlike many other beneficial effects in the game, Elixirs may be consumed by anyone.

    Benefitting from an Elixir effect requires an Attunement slot and therefore is subject to the limit of how many Attunements one may have. Drinking an Elixir while you already have one affecting you has no effect except for wasting the one you just imbibed.

    Furthermore, you may only be affected by one Elixir (or Ichor) at a time unless you have the Stim Shivers skill of the Brewer/Survivor Discipline -- this allows you to benefit from two Elixirs (or Ichor) at a time. This does not allow for two of the same Elixirs or Ichors on the same person, even if one is an Elixir and the other is an Ichor.

  • Typically, Elixirs last until the end of the current Event that they were created and applied. However, Apex Tech Elixir effects and Biomantic Elixir effects last Events.

    Similarly, the Master of Elixirs skill allows for a skilled Brewer to create Elixir Attunements that last 3 Events.

  • As a Craft-Ritual action, a Brewer may craft for 10 minutes, performing role-playing that reflects the creation of an Elixir – this means mixing liquids, shifting powders, etc. Take note that once you perform a Crafting action, you may not perform another one until the current Period has passed.

    You may drink this yourself or serve it to one willing person to enhance their physical or mental abilities – once created, it must be imbibed or administered within the next 60 seconds or else it becomes inert and useless.

    As mentioned previously, a character may not have more than one Elixir effect upon them at a time. Elixirs are usually imbibed through a vial, a cup, or a bowl but they can also be injected into a willing target (never use out-of-game needles or similar sharp props). This takes an Attunement slot, persisting until the end of the current event.

Elixir Summary

Basic Elixirs

Elusive Elixir: Become quicker and able to leave your enemies behind. 

Quickening Elixir: Grow quicker and able to dodge attacks upon your person. 

Sharpening Elixir: Gain clarity and be able to search more quickly. 

Strengthening Elixir: Grow stronger and able to lift or drag heavy objects.

Toughening Elixir: Become more resilient and more capable of absorbing punishment.

EXPERT Elixirs

Hawkeye Elixir: Keen your senses and lend additional force to your ranged attacks.

Strongarm Elixir: Grow stronger and lend additional force to your melee strikes.

Willful Elixir: Strengthen your will, allowing you to shrug off pain

Aqueous Elixirs

Anti-freeze Elixir: You become resistant to extreme cold.

Anti-shock Elixir: You become resistant to lightning and electrical hazards.

Anti-toxin Elixir: You become resistant to diseases and other toxins. 

Leatherskin Elixir: Quicken your recovery

Rad-Proof Elixir: You become resistant to heat and radiation.

ESOTERIC ELIXIRS

Deadsoul Elixir: Improves melee Smite damage but diminishes healing

Openmind Elixir: Improves healing but diminishes damage

Stoneheart Elixir: Improves health and toughness but diminishes damage

aPEX-tECH eLIXIRS

Bahlam Elixir: Allows the recipient to enhance their use of weaponry

Fuerza Elixir: Enhances the body’s ability to survive damage

Itzam Elixir: Enhances the body’s immune systems

Quetzal Elixir: Enhances one’s ability to process information

Seebak Elixir: Changes one’s sense of time

Biomantic eLIXIRS

Dogmatic Elixir: Allows the recipient to go into a fury at the cost of some vitality

Emanating Elixir: This improves the damage of the spells you cast

Insectoid Elixir: Improves one’s speed at the cost of some vitality.

Pheromonic Elixir: Allows a basic control of mind-affecting pheromones

Sycophantic Elixir: Grants a steady stream of reinforcing whispers


Eldritch Elixirs

Firestorm Elixir: Spiritually bolsters your spell damage.

Shadow Mind Elixir: Spiritually bolsters your spell damage.

Kindly Heart Elixir: Spiritually olsters your spell healing.

Iron Soul Elixir: Spiritually bolsters your resilience


Elixir Overview

 

Basic ElixirS

These are the simplest of Elixirs, valued for their utility and cost.

Skill Requirements: Brew Maker skill or Etheric Arcana (Diabolist)

Kit Requirements: Herb Kit

  • Useful for anyone that wishes for a way out of fighting but does not have the time or desire to train in it.

    Creation Cost: x5 minor components (Water, Astral or Herbal)

    Duration: 1 Event

    Effects: You gain the ability to use a “Basic Escape” as per the Flee the Scene skill

  • Allows a person to nimbly dodge attacks, but at the cost of wearing armor.

    Creation Cost: x5 minor components (Water, Astral or Herbal)

    Duration: 1 Event

    Effect: You may use the Dodge defense as per the Ranger’s Artful Dodger skill.

  • Keens an imbiber’s senses, allowing them to quickly find items of value while searching.

    Creation Cost: x5 minor components (Water, Astral or Herbal)

    Duration: 1 Event

    Effect: When you perform the scavenge action, you may use the Scrounger skill as though you had it.

  • Grants strength to its imbiber, at the cost of hurting them whenever they use it.

    Creation Cost: x5 minor components (Water, Astral or Herbal)

    Duration: 1 Event

    Effect: You may use the Strength skill as though you had it.

  • Nullifies some pain and shock of injury, allowing an imbiber to withstand more damage.

    Creation Cost: x5 minor components (Water, Astral or Herbal)

    Duration: 1 Event

    Effect: You gain +1 to Maximum HP, this may not increase your HP past 10 HP.


Aqueous Elixirs

These Elixirs reinforce and improve upon the body’s immunities and resistances. Those who consume them can endure greater hazards and dangers, even those that would seem difficult for the human body to resist.

Skill Requirements: Expert Brewer skill

Kit Requirements: Herb Kit

  • This spicy Elixir grants superhuman resistance to cold, useful for colder climes and seasons.

    Creation Cost: x2 Basic CMPs (Fire, Lightning, or Astral)

    Duration: 1 Event

    Effect 1: You may use the Resist Blizzard skill as though you had it.

    Effect 2: You may use the Energy Endurance defense of the Elemental Endurance skill.

  • This spicy Elixir grants superhuman resistance to lightning, useful for mechanics and against Magna-Storms.

    Creation Cost: x2 Basic CMPs (Water, Earth or Astral)

    Duration: 1 Event

    Effect 1: You may use the Resist Magna-Storm skill as though you had it.

    Effect 2: You may use the Energy Endurance defense of the Elemental Endurance skill

  • This bitter Elixir grants superhuman resistance to poisons, useful for healers and explorers.

    This bitter Elixir grants superhuman resistance to poisons, useful for healers and explorers.

    Creation Cost: x2 Basic CMPs (Water, Earth or Astral)

    Duration: 1 Event

    Effect 1: You may use the Resist Toxin skill as though you had it.

    Effect 2: You may use the Resist Plague skill as though you had it.

  • This milky, crow-like Elixir grants exceptional resistance to hurt and injuries. Made for bodyguards, by bodyguards.

    Creation Cost: x2 Basic CMPs (Water, Earth or Astral)

    Duration: 1 Event

    Effect 1: Your maximum HP is increased by +2. This does not stack with any HP increase from Armor nor will it allow you to go beyond 10 HP.

    Effect 2: You may use the Grim Recovery skill as though you had it, allowing you to shake off wounds through Painful Concentration.

  • This minty Elixir grants superhuman resistance to heat, useful for hotter climes and seasons.

    Creation Cost: x2 Basic CMPs (Water, Earth or Astral)

    Duration: 1 Event

    Effect 1: You may use the Resist Radiation skill as though you had it.

    Effect 2: You may use the Energy Endurance defense of the Elemental Endurance skill.


ESOTERIC Elixirs

These Elixirs improve upon their more basic variants, their chemicals and mixtures granting greater abilities and improvements upon those who imbibe them. 

Skill Requirements: Expert Brewer skill or Empowered Arcana (Diabolist)

Kit Requirements: Herb Kit

  • This minty Elixir feels like it numbs your soul, lowering your killing inhibitions.

    Creation Cost: x2 Basic CMPs (Water, Death or Abyssal)

    Duration: 1 Event

    Effect 1: Your ranged or melee Smite and Death Blows inflict +1 damage, up to the damage cap.

    Effect 2: You feel numb to others’ hurts and can’t grant more than Heal 1 or Resolve 1 to others or yourself.

  • This gingery Elixir cleanses your palate and allows you to partially feel the hurts of those you touch.

    Creation Cost: x2 Basic CMPs (Water, Earth, or Abyssal)

    Duration: 1 Event

    Effect 1: The healing and resolve you grant to others via Skills is increased by 1 point.

    Effect 2: You are more vulnerable to injury, preventing your maximum HP from exceeding 7 HP.

  • This bitter Elixir steels your spirit against hurts but makes your attacks sluggish.

    Creation Cost: x2 Basic CMPs (Water, Earth or Abyssal)

    Duration: 1 Event

    Effect 1: Your maximum HP is increased by +2, up to the HP cap.

    Effect 2: Whenever you receive “Resolve”, increase it by 1 point as an Aftereffect.

    Effect 3: Your attacks become less effective in their slowness. You can’t inflict more than one point of damage with your attack, except for your Death Blows.


EXPERT Elixirs

These Elixirs improve upon their more basic variants, their chemicals and mixtures granting greater abilities and improvements upon those who imbibe them. 

Skill Requirements: Expert Brewer skill or Empowered Arcana (Diabolist)

Kit Requirements: Herb Kit

  • This sweet Elixir sharpens one’s eyes and ears, allowing for precise shooting and improved searching.

    Creation Cost: x10 minor components (Water, Astral or Herbal)

    Duration: 1 Event

    Effect 1: When you perform the scavenge action, you may use the Scrounger skill as though you had it.

    Effect 2: Furthermore, you gain the use of the Ranged Expertise skill and the ranged Smite attack as though you had them.

  • This spicy Elixir strengthens the imbiber’s arms and legs, allowing them to move and strike with potency.

    Creation Cost: x10 minor components (Water, Astral or Herbal)

    Duration: 1 Event

    Effect 1: You gain the use of the Strength skill as though you had it.

    Effect 2: Furthermore, you gain the use of the Melee Fighter skill and the melee Smite attack as though you had them.

  • This bitter Elixir bolsters the mind of the recipient, allowing them to shrug off fear and pain.

    Creation Cost: x10 minor components (Water, Astral or Herbal)

    Duration: 1 Event

    Effect 1: You may use the Iron Defiance skill as though you had it.

    Effect 2: You may use the Resist Fear skill as though you had it.


Apex Tech ElixirS

These Elixirs are the domain of the Iglesia Solar, based on the mainland and invented primarily by a Yucatan Priest. However, this organization has readily provided its recipes to the rest of the Illustrados Union. They are cursed with minor mental debilitations, but they far outstrip their more basic counterparts. 

Skill Requirements: Apex Tech Brewing skill

Kit Requirements: Herb Kit and Hyper Refined Etherite or Apex Lab

  • Named for an old panther god, this bitter Elixir grants superhuman strength and weapon skill.

    Creation Cost: x2 Basic (Water, Fire, and/or Herbal) and Hyper Refined Etherite (or use of an Apex Lab)

    Duration: 1 Event

    Effect 1: Grants the temporary use of Athletics, Strength and Smite attack

    Effect 2: Increase the damage of your Smite by +2, up to the damage cap.

    Effect 3: Hallucinations prevent you from granting more than “Heal 1” or “Resolve 1” to yourself or others.

  • This bitter Elixir grants immense resilience and endurance at the cost of minor hallucinations.

    Creation Cost: x2 Basic (Water, Fire, and/or Herbal) and Hyper Refined Etherite (or use of an Apex Lab)

    Duration: 1 Event

    Effect 1: Gain temporary use of Grim Recovery and Iron Recovery.

    Effect 2: Increase your maximum HP by 2 points, up to the HP cap.

    Effect 3: Hallucinations prevent you from inflicting more than 1 damage with your attacks, except for your Death Blows.

  • Named after an ancient sun god, this bitter Elixir renders its imbiber resistant to many forms of hazards.

    Creation Cost: x2 Basic (Water, Fire, and/or Herbal) and and Hyper Refined Etherite (or use of an Apex Lab)

    Duration: 1 Event

    Effect 1: Grants the use of the Resist Magna-Storm, Resist Radiation and Resist Blizzard skills by enhancing the body’s immune and adaptation systems.

    Effect 2: You may use the Elemental Endurance skill of the Scrapper Discipline.

    Effect 3: Hallucinations prevent you from inflicting more than 1 damage with your attacks, except for your Death Blows.

  • Named after an ancient dragon god, this metallic Elixir enhances its imbiber’s mental faculties.

    Creation Cost: x2 Basic (Water, Fire, and/or Herbal) and Hyper Refined Etherite (or use of an Apex Lab)

    Duration: 1 Event

    Effect 1: Grants the use of Keen Perception, Mental Deduction, and Scrounger skills.

    Effect 2: Your damage spells and your healing skills are improved by 1 point.

    Effect 3: Due to hallucinations, your maximum HP may not exceed 7 points.

  • Named after an ancient serpent god, this metallic Elixir enhances its imbiber’s sense of time.

    Creation Cost: x2 Basic (Water, Fire, and/or Herbal) and and Hyper Refined Etherite (or use of an Apex Lab)

    Duration: 1 Event

    Effect 1: Grants the use of the Artful Dodger, Keen Perception, and Flee the Scene skills by changing one’s sense of time during moments of stress.

    Effect 2: When using defenses, you may augment them with “Uncanny” (allowing you to defend against Ambush-type attacks) and gain “Resolve 1” afterward as an Aftereffect.

    Effect 3: Hallucinations prevent you from granting more than “Heal 1” or “Resolve 1” to yourself or others.


Biomancy Elixir

The Carmine Conclave holds the secrets to these Elixirs, though they and their agents are willing to dole them out to those who are willing to purchase them. Unlike other chemicals, these Elixirs are actually short-lived symbiotes that enhance the body while nourishing themselves on their host’s nutrients.

Skill Requirements: Biomantic Brewing skill

Kit Requirements: Herb Kit and Flesh of the Empress or Biomancy Hatchery

  • Given to the Templar’s soldiers, this spicy Elixir improves their combat potency in their Goddess’ name.

    Creation Cost: x2 Basic (Water, Abyssal, and/or Shadow) and x1 Flesh of the Empress (or use of a Biomantic Hatchery)

    Duration: 1 Event

    Effect 1: Grants the use of Strength, Great Strength, and the melee Smite attack.

    Effect 2: By allowing the recipient to go into a crimson haze filled fury, you are temporarily granted the Battle Aspect skill (Berserker). The Craft-Ritual action waives the preparation requirement and the Aspect’s Attunement -- this still counts against the Aspect limit.

    Effect 3: Due to the symbiote’s inciting whispers, you may not grant more than 1 point of Healing or Resolve to yourself or others.

  • Given to the Templar’s Arcanists, this metallic Elixir improves their spell use in combat.

    Creation Cost: x2 Basic (Water, Abyssal, and/or Shadow) and x1 Flesh of the Empress (or use of a Biomantic Hatchery)

    Duration: 1 Event

    Effect 1: This improves the damage of the spells you cast by 2 points.

    Effect 2: Whenever you inflict a Control effect via a spell, you may perform a ranged attack that inflicts “Piercing Knockback” immediately afterward as an Aftereffect. This must target the same individual.

    Effect 3: You may not have your maximum HP exceed 7 HP.

  • Similar to swallowing a bottle full of spiders, this Elixir grants its imbiber immense speed.

    Creation Cost: x2 Basic (Water, Abyssal, and/or Shadow) and x1 Flesh of the Empress (or use of a Biomantic Hatchery)

    Duration: 1 Event

    Effect 1: Broad swaths of your skin harden into carapace. You gain use of the Armor Expertise skill even if you are unarmored (although you cannot gain the Patched statusa without armor)

    Effect 2: You also gain the Grim Recovery skill, and the Armored Rush skill.

    Effect 3: Your maximum HP and maximum Aegis are increased by 1 point.

    Effect 3: Due to the beetle’s uncomfortable wriggling, you may not grant more than 1 point of Healing or Resolve to yourself or others.

  • Given to the Templar’s commanders, this perfumed Elixir improves one’s words and leadership ability.

    Creation Cost: x2 Basic (Water, Abyssal, and/or Shadow) and x1 Flesh of the Empress (or use of a Biomantic Hatchery)

    Duration: 1 Event

    Effect 1: Temporarily grants the use of Ignite Inspiration, Restful Composition, and Calming Confessor by allowing the host the use of mind-affecting pheromones.

    Effect 2: Increases the amount of Resolve and Lasting Resolve you grant to others by +1, up to the Resolve Cap.

    Effect 3: You may not have your maximum HP exceed 7 HP.

  • Given to the Templar’s commanders, this flowery Elixir improves one’s mental defenses.

    Creation Cost: x2 Basic (Water, Abyssal, and/or Shadow) and x1 Flesh of the Empress (or use of a Biomantic Hatchery)

    Duration: 1 Event

    Effect 1: Temporarily grants the use of Iron Defiance, Resist Fear and Resist Warp as though you had them by a steady stream of reinforcing whispers and thoughts.

    Effect 2: Also grants the use of Steady Concentration and Iron Concentration.

    Effect 3: You may not have your maximum HP exceed 7 HP.


Eldritch ElixirS

These Elixirs are enhancements to a Spell user’s capabilities, although they themselves require some spellcraft to create. Most Eldritch Elixirs not only improve the damage or healing of a spell, but they allow additional functionalities for the spells that they affect.

Skill Requirements: Eldritch Elixirist skill or Arcane Proficiency (Diabolist)

Kit Requirements: Herb Kit and any Arcane Attunement (or a Mana Lodge) 

  • Useful for Arcanists of destructive motives, this spicy Elixir improves one’s spell damage.

    Creation Cost: x2 Basic (Water, Astral, and/or Abyssal)

    Duration: 1 Event

    Effect 1: The flame-type, frost-type and lightning-type damage of your spells is increased by 2 points. This will not allow them to exceed 5 points of damage.

    Effect 2: If your spell damage would exceed 5 points, you may apply the Overflow value of its damage via spell packet to the same target or a different one (Overflow damage = Uncapped Damage minus 5). This Overflow Damage is at least "1 Damage" (or whatever the Spell’s damage type is) and is a Step effect; however, it cannot exceed 5 points.

    Effect 3: You receive a tendency to be callous to the needs of others. The healing and Resolve provided by your spells and skills may not exceed 1 point, whether they are on yourself or others.

  • This pungent Elixir reinforces one’s mind against shock and madness.

    Creation Cost: x2 Basic (Water, Astral, and/or Abyssal)

    Duration: 1 Event

    Effect 1: You may use the Resist Fear skill and Resist Warp as though you had them.

    Effect 2: Your maximum HP is increased by +2, not exceeding 10 HP.

  • Useful for Arcanists of support roles, this fragrant Elixir allows spells to better heal their patients.

    Creation Cost: x2 Basic (Water, Astral, and/or Abyssal)

    Duration: 1 Event

    Effect 1: Your Treat Injury skill, imbue Resolve Skills, and Healing Spells are improved by +1 when they are used on others. This will not allow them to exceed 5 points.

    Effect 2: When you imbue a “Painful Revive”, imbue via touch a “Heal 1” on the same target as an Aftereffect. This effect cannot be increased unless specified otherwise.

    Effect 3: The damage of your spells and melee attacks that inflict damage may not exceed one point as this Elixir calms the spirit and makes it more difficult to effectively use those skills.

  • Useful for Arcanists with destructive motives, this bitter Elixir allows spells to hurt their targets further.

    Creation Cost: x2 Basic (Water, Astral, and/or Abyssal)

    Duration: 1 Event

    Effect 1: The psychic-type, corrosive-type and shadow-type damage of your spells is increased by 2 points. This will not allow them to exceed 5 points of damage.

    Effect 2: Whenever you inflict a Control effect via a spell, you may perform a ranged attack that inflicts “Piercing, 2 Psychic” immediately afterward as a Step effect. This must be aimed at the same individual and does not benefit from Effect 1 (but can benefit from other spell improving effects).

    Effect 3: You receive a tendency to be callous to the needs of others. The healing and Resolve provided by your spells and skills may not exceed 1 point, whether they are on yourself or others.

Equipment Items

 

These are miscellaneous utility items such as furniture, appliances, and vehicles. Except for rope/chains, lanterns/lamps, and lock-doors/lockboxes, most Equipment Items do not have an immediate or a widespread use or utility.

As per usual, Players must bring their own props and they must be appropriate to the setting and the quality of the item in question. Some mundane items do not require an item tag and are only included for completion and immersion. 

Basic Equipment

Creation//Upkeep Cost: Minor x5

  • Basic Chain/Rope

  • Basic Lantern/Lamp

  • Basic Lock-Door/Lockbox

  • Miscellaneous Equipment: minor x10 (for large), basic x10 (for car sized or larger)

  • Precise Equipment: as per Miscellaneous Equipment

Advanced Equipment

Creation//Upkeep Cost: Minor x10

  • Advanced Chain/Rope

  • Advanced Lantern/Lamp

  • Advanced Lock-Door/Lockbox

  • Clockwork Equipment: basic x10 (for large), rare x10 (for car sized or larger)

  • Sorcerous Equipment: as per Clockwork Equipment

  • Powered Equipment: as per Clockwork Equipment

  • Small Building: x10 rare

Superior Equipment

Creation//Upkeep Cost: Basic x10

  • Eldritch Equipment

  • Ethertronic Equipment: rare x10 

  • Masterwork Equipment

  • Motorized Equipment: rare x10

  • Superior Chain/Rope

  • Superior Lock-Door/Lockbox

  • Superior Lantern/Lamp


Equipment Overview

Basic Equipment

Chain/Rope

These are typically used to ascend or descend into various spaces. However, they can also be used to bind captives. The quality of a Chain or Rope determines how hard it is to break free from it. It usually takes a 10-count to use a Chain or a Rope to ascend or descend.  

  • Basic Chain/Rope -- requires Basic, Greater, or Superior Disarm or Strength or Athletics. May only be used to climb by one person at a time. A Death Blow for 5+ damage will break it, but also hurt the person it is bound to.

  • Advanced Chain/Rope -- requires Greater or Superior Disarm or Great Strength. May only be used to climb by up to two persons at a time. Two simultaneous Death Blows for 5+ damage will break it, but may hurt the person it is bound to.

  • Superior Chain/Rope-- requires Superior Disarm only. May only be used to climb by up to three persons at a time. Three simultaneous Death Blows for 5+ damage will break it, but may hurt the person it is bound to.


Lantern/Lamp

These are used to bring light and illumination to dark places. Higher quality Lanterns and Lamps deteriorate to Basic quality but may have additional bonuses.

  • Warming Lantern (Advanced-Chem): Grants the Resist Blizzard skill to holder while it is held aloft. If the holder is hit by any damage except Frost, this stops working until Weapon Repair or Basic Disarm is used on it.

  • Calming Lantern (Advanced-Arcana): Grants the Resist Fear skill to holder while it is held aloft. If the holder is hit by any damage except Psychic, this stops working until Weapon Repair or Basic Disarm is used on it.

  • Purity Lantern (Advanced-Chem): Grants Resist Toxin skill to holder while it is held aloft. If the holder is hit by any damage except Corrosive, this stops working until Weapon Repair or Basic Disarm is used on it.

  • Magna-Tech Lantern (Superior): Grants the Resist Magna-Storm skill to holder while it is held aloft. If the holder is hit by any damage except Lightning, this stops working until Weapon Repair or Basic Disarm is used on it.

  • Temperaza Lantern (Superior): Grants the Resist Radiation skill to holder while it is held aloft. If the holder is hit by any damage except Flame, this stops working until Weapon Repair or Basic Disarm is used on it.

  • Vibrant-Rune Lantern (Superior): Grants Resist Plague skill to holder while it is held aloft. If the holder is hit by any damage, this stops working until Weapon Repair or Basic Disarm is used on it.

  • Rationality Lantern (Superior): Grants the Resist Warp skill to holder while it is held aloft. If the holder is hit by any damage except Shadow, this stops working until Weapon Repair or Basic Disarm is used on it.


Lock-Door/Lockbox

These are used to secure containers or building entrances. The quality of these items determine how difficult it is to disarm or unlock them. These items also represent hardened doors and doorways, as well as hardened containers -- Lock-Doors are strengthened not only in the locked region but their frame and even their hinges and doorways are bolstered against intrusion. Similarly, Lockboxes are protected against being bypassed in that manner.  

  • Basic Locks -- requires Basic, Advanced, or Superior Disarm

  • Advanced Locks -- requires Advanced or Superior Disarm

  • Superior Locks -- requires Superior Disarm only


Miscellaneous Equipment

This type of equipment includes more mundane and utility items. This also includes bigger pieces of woodworking and metalworking items and furniture. These do not require an item tag and are included in this list for the sake of completion, but NPCs will never buy basic items as per usual. 

Generally speaking, Miscellaneous Equipment do not have a mechanical function.  

Scrap Shop: If you are working at a Scrap Shop, making these items does not require a component cost. Having an open (non-locked) Scrap Shop in play means any number of them can be made between events.

Examples: cutlery, cookware, non-weapon worktools, furniture, writing implements, mirrors, and carts.


Precise Equipment

This type of equipment is characterized by delicate and intricate construction. They tend to be artistic or aesthetic instead of functional, but this is not universally true. Below are some examples of Precise equipment that can be made but is by no means a complete list. Player Characters may submit suggestions for Precise equipment.

Generally speaking, Precise Equipment does not have a mechanical function. 

Examples: intricate musical instruments, physical artwork, telescope, spectacles, 10 minute timer-chime


Advanced Equipment

Clockwork Equipment

Requires: Scrap Shop

This type of equipment is characterized by gears and cogs and are usually at least 1x1x1 feet in size if not bigger. If reliant on energy, they tend to be steam-powered. Below are some examples of Clockwork equipment that can be made but is by no means a complete list. Player Characters may submit suggestions for Clockwork equipment.

Generally speaking, Clockwork Equipment do not have a mechanical function. Despite this, they do require an Item Note and require Upkeep. 

Examples: clocks, pocket watches, spark lighters, music boxes, bicycles, type writer


Powered Equipment

Requires: Magna Forge

This type of equipment is characterized by being powered by wood/bio fuel or magna-tech are usually at least 1x1x1 feet in size if not bigger. Below are some examples of Powered equipment that can be made but is by no means a complete list. Player Characters may submit suggestions for Powered equipment.

Generally speaking, Powered Equipment do not have a mechanical function. Despite this, they do require an Item Note and require Upkeep. 

Examples: magna stove, cooling box, magna lighter, miniature fan


Small Building

While technically equipment, these are not wielded or worn. These represent smaller, simpler structures that the player characters may create in the game world. Larger buildings and similar projects exist but their creation is beyond the scope of a small group of characters. 

Generally speaking, these are not made at Events, have no mechanical function, and are included for the sake of completion. Instead of a Craft-Ritual action, Small Buildings are created between Events and require at least five people to craft. Despite this, they do require an Item Note but do not require Upkeep. 

Examples: small house, workshed, storefront


Sorcerous Equipment

Requires: Mana Lodge

This type of equipment is characterized by being powered by magical energies and are usually at least 1x1x1 feet in size if not bigger. Below are some examples of Sorcerous equipment that can be made but is by no means a complete list. Player Characters may submit suggestions for Sorcerous equipment.

Generally speaking, Sorcerous Equipment do not have a mechanical function.  Despite this, they do require an Item Note and require Upkeep. 

Examples: Lighting orb, warming cube, bardic rune-sphere, portable closet 


Superior Equipment

Eldritch Equipment

Requires: Mana Lodge or Biomancer Hatchery

This type of powerful equipment is characterized by being powered by magical energies and vary wildly in size. Below are some examples of Sorcerous equipment that can be made but is by no means a complete list. Player Characters may submit suggestions for Sorcerous equipment.

Generally speaking, Sorcerous Equipment does not have a mechanical function.  Despite this, they do require an Item Note and require Upkeep. 

Examples: Minor Door of Teleportation (10 miles maximum, 1/month), Extra Dimensional Closet, Minor Speaking Stone (10 miles maximum), Memory Gem 


Ethertronic Equipment

Requires: Apex Lab

This type of extremely complex equipment is characterized by being powered by refined magna-tech, manipulating various energies, and being at least 1x1x1 foot in size. Below are some examples of Ethertronic equipment that can be made but is by no means a complete list. Player Characters may submit suggestions for Ethertronic equipment.

Generally speaking, these are not made at Event, have no mechanical function, and are included for the sake of completion. Instead of a Craft-Ritual action, Ethertronic equipment is created between Events. Despite this, they do require an Item Note and require Upkeep. 

Examples: walkie talkies, think machine (calculadora), ethertronic printer, ethertronic portrait


Masterwork Equipment

This type of equipment is characterized by extremely ornate and intricate construction. They tend to be artistic or aesthetic instead of functional, but this is not universally true. Below are some examples of Masterwork equipment that can be made but is by no means a complete list. Player Characters may submit suggestions for Masterwork equipment.

Generally speaking, Masterwork Equipment do not have a mechanical function. Despite this, they do require an Item Note and but do not require Upkeep. They are most often used as selling items and despite their fixed creation cost, can vary widely in actual purchase price.

Examples: expensive artwork, ornate carpet, runed tapestry


Motorized Equipment

Requires: Magna Forge

This type of extremely complex equipment is characterized by being powered by fuel or magna-tech and being of car size or larger. Below are some examples of Motorized Equipment that can be made but is by no means a complete list. Player Characters may submit suggestions for Motorized Equipment. Larger Equipment and similar projects (e.g. ships, greater APCs, large buildings) exist but their creation is beyond the scope of a small group of characters.

Generally speaking, these are not made at Event, have no mechanical function, and are included for the sake of completion. Instead of a Craft-Ritual action, Motorized Equipment are created between Events and require at least five people to craft. Despite this, they do require an Item Note and require Upkeep. 

Examples: Cuagama micro-APC, Howler ATV, Micro Brewery, Micro Refinery, Trundler Wagonshop 

Skill Kit

 

Wearing a Skill Kit such as an Herb Kit or a Scrap Kit is required for certain actions such as crafting or healing. For example, the Weapon Maker skill requires a Scrap Kit to make Weaponry items while the Treat Injury skill requires an Herb Kit for its functions. Some actions and Skills may even require Advanced or Superior-quality Skill Kits.

You may only be wearing one Skill Kit at a time and it takes at least 5 minutes to do so or to switch Kits.

  • Herb Kit: this prop requires a small backpack, messenger bag, or a series of pouches that reflect its function as a keeper of useful and/or medicinal herbs or chemicals. Some Herb Kits have plants sticking out of it or have plastic containers filled with colorful liquid. Other Herb Kits are styled like med packs with bandages and similar props. Herb Kits are needed for several Builder skills to function.

    Scrap Kit: this prop requires a small backpack, messenger bag, or a series of pouches that reflect its function as a keeper of useful tools and scrap parts. Some Scrap Kits may have prop wrenches, hammers, knitting needles, or similar tools sticking out of it. Others are adorned with bits of metal or other junk. Scrap Kits are needed for several Builder skills to function.

  • Basic: This is the lowest and most common quality of items. Beyond their standard uses, they may not have Augments. When most Skill Kits are not maintained, they revert to Basic quality.

    Even though Basic Skill Kits do not require Upkeep, it is required that these are submitted for inspection and for re-tagging every 3 attended Events.

    Advanced: Advanced Skill Kits are what most seasoned adventurers, Operatives, and Delvers, and crafters will be using. Many Builder Skills require this quality of weaponry. Advanced Items may house one Augment, which are specialized construction methods that modify an item’s to add an Additional Property.

    Superior: Superior Skill Kits are the province of the well-off and the masterful builders, inventors, and adventurers. Although these are expensive to create and maintain, many of the strongest fighting Skills require their use. Furthermore, they are able to have up to two Skill Kit Augments.

  • Advanced and Superior Skill Kits have special and diverse properties that are available to them called Augments. These Augments do not normally cost additional Components although they can require specific weapon props, specific component types, or modifications to one’s Skill Kit prop.

    • Basic Skill Kits may not have any Augments.

    • Advanced Skill Kits may have one Augment.

    • Superior Skill Kits may have two Skill Kit Augments.

  • When an Advanced Skill Kit is created or maintained via upkeep, you may place a Skill Kit Augment on it. Similarly, a Superior Skill Kit may be created or maintained with one or two Augments. As mentioned above, this does not require additional Components although they may change or add to what Component types are to be used.

    However, all Skill Kit Augments require specific skills to be placed upon items

    Using certain Workshops can waive the Skill requirement for some Augments. For example, by using an Herb Shop, one can waive the Skill Requirement for the Insulator Weapon Augment

  • There are many kinds of Augments but there are three main categories:

    -- Gadget Augments are useful gizmos and mechanisms that are usually placed on Scrap Kits

    -- Kit Augments are special tools that allow some utility or enhance Skills you already have.

    -- Vial Augments involve volatile chemicals that are used on distant enemies or nearby allies.


Skill Kit Overview and Costs

Herb Kit (HK): medical kits, brewing kits, and similar items of utility.

  • herbal/water x5; Needed by Brewers/Doctors/Chemists, Reverts to basic w/o upkeep

Scrap Kit (SK): These possess tools and scrap materials for crafting and repair. 

  • herbal/metal x5; Needed by Tinkers/Weavers/Weaponers, Reverts to basic w/o upkeep



Creation and Upkeep Costs: Higher item qualities cost more to create and upkeep. On the other hand, they have the benefit of being able to house Item Augments within them that grant additional or special properties.

  • Basic items cost Minor Components to create/upkeep

  • Advanced items (1 Aug) cost Basic Components to create/upkeep

  • Superior items (2 Aug) cost Rare Components to create/upkeep.

SKILL KIT DESCRIPTIONS


Herb Kit

These represent medical kits, brewing kits, and similar items of utility.

Creation//Upkeep Cost: x5 minor: herbal or water//No Upkeep cost

Basic: x5 minor//No Upkeep needed

Advanced: x5 basic//Same after 3 Attended Events.

Superior: x5 rare//Same after 3 Attended Events.

Property: This is required to use certain Craft or healing skills such as Brew Maker and Treat Injury.

Prop Requirements: A small backpack, messenger bag, or a series of pouches that reflect its function as a keeper of useful and/or medicinal herbs or chemicals. Some Herb Kits have plants sticking out of it or have plastic containers filled with colorful liquid. Other Herb Kits are styled like med packs with bandages and similar props.



Scrap Kit

These possess tools and scrap materials for crafting and repair. 

Scrap Kit

Creation//Upkeep Cost: x5 minor: earth or metal//No Upkeep cost

Basic: x5 minor//No Upkeep needed

Advanced: x5 basic//Same after 3 Attended Events.

Superior: x5 rare/Same after 3 Attended Events.

Property: This is required to use certain Craft and repair skills such as Device Maker and Repair Weaponry.

Prop Requirements: A small backpack, messenger bag, or a series of pouches that reflect its function as a keeper of useful tools and scrap parts. Some Scrap Kits may have prop wrenches, hammers, knitting needles, or similar tools sticking out of it. Others are adorned with bits of metal or other junk.

Skill Kit Augments

 
  • Wearing a Skill Kit such as an Herb Kit or a Scrap Kit is required for certain actions such as crafting or healing. For example, the Weapon Maker skill requires a Scrap Kit to make Weaponry items while the Treat Injury skill requires an Herb Kit for its functions. You may only be wearing one Skill Kit at a time and it takes at least 5 minutes to do so or to switch Kits.

    Unless otherwise stated, the benefits of Skill Kit Augments function only while wearing said augmented item.

  • Advanced and Superior Skill Kits have special properties that are available to them called Augments. These Augments do not normally cost additional Components although they can require specific weapon props, specific component types, or modifications to one’s Skill Kit prop.

    Basic Skill Kits may not have any Augments. Advanced Skill Kits may have one Augment. Superior Skill Kits may have two Augments.

  • Some Skill Kits grant the Temporary Use of specific Skills. What this means is that these Skills can be activated or benefitted from as though the Kit user had those Skills and had those Skills’ requirements.

    On the other hand, having the Temporary Use of Skill does not allow for that Skill to be used as a requirement for other Skills/abilities. Similarly, effects that would halve the Targ/Conc count of an Augment or waive its Self-inflicted effects do not do so for the Skills it grant Temporary use of.

    For Example: Having the Ethertronic Engineeing Skill or the Hyper Refined Chemistry Skill would not halve the Conc requirement of the Owlsight Goggles’ “Keen Preception”. Furthermore, the user of these Goggles would not be able to use “Keen Perception” as a requirement for their Skills unless they actually learned it themselves.

  • You may not have two identical Augments on the same Item.

  • Unless otherwise and explicitly stated, bonuses to an attack, a healing effect, or a Resolve effect cannot increase it beyond 5 points. There may be exceptions to this, but they are specific to certain situations or conditions.

  • When an Advanced Skill Kit is created or maintained via upkeep, you may place an Advanced Skill Kit Augment on it. Similarly, a Superior Skill Kit may be created or maintained with one or two Augments. As mentioned above, this does not require additional Components although they may change or add to what Component types are to be used.

    Using certain Workshops can waive the Skill requirement for some Augments. For example, by using an Herb Shop, one can waive the Skill Requirement for the Insulator Weapon Augment

  • There are many kinds of Augments but there are three main categories:

    -- Gadget Augments are useful gizmos and mechanisms that are usually placed on Scrap Kits

    -- Kit Augments are special tools that allow some utility or enhance Skills you already have.

    -- Vial Augments involve volatile chemicals that are used on distant enemies or nearby allies.

  • When a Creation//Upkeep Cost lists a Component Affinity such as Lightning Affinity or Abyssal Affinity, it refers to an alteration to the normal Cost. The specified Component type is allowed to be used in the Creation or Upkeep in the title -- this makes it easier to make the item.

  • Some Augments, such as the Eldritch Vial, require certain Builder skills AND an Adept Attunement. The latter represents the magical energy that the creation or upkeep of these Augments needs. There are different types of Adept Attunements, the “Projection Adept” attunement comes from the Projection Sphere of magic. This means that making items with these magical Augments requires magical Skill and energy.

    That said, in the scope of Nueva Ciencia, magic and engineering can often interweave with one another. Certain Erudite-level Skills in the Builder class can allow a magic-less crafter to make or upkeep items with magical Augments, provided that some stipulations are fulfilled. This function is often called “Etheric Expertise” and represents a pseudo-magical insight to the workings of that specific Discipline.

  • Arcane Gadget: Use magic-infused technology to see beyond sight, or hide from view

    • Talismanic Jewelry (scrap)

    • Talismanic Lens (scrap)

    • Talismanic Obscurer (scrap)

    Chemical Vial: lob weaponized chemicals at their enemies

    • Freeze Vial (herb)

    • Melter Vial (herb)

    Clockwork Gadget: turn a gauntlet/bracer into grappling hooks, lights, or hacksaws

    • Hook Bracer (scrap)

    • Saw Bracer (scrap)

    Eldritch Vial: Inflict strange effects on enemies, striking at minds or preventing healing.

    • Agony Vial (herb)

    • Grave Vial (herb)

    Eldritchtech Gadget: Amplify spell use via eldritch lores and ingenious technology

    • Eldritch Funneler (scrap)

    • Eldritch Intensifier (scrap)

    • Eldritch Manifester (scrap)

    Elemental Vial: Blast enemies with miniature explosives or congealing ooze.

    • Blast Vial (herb)

    • Sludge Vial (herb)

    Ethertronic Gadget: Use engineering to gain technical prowess or manifest energy.

    • Hummingbird Gloves (scrap)

    • Mucaro/Owlsight Goggles (scrap)

    • Obtali Belt (scrap)

    Expert Kit Augments: Allow for extra utility or use skills as though you had them

    • Magna-Batt (any kit)

    • Med Kit (herb)

    • Repair Kit (scrap)

    • Safety Kit (herb)

    Healing Vial: Heal a patient with curative chemicals

    • Lazarus Vial (herb)

    • Regen Vial (herb)

    Hyper-refined Vial: Enhance or greatly heal with chemicals

    • Combat Stim Vial (herb)

    • Medical Recombiner Vial (herb)

    Magna Powered Gadget: Using magnetic mana, gain strength or harness energy.

    • Barrier Belt (scrap)

    • Ogre Gauntlets (scrap)

    • Tesla Gauntlets (scrap)

    Spectral Gadget: Bind deathly energy to this gadget, allowing minor eldritch powers.

    • Spectral Augur (any kit)

    • Spectral Phylactery (any kit)

    • Spectral Reclaimer (any kit)

    Swarm Vial: Incredibly short-lived creatures that die mere seconds after being released.

    • Fire Bat Vial (herb)

    • Rage Worm Vial (herb)

    • Void Fly Vial (herb)

    Symbiotic Gadget: These infest their wearer but grant them power and enhancements

    • Symbiotic Amplifier (any kit)

    • Symbiotic Manipulator (any kit)

    • Symbiotic Motivator (any kit)

    Venom Vial: Apply to weaponry to hinder or harm enemies.

    • Freeze Venom (herb)

    • Melter Venom (herb)

    Volatile Gadget: Use unstable chemicals and machinery for defense and escape

    • Rocket Belt (scrap)

    • Smoke Belt (scrap)


Arcane Gadget AugmentS

Some of these Gadgets allow their users some degree of sorcerous perception or arcane protection while others are primarily defensive gadgets allowing their users to protect themselves or evade attackers. 

-- Skill Requirements for Creation/Upkeep: Arcane Artifice, or Empowered Arcana (Talismanry), Xenotech Armory, Xenotech Fleshweaver

-- Creation//Upkeep Cost: Same with Astral Affinity

-- Any of the listed skills above: Waive the self-inflicted effects from when you use the properties of this Augment. 

  • -- Augment Property 1: Gain temporary use of the Project Shield spell. This costs the usual 1 Focus and self-inflicts 2 Shadow.

    -- Augment Property 2: You may also augment and prefix Project Shield with “Jeweled”. This grants you 1 additional use of Etheric Guard. Furthermore, as an Aftereffect to each Guard, you can imbue “Resolve 2” to an ally via melee touch instead of inflicting a Knockback. This cannot be increased unless specified otherwise

    -- Augment Property 3: Invoke “Backlash, Master 7 Psychic” as a Reaction when someone completes a Death Blow or Scavenge on you. -- this is otherwise as per Project Halo’s similar function.

    -- Prop Requirement: In addition to one’s Scrap Kit, this appears as a gemmed amulet and two rings -- all of which are worn and all have the same or similar color of gem.

  • Use the Obfuscate Aura spell to negate inquiries upon your person. As a step effect after using this, vocally inflict “Blind” to your inquirer. Using this self-inflicts “2 Shadow”.

    -- Prop Requirement: In addition to one’s Scrap Kit, this requires goggles, spectacles, or a monocle that is engraved with runes.

  • -- Augment Property 1: Gain temporary use of Detect Presence and Detect Secret to see spirits, ambushes and information. This self-inflicts “2 Shadow” and costs the usual 1 Focus.

    -- Augment Property 2: While using the above, you get 2 additional Unveilings with Detect Presence and can ask a 2nd question as an Aftereffect with Detect Secret.

    -- Augment Property 3: You gain the benefit of the Keened Defenses skill, allowing you extra defenses whenever you use Focus on a Sense/Examine/Inquiry skill.

    -- Prop Requirement: In addition to one’s Scrap Kit, this requires goggles, spectacles, or a monocle that is engraved with runes.

  • -- Augment Property 1: Gain temporary use of Obfuscate Presence to hide and Obfuscate Exodus to elude pursuit. This self-inflicts “2 Shadow” and costs the usual 1 Focus. Obfuscate Exodus

    -- Augment Property 2: Using the spells above, you may bring one additional ally with you, provided that the mobility, equipment and positional requirements are fulfilled.

    -- Augment Property 3: Gain temporary use of Obfuscate Aura to negate inquiry effects. This self-inflicts “2 Shadow” as well as the usual 1 Focus.

    -- Prop Requirement: In addition to one’s Scrap Kit, this appears as a gemmed amulet and two rings -- all of which are worn and all have the same or similar color of gem.

Chemical Vial AugmentS

With a few moments and their prodigious expertise, a wearer of these augmented Skill Kits can lob weaponized chemicals at their enemies.

-- Skill Requirements for Creation/Upkeep: Expert Chemist

-- Expert Chemist: Halve the required Concentration when you use these Augments. While affected by this skill, the required count may not be lowered further.

-- Explosive Elementalist: These Augments inflict Piercing attacks instead.

  • -- Augment Property: After a Targ-10, invoke “Vial” and throw a spell packet that inflicts “3 Frost”, “Mangle 10”, or “Hobble 10”. This cannot be increased unless specified otherwise

    -- Creation//Upkeep Cost: Same except with Wind Affinity.

    -- Prop Requirements: Clear plastic vials upon one’s belt or bag with blue or white liquid in them.

  • -- Augment Property: After a Targ-10, invoke “Vial” and throw a spell packet that inflicts “3 Corrosive”, “3 damage” or “3 Flame”. This cannot be increased unless specified otherwise

    -- Creation//Upkeep Cost: Same except with Fire Affinity.

    -- Prop Requirements: Clear plastic vials upon one’s belt or bag with red or orange liquid in them

Clockwork Gadget AugmentS

In skilled hands, these are able to act as grappling hooks, lighting devices, or even hacksaws depending on their configuration. 

-- Skill Requirements for Creation/Upkeep: Clockwork Gadgeteer 

-- Creation//Upkeep Cost: Same with Fire Affinity

-- Clockwork Gadgeteer Skill: halves the required Concentration or Targeting count, though this prevents them from being reduced further. 

-- Prop Requirement: A bracer (or glove) and a Scrap Kit with gears or other mechanical themed ornamentation.

  • -- Augment Property 1: After Targ-10, invoke “Hook” and inflict “3 damage” or “Pull” via packet/foam dart. The Pull can be useful in bringing fallen allies to safety.

    -- Augment Property 2: As above but bypass a “Climb 20” (or less) obstacle instead.

    -- Augment Property 3: You may deploy and use an electric based OOG light, including an Advanced or a Superior Lantern, though this requires that this hand is either holding nothing or just the lantern. While useful in many respects, this can be difficult to use in combat.

  • -- Augment Property 1: After iConc-30, while in arm’s reach of your target, invoke “Saw” to do one of the following: (1) “Greater Disarm” , (2) Sunder a weapon, or (3) destroy an Advanced Rope/Chain

    -- Augment Property 2: You can perform a Death Blows without a wielded weapon

    -- Augment Property 3: You may deploy and use an electric based OOG light, including an Advanced or a Superior Lantern, though this requires that this hand is either holding nothing or just the lantern. While useful in many respects, this can be difficult to use in combat.


Eldritch Vial Augments

These Augments are imbued not only with unstable chemicals but potent magic, making them the domain of Arcanists or those with access to a magical Workshop.

-- Skill Requirements for Creation/Upkeep: Eldritch Alchemy or Eldritch Elixirist and an Adept Attunement (Usually, this means that you need to be a Channeler)

-- Eldritch Alchemy or Eldritch Elixirist: Halve the required Concentration when you use these Augments. While affected by this skill, the required count may not be lowered further.

  • -- Augment Property: After a Targ-15, invoke “Vial” and throw a spell packet that inflicts “Pain”, “Rot,” or “Silence”

    -- Creation//Upkeep Cost: Same except with Shadow Affinity.

    -- Prop Requirements: Clear plastic vials upon one’s belt or bag with dark or green liquid in them.

  • -- Augment Property: After a Targ-10, invoke “Vial” and throw a spell packet that inflicts “Piercing 3 Shadow”, “Piercing 3 Frost”, or “Piercing 3 Psychic”. This cannot be increased unless specified otherwise

    -- Creation//Upkeep Cost: Same except with Death Affinity.

    -- Prop Requirements: Clear plastic vials upon one’s belt or bag with dark or green liquid in them.


Eldritchtech Gadget AugmentS

Sought out by many Talismongers, Eldritch Amplifiers allow an individual to modify their spells as per the Metamagic Augmentation skill.

-- Skill Requirements for Creation/Upkeep: Eldritch Gadgetry, Empowered Arcana, or Xenotech Savant; and an Adept Attunement (Usually, this means that you need to be a Channeler).

-- Creation//Upkeep Cost: Same with Shadow Affinity

-- Eldritch Gadgetry, Empowered Arcana (Talismanry), or Xenotech Savant Skill: Waive the self-inflicted damage from when you use the properties of this Augment. 

  • -- Augment Property 1: Augment a damage spell with “Altered” so that its damage inflicts your choice of Flame, Frost, Lightning, Shadow, or Corrosive. Using this augment self-inflicts “2 Shadow”.

    -- Augment Property 2: Augment a healing spell with “Altered” to change its healing to imbue a “Cure Wounds” or “Painful Revive” instead, with the self-inflict effect above.

    -- Augment Property 3: Augment a damage, Resolve, or healing spell, prefixing the spell with “Grounded” This turns it into a Barrage 3 melee spell, allowing you to inflict its effects a total of 3 times. You must launch all of these attacks before 5 seconds have elapsed and without moving your feet, though its damage/healing/Resolve is capped at 3 points. This self-inflicts “2 shadow”

  • -- Augment Property 1: Augment a healing or resolve spell with “Rejuvenating” to improve healing or Resolve by +1, if it grants one or the other. Doing this self-inflicts “2 Shadow”.

    -- Augment Property 2: Augment your damage spells with “Galvanized”. This increases their damage by 2 points but self-inflicts “2 shadow”

  • -- Augment Property 1: Augment the spell with “Prophesied” so that if it is negated by a Defense or misses, you may strike with it again as an Aftereffect. This is usable once per minute and self-inflicts “2 Shadow”.

    -- Augment Property 2: Alternatively, you can deliver your packet/foam dart spells through melee touch.

    -- Augment Property 3: Augment your Melee or Touch spells with "Displaced" - it can be delivered via Spell Packet. Using this augment self-inflicts "2 Shadow".


Elemental Vial AugmentS

Those who master the especially volatile chemicals call themselves “Elementalists”, after the ancient alchemists of old. The vials they employ are especially unstable and especially dangerous, blasting their enemies with powerful and explosive potency.

-- Skill Requirements for Creation/Upkeep: Explosive Elementalist

-- Explosive Elementalist: Halve the required Targeting when you use these Augments. While affected by this skill, the required count may not be lowered further.

  • -- Augment Property: After a Targ-15, invoke “Vial” and throw a spell packet that inflicts “Piercing Knockback”, “5 Flame”, or “5 Lightning”. This cannot be increased unless specified otherwise

    -- Creation//Upkeep Cost: Same except with Fire Affinity.

    -- Prop Requirements: Clear plastic vials upon one’s belt or bag with orange or red liquid in them.

  • -- Augment Property: After a Targ-15, invoke “Vial” and throw a spell packet that inflicts “Snare 10”, “5 Corrosive”, “5 Frost” or “Blind 10”. This cannot be increased unless specified otherwise

    -- Creation//Upkeep Cost: Same except with Earth Affinity.

    -- Prop Requirements: Clear plastic vials upon one’s belt or bag with dark or green liquid in them.


Ethertronic Gadget AugmentS

Created through the technologies of the Illustrados and through engineering genius, these devices can allow their users to exhibit technical ability, project defensive energy fields, or find minute details.

-- Skill Requirements for Creation/Upkeep: Ethertronic Engineering or Hyper-refined Chemistry

-- Creation//Upkeep Cost: Same plus Hyper Refined Etherite* x1

*You can waive this part of the requirement if you use an Apex Lab Workshop

-- Ethertronic Engineering Skill or Hyper-refined Chemistry: Waive the Self-inflicted damage and halve the required Concentration or Targeting count, though this prevents them from being reduced further. This does not affect Skills granted by the Augment.

  • -- Augment Property 1: Gain temporary use of the Junk Diver skill and Trap Springer skill as though you had them. With goggles/spectacles, this includes the ability to Dive into Ancient Tech.

    -- Augment Property 2: Also, after an Conc-10, invoke “Jolt” to imbue a “Painful Revive” on an ally via melee touch or “3 Lightning” on an enemy via packet/foam dart. This cannot be increased unless specified otherwise

    -- Augment Property 3: This radiates a Magna-field and inflicts Magna-field Sickness.

    -- Prop Requirement: Goggles/spectacles and gloves/bracers as well as a dim gold or white LED or glow stick upon this Skill Kit. A similar light upon the gloves/bracers is encouraged but not required.

  • -- Augment Property 1: Gain temporary use of the Iron Concentration, Steady Concentration, Keen Perception, and Corpse Reader skills.

    -- Augment Property 2: After an “Iron Targ-10, add +1 to ranged basic attack damage (knife pack, bow, crossbow, or firearm) if the Conc is wholly augmented with “Iron”.

    -- Augment Property 3: If you use Iron Conc-10 with Keen Perception, you can use it despite Magna-Field Sickness.

    -- Augment Property 4: This radiates a Magna-field and inflicts Magna-field Sickness.

    -- Prop Requirement: Goggles/spectacles and a dim gold or white LED or glow stick upon this Skill Kit.

  • -- Augment Property 1: Perform a QConc-60 and invoke “Stim” to imbue yourself with a “Heal 5” or “Cure Wound”.

    -- Augment Property 2: Also, you may use the Iron Fortitude skill as though you had and were wearing the right armor.

    -- Augment Property 3: After a Conc-30 and self-inflicting “2 Lightning”, you are considered to have one of the following skills for the next hour: (1) Resist Blizzard, (2) Resist Magna-Storm, or (3) Resist Radiation skills as though you had them.

  • This is an Affliction caused by continued exposure to a Magnetic Mana field, causing minor hallucinations and dizziness. If the source of the Magna-field is removed, the afflicted easily recovers after one month.

    Effect: you are unable to use Sense-type Skills (e.g. Keen Perception) and the Iron Defiance skill


EXPERT Kit Augments

These are made with refinements to the crafting process, allowing for additional utility and allowing their wearer some abilities that they might not personally possess. 

-- Skill Requirements for Creation/Upkeep: Expert Brewer, Expert Chemist, Expert Doctor, Expert Tinker, Expert Weaponer, or Expert Weaver

  • -- Augment Property 1: You generate a Magna-Field and thereby suffer from Magna-field Sickness.

    -- Augment Property 2: Whenever you use Skill Kit-based Craft-Ritual actions, augmenting them with Bonus Output produces 2 more Products or Effects (4 total)

    -- Augment Property 3: You may use an electric based OOG light. including an Advanced or a Superior Lantern, though this requires that this hand is either holding nothing or just the lantern. While useful in many respects, this can be difficult to use in combat.

    -- Creation//Upkeep Cost: Same with Lightning Affinity

    -- Prop Requirement: A dim blue or white LED light or glow-stick upon this Skill Kit.

  • This is an Affliction caused by continued exposure to a Magnetic Mana field, causing minor hallucinations and dizziness. If the source of the Magna-field is removed, the afflicted easily recovers after one month.

    Effect: you are unable to use Sense-type Skills (e.g. Keen Perception) and the Iron Defiance skill

  • -- Augment Property 1: Gain temporary use of Treat Injury to heal allies.

    -- Augment Property 2: If you have learned Treat Injury, you can better apply your medical knowledge. Your Healing on others via skill or spell is increased by +1.

    -- Augment Property 3: When you grant Painful Revive on an ally, you may also imbue a “Heal 1” effect upon them as an Aftereffect. This cannot be increased unless specified otherwise

    -- Creation//Upkeep Cost: Same with Earth Affinity

  • -- Augment Property 1: Gain temporary use of Improvised Repair and Disarm Device

    -- Augment Property 2: If you have learned Disarm Device, its Conc count is reduced to Conc-15

    .-- Augment Property 3: Whenever you use Scrap Kit-based Craft-Ritual actions, augmenting them with Bonus Output produces 2 more Products or Effects (4 total)

    -- Creation//Upkeep Cost: Same with Lightning Affinity

  • -- Augment Property 1: Gain temporary use of Extinguish Element and Brewtender

    -- Augment Property 2: If you actually have that skill, you can augment “Quench” as “Quench Energy” so that it works on Lightning and Shadow damage for 3 points or less;. This does not apply to “Focused Quench” defense.

    -- Augment Property 3: When you use Herb Kit-based Craft-Ritual actions, augmenting them with Bonus Output produces 2 more Products or Effects (4 total)

    -- Creation//Upkeep Cost: Same with Earth Affinity


Healing Vial AugmentS

These Chemicals are beneficial to humans, although their volatility also renders their application as time consuming.

-- Skill Requirements for Creation/Upkeep: Curative Chemicals or Hyper Refined Chemistry

-- Creation//Upkeep Cost: Same except with Astral Affinity. 

-- Curative Chemicals or Hyper Refined Chemistry: Halve the required Concentration (round down) when you use these Augments. While affected by these skills, the required count may not be lowered further.

  • -- Augment Property 1: After a Conc-10, invoke “Vial” and deliver its effects upon an ally you touch. Imbue your choice of “Heal 3” “Painful Revive” or “Cure Strike”.

    -- Augment Property 2: Except for the Painful Revive effect, You can use this on yourself if you double the Conc count.

    -- Prop Requirements: Clear plastic vials upon one’s belt or bag with red or green liquid in them.

  • -- Augment Property: After a Conc-10, invoke “Vial” and deliver its effects upon yourself or upon an ally you touch. Imbue your choice of “Heal 2”, “Cure Strike”, or “Cure Wounds”.The latter can regrow severed appendages but the former cannot be increased

    -- Prop Requirements: Clear plastic vials upon one’s belt or bag with red or green liquid in them.


Hyper-refined Vial AugmentS

The Technocracia’s chemists and engineers are less interested in the offensive applications of Chem Vials, but in improving their enhancement abilities.

-- Skill Requirements for Creation/Upkeep: Hyper Refined Chemistry, Apex-Tech Additive, or High-Tech Medicine

-- Creation//Upkeep Cost: Same plus Hyper Refined Etherite* x1

*You can waive this part of the requirement if you use an Apex Lab Workshop

-- Hyper Refined Chemistry, Apex-Tech Additive or High-Tech Medicine: Halve the required Concentration/Targeting (rounding down) when you use these Augments. While affected by these skills, the required count may not be lowered further.

  • -- Augment Property 1: After a Conc-15, invoke “Stim” and deliver its effects upon an ally you touch. Imbue your choice of “Heal 5”, “Resolve 2” “Cure Strike”, or “ Painful Revive”. The imbued Resolve/Healing may not be increased. If you use this Vial on yourself, you only imbue a “Heal 2” or a “Cure Strike” because you cannot reach the proper injection areas.

    -- Augment Property 2: Expend 1 Focus and invoke “Stim” to instantly grant “Painful Revive” to two allies that you touch in quick succession, representing a desperate but precise delivery of combat medicine.

  • -- Augment Property 1: After a Conc-15, invoke “Stim” and deliver its effects upon yourself or upon an ally you touch. Imbue your choice of “Heal 2” or “Cure Wound”. The healing cannot be increased but this can regrow severed limbs.

    -- Augment Property 2: After a Conc-15, invoke “Stim” and deliver its effects upon yourself or upon an ally you touch.. Within the next minute, they may use the Strength and Great Strength skills as though they had them or their next melee attack inflicts either “3 damage” or “Knockback” - clarify this benefit if necessary.

    -- Augment Property 3: After a Conc-15, invoke “Stim” and deliver its effects upon an ally you touch.. Clarify to them, if needed, that they have a 0 Focus use of “Smite” within the next minute. However, it is augmented and prefixed with “Stimmed” -- it has a maximum damage of 5 and cannot have an Aftereffect.


Magna Powered Gadget AugmentS

Through these items, mere humans can gain the strength of beasts or harness magna-tech energy to their own ends. 

-- Skill Requirements for Creation/Upkeep: Metabionic Gadgeteer or Ethertronic Engineering

-- Creation//Upkeep Cost: Same with Lightning Affinity

-- Metabionic Gadgeteer or Ethertronic Engineering: Halve this Gadget’s required Concentration count, Targeting count and waive this Gadget’s Self-inflicted damage when you use them. Those counts cannot be reduced further. This does not affect Skills granted by the Augment.

  • -- Augment Property 1: Gain access to the augmented “Magna Block” and the “Magna Guard” defenses. Each one costs 1 Focus to use and self-inflicts “2 Lightning” but neither requires you to wield a weapon or shield.

    -- Augment Property 2: After Conc-10, invoke “Jolt” and self-inflict 2 Lightning. This inflicts a ”Cure Strike” upon yourself. If you are touching an ally with your hand or weapon, imbue a “Cure Strike” or “Painful Revive” effect upon them instead.

    -- Augment Property 3: This radiates a Magna-field and inflicts Magna-field Sickness.

    -- Prop Requirement: A dim blue or white LED or glow stick upon this Skill Kit.

  • -- Augment Property 1: You may use the Strength skill as though you had it. After a Conc-6, inflict a melee “Knockback” while using a melee weapon with both hands.

    -- Augment Property 2: Your melee Smites’ damage is increased by +1, if your weapon is held in both hands.

    -- Augment Property 3: This radiates a Magna-field and inflicts Magna-field Sickness.

    -- Prop Requirement: A dim blue or white LED or glow stick upon this Skill Kit as well as two gloves or gauntlets.

  • -- Augment Property 1: After a Targ-10, invoke “Jolt” and throw a spell packet that inflicts “2 Lightning” or “Knockback”. This cannot be increased unless specified otherwise

    -- Augment Property 2: While Downed or Critical, invoke “Backlash; Master, 7 Lightning” to inflict that effect unto someone who completes a Scavenge or melee Death Blow upon you. If this brings them to 0 HP, their action is negated. “Superior Disarm” will render this function unusable for 1 minute.

    -- Augment Property 3: This radiates a Magna-field and inflicts Magna-field Sickness.

    -- Prop Requirement: A dim blue or white LED or glow stick upon this Skill Kit as well as one or two gloves or gauntlets.

  • This is an Affliction caused by continued exposure to a Magnetic Mana field, causing minor hallucinations and dizziness. If the source of the Magna-field is removed, the afflicted easily recovers after one month.

    Effect: you are unable to use Sense-type Skills (e.g. Keen Perception) and the Iron Defiance skill.


Spectral Gadget AugmentS

These Gadgets allow their users to glean answers from the dead, protect one’s self while dying, and perform minor Necrotheurgy to resurrect their deceased allies. 

-- Skill Requirements for Creation/Upkeep: Eldritch Gadgetry, Eldritch Alchemy, or Xenotech Savant and either the Necrotheurgic Anchor Attunement (Usually, this means that you need to be a Channeler) or the Bone Garden Workshop.

-- Creation//Upkeep Cost: Same with Shadow Affinity

-- Special Limitation - Unliving Miasma: The weapon inflicts a deathly essence to its wielder and prevents their maximum HP from exceeding 7 HP, reducing it if necessary.  You are immune to this negative effect if you already have a Necrotic Stigmata or a Necrotheurgic Anchor. 

-- Any of the listed Skills above: Halve this Gadget’s Self-inflicted Control effect and completely waive this Gadget’s Self-inflicted damage when you use them. The former cannot be reduced further.

-- Prop Requirement: Adorn your Skill Kit with at least three bones and/or skulls, human or animal. 

  • -- Augment Property 1: Self-inflict “2 Shadow” to use Detect Secret and Detect Presence spells as if you had them, letting you discern the unseen and speak to spirits.

    -- Augment Property 2: While using the above, you get 2 additional Unveilings with Detect Presence and can ask a 2nd question as an Aftereffect with Detect Secret.

    -- Augment Property 3: You are able to expend your Craft-Ritual action to Augment the Rituals of up to five bonded Arcanists and/or unbonded Necrothurgists.

  • -- Augment Property 1: You gain the Medical Redemption skill, except that you can only use it to imbue a “Greater Revive” on 1-5 dead allies.

    -- Augment Property 2: Whenever you successfully imbue a “Painful Revive” on another person, self-inflict “2 Shadow” and invoke “Reclaimer” — immediately afterward, imbue another target via melee touch with a “Painful Revive”

    -- Augment Property 3: Your healing skills and spells are increased by +1 when used on others.

  • -- Augment Property 1: When you receive a Healing spell, you may “store” it for up to one hour instead of being healed by it immediately. To use it, invoke “Soultrap” and gain a “Heal 3”. Afterward, self-inflict a “Stun 10”. This cannot be increased unless specified otherwise.

    -- Augment Property 2: While Downed or Critical, invoke “Backlash; Master, 7 Shadow” as a Reaction to inflict it when someone who completes a Scavenge or melee Death Blow upon you. If this brings them to 0 HP, their action is negated. “Superior Disarm” will render this function unusable for 1 minute.

    -- Augment Property 3: You gain temporary use of the Iron Fortitude skill as though you had it and are wearing the necessary armor.


Swarm Vial AugmentS

Abhorrent yet wondrous in their scope, Swarm Vials are no mere liquids but incredibly short-lived creatures that die mere seconds after being released from their vials.

-- Skill Requirements for Creation/Upkeep: Xeno Swarm Vial or Biomantic Brewing

-- Creation//Upkeep Cost: Same except with Abyssal Affinity plus Flesh of the Empress* x1

*You can waive this part of the requirement if you use a Biomancer Hatchery Workshop

-- XenoSwarm Vial or Biomantic Brewing: Halve the required Concentration/Targeting when you use these Augments. While affected by this skill, the required count may not be lowered further.

  • -- Augment Property: After a Targ-15, invoke “Swarm” and perform a Wave 3 attack with spell packets. If made within the next 5 seconds, each attack inflicts “3 Flame”, “Rot 15”, “Mangle 15”, or “3 Lightning” -- except for the 3rd attack which inflicts “5 Flame” or “5 Lightning”. This cannot be increased unless specified otherwise.

    -- Prop Requirements: Clear plastic vials upon one’s belt or bag with eyeballs or fake bugs in them.

  • -- Augment Property 1: After an Interlinked Conc-10 on an ally, invoke “Vial, Imbue Frenzy” and deliver its effects via a touch. If your target does not negate/refuse the Frenzy, imbue your choice of “Resolve 3” or “Cure Wounds” as an Aftereffect. This cannot be increased unless specified otherwise.

    -- Augment Property 2: After an Interlinked Conc-10 on an ally, invoke “Vial, Cure Strike” or “Painful Revive” and deliver its effects via a touch.

    -- Prop Requirements: Clear plastic vials upon one’s belt or bag with eyeballs or fake bugs in them.

  • -- Augment Property: After a Targ-15, invoke “Swarm” and perform a Chain 3 attack with spell packets. If made within the next 5 seconds, each attack inflicts “3 Corrosive”, “Silence 15”, “Pain 15” or “3 Shadow” except for the third attack which inflicts “5 Corrosive” or “5 Shadow” instead. This cannot be increased unless specified otherwise.

    -- Prop Requirements: Clear plastic vials upon one’s belt or bag with eyeballs or fake bugs in them.


Symbiotic Gadget AugmentS

Wrought by the greatest of Templar Arcanists, Xenotech items are living Symbiotes, with limited sentience despite their abominable natures. These Gadgets infest their wearer, draining nutrients from them while granting them power.

-- Skill Requirements for Creation/Upkeep: Xeno-Tech Savant, Xeno-Tech Fleshweaver, Xeno-Tech Armory, or Xeno-swarm Vials

-- Creation//Upkeep Cost: Same plus Flesh of the Empress* x1

*You can waive this part of the requirement if you use a Biomancer Hatchery Workshop

-- Special Limitation - Symbiotic Link: You must have a Symbiotic Link with this item, a process that can only be done during its creation/upkeep -- it partakes of your life essence and takes up one Attunement (labeled with the augment) per item. This Symbiotic Link also acts as though the item was Fate-Bound to its owner. These items inflict 1 Corrosive damage every 10 seconds that someone holds it without the necessary Symbiotic Link.

-- Xeno-Tech Savant, Xeno-Tech Fleshweaver, or Xeno-Tech Armory: Halve this Gadget’s required Concentration count, Targeting count and waive this Gadget’s Self-inflicted damage. The former cannot be reduced further. This does not affect Skills granted by the Augment.

-- Prop Requirement: Adorn your Skill Kit with tentacles, eyes, antennae and/or teeth. 

  • -- Augment Property 1: Alter your spells’ damage to add +1 to it and./or change it into Psychic or Shadow -- doing this self-inflicts “2 Corrosive”.

    -- Augment Property 2: You are able to expend your Craft-Ritual action to Augment the Rituals of up to five bonded Arcanists and/or unbonded Xenothurgists.

    -- Augment Property 3: When you perform a Death Blow or inflict damage with a ranged Spell, you may augment it with “Symbiotic”. This allows the Skill Kit to feed on your victim, imbuing you with a “Heal 1” as an Aftereffect if it is successful. This cannot be increased unless specified otherwise.

  • -- Augment Property 1: After a qConc-20, receive a Self-inflict “2 corrosive” and invoke “Greater Disarm” or “Disarm Conjuration” as per the Disarm Device and Tech Diver skill.

    -- Augment Property 2: After Targ-10, invoke “Whip” and throw a spell packet that inflicts “2 Corrosive”, “Pull” or “Knockback”. This cannot be increased unless specified otherwise.

    -- Augment Property 3: Alternatively, instead of damage you can, invoke a “instant Climb 20”, which allows you to instantly ascend or rappel up to 20 counts of Climbing

  • -- Augment Property 1: After a qConc-15, invoke “Symbiotic Motivator” to grant yourself “Heal 1” or a “Cure Strike” -- this self-inflicts “2 corrosive”.

    -- Augment Property 2: Gain temporary use of the Iron Fortitude skill as though you had it and were wearing the right armor -- this allows you to reduce the Self-Revive count to 10 counts instead of its normal 30 counts.

    -- Augment Property 3: After a qConc-30 and self-inflicting “2 Corrosive”, you are considered to have one of the following skills for the next hour: (1) Resist Toxin, (2) Resist Fear, or (3) Endure Plague. This kit is considered to be an Herb Kit for the purposes of the last skill.

  • When a Xenotech, Xenoweave, Symbiotic Gadget has been Fortified, it gains a measure of sentience and a psychic link to you. They receive one of the following Additional Properties of your choice when you next Upkeep them. You can change this choice during the next Upkeep -- with multiple Xeno items, see the limitation below:

    Some believe that a minor entity resides within the item or that an item’s spirit temporarily awakens -- either way, it receives a name of the Bonded character’s choice (though some claim that it is the item’s choice).

    Note: the RP notes below are largely internal and optional. Players can feel free to opt into doing them or to not follow them. Either way, the Character bonded to the item receives the benefit outlined below.

    Limitation: You may only gain one of the Minor Sentience benefits below, regardless of how many “Sentient” items are linked to you. This reflects the dominance of one over the voices of the others. Whenever you have more than one such effect, choose the dominant Sentience for the remainder of the current Event.

    • Brave-- You gain the use of the Strength skill and the Resist Fear skill. This item exhorts you to do brave and dangerous feats either because it is angry all the time or because it is foolish.

    • Hurrying-- This item occasionally slows your perception of time down. You are able to use the Dodge defense and the Flee the Scene skill. This item exhorts you to hurry up and to be less careful.

    • Murderous -- This item increases the damage of your Smite attack and your Death Blow with it by +1. It coerces you to go out into the wild and kill monsters and other aberrations.

    • Nurturing -- This item increases the healing or Resolve you grant to others with it by +1. It exhorts you to avoid danger and chastises you for taking risks.

    • Paranoid-- You may use the Keen Perception and Mental Deduction skills. Furthermore, this item is paranoid or fearful and warns you against the betrayal of everything and everyone, especially your closest allies.

    • Quelling-- You may use the Masked Mind skill and the Camouflage skill. This item tells you to be quiet and to be careful, lest danger find you.

Venom Vial AugmentS

Favored by poisoners and assassins, Venom Vials are best suited to hindering their enemies instead of simply harming them, although they are not limited to such pursuits. Venom Vials can also be used on the weaponry of an ally instead of one’s own tools. 

-- Skill Requirements for Creation/Upkeep: Venomologist

-- Venomologist: Halve the required Concentration for these Augments. While affected by this skill, the required count may not be lowered further.

  • -- Augment Property: After an Interlinked Conc-10 on a melee weapon or a knife/arrow pack, invoke “Envenom” and deliver its effects via a touch, clarifying if necessary - “Within the next minute, the next attack with the imbued item inflicts <effect>” -- <effect> is your choice of “3 Frost”, “3 Shadow”, “Silence 10”, “Mangle 10” or “Hobble 10”. This cannot be increased unless specified otherwise.

    -- Creation//Upkeep Cost: Same except with Wind Affinity.

    -- Prop Requirements: Clear plastic vials upon one’s belt or bag with blue or white liquid in them.

  • -- Augment Property: After an Interlinked Conc-10 on a melee weapon or a knife/arrow pack, invoke “Envenom” and deliver its effects via a touch, clarifying if necessary: “within the next minute, the next attack with the imbued item inflicts <effect>” -- <effect> is your choice of “3 Corrosive”, “Knockback”, “3 Lightning”. or “3 Flame”. This cannot be increased unless specified otherwise.

    -- Creation//Upkeep Cost: Same except with Fire Affinity.

Volatile Gadget AugmentS

These gadgets do not rely on mechanics alone, but also on volatile chemicals to fulfill their function.

-- Skill Requirements for Creation/Upkeep: Strengthen Item 

-- Creation//Upkeep Cost: Same with Fire Affinity

-- Empower Item Skill: Halve the self-inflicted effects and Concentration requirements when you use the properties of this Augment. 

-- Prop Requirement: A Scrap Kit with gears or other mechanical themed ornamentation.

  • -- Augment Property 1: After Conc-10, invoke “Rocket” to explosively egress and begin an Escape count, as per the Flee the Scene Skill. After this Escape count, self-inflict “2 damage” from a rough landing. You can use this skill even if you are wearing Heavy or Ultraheavy armor.

    -- Augment Property 2: Use the Armored Rush skill as though you had it, expending 1 Focus and self-inflicting “2 Flame” instead of expending Aegis. Invoke this instead as “Rocket Rush”.

    -- Augment Property 3: After Conc-10, invoke “Rocket” to explosively ascend or to safely descend. This allows you to bypass a Climb-20 or less obstacle or to halve (round up) fall damage.

  • -- Augment Property 1: Whenever you use an Escape effect, you can augment that skill and prefix it with “Smoky”. You receive a “Self-inflict 2 Corrosive”. This allows you to bring a willing ally (or an additional ally) with you, provided that they are not immobilized or slowed down.

    -- Augment Property 2: Whenever you use a defense to negate an attack upon yourself, you can augment it and prefix it with “Smoky”. You receive a “Self-inflict 2 Corrosive”. As an Aftereffect to a “Smoky” defense, you can inflict a “Blind” via a melee strike to a nearby enemy..

    -- Augment Property 3: While Downed or Critical, invoke “Backlash; Master, 7 Corrosive” as a Reaction to inflict it when someone who completes a Scavenge or melee Death Blow upon you. If this brings them to 0 HP, their action is negated. “Superior Disarm” will render this function unusable for 1 minute.

Weaponry Items

 

These items include swords, guns, shields, and arrow packs. Forged and wielded for the protection of the self and of others, they are distressingly common and necessary in the World Beyond the Fall.

Melee Weapons: Most attacks with melee weapons inflict 1 point of physical damage per swing — these “Basic attacks” or “Jabs” do not require a damage invocation or a “damage call”

Ranged Weapons and Ammo Packs: On the other hand, Ranged attacks are always followed by damage invocations. Basic ranged attacks (BRAs or Missiles) may not exceed 5 points of damage.

  • Small Weapon — 12” to 24” (1 hand)

    Medium Weapon — 25” to 48” (1 hand or 2 hand)

    Rune Wand -- 12” to 48” (1 hand or 2 hand)

    Heavy Weapon — 49” to 60” (2 hand only)

    Stave Weapon — 61” to 72” (2 hand only)

    Shield — maximum 32” diameter on any dimension on the shield

    Short Bow — 24” to 48”

    Longbow — 49” to 60”

    Hand Crossbow — 10x10” to 18×18”

    Medium Crossbow — 19”×19” to 24”×24”

    Arbalest — 25×25“ to 30×30”

    Pistol — Smaller than 18 inches

    Shortarm — 18” to 24”

    Longarm — 25” to 48”

    Siege Caster — 49” to 72”

  • Basic: This is the lowest and most common quality of items. Beyond their standard uses, they may not have Augments. When most Weapons and Shields are not maintained, they revert to Basic quality. On the other hand, Ammo Packs (e.g. Knife Packs, Slug Packs) will be completely depleted/expired every 3 Events unless Components are spent to maintain them.

    Even though most Basic Weapons and Shields do not require Upkeep, it is required that these are submitted for inspection and for re-tagging every 6 months.

    Advanced: Advanced Weaponry is what most seasoned adventurers, Operatives, Delvers, and soldiers will be using. Many fighting Skills require this quality of weaponry. Advanced Items may house one Augment, which are specialized construction methods that modify an item’s to add an Additional Property.

    Superior: Superior Weaponry is the province of the well-off and the masterful soldiers, protectors, and adventurers. Although these are expensive to create and maintain, many of the strongest fighting Skills require their use. Furthermore, they are able to have up to two Weaponry Augments.

  • Advanced and Superior Weaponry have special and diverse properties that are available to them called Augments. These Augments do not cost additional Components although they can require specific weapon props, specific component types, or modifications to one’s weapon prop.

    Advanced Weaponry Items may have one Weaponry Augment while Superior Weaponry Items may have two Weaponry Augments.

    Basic Weaponry Items may not have any Augments. In fact, Weapons under the Sunder effect act as though they are Basic Weaponry

  • When an Advanced Weaponry Item (Weapon, Shield, or Ammo Pack) is created or maintained via upkeep, you may place an Advanced Weaponry Augment on it. Similarly, a Superior Weaponry Item may be created or maintained with one or two Augments. As mentioned above, this does not require additional Components although they may change or add to what Component types are to be used.

    However, all Weaponry Augments require specific skills to be placed upon items. For example, the Chainsaw Augment requires the War Mechanic skill. On the other hand, they do not require specific skills to use.

    Using certain Workshops can waive the Skill requirement for some Augments. For example, by using an Herb Shop, one can waive the Skill Requirement for the Chemical Weapon Augment.

Weaponry COST Overview

Creation and Upkeep Costs: Higher weapon qualities cost more to create and upkeep. On the other hand, they have the benefit of being able to house Item Augments within them that grant additional or special properties.

  • Basic items cost Minor Components to create/upkeep

  • Advanced items (1 Aug) cost Basic Components to create/upkeep

  • Superior items (2 Aug) cost Rare Components to create/upkeep.


Ammo Pack

Arrow Pack (AP): ammo for bows and crossbows.

  • herbal/metal x5; Reverts to basic w/o upkeep

Knife Pack (KP): throwing knives, shuriken, kunai, etc.

  • metal x5; Reverts to basic w/o upkeep

Slug Pack (SP): bullets for pistols/shortarms/longarms

  • fire/metal x5; Reverts to basic w/o upkeep


Melee Weapon

Heavy weapon (HV): 2-handed weapons with heft and power.

  • herbal/metal x7; Reverts to basic w/o upkeep

Medium Weapon (MD): Swords, axes, clubs, maces for 1 or 2 hands.

  • herbal/metal x5; Reverts to basic w/o upkeep

Rune Wand (RW): magical foci for Arcanists

  • astral/earth/herbal x7; Needed by Talismongers; Reverts to basic w/o upkeep

Shield (SH): These are bucklers, targes, and other shields

  • herbal/metal x5; Reverts to basic w/o upkeep

Small weapon (SM): Daggers, combat crowbars, and other smaller weapons.

  • herbal/metal x5; Reverts to basic w/o upkeep

Stave weapon (ST): 2-handed weapons with length and speed

  • herbal/metal x7; Reverts to basic w/o upkeep


Ranged Weapon

Bow (BW): Longbows and Short Bows.

  • herbal/metal x5; Needs Arrow pack; Reverts to basic w/o upkeep

Crossbow (CR): Hand and Medium Crossbows as well as Arbalests.

  • herbal/metal x5; Needs Arrow pack; Reverts to basic w/o upkeep

Longarm (LN): 2-handed firearms focused on stopping power.

  • fire/metal x7; Needs Slug pack; Reverts to basic w/o upkeep

Pistol (PS): 1-handed portable firearms

  • fire/metal x5; Needs Slug pack; Reverts to basic w/o upkeep

Shortarm (SA): shorter 2-handed firearms.

  • fire/metal x7; Needs Slug pack; Reverts to basic w/o upkeep

Siege Caster(SC): Huge firearms, including flamethrowers and similar weapons.

  • earth/metal x10; Needs Slug pack; Reverts to basic w/o upkeep


WEAPONRY ITEMS DESCRIPTIONS

 

Ammo Packs

Arrow Pack (AP)

Arrow Packs hold ammunition for both Bows and Crossbows.

Creation//Upkeep Cost: Metal and/or herbal

Basic: x5 minor//No Upkeep needed

Advanced: x5 basic//Same after 3 Attended Events.

Superior: x5 rare//Same after 3 Attended Events.

Property: Wearing an Arrow Pack allows for the use of Bows and Crossbows.

Prop Requirement: This requires a prop that appears to be a leg or back quiver with arrows within at least 12” in length.  


Knife Pack (KP) 

Knife Packs represent throwing knives, shuriken, and similarly small and deadly ranged weapons.

Creation/Upkeep Cost: Metal

Basic: x5 minor//No Upkeep needed

Advanced: x5 basic//Same after 3 Attended Events.

Superior: x5 rare//Same after 3 Attended Events.

Property: Wearing a Basic-quality Knife Pack allows a character to throw “knives” in the form of spell Packets or an acceptable thrown knife (or kunai/shuriken/etc) prop that inflict “1 damage” when thrown. 

Prop Requirement: This requires a prop that appears to be a belt or bandolier that holds coreless foam or prop knives, kunai, shuriken, or similar materials. Any thrown weapon that is to be used in combat may not have a core, must be comprised of combat-safe foam, and may not be larger than 12 inches.


Slug Pack (SP)

Slug Packs are ammunition for Pistol, Shortarm, and Longarm weapons. h, fire and/or herbal

Basic: x5 minor// No Upkeep needed

Advanced: x5 basic//Same after 3 Attended Events.

Superior: x5 rare//Same after 3 Attended Events.

Property: Wearing a Slug Pack allows for the use of a Pistol, Shortarm, Longarm, or some Siege Casters. 


Melee Weapons

Small Melee weapon (SM)

Daggers and similarly sized weapons are of the Small Weapon-type. They are valued for their convenience, portability, and ease of concealment.

Creation//Upkeep Cost: Metal and/or herbal

Basic: x5 minor://No Upkeep needed

Advanced: x5 basic//Same after 3 Attended Events.

Superior: x5 rare//Same after 3 Attended Events.

Property: This is a requirement for certain melee and defense skills such as Smite and Parry. Without special mechanics, hits upon these weapons do not count as hits on their wielder. 

Prop Requirements: A combat safe weapon -- 12” to 24” in length

Heavy Melee weapon (HV)

This weapon represents most greatswords, greataxes, and mauls. Shorter than Staves, these need to be wielded with both hands for their mass and the damage they can inflict.

Creation//Upkeep Cost: Metal and/or herbal

Basic: x7 minor://No Upkeep needed

Advanced: x7 basic//Same every 6 months

Superior: x7 rare//Same every 6 months

Property: This is a requirement for certain melee and defense skills such as Smite and Parry. Without special mechanics, hits upon these weapons do not count as hits on their wielder. With the Melee Fighter skill, Smite attacks with these weapons can inflict a maximum of 7 damage (instead of a maximum of 5 damage). 

Prop Requirements: A combat safe weapon -- 49” to 60” (2 hand only)


Medium Melee weapon (MD)

Medium Weapons include things like longswords, hand axes, hand-and-a-half swords, clubs, and similar one-handed weapons. 

Creation//Upkeep Cost: Metal and/or herbal

Basic: x5 minor://No Upkeep needed

Advanced: x5 basic//Same after 3 Attended Events.

Superior: x5 rare//Same after 3 Attended Events.

Property: This is a requirement for certain melee and defense skills such as Smite and Parry. Without special mechanics, hits upon these weapons do not count as hits on their wielder. 

Prop Requirements: A combat safe weapon -- 25” to 48” in length


Rune Wand (RW)

These weapons are necessary for a Talismanic Arcanist to use their spells efficiently. Other spellcasters may find a use for Rune Wands of Advanced or Superior quality due to their special Augments. Longer Rune Wands are sometimes called Rune Swords, Rune Hammers, Pact Staves, or Witch Blades. 

Creation//Upkeep Cost: Astral, metal and/or herbal

Basic: x7 minor://No Upkeep needed

Advanced: x7 basic//Same after 3 Attended Events.

Superior: x7 rare//Same after 3 Attended Events.

Property: This is a requirement for Talismonger spells but can also function as a Melee Weapon if the prop is combat safe. Without special mechanics, hits upon these weapons do not count as hits on their wielder. 

Prop Requirements: A wand or weapon prop 12” to 48” in length. If the prop is not combat safe, then it may not be used for attacking or defending -- similarly, attacks that hit a non-combat safe Rune Wand count as hitting you if you are wielding or carrying it. 


Shield (SH)

Shields are hand-held defensive weaponry items -- while they cannot be used to attack, their broadness makes defending much easier. 

Creation//Upkeep Cost: Metal and/or herbal

Basic: x5 minor://No Upkeep needed

Advanced: x5 basic//Same after 3 Attended Events.

Superior: x5 rare//Same after 3 Attended Events.

Property: This is a requirement for certain defenses and skills such as Block. Without special mechanics, hits upon shields do not count as hits on their wielder. 

Prop Requirements: A padded or latex shield or buckler prop -- maximum 32” diameter on length and/or width


Stave Melee weapon (ST)

This weapon represents most polearms and staff weapons, as well as those swords, axes, and other weapons of immense length and speed. These need to be wielded with both hands for their reach, a highly valued trait in the battlefield.

Creation//Upkeep Cost: Metal and/or herbal

Basic: x7 minor://No Upkeep needed

Advanced: x7 basic//Same after 3 Attended Events.

Superior: x7 rare//Same after 3 Attended Events.

Property: This is a requirement for certain melee and defense skills such as Smite and Parry. Without special mechanics, hits upon these weapons do not count as hits on their wielder. 

Prop Requirements: A combat safe weapon -- 61” to 72” (2 hand only)


Ranged Weapons

Bow weapon (BW)

Bows expend ammunition from Arrow packs. This weapon type includes Longbows and Short bows. Unlike firearm weapons, a user with the right skill may defend and attack in melee with them (if they are using combat safe weapons). 

Creation//Upkeep Cost: Metal and/or herbal

Basic: x5 minor://No Upkeep needed

Advanced: x5 basic//Same after 3 Attended Events.

Superior: x5 rare//Same after 3 Attended Events.

Property: For their basic attacks, Short Bows inflict 1 damage per shot. While Longbows inflict 2 points of damage per shot. 

Prop Requirements: A foam or latex bow -- longbows are 49” to 60” in length while short bows are 24” to 48”. 


Crossbow weapon (CR)

Crossbows expend ammunition from Arrow packs. This weapon type includes Hand Crossbows and Arbalest Crossbows. Unlike firearm weapons, a user with the right skill may defend and attack in melee with them (if they are using combat safe weapons). 

Creation//Upkeep Cost: Metal and/or herbal

Basic: x5 minor://No Upkeep needed

Advanced: x5 basic//Same after 3 Attended Events.

Superior: x5 rare//Same after 3 Attended Events.

Property: For their basic attacks, Hand Crossbows and Medium Crossbows inflict 1 damage per shot. While Arbalests inflict 2 points of damage per shot. 

Prop Requirements: A foam or latex crossbow -- this must be combat safe if it is to be used in melee combat. Hand Crossbows are 10x10” to 18x18”, Medium Crossbows are 19x19” to 24x24”, and Arbalest Crossbows are 25x25” to 30x30”


Longarm (LN)

Longarms are the bigger of the two-handed firearms and use Slug Packs. Longarms tend to be single fire but may inflict greater amounts of damage. 

Creation//Upkeep Cost: metal and/or fire

Basic: x7 minor://No Upkeep needed

Advanced: x7 basic//Same after 3 Attended Events.

Superior: x7 rare//Same after 3 Attended Events.

Property: These inflict two points of damage per shot, but these cannot be made combat safe and used to strike in combat. Hits upon the weapon affect their wielder instead.

Prop Requirements: A setting appropriate dart launcher or foam replica with an orange tip  --25” to 48” in length


Pistol (PS)

Pistols are relatively small  firearm weapons that can be wielded one handed and require a Slug Pack to use.

Creation//Upkeep Cost: metal and/or fire

Basic: x5 minor://No Upkeep needed

Advanced: x5 basic//Same after 3 Attended Events.

Superior: x5 rare//Same after 3 Attended Events.

Property: They inflict one point of damage per shot.  

Prop Requirements: A setting appropriate dart launcher or foam replica with an orange tip -- less than 18” in length


Shortarm (SA)

Shortarms are the smaller of the two-handed firearms and use Slug Packs. Advanced and Superior Shortarms may be augmented with autofire options. 

Creation//Upkeep Cost: metal and/or fire

Basic: x7 minor://No Upkeep needed

Advanced: x7 basic//Same after 3 Attended Events.

Superior: x7 rare//Same after 3 Attended Events.

Property: These inflict two points of damage per shot, but these cannot be made combat safe and used to strike in combat. Hits upon the weapon affect their wielder instead.

Prop Requirements: A setting appropriate dart launcher or foam replica with an orange tip — 18” to 24” in length


Siege Caster (Besieger; SC)

Creation//Upkeep Cost: earth and/or metal 

Basic: x10 minor//No Upkeep needed

Advanced: x10 basic//Same after 3 Attended Events.

Superior: x10 rare//Same after 3 Attended Events.

Property 1: Those who carry it are “Enfeebled” (attacks that hit their weapon or shields are considered to have hit them and they cannot use defenses) and for 3 seconds after they stop carrying it.

Property 2: After Targ-10, you may perform an attack via foam dart or spell packet -- it inflicts “5 damage”. Weaponry augments may grant it additional attack options but its basic ranged attacks and Smite damage cannot exceed 7 points. This is a Piercing attack if you have the Gunsmith skill.

Property 3: Weapon Stand -- a Besieger can be anchored to a fixed position. This takes one Weapon Repair action to affix or dislodge it. If it is moved from this position without the dislodged count, the weapon is Sundered and can be fixed by 3 Field Repairs (consecutive or simultaneous). While anchored, its Targ count is reduced to Targ-7.

Prop Requirements: Due to their in-game bulk, you may only carry one Besieger at a time. These are a setting appropriate dart launcher or foam replica with an orange tip 49” to 72” in length. This requires a shoulder strap and at least one hand to wield. 

Weaponry Augments

 
  • Advanced and Superior Weaponry have special and diverse properties that are available to them called Augments. Unless otherwise stated, the benefits of Weaponry Augments function only while wielding said Weaponry and using them for the actions that they enhance, not just holding them while sheathed. These Augments do not cost additional Components although they can require specific weapon props, specific component types, or modifications to one’s weapon prop.

    Advanced Weaponry Items may have one Weaponry Augment while Superior Weaponry Items may have two Weaponry Augments.

    Basic Weaponry Items may not have any Augments. In fact, Weapons under the Sunder effect act as though they are Basic Weaponry.

  • When an Advanced Weaponry Item (Weapon, Shield, or Ammo Pack) is created or maintained via upkeep, you may place an Advanced Weaponry Augment on it. Similarly, a Superior Weaponry Item may be created or maintained with one or two Augments. As mentioned above, this does not require additional Components although they may change or add to what Component types are to be used.

    However, all Weaponry Augments require specific skills to be placed upon items. For example, the Chainsaw Augment requires the War Mechanic skill. On the other hand, they do not require specific skills to use.

    Using certain Workshops can waive the Skill requirement for some Augments. For example, by using an Herb Shop, one can waive the Skill Requirement for the Chemical Weapon Augment.

  • You may not have two identical Augments on the same Weapon although you can benefit from identical Augments if you have them on different weapons that you are currently wielding (not just holding)

  • Unless otherwise and explicitly stated, bonuses to an attack, a healing effect, or a Resolve effect cannot increase it beyond 5 points. Examples to this are Smite attacks with a Longarm, a Heavy Melee Weapon, or a Medium Weapon held in both hands -- these allow for an attack for up to 7 points of damage.

  • When a Creation//Upkeep Cost lists a Component Affinity such as Lightning Affinity or Abyssal Affinity, it refers to an alteration to the normal Cost. The specified Component type is allowed to be used in the Creation or Upkeep in the title.

    For example: the Eldritch Amplifier Augment has the Astral Component affinity. This means, when making a Superior Scrap Kit with this Augment, at least one of the Components that you use has to have the Astral-type on it.

  • Some Augments, such as Arcane Gadget or Eldritch Vial, require certain Builder skills AND an Adept Attunement. The latter represents the magical energy that the creation or upkeep of these Augments needs. There are different types of Adept Attunements, the “Projection Adept” attunement comes from the Projection Sphere of magic. This means that making items with these magical Augments requires magical Skill and energy.

    That said, in the scope of Nueva Ciencia, magic and engineering can often interweave with one another. Certain Erudite-level Skills in the Builder class can allow a magic-less crafter to make or upkeep items with magical Augments, provided that some stipulations are fulfilled. This function is often called “Etheric Expertise” and represents a pseudo-magical insight to the workings of that specific Discipline.


  • Apex Tech Augments: Experimental new technologies wrought by the Technocracia and their peers, a step above Magna-Tech, though their costs can be prohibitive.

    • Celso Caster (siege)

    • Celso Flare (firearm)

    • Elegbani Catapult (ranged)

    • Oyali Cleaver (melee)

    • Templanza Barrier (shield)

    Chemical Augments: utilize volatile and hazardous dusts and liquids to achieve strange elemental effects in weaponplay

    • Chem Caster (siege)

    • Inferno Weapon (melee/ammo)

    • Nitro Weapon (melee/ammo)

    Eldritchcraft Augments: Uses potent sorcery in their design as well as esoteric materials, such as iceglass or crystal.

    • Astralline Weapon (melee/ammo)

    • Eldritchcraft Barrier (shield)

    • Eldritchcraft Caster (siege)

    • Iceglass Weapon (melee/ammo)

    • Lifewater Scepter (rune wand)

    • Obsidian Weapon (melee/ammo)

    Expert Augments: Refinements upon the construction of a weapon, focusing on durability or deadliness.

    • Arrow Caster (siege)

    • Reinforced Weapon (any weaponry)

    • Vorpal Weapon (any weaponry)

    Magna-Tech Augments: Use energies offensively or defensively, depending on the crafter’s whim.

    • Magna Blaster (firearm)

    • Magna Cleaver (melee)

    • Magna Proof Frame (shield)

    • Rail Caster (siege)

    • Void Proof Frame (shield)

    Mechanized Augments: Use the simplest of Magna Tech and/or intricate mechanisms to improve the user’s damage and prowess.

    • Autofire Weapon (pistol, shortarm, crossbow)

    • Chainsaw/Gravhammer (melee)

    • Galvanized Weapon

    • Gatling Caster (siege)

    • Grav Barrier (shield)

    Runic Augments: Enhanced and empowered with sorcerous runes, allowing for impressive abilities and greater functionality.

    • Rune-Forged Bulwark (shield)

    • Rune-Forged Weapon (melee/ranged)

    • Skeletal Weapon (melee/ammo)

    • Verdant Wand (Rune Wand)

    Necrotech Augments: Made with deathly components and necrotheurgic energies, inimical to most forms of life. Thus, these weapons all have the Unliving Miasma effect.

    • Banshee Shrieker (ranged)

    • Ghoulish Weapon (melee)

    • Spectral Caster (siege)

    • Revenant Shield (shield)

    Xenotech Augments: These are alive and symbiotic, with limited sentience despite their abominable natures. Wielding these monstrosities allows for magical prowess even for non-Arcanists.

    • Brutalisk Weapon (melee)

    • Oculisk Ward (shield)

    • Psycholisk Archer (bow/crossbow)

    • Vitriolisk Caster (siege)

    • Umbralisk Cobra (firearm)


Apex Tech Augments

These augments blast enemies with fiery or electric energies or utilize refined magnetic mana tech to protect their users from environmental effects. 

-- Skill Requirement for Creation/Upkeep: Apex Tech Armaments skill

-- Creation//Upkeep Cost: Same plus Hyper-Refined Etherite* x1

*You can waive this part of the requirement if you use an Apex Lab Workshop

-- Special Limitation: Requires Magna-Field

-- Prop requirement: A dim gold or white LED light or glow-stick along a non-striking surface of the weapon. These weapons may also have wires drawn or etched along their surfaces. 

  • -- Augment Property: This irradiated thunderbolt jumps from target to target. This is a Chain 5 effect. Each inflicts “7 lightning” or “7 flame” and allows for an additional attack until all five attacks have been made or any one of them misses (or is negated). This Augment does not use or benefit from any Ammo Pack.

  • -- Augment Property 1: This augment’s properties shoot blasts of irradiated lightning and does not use or benefit from Ammo Packs. It may inflict “3 Flame” or “3 Lightning” as a Basic ranged attack. This damage’s type may not be altered, nor can this attack be turned into a Piercing attack.

    -- Augment Property 2: If this is a shortarm/longarm its damage is increased by +1 and the damage cap for its BRAs are “7 Flame” or “7 Lightning”.

    -- Augment Property 3: Apex optics give you temporary use of the Perfect Accuracy skill. If you actually have this skill, augment it and invoke its use as “Apex Accuracy”. This does not hurt the user - instead, Apex Accuracy cannot be used again until one Weapon Repair effect or a Conc-30 are used on the weapon.

  • -- Augment Property 1: Energy fields and magnetics hurl this projectile faster, this weapon’s Smite and ranged basic attacks inflict +1 damage. However, this requires a Targ-5 augmented with “Anchored” from start to finish.

    -- Augment Property 2: Gain temporary use of the Ballistic Push skill.

    -- Augment Property 3: Apex optics give you temporary use of the Perfect Accuracy skill. If you actually have this skill, augment it and invoke its use as “Apex Accuracy”. This does not hurt the user - instead, Apex Accuracy cannot be used again until one Weapon Repair effect or a Conc-30 are used on the weapon.

  • -- Augment Property 1: Smites and Death Blows with this weapon inflict +1 damage and you can choose to inflict Flame damage with it. If this is a Rune Wand, it can apply this property to the user’s damage spells.

    -- Augment Property 2: If your Smite hits and is not negated, invoke “Cleave” and perform a melee attack with this weapon against the same target like its storm god namesake. This inflicts “3 Flame” or “Mangle”, which cannot be altered nor increased.

    -- Augment Property 3: After Conc-5, you can invoke “Cleave” to put this weapon into overdrive. Your next 2 basic attacks within 3 seconds can inflict “3 Flame” or “Mangle”. This damage cannot be altered or increased and each attack must be aimed at a different target.

  • -- Augment Property 1: After Conc-30 or a Weapon Repair effect, you gain temporary use of a Resist skill of your choice (e.g. Resist Blizzard). This lasts for the next 10 minutes, the end of the current combat, or until you choose a different Resist Skill.

    -- Augment Property 2: You can use a Resist skill on others via melee touch.

    -- Augment Property 3: You gain temporary use of “Block and Bash” and “Furious Rebuke”. If you actually have both skills, you can replace these skills’ Aftereffects with melee attacks that inflict “3 Flame” or “Knockback”


Chemical Augments

These Augments utilize volatile and hazardous dusts and liquids in their creation, allowing their wielder to achieve strange elemental effects in their weaponplay. This allows blades to spark into flames or arrows to corrode their targets.

-- Skill Requirement for Creation/Upkeep: Chemical Warfare skill

  • -- Augment Property 1: Perform a Barrage 3 ranged attack. These inflict “5 Corrosive”, “5 Lightning”, “5 Frost”, or “5 Flame” each -- this output is dependent on what Vial Kit you are wearing at the time. This Augment does not use or benefit from any Ammo Pack and appears as a spewer of poisonous, freezing, or fiery gases.

    -- Requirement: This requires a Freeze, Blast, Sludge, or Melter Vial Kit (Skill Kit Augment) instead of a Slug Pack.

  • -- Augment Property 1: Smites and Death Blows with this weapon inflict +1 damage. If applied to an Ammo Pack, this bonus also can be applied to its basic ranged attacks.

    -- Augment Property 2: Smites, Basic Ranged Attacks, and Death Blows with this weapon or ammo pack can inflict “Flame”, “Lightning” or “Rot 5”

    -- Augment Property 3: After Conc-5, you can invoke “Cleave” and set this weapon alight. Your next two basic attacks within 3 seconds can inflict “3 Flame” or “3 Lightning” or “Rot 5”. This damage cannot be altered or increased and each attack must be aimed at a different target.

    --Creation//Upkeep Cost: Same but with Fire Affinity

  • -- Augment Property 1: Smites and Death Blows with this weapon inflict +1 damage. If applied to an Ammo Pack, this bonus also can be applied to its basic attacks.

    -- Augment Property 2: Smites, Basic Ranged Attacks, and Death Blows with this weapon or ammo pack can inflict “Frost”, “Corrosive”, or “Snare 5”

    -- Augment Property 3: After Conc-5, you can invoke “Cleave” and have this weapon emit freezing or corroding gas. Your next two basic attacks within 3 seconds can inflict “3 Frost” or “3 Corrosive” or “Snare 5”. This damage cannot be altered or increased and each attack must be aimed at a different target.

    --Creation//Upkeep Cost: Same but with Wind Affinity


Eldritchcraft Augments

This type of weaponry requires and uses potent sorcery in their design as well as esoteric materials, such as iceglass or crystal. 

-- Skill Requirement for Creation/Upkeep: Eldritch Ordinance skill and any Arcane Attunement (Usually, this means that you need to be a Channeler)

-- Special Limitation: You need to have an Adept Attunement to use any of these Properties. Usually, this means that you need to be a Channeler. 

  • -- Augment Property 1: Smites and Death Blows with this weapon inflict +1 damage. If applied to an Ammo Pack, this bonus also can be applied to its basic ranged attacks. If this is a Rune Wand, you also apply its properties to damage Spells.

    -- Augment Property 2: Though energized Astralline, Smites and Death Blows with this weapon or ammo pack can inflict Psychic damage or “Silence 5”

    -- Augment Property 3: If this is a Rune Wand, the Astralline crystals improve your healing spells by +1 when they are cast on others via this weapon.

    -- Creation//Upkeep Cost: Same but with Astral Affinity

    -- Prop requirement: This weapon features crystals in its design, either appearing to be made of it or having crystalline ornamentation on its crossguard, pommel, etc

  • -- Augment Property 1: Gain temporary use of “Deft Deflection” with this item, allowing you to reduce or negate Piercing attacks that touch it. If you actually have that skill, you can “Deflect” Psychic or Shadow damage that hits this item.

    -- Augment Property 2: Gain temporary use of the Infuse Shield spell. If you actually have either spell, you may augment and prefix them with “Eldritch” so that you have one additional use of Guard before it expires.

    -- Augment Property 3: When you are subject to a healing spell, invoke “Invest Healing” to store it instead of receiving it. Regardless of how you can do so, you can store only 1 such spell for up to 10 minutes. To use it, invoke “Eldritch Heal 2” to gain that effect regardless of its initial healing. You must receive a Self-inflict a “Stun 10” as an Aftereffect. If this is a Shield, you gain an “Eldritch Heal 3” instead.

    -- Creation//Upkeep Cost: Same but with Wind Affinity

    -- Prop requirement: At least three Runes or magical symbols upon the weapon’s length or upon a tassel attached to a weapon. Their exact design is up to the prop maker, so long as it respects the setting.

  • -- Augment Property 1: Inflict “7 damage” after Targ-10.

    -- Augment Property 2: You may inflict Flame, Lightning, Frost, Shadow, Psychic, or Corrosive damage with this weapon’s attacks.

    -- Creation//Upkeep Cost: Same but with Abyssal Affinity

    -- Prop Requirements: These tend to have eldritch runes running across their surface. Their exact design is up to the prop maker, so long as it respects the setting.

  • -- Augment Property 1: Smites, and Death Blows with this weapon inflict +1 damage. If applied to an Ammo Pack, this bonus also can be applied to its basic attacks. If this is a Rune Wand, you can apply its properties to Spells.

    -- Augment Property 2: Smites, and Death Blows with this weapon or ammo pack can inflict Frost damage or “Snare 5”

    -- Augment Property 3: Whenever you inflict damage via Smite or a spell, you can opt petrify enemies as an Aftereffect: via a packet/foam dart, inflict “Snare 10” or “3 Frost” or 3 Shadow” -- these cannot be improved or altered but they have no targeting restriction. If this is a melee weapon, you can opt to inflict this effect via melee attack.

    -- Creation//Upkeep Cost: Same but with Wind Affinity

    -- Prop requirement: This weapon features crystals in its design, either appearing to be made of it or having crystalline ornamentation on its crossguard, pommel, etc

  • -- Augment Property 1: The watery essences within this rune wand empower your own vital energies. The healing and resolve that you grant to others through spells are improved by +1 when used through this rune wand.

    -- Augment Property 2: After casting an Imbue Heal or Cure Wounds spell, immediately imbue a “Painful Revive” or “Cure Strike” upon a target you touch with this Rune Wand. This is an Aftereffect to the Healing or Cure spell.

    -- Creation//Upkeep Cost: Same but with Water Affinity

  • -- Augment Property 1: Smites, and Death Blows with this weapon inflict +1 damage. If applied to an Ammo Pack, this bonus also can be applied to its basic attacks. If this is a Rune Wand, you can apply its properties to Spells.

    -- Augment Property 2: Smites and Death Blows with this weapon or ammo pack can inflict Flame damage, or “Rot 5”

    -- Augment Property 3: Through volcanic magics, gain temporary use of the Project Storm and Infuse Ground spells. If you know those spells, you can poison it so that its attack inflicts “Piercing Rot” or “Piercing Hobble”

    -- Creation//Upkeep Cost: Same but with Fire Affinity

    -- Prop requirement: This weapon features crystals in its design, either appearing to be made of it or having crystalline ornamentation on its crossguard, pommel, etc


EXPERT Augments

These Augments are available to those who have the Advanced Weaponry skill.  They are refinements upon the construction of a weapon, focusing on durability or deadliness.

--Skill Requirements for Creation/Upkeep: Expert Weaponer skill

  • -- Augment Property 1: Perform a Targ-7 to inflict “7 damage” or “Snare 10” with your attack. This becomes a Targ-5 with a weapon stand.

    -- Augment Property 2: This weapon uses Arrow Packs instead of Slug Packs and appears as a giant crossbow

  • -- Augment Property 1: Invoke “Reinforced” when this weapon is hit by a Sunder effect. It takes two “Sunders” within 10 seconds of each other or a “Master Sunder” to break this item instead.

    -- Augment Property 2: Gain the temporary use of Deft Deflection against things that hit this item. If you already have that skill, you become able to use it on Psychic and Shadow damage.

    -- Augment Property 3: Gain the temporary use of Battle Bracing while wielding this. If you already have that skill, Battle Bracing grants one more Resolve than normal when you use Parry or Block defenses.

  • -- Augment Property 1: Smites using this weapon deal +1 damage. If applied to an Ammo Pack, this Augment also can be applied to its ranged basic attacks.

    -- Augment Property 2: (Heavy/Stave weapon or Ammo Pack) The bonus to Smite and BRA damage is increased by another +1 if this is Superior-quality.


Magna-Tech Augments

Magna-Tech weaponry harnesses the new sciences and magnetic mana energy.  These weapons utilize and emit potent energies in their usage. These energies can be used offensively or defensively, depending on the crafter’s whim.

Skill Requirement for Creation/Upkeep: Magna-forged Munitions skill

-- Creation//Upkeep Cost: Same but with Lightning Affinity

-- Special Limitation: Requires Magna-Field

-- Prop requirement: A dim blue or white LED light or glow-stick along a non-striking surface of the weapon.

  • -- Augment Property 1: Smites using this weapon deal +1 damage. It can also electrify its projectiles, inflicting “Lightning” with its Basic Ranged Attacks or Smites.

    -- Augment Property 2: Invoke “Storm” to instantly blast a foe with Magnetic Mana -- this is a ranged attack that inflicts “Knockback”. Bows and Crossbows can inflict this as a melee attack if they are combat safe. You cannot use this attack again until you complete a Conc-10 or imbue it with a “Repair Weapon” effect.

    -- Augment Property 3: If applied to a ranged weapon, this weapon’s BRA can exceed 5 up to a new damage cap of 7. However, beyond 5 damage, it cannot be made into a Piercing attack.

  • -- Augment Property 1: Smites and Death Blows with this weapon inflict +1 damage. Through electrifying magnatech, Smites with this weapon can inflict your choice of Lightning damage or a “Piercing Knockback”.

    -- Augment Property 2: If your Smite hits and is not negated, invoke “Cleave” and perform a melee attack with this weapon against the same target to fry their nerves. This inflicts “Hobble” or “Silence” or “Mangle”, which cannot be altered nor increased.

    -- Augment Property 3: After Conc-5, you can invoke “Cleave” to put this weapon into overdrive. Your next 3 basic attacks within 3 seconds can inflict “Knockback 5”, “Silence 5”, or “Mangle 5”. Each attack must be aimed at a different target.

  • -- Augment Property 1: Through infra-resonant magna-tech, you gain Temporary use of the Resist Radiation, Resist Fear, and Resist Magna-storm Warp skills. You can use your Resist-type skills on an ally via melee touch.

    -- Augment Property 2, Augment your Block or Aegis defense with “Magna Proof” so that you can respond with “Negate” on 1-3 Lightning, Psychic, or Flame attacks during the next 10 seconds as an Aftereffect.

    -- Augment Property 3: When you receive “Heal” or “Resolve” from spells, invoke and gain “Cure Strike” or “Heal 1” as an Aftereffect unless you are somehow unable to use Active skills (e.g. Pain, Stun, etc).

  • -- Augment Property: After a Targ-7, inflict “ 7 damage”, “7 lightning”, or “Knockback 15”. This becomes a Targ-5 with a weapon stand.

    -- Prop requirements: These tend to have long barrels.

  • -- Augment Property 1: Through ultra-resonant magna-tech, you gain temporary use of the Resist Blizzard, Resist Toxin, or Resist Warp skills. You can use your Resist-type skills on an ally via melee touch.

    -- Augment Property 2: Augment your Block or Aegis defense with “Void Proof” so that you can respond with “Negate” on 1-3 Frost, Corrosive, or Shadow attacks during the next 10 seconds as an Aftereffect.

    -- Augment Property 3: You gain temporary use of the Furious Rebuke and Nimble Defenses skill as your magna-field energy field redirects energy and projectiles. If you have both skills already, then you can replace the Aftereffect with “Knockback” or “Piercing Knockback” for Nimble Defenses.


Mechanized Augments

These weapons include auto fire guns and chainsaw swords, both being examples of human industry used for the protection of humanity.

-- Skill Requirement for Creation/Upkeep: War Mechanic skill

  • -- Augment Property 1: After a minimum of Targ-7, augment a basic attack -- you replace it with a “Barrage 3” effect, inflicting “3 damage” per attack using this weapon. The damage type may be altered, but it cannot be increased, turned into Piercing, or changed into a Control effect.

    -- Augment Property 2: After a minimum of Targ-7, you can concentrate a river of bullets into a single target. This is a basic ranged attack with a +1 bonus to damage and a damage cap of 7. This maneuver has accuracy issues so it cannot be made into a Piercing attack or changed into a Control effect, but its damage can be altered as above.

    -- Creation//Upkeep Cost: Same but with Lightning Affinity

    --Prop Requirements: These guns tend to be bulky and may feature multiple barrels

  • -- Augment Property 1: After a Conc-5, invoke “Chainsaw” (or Grav-hammer) to revv up your weapon. This augments your next 2 basic attacks within 3 seconds so they inflict “3 damage” or “Mangle”. The attacks’ damage type may be altered by Smite bonuses, but it cannot be increased or turned into Piercing.

    -- Augment Property 2: “Chainsaw” (or Grav-Hammer) can inflict a “Basic Disarm” on a basic lock/trap/rope/chain — this destroys it without anything to salvage.

    -- Creation//Upkeep Cost: Same but with Lightning Affinity

    -- Prop Requirements: Grav Weapons look much like normal weapons, although they feature a blue or white LED. Chainsaw weapons look like Chainsaws.

  • -- Augment Property 1: Microgears and magnetics can strengthen your BRA or your ranged Smite with this weapon. Those attacks’ damage is increased by +1 if you start and finish a Targ-5 with “Anchored”, preventing your feet’s movement or any other augments on the Targ count.

    -- Augment Property 2: You can choose to overclock this item’s mechanisms. allowing this weapon’s BRA to exceed 5 damage, up to a new damage cap of 7. However, beyond 5 damage, it cannot be made into a Piercing attack.

    -- Creation//Upkeep Cost: Same but with Lightning Affinity

  • -- Augment Property 1: Perform a “Barrage 5” attack. Each inflicts “5 damage”. The damage may not be increased. This requires a Slug Pack to function.

    -- Augment Property 2: Concentrate fire into two channels to increase its damage. This is only two attacks but this inflicts 7 damage instead.

    -- Creation//Upkeep Cost: Same but with Lightning Affinity

    -- Prop Requirements: These guns tend to resemble mini-guns or light machine guns, being bulky and/or featuring multiple barrels.

  • -- Augment Property 1: After a Conc-15 or a “Repair Weapon” effect, you gain a 0 Focus use of the “Guard” defense that expires if unused within the 10 minutes. Augment and invoke this defense as “Grav Guard”. You cannot use this attack again until you complete a Conc-15 or imbue it with a “Repair Weapon” effect.

    -- Augment Property 2: Gain the temporary use of Deft Deflection against things that hit this item. If you already have that skill, you become able to use it on Psychic and Shadow damage.

    -- Creation//Upkeep Cost: Same but with Lightning Affinity


Necrotech Augments

Necrotech Weaponry is made with Death components and necrotheurgic energies, rendering it inimical to most forms of life.

-- Skill Requirement for Creation/Upkeep: Eldritch Ordinance skill and either the Necrotheurgic Anchor Attunement (Usually, this means that you need to be a Channeler) or the Bone Garden Workshop.

-- Special Limitation - Unliving Miasma: The weapon inflicts a deathly essence to its wielder and prevents their maximum HP from exceeding 7 HP, reducing it if necessary.  You are immune to this negative effect if you already have a Necrotic Stigmata or a Necrotheurgic Anchor. 

Prop Requirements: These weapons and shields are made of bone or feature bones prominently in their construction. Some have screaming or similarly grotesque faces upon their surfaces.

  • -- Augment Property 1: Invoke “Fear” to instantly blast a foe with an unholy wail-- this is a ranged attack that inflicts “Knockback” or “2 Psychic”. Bows and Crossbows can inflict these as melee attacks if they are combat safe. You cannot use this attack again until you complete a Conc-10 or imbue it with a “Cure Wounds” effect.

    -- Augment Property 2: You can alter your Smites and ranged basic attacks to inflict Psychic damage or a “Pull” instead as the wraiths within your weaponry affect their projectiles.

    -- Augment Property 3: If this is an ammo pack, your Smites and basic ranged attacks with this ammunition have their damage increased by +1

    -- Augment Property 4: If Sundered, this item can be repaired via a Spell that cures Wounds.

    -- Creation//Upkeep Cost: Same but with Shadow Affinity

  • -- Augment Property 1: Smites, and Death Blows with this weapon inflict +1 damage. They can also be converted into Corrosive damage or “Rot 5”

    -- Augment Property 2: While using this weapon, augment a Death Blow with “Ghoulish”. This grants a “Heal 2” to you as an Aftereffect if your attack hit and was not negated. As an item effect, this cannot be increased unless specified otherwise.

    -- Augment Property 3: A hungry force pulls back your foe’s life force. Within the next 10 seconds after you Smite a foe, inflict a “Piercing Pull” or “3 Psychic” to your previous target via packet/foam dart -- this is an Aftereffect.

    -- Augment Property 4: If Sundered, this item can be repaired via a Spell that cures Wounds.

    -- Creation//Upkeep Cost: Same but with Death Affinity

  • -- Augment Property 1: You gain temporary use of “Block and Bash” and “Furious Rebuke”. If you actually have both skills, you can replace these skills’ Aftereffects with melee attacks that inflict “3 Psychic” or “Knockback”

    -- Augment Property 2: You gain the temporary use of the Deft Deflection skill with this shield. If you already have that skill, you may negate Piercing attacks that inflict Mangle, Pain, or Stun when they strike your shield instead of you. Invoke “Shield Negate” and you suffer a Knockback 2 instead.

    -- Augment Property 3: After Conc-5, you may invoke “Fear” to inflict “3 Psychic” or “Knockback 5” to an enemy via spell packet or foam dart. This damage may be not be altered but it can be increased by bonuses to spell damage, up the damage cap of 5.

    -- Augment Property 4: If Sundered, this item can be repaired via a Spell that cures Wounds.

    -- Creation//Upkeep Cost: Same but with Death Affinity

  • -- Augment Property 1: Inflicts your choice of ”5 Shadow” or “5 Psychic”. This Augment does not require an Ammo Pack, nor does it benefit from one.

    -- Augment Property 2: Gain “Heal 2” as an Aftereffect to a successful attack as it drains life energy. In order to use it again, you have to complete another Targ count (at least Targ-5). This cannot be increased unless specified otherwise.

    -- Augment Property 3: If Sundered, this item can be repaired via a Spell that cures Wounds.

    -- Creation//Upkeep Cost: Same but with Shadow Affinity


Runic Augments

These weapons are enhanced and empowered with sorcerous runes, allowing for impressive abilities and greater functionality, even with unorthodox materials.

Skill Requirements for Creation/Upkeep Rune Carver skill or Empowered Arcana skill (Talismonger)

  • -- Augment Property 1: You gain temporary use of the Resist Radiation, Resist Blizzard, and Resist Magna-storm skills. You can also bestow their effects unto an ally via melee touch.

    -- Augment Property 2: When you are subject to a healing spell, invoke “Invest Healing” to store it instead of receiving it. Regardless of how you can do so, you can store only 1 such spell for up to 10 minutes. To use it, invoke “Runic Heal 3” and to regain 3 HP, regardless of its initial effect. You must receive a Self-inflict a “Stun 10” as an Aftereffect. This cannot be increased unless specified otherwise.

    -- Creation//Upkeep Cost: Same but with Astral Affinity

    -- Prop requirement: At least three Runes or magical symbols upon the weapon’s length or upon a tassel attached to a weapon.

  • -- Augment Property 1: You may cast a damage Spell into this weapon’s runes, augmenting the spell with “Runic”. Within the next 10 seconds, inflict the spell’s damage +2 upon a target you strike with it or with packet/foam if it is a ranged weapon. This attack cannot be Piercing nor can it be more than 1 attack, but its damage cap is 7.

    -- Augment Property 2: This Weapon is also counted as a Rune Wand, allowing for Pistol Rune Wands and Stave Rune Wands.

    -- Creation//Upkeep Cost: Same but with Astral Affinity

    -- Prop requirement: At least three Runes or magical symbols upon the weapon’s length or upon a tassel attached to a weapon.

  • -- Augment Property 1: Smites and Death Blows with this weapon can inflict Shadow damage instead of their normal type.

    -- Augment Property 2: Smites and Death Blows have their damage increased by +1. If applied to an Ammo Pack, this Augment also can be applied to its basic ranged attacks. If this is a Rune Wand, also apply its properties to damage Spells.

    -- Augment Property 3: If Sundered, this item can be repaired via a Spell that cures Wounds.

    -- Creation//Upkeep Cost: Same but with Death Affinity

    -- Prop Requirements: These weapons and shields are made of bone or feature bones prominently in their construction

  • -- Augment Property 1: When you cast a healing spell with this Rune Wand, its healing on others is increased by +1

    -- Augment Property 2: When you use a “Cure Wounds” or “Cure Strike” through this Rune Wand, you can also imbue it to a different target via melee touch as an Aftereffect.

    -- Augment Property 3: If Sundered, this item can be repaired via a Spell that cures Wounds.

    -- Creation//Upkeep Cost: Same but with Herbal Affinity

    -- Prop requirement: These items are made primarily of wood and/or are wreathed in vines/ivy.


Xenotech Augments

Xenotech Weapons are alive, some reward their wielders with vitality while others spit acid and have serpentine aspects to them.

-- Skill Requirement for Creation/Upkeep: Xenotech Armory skill

--Creation//Upkeep Cost: Same plus Flesh of the Empress* x1

*You can waive this part of the requirement if you use a Biomancer Hatchery Workshop

-- Special Limitation - Symbiotic Link: You must have a Symbiotic Link with this item, a process that can only be done during its creation/upkeep -- it partakes of your life essence and takes up one Attunement (labeled with the augment) per item. This Symbiotic Link also binds the item to their owner. These weapons inflict 1 Corrosive damage every 10 seconds that someone holds it without the necessary Symbiotic Link.

-- Prop requirements: These weapons look like they are entwined with tentacles or are themselves living creatures with eyes and/or teeth. They range in colors and appearances, but tend toward the grotesque and the malformed. It must also have a label with its linked owner’s CSN.

  • -- Augment Property 1: Smites, and Death Blows with this weapon inflict +1 damage. They can also be converted into Shadow damage. If this is a Runewand, you may apply its relevant properties to spells that inflict damage.

    -- Augment Property 2: Imbue yourself with a “Heal 2” as an Aftereffect afterward if your Smite or Death Blow with this weapon affects your target.

    -- Augment Property 3: You gain temporary use of Armored Rush. Furthermore, if you have that skill, you can expend Focus instead of Aegis to use it, invoking it as “Brutalisk Rush”. At the end of a Brutalisk Rush, you gain a 0 Focus use of Smite that is augmented as “Brutalisk Smite”.

    -- Prop requirements: These weapons are encouraged to have fangs, mouths, claws, and similar ornamentation.

  • -- Augment Property 1: With this Shield, you may augment your Block and Aegis defense with “Oculisk” to defend against an Ambush attack.

    -- Augment Property 2: After a Conc-15 or a “Cure Wounds” effect, you gain a 0 Focus use of the “Guard” defense that expires if unused within 1 minute. Augment and invoke this defense as “Oculisk Guard”. You cannot use this attack again until you imbue it with a “Cure Wounds” or “Repair Weapon” effect.

    -- Augment Property 3: The symbiote enhances spell energies. The healing that you grant to others through spells is improved by +1. Similarly, when you receive healing from spells, you may invoke “Heal 1” or “Cure Wounds” as an Aftereffect.

    -- Augment Property 4: If Sundered, this item can be repaired via an effect that cures Wounds.

  • -- Augment Property 1: Invoke “Fear” to instantly blast a foe with a psychic scream -- this is a melee or ranged attack that inflicts “Knockback” or “Hobble” as a ranged or melee attack (if prop is combat safe). You cannot use this attack again until you complete a Conc-10 on your weapon or imbue it with “Cure Wounds”

    -- Augment Property 2: Psionic powers and alien sinew hurl this projectile faster, this weapon’s Smite and ranged basic attacks inflict +1 damage. However, this requires a Targ-5 augmented with “Anchored” from start to finish.

    -- Augment Property 3: You gain temporary use of the Detect Trace spell and Pursue Quarry. If you already have either skill, you can augment your Pursuit skills with “Psycholisk” to waive their Focus cost if you hit them at least once with this weapon in the last 10 minutes.

    -- Augment Property 4: If Sundered, this item can be repaired via an effect that cures Wounds.

    -- Prop requirements: These weapons are encouraged to have skulls, especially of birds or lizards as part of their ornamentation.

  • -- Augment Property 1: Instead of spitting acid, these Besiegers lash out with bladed appendages and snake-headed tentacles that retract after use. Perform a Barrage 3 ranged attack. These inflict “5 Corrosive”, “Pull”, “Silence 10”, or “Rot 10”. This Augment does not use or benefit from any Ammo Pack.

    -- Augment Property 2: If you hit with any of these attacks, you gain “Heal 2” as an Aftereffect. In order to use it again, you have to complete another Targ count (at least Targ-5)

    -- Augment Property 3: If Sundered, this item can be repaired via an effect that cures Wounds.

    -- Prop requirements: This weapon has serpentine hydra heads or tentacles in lieu or around its barrels.

  • -- Augment Property 1: This firearm spits accursed poison from its glands or abducts foes with its tongue. It does not use or benefit from Ammo Packs. It may inflict “3 corrosive” or “3 shadow” or “pull 15” as a ranged attack. This damage’s type may not be altered, nor can it be turned into a Piercing attack.

    -- Augment Property 2: If this is a shortarm/longarm its damage is increased by +1 and the damage cap for its BRAs are “7 Corrosive” or “7 Shadow”.

    -- Augment Property 3: The Symbiote can assist you with your aim. You gain temporary use of Steady Concentration and Iron Concentration, usable only when targeting with this weapon. If you have both, bane damage is normal damage to you during your Iron Concentration count.

    -- Augment Property 4: If Sundered, this item can be repaired via an effect that cures Wounds.

  • When a Xenotech, Xenoweave, Symbiotic Gadget has been Fortified, it gains a measure of sentience and a psychic link to you. They receive one of the following Additional Properties of your choice when you next Upkeep them. You can change this choice during the next Upkeep -- with multiple Xeno items, see the limitation below:

    Some believe that a minor entity resides within the item or that an item’s spirit temporarily awakens -- either way, it receives a name of its owner’s choice. Some claim that it is the item’s choice, subconsciously planted.

    Note: the RP notes below are largely internal and optional. Players can feel free to opt into doing them or to not follow them. Either way, the Character bonded to the item receives the benefit outlined below.

    Limitation: You may only gain one of the Minor Sentience benefits below, regardless of how many “Sentient” items are linked to you. This reflects the dominance of one over the voices of the others. Whenever you have more than one such effect, choose the dominant Sentience for the remainder of the current Event.

    Brave -- You gain the use of the Strength skill and the Resist Fear skill. This item exhorts you to do brave and dangerous feats either because it is angry all the time or because it is foolish.

    Hurrying-- This item occasionally slows your perception of time down. You are able to use the Dodge defense and the Flee the Scene skill. If you have both, you can use the latter skill after only a Conc-5, augmenting it with “Symbiotic”. This item exhorts you to hurry up and to be less careful.

    Murderous -- This item increases the damage of your Smite attack and your Death Blow with it by +1. It coerces you to go out into the wild and kill monsters and other aberrations.

    Nurturing -- This item increases the healing or Resolve you grant to others with it by +1. It exhorts you to avoid danger and chastises you for taking risks.

    Paranoid-- You may use the Keen Perception and Mental Deduction skills. Furthermore, this item is paranoid or fearful and warns you against the betrayal of everything and everyone, especially your closest allies.

    Quelling-- You may use the Masked Mind skill and the Camouflage skill. This item tells you to be quiet and to be careful, lest danger find you.

 Weaver Items

 

Clothing and armor are the domain of the Weaver Discipline and its adherents. These serve not only to protect their wearer from the elements, but against the slings and arrows of the World Beyond the Fall.

  • At a basic level, wearing Body Armor, Heavy Armor, or Ultraheavy Armor allows one to use their Armored HP value instead of their normal HP value for determining one’s maximum HP. 

    A Character’s Armored HP value is normal HP +2, although some Skills and Weave Augments may improve this.

    Take note that a Player Character’s maximum HP may never be increased beyond 10 HP.

    You may only be wearing one set of Armor at a time and it takes at least 10 minutes to do so or to switch Armors, although you may Refit armor (see Armor and Shields document) while doing so.

    More information on Armor and Shields can be found here.

  • The Armor Expertise Skill of the Scrapper (Warrior), Survivor (Ranger), and Weaver (Builder) Disciplines allows for the use of Aegis Points while wearing armor.

    Aegis Points represent proficient armor use, angling one’s body to deflect or mitigate attacks. Fitting or Refitting one’s armor, a 10 minute activity, allows one to regain all expended Aegis Points.

    Using Aegis: Invoke “Aegis” and expend an Aegis Point to negate the damage or the effect of all attacks received within the last second. You must also take two steps away from the source of the attacks. You are unable to use Aegis to defend yourself if any of those attacks are Ambush attacks (blows that come from behind and hit your back torso)

  • Basic: This is the lowest and most common quality of items. Beyond their standard uses, they may not have Augments. When most Weaver Items are not maintained, they revert to Basic quality.

    Even though most Basic Weaver Items, it is required that these are submitted for inspection and for re-tagging every 3 Events.

    Advanced: Advanced Weaver Items are what most seasoned adventurers, Operatives, Delvers, and soldiers will be using. Many fighting Skills require this quality of item. Advanced Items may house one Augment, which are specialized construction methods that modify an item to add an Additional Property.

    Superior: Superior Weaver Items are the province of the well-off and the masterful soldiers, protectors, and adventurers. Although these are expensive to create and maintain, many of the strongest defensive Skills require their use. Furthermore, they are able to have up to two Weaver Augments.

  • Advanced and Superior Weaver items have special and diverse properties that are available to them called Augments. These Augments do not cost additional Components although they can require specific weapon props, specific component types, or modifications to one’s Armor or Weaver prop.

    • Basic Weaver Items may not have any Augments.

    • Advanced Weaver Items may have one Weaver Augment.

    • Superior Weaponry Items may have two Weaver Augments.

  • When an Advanced Weaver Item (Armor, Animus Crown, or Banner) is created or maintained via upkeep, you may place a Weaver Augment on it. Similarly, a Superior Weaver Item may be created or maintained with one or two Augments. As mentioned above, this does not require additional Components although they may change or add to what Component types are to be used.

    However, all Weaver Augments require the expertise of specific Skills in order to be placed upon a Weaver item.

    Using certain Workshops can waive the Skill requirement for some Augments. For example, by using an Herbshop, one can waive the Skill Requirement for the Insulator Weapon Augment.

Weaver Items Cost Overview

Creation and Upkeep Costs: Higher item qualities cost more to create and upkeep. On the other hand, they have the benefit of being able to house Item Augments within them that grant additional or special properties.

  • Basic items cost Minor Components to create/upkeep

  • Advanced items (1 Aug) cost Basic Components to create/upkeep

  • Superior items (2 Aug) cost Rare Components to create/upkeep.


Animus Crown (AC): Spiritual tethers used by Animancers to connect to magic.

  • astral/herbal/earth x5; Needed by Animancers, Reverts to basic w/o upkeep

Body Armor (BA): light armor for one’s torso to protect their life.

  • herbal/metal x5; Reverts to basic w/o upkeep

Clothing (CL): simple or ornate non-armor dress and wear.

  • herbal x1-5 (torso is x5); Can't gain any Aegis, reverts to basic w/o upkeep

Heavy Armor (HA): heavier and tougher armor, more useful for those with the right skills.

  • herbal/metal x6; Reverts to basic w/o upkeep

Ultraheavy Armor (UH): the heaviest armor-type but also the least comfortable.

  • metal x7; Reverts to basic w/o upkeep

War Banner (WB): A flag or banner for signaling and rallying allies.

  • astral/herbal x7; Expires w/o Upkeep


Weaver Items Descriptions

Animus Crown

These appear to be masks that have been ornamented to look like an animal, a deity, or a supernatural entity. For Arcanists of the Animancy Tradition, these serve as Tethers to the spirit world or to their mental selves.

Craft//Upkeep Cost: astral, herbal and/or earth

Basic: x5 minor://No Upkeep needed

Advanced: x5 basic//Same after 3 Attended Events.

Superior: x5 rare//Same after 3 Attended Events.

Property: This allows an Animancer to attune themselves to magic. Only Animancers may use and benefit from Animus Crowns, although anyone can wear them without effect or benefit. If wearing more than one such item, only one Animus Crown can grant its benefits at a time to a single Animancer - which Crown grants its effects can be changed by completing a Rest.

Prop Requirements: A mask, which must not cover the mouth (although a thin cloth covering is fine). This may be worn on the face, over the head, or worn any other way so long as it is on the Animancer. The mask must reflect your Animus, in whatever capacity you desire (adornments of feathers/beads/scales, different colors, etc). You are encouraged to be creative yet use safe materials (no needles, blades, etc).


Body Armor

This is the most commonly worn armor in the World Beyond the Fall due to its wide range of movement, its breathability, and its ease of creation. such as a leather vest, leather jacket, or a duster.

Craft//Upkeep Cost: x5 Minor; herbal/metal

Basic: x5 minor://No Upkeep needed

Advanced: x5 basic//Same after 3 Attended Events.

Superior: x5 rare//Same after 3 Attended Events.

Property: As with most armor, this grants the Armored HP value to its wearer (+2 of maximum) and allows for the use of the Armor Expertise skill.

Special Note: Wearing any Armor prevents the use of the Dodge defense. 

Prop Requirements: This requires torso armor that covers at least 50% of the back and front. This may be made from pliant yet tough materials like leather or layered fabrics. 

Note: Armor and its use is discussed in greater detail here.


Clothing

Normally, this does not count as armor. This represents various pieces of clothing and dress that a Character may use to adorn themselves. While basic clothing has no mechanical benefit, the Advanced and Superior versions of clothing may be Augmented, similar to armor. 

Craft//Upkeep Cost: A full suit costs x3 components. A shirt, long skirt, or pants costs 2x components. Something the size of a top hat or smaller costs x1 components. Starting characters can arrive in-game with any amount of basic clothing.

Basic: 1-3x minor://No Upkeep needed

Advanced: x5 basic//Same after 3 Attended Events.

Superior: x5 rare//Same after 3 Attended Events.

Property 1: This refers to most normal clothing items such as shirts, dresses, etc. This never allows for the gaining of the Patched status, wearing of any other Armor, or for the granting of Armored HP. 

Property 2 (Advanced or superior only): This also grants the temporary use of the Armor Expertise skill and the use of 1 Aegis as though the wearer had it. 

Limitations: You may only have one instance of Advanced or Superior Clothing on your person and you cannot wear Armor with it at the same time. 

Prop Requirements: The props for basic clothing represent mundane clothing or similar ornamentation (e.g. shirts, blouses, trousers, hats, bandanas, etc). Advanced and Superior Clothing must cover at least 50% of the front and back of the torso. 


Heavy Armor 

Usually made of rigid, relatively flexible materials. Having multiple layers of body armor may be counted as a single Heavy Armor prop, upon the Game Staff's discretion. Advanced or Superior armors of this type have access to Augments that improve their wearer’s resistance to damage. 

Craft//Upkeep Cost: x6 Minor; herbal/metal

Basic: x6 minor://No Upkeep needed

Advanced: x6 basic//Same after 3 Attended Events.

Superior: x6 rare//Same after 3 Attended Events.

Property: This grants the Armored HP value to its wearer and allows for the use of the Armor Expertise skill. There is also additional functionality from the Faith in Steel skill. 

Special Note: Wearing any Armor prevents the use of the Dodge defense. 

Prop Requirements: This requires torso armor that covers at least 50% of the back and front. This may be made from two or more layers of armor props, from rigid armor (leather breastplate), or from metallic yet flexible props (mail hauberk).


Ultraheavy Armor

Armor that is made of real or faux metal. Alternatively, it involves significant amounts of metal or a similar material in their construction. Advanced or Superior armors of this type have access to Augments that improve their wearer’s resistance to damage. 

Craft//Upkeep Cost: metal

Basic: x7 minor://No Upkeep needed

Advanced: x7 basic//Same after 3 Attended Events.

Superior: x7 rare//Same after 3 Attended Events.

Property: This grants the Armored HP value to its wearer and allows for the use of the Armor Expertise skill. There is also additional functionality from the Faith in Steel skill, including the ability to grant one’s self “Resolve”.  

Special Note: Wearing any Armor prevents the use of the Dodge defense. 

Prop Requirements: This requires torso armor that covers at least 50% of the back and front. This may be made from a breastplate or a similar inflexible/bulky armor piece of dominantly metal construction. 


Warbanner

These are handheld flags and banners used to signal and rally troops. Warleaders and battle captains can use these to improve their abilities at granting Resolve. 

Craft//Upkeep Cost: astral/herbal

Basic: x7 minor//No Upkeep needed

Advanced: x7 basic//Same after 3 Attended Events.

Superior: x7 rare//Same after 3 Attended Events.

Property: This may be used for the Inspiring Aspect skill.

Prop Requirements: A combat-safe war-banner with a pole at least 3-5 feet long and with a flag or banner prominently visible. If you belong to an Archfaction or Subfaction, it may reflect this alignment. This is not a weapon and may not be wielded as one. In fact, all attacks that strike it while you are wielding it are considered to have struck you. 

 Weaver Augments

 
  • Advanced and Superior Weaver items have special and diverse properties that are available to them called Augments. Unless otherwise stated, the benefits of Weaver Augments function only while wielding said armor/clothing or wielding/using the augmented item. These Augments do not normally cost additional Components although they can require specific props, specific component types, or modifications to one’s Armor or Weaver prop.

    Advanced Weaver Items may have one Weaver Augment. Superior Weaver Items may have two Weaver Augments.

    Basic Weaver Items may not have any Augments.

  • When an Advanced Weaver Item (Armor, Animus Crown, or Banner) is created or maintained via upkeep, you may place a Weaver Augment on it. Similarly, a Superior Weaver Item may be created or maintained with one or two Augments. As mentioned above, this does not require additional Components although they may change or add to what Component types are to be used.

    However, all Weaver Augments require specific skills to be placed upon items. For example, the Multiweave Augment requires that the item’s crafter has the Expert Weaver skill.

    Using certain Workshops can waive the Skill requirement for some Augments. For example, by using an Herbshop, one can waive the Skill Requirement for the Insulator Weapon Augment.

  • You may not have two identical Augments on the same Item.

  • Unless otherwise and explicitly stated, bonuses to an attack, a healing effect, or a Resolve effect cannot increase it beyond 5 points. Examples to this are Smite attacks with a Longarm, a Heavy Melee Weapon, or a Medium Weapon held in both hands -- these allow for an attack for up to 7 points of damage.

  • At a basic level, wearing Body Armor, Heavy Armor, or Ultraheavy Armor allows one to use their Armored HP value instead of their normal HP value for determining one’s maximum HP. A Character’s Armored HP value is usually normal HP +2, although some Skills and Weave Augments may improve this. Take note that a Player Character’s maximum HP may never be increased beyond 10 HP.

    You may only be wearing one Armor at a time. It takes at least 10 minutes to don one or switch Armors.

  • The Armor Expertise Skill of the Scrapper (Warrior), Survivor (Ranger), and Weaver (Builder) Disciplines allows for the use of Aegis Points while wearing armor.

    Aegis Points represent proficient armor use, angling one’s body to deflect or mitigate attacks. Fitting or Refitting one’s armor, a 10 minute activity, allows one to regain one’s maximum Aegis Points.

    Using Aegis: Invoke “Aegis” and expend an Aegis Point to negate the damage or the effect of all attacks received within the last second. You must also take two steps away from the source of the attacks. You are unable to use Aegis to defend yourself if any of those attacks are Ambush attacks (blows that come from behind and hit your back torso)

    Unless explicitly stated and allowed, you may never have more than 5 Aegis points.

  • When a Creation//Upkeep Cost lists a Component Affinity such as Lightning Affinity or Abyssal Affinity, it refers to an alteration to the normal Cost. The specified Component type is allowed to be used in the Creation or Upkeep in the title -- this makes it easier to make the item..

  • Some Augments, such as Eldritchcraft Weapon or Eldritch Vial, require an Adept Attunement (ATN)-- these refer to the Adept skills found in the Arcanist class (e..g Infusion Adept, etc). Therefore, these items require magical energy and training to make.

    That said, certain Erudite-level Skills in the Builder class can allow a magic-less crafter to make or upkeep items with magical Augments, provided that some stipulations are fulfilled. This function is often called “Etheric Expertise” and represents a pseudo-magical insight to the workings of that specific Discipline.

  • Apex Weave Augments: these utilize energy fields or intricate devices to protect or augment their wearer.

    • Crabshell Array (Heavy/UH armor)

    • Elegbani Regalia (animus crown/clothing)

    • Macana Banner (banner):

    • Owlsight Array (any armor/clothing)

    • Oyalai Regalia (body armor/clothing)

    Deathweave Augments: Made with deathly components and necrotheurgic energies, inimical to most forms of life. Thus, these items all have the Unliving Miasma effect.

    • Banshee Banner (banner)

    • Deathnaught Carapace (heavy/UH armor)

    • Ghoulish Carapace (any armor/clothing)

    • Spectral Shroud (animus crown or clothing)

    Eldritchweave Augments: the domain of skilled spell users and Arcanists, allowing for the enhancement of their spellcasting abilities or protecting their wielders with etheric powers.

    • Astralline Weave (animus crown or clothing)

    • Crystalline Banner (banner)

    • Iceglass Weave (animus crown/ clothing)

    • Obsidian Weave (animus crown/clothing)

    Exoskeleton Augments: These strengthen their wearer as well as protect them, through mechanical devices placed on the arms, the shoulders and the torso.

    • Atlas Wiring (any armor/clothing)

    • Minotaur Wiring (heavy/UH armor)

    Expert Augments: refinements to crafting that emphasize protection or utility for their wearer.

    • Courtier Armor (body armor/clothing)

    • Multi Weave (any armor/clothing)

    • Vivid Weave (banner)

    • Vulture Armor (any armor/clothing)

    Insulator Augments: utilize chemistry and alternative Components to protect their wearer from various energies and hazards.

    • Magna Proof Weave (any armor/clothing)

    • Void Proof Weave (any armor/clothing)

    Magnaweave Augments: These use Magna-tech to diffuse kinetic force or otherworldly energies.

    • Magna Beacon (banner)

    • Magna Screen (heavy/UH armor)

    • Psi Weave (any armor/clothing)

    Runeweaver Augments: Magical runes are carved and woven into these armors and warbanners, with each rune granting different and magical effects.

    • Beastling Armor (body/heavy armor)

    • Bravery Runes (banner)

    • Ethercall Runes (animus crown/clothing)

    • Shadesilk Runes (animus crown/clothing)

    Xenoweave Augments: These are alive and symbiotic, with limited sentience despite their abominable natures. Wearing these monstrosities allows for magical prowess even for non-Arcanists.

    • Karnolisk Carapace (Heavy Armor or UH Armor only)

    • Oculisk Beacon (banner)

    • Psycholisk Vestments (animus crown or clothing):

    • Umbralisk Vestments (body armor/clothing)

Apex Weave Augments

Apex Tech is the domain of the Technocracia's industrialists and scientists. Some are Macana-spec, issued primarily (but not exclusively) to the Illustrados’ military. Others are the brainchild of Saharra Sylvaine-Neptune of the SES Corporation.

-- Skill Requirement for Creation/Upkeep: Apex Tech Armorer skill

-- Creation//Upkeep Cost: Same plus Hyper-Refined Etherite* x1

*You can waive this part of the requirement if you use an Apex Lab Workshop

-- Special Limitation: Requires Magna-Field

-- Prop Requirement: A gold or white LED upon the chest, one shoulder, or on the mask or banner itself. You may also have technological wires (attached, drawn, or etched) that go across the armor or banner. 

  • -- Augment Property 1: Magna-tech energies ward you from harm, increasing your Maximum Aegis and HP by +1.

    -- Augment Property 2: Expend an Aegis point, augmenting it as “Crabshell Aegis” to grant yourself an “Impervious-3”effect that Bane or Shadow attacks may bypass.

    -- Augment Property 3: Gain temporary use of the Resist Radiation, Resist Blizzard, and Resist Magna-Storm skills.

  • -- Augment Property 1: Magna-tech energies ward you from harm, increasing your Maximum Aegis and HP by +1.

    -- Augment Property 2: You can increase the damage of your spells and Smite by +1 and/or change their damage-type to Flame or Lightning.

    -- Augment Property 3: Like the ancient teacher god, you imbue power to humanity -- you gain temporary use of Infuse Form and Detect Method. If you actually have those spells, your Bonus Output with them affects 2 additional allies.

    -- Prop Requirement: In addition to wiring-like designs, this may also have pictographs of firebirds, tortoises, and/or flamingos

  • -- Augment Property 1: You may use Resist Blizzard/Resist Magnastorm as if you had them, conferring their benefits to yourself and an ally via melee touch.

    -- Augment Property 2: Also, while attuned to any Counselor Aspect, you may perform a Conc-5, invoke “Macana Banner”, and then touch two melee weapons to electrify or superheat them. If needed, clarify the following “Your next basic melee attack within 30 seconds inflicts ‘2 lightning’ (or ‘2 flame’) instead of normal”

    -- Augment Property 3: Any effect that would increase the amount of Resolve you grant can increase this damage except for effects that originate from your target (e.g. Willful Tenacity).

  • -- Augment Property 1: Augment your Targeting count with “Anchored”, immobilizing you while increasing your Firearm, Bow, or Crossbow basic damage by +1 if all of the Targ was Anchored.

    -- Augment Property 2: Your maximum Aegis is increased by +1. If this is Heavy or Ultraheavy armor, this your maximum HP is also increased by +1.

    -- Augment Property 3: Invoke “Owlsight Aegis” to enter the Flying modal state for 5 counts, or 5 seconds — whichever comes first. At the end of your count, invoke “Safe Landing, Resolve 3” to gain that effect.

    -- Prop Requirement: This includes goggles, glasses, or a similar accessory as well as wings that appear mechanical/metallic or a backpack-like prop that resembles back rockets. This can overlap with the Mercurio Boosters Trait’s requirements.


Deathweave Augments

Deathweave items are infused with necrotheurgic energies and deathly essence, rendering them inimical to most forms of life.

-- Skill Requirement for Creation/Upkeep: Etheric Thread skill and either the Necrotheurgic Anchor Attunement (Usually, this means that you need to be a Channeler) or the Bone Garden Workshop.

--Special Limitation - Unliving Miasma: This item inflicts a deathly essence to its wielder and prevents their maximum HP from exceeding 7 HP, reducing it if necessary.  You are immune to this negative effect if you already have a Necrotic Stigmata or a Necrotheurgic Anchor. 

-- Prop Requirements: These items are made of bone or feature bones prominently in their construction. Some have screaming or similarly grotesque faces upon their surfaces.

  • -- Augment Property 1: While attuned to any Counselor Aspect, perform a Conc-5 and invoke “Banshee Banner” to project terror via ranged packet/dart, inflicting “Piercing 2 Psychic”.

    -- Augment Property 2: If you are also “Valorous”, you can expend it to invoke this property as “Banshee Howl” instead and turn it into a “Wave 3 attack”, with the option of inflicting “Piercing Knockback”

    -- Augment Property 3: Any effect that would increase the amount of Resolve you grant can increase this damage except for effects that originate from your target (e.g. Ironsoul Bravado).

    -- Creation//Upkeep Cost: Same but with Shadow Affinity

  • -- Augment Property 1: Your maximum Aegis and maximum HP is increased by +1.

    -- Augment Property 2: Gain temporary use of the Iron Recovery skill and the Armored Rush skills, allowing you to swiftly self-revive or to charge into gunfire.

    -- Augment Property 2: Augment and invoke Aegis as “Spectral Aegis” to replace its effects and grant yourself a “Impervious-3 effect” that Bane, Psychic, or Flame attacks may bypass.

    -- Augment Property 4: Receiving a Cure Blight effect also grants you the Quick Patch status

    -- Creation//Upkeep Cost: Same but with Death Affinity

  • -- Augment Property 1: Your maximum Aegis is increased by +1. If this is Heavy or Ultraheavy armor, this your maximum HP is also increased by +1.

    -- Augment Property 2: When you complete a Death Blow or succeed in damaging a foe with a Melee Smite, you can opt to invoke and gain “Heal 1” as an Aftereffect. As an item effect, this cannot be increased unless otherwise specified.

    -- Augment Property 3: Gain temporary use of the Iron Fortitude skill and Grim Recovery and this armor is counted as Heavy Armor for that skill.

    -- Augment Property 4 Receiving a Cure Blight effect also grants you the Quick Patch status

    -- Creation//Upkeep Cost: Same but with Death Affinity

  • -- Augment Property 1: Gain temporary use of the Obfuscate Presence, Obfuscate Exodus, and Distracting Defenses, allowing you to hide, flee, or redirect enemy attacks.

    -- Augment Property 2: You may use Aegis proactively as “Spectral Aegis” to grant yourself a “Impervious-3” effect that Psychic or Flame attacks may bypass.

    -- Augment Property 3: Your maximum HP is increased by +1.

    -- Augment Property 4: Receiving a Cure Blight effect also grants you the Quick Patch status

    -- Creation//Upkeep Cost: Same but with Shadow Affinity


Eldritchweave Augments

These Augments are the domain of skilled spell users and Arcanists, allowing for the enhancement of their spellcasting abilities.

-- Skill Requirement for Creation/Upkeep: Etheric Thread skill or Empowered Arcana (Animancy) AND any Arcane Attunement (Usually, this means that you need to be a Channeler)

-- Special Limitation: You need to have an Adept Attunement to use any of these Properties. Usually, this means that you need to be a Channeler. 

  • -- Augment Property 1: These crystals ward you from harm. Your maximum HP is increased by +1.

    -- Augment Property 2: Your Heal and Resolve spells are improved by +1 when used on others.

    -- Augment Property 3: Expend Aegis or Focus to instantly imbue a Wave 3 effect via touch, imbuing your choice of “Cure Strike”, “Painful Revive” or a “Heal 3”. Invoke this ability as “Astralline Aegis” or “Astralline Focus”

    -- Creation//Upkeep Cost: Same but with Astral Affinity

  • -- Augment Property 1: While wielding this Warbanner and attuned to any Etheric Sphere, your Damage, Healing, and Resolve spells are improved by 1 point when used on others.

    -- Augment Property 2: If you are also attuned to any Counselor Aspect, you can shield allies from Flame, Frost, or Lightning attacks. To do this, touch the affected ally (non-self) within 2 seconds of the attack and self-inflict “2 damage” to negate it. Invoke this defense as “Crystal Banner: negate”.

    -- Creation//Upkeep Cost: Same but with Astral Affinity

  • -- Augment Property 1: These crystals ward you from harm. Your maximum HP is increased by +1.

    -- Augment Property 2: Your spells inflict +1 damage and can be converted to inflict Frost damage.

    -- Augment Property 3: Through ice magics, gain temporary use of the Obfuscate Form and Infuse Ground spells. You can also expend Aegis in lieu of Focus, augmenting and prefixing the one of the two spells with “Crystalline”, but only if you have learned that spell.

    -- Creation//Upkeep Cost: Same but with Wind Affinity

  • -- Augment Property 1: These crystals ward you from harm. Your maximum HP is increased by +1.

    -- Augment Property 2: Your spells inflict +1 damage and can be converted to inflict Flame damage.

    -- Augment Property 3: Whenever you use a Ranged Smite or cast a damage spell, you can opt to launch poisonous shards as an Aftereffect: with a packet/foam dart inflict “Rot 15” or “3 Flame” or “3 Corrosive” -- these cannot be improved or altered.

    -- Creation//Upkeep Cost: Same but with Fire Affinity


Exoskeleton Augments

A powerful magnetic mana charge allows these armors to strengthen their wearer as well as protect them, through mechanical devices placed on the arms, the shoulders and the torso.

-- Skill Requirements for Creation/Upkeep: Repair Smith skill

-- Creation//Upkeep Cost: Same but with Lightning Affinity

  • -- Augment Property 1: This grants a +1 to your maximum Aegis. If this is heavy or ultraheavy armor, then you also get +1 to your maximum HP.

    -- Augment Property 2: Your melee Smite attacks are increased by +1

    -- Augment Property 3: Gain temporary use of the Strength skill, Melee Fighter, and Great Strength skills. If you actually have Great Strength, Focused Strength imbues you with “Resolve 3” as an Aftereffect.

    --Prop Requirement: Gloves, gauntlets, or bracers need to be worn. Also, the armor needs a dim blue or white LED or glowstick to represent their powered nature.

  • -- Augment Property 1: Your maximum Aegis and HP are increased by +1.

    -- Augment Property 2: Gain temporary use of the Strength skill, Armored Dodge, and the Armored Rush skill. As an Aftereffect to Armored Rush, the first melee attack you perform within 10 seconds after it ends inflicts your melee “Smite” damage or “Piercing Knockback”.

    -- Augment Property 3: When you use Aegis defensively or for Armored Rush, augment it as “Minotaur Aegis” or “Minotaur Rush” -- as an Aftereffect, invoke “Negate” against the next three Lightning or Ranged attacks that hit you within the next 10 seconds.

    --Prop Requirement: Gloves, gauntlets, or bracers need to be worn. Also, the armor needs a dim blue or white LED or glowstick to represent their powered nature. A horned helm is optional but preferred.


EXPERT Augments

These are refinements to the weaving process, emphasizing protection or utility for their wearer. In the case of Warbanners, they alter and improve their wielder’s abilities and allow them a greater tool set to support their allies.

--Skill Requirements for Creation/Upkeep: Expert Weaver skill

  • -- Augment Property 1: This increases your maximum Aegis by +1. If this is Body Armor, also increase maximum HP by +1.

    -- Augment Property 2: Gain temporary use of the Masked Mind, Camouflage, and the Veiled Visage skills.

    -- Augment Property 3: You can move in a way that confuses attackers. You gain temporary use of the Art of War and the Nimble Defense skills, but the Aftereffects are not Piercing.

  • -- Augment Property 1: Add +1 to the wearer’s maximum Aegis, unless it is 5 Aegis.

    -- Augment Property 2: Add +1 to the wearer’s maximum HP, unless it is 10 HP, this is +2 to maximum HP instead if it is applied to Heavy or Ultraheavy Armor.

    -- Augment Property 3: When you use Aegis, augment and invoke it as “Multi Weave Aegis”. As an Aftereffect, you may respond with “Negate” against three Physical damage attacks you receive within the next 10 seconds.

    -- Augment Property 4: When someone grants you Patch Aegis, you may opt to gain “Resolve 1” as an Aftereffect. This cannot be increased unless otherwise specified

  • -- Augment Property 1: You can use “Resist Fear” as though you had it, conferring its benefits to yourself and an ally via melee touch.

    -- Augment Property 2: Also, while attuned to Inspiring or Soothing Aspect, you can perform a Conc-5 and invoke “Vivid Banner” to imbue “Resolve 1” via melee touch or ranged packet/dart. Effects that would improve the Resolve that you grant via Skills can increase this, up to the Resolve Cap.

  • -- Augment Property 1: This grants a +1 to your maximum Aegis and maximum HP.

    -- Augment Property 2: Gain temporary use of the Scrounger and the Trapspringer Skills. The latter is upgraded as though you had Uncanny Defenses.

    -- Augment Property 3: When you are Perceiving, you gain 2 additional “Unveils”. If you use an Inquiry or Examine skill, you may ask 1 additional question from that skill’s list as an Aftereffect.

    -- Prop Requirement: This requires eyewear such as goggles or a mask whose themes match the armor/clothing prop.

Insulator Augments

These Augments deviate from the norm by utilizing chemistry and alternative Components. These allow an Armor to protect their wearer from various energies and hazards. 

--Skill Requirements for Creation/Upkeep: Thermal Clothier 

  • -- Augment Property 1: This grants a +1 to your maximum Aegis. If this is heavy or ultraheavy armor, then you also get +1 to your maximum HP.

    -- Augment Property 2: Gain temporary use of the Resist Radiation, Resist Fear, and Resist Magna-storm skills.

    -- Augment Property 3: Augment your Block or Aegis defense with “Magna Proof” so that you can respond with “Negate” on 1-3 Lightning, Psychic, or Flame attacks during the next 10 seconds as an Aftereffect.

    -- Creation//Upkeep Cost: Same but with Wind Affinity

  • -- Augment Property 1: This grants a +1 to your maximum Aegis. If this is heavy or ultraheavy armor, then you also get +1 to your maximum HP.

    -- Augment Property 2: Gain temporary use of the Resist Blizzard, Resist Toxin, or Resist Warp skills.

    -- Augment Property 3: Augment your Block or Aegis defense with “Void Proof” so that you can respond with “Negate” on 1-3 Frost, Corrosive, or Shadow attacks during the next 10 seconds as an Aftereffect.

    -- Creation//Upkeep Cost: Same but with Fire Affinity


Magnaweave Augments

These augments use wondrous Magna-tech to diffuse kinetic force or otherworldly energies, even redirecting attacks or befuddling inquiries.  

-- Skill Requirements for Creation/Upkeep: Magna-Tech Clothier skill

-- Creation//Upkeep Cost: Same but with Lightning Affinity

-- Special Limitation: You need to be radiating a Magna-Field.

-- Prop Requirement: A blue or white LED upon the chest, one shoulder, or on the mask or banner itself. You may also have technological wires (attached, drawn, or etched) that go across the armor or banner. 

  • -- Augment Property 1: While generating a Magna-Field, perform a Conc-5 and invoke “Magna Beacon” to imbue “Cure Strike” on an ally by melee touch.

    -- Augment Property 2: If attuned to Inspiring Aspect or Soothing Aspect, you may imbue “Resolve 1” instead. Effects that would improve the Resolve that you grant via Skills can increase this, up to the Resolve Cap.

  • -- Augment Property 1: Increase an armor’s maximum Aegis and the wearer’s maximum HP by +2

    -- Augment Property 2: Gain temporary use of the Nimble Defense skill.

    -- Augment Property 3: Whenever you expend Aegis (except for Patch Aegis) or use Block or Parry, you can opt for the following Aftereffect: “Resolve 2” instead of the attack above.

  • -- Augment Property 1: This grants a +1 to your maximum Aegis and HP.

    -- Augment Property 2: Gain temporary use of the Conniving Spirit and Unflinching Spirit skills as psionic energy protects your mind.

    -- Augment Property 3: Expend Aegis and invoke it as “Psi Aegis” to defend against Inquiry skills or an attack as normal. As an Aftereffect, you can opt to either:

    Psi Veil: Invoke “No Effect” as a response to Inquiry skills for the next 10 minutes.

    Psi Screen: Invoke “Negate” on the next 3 non-physical damage attacks you receive in the next 10 seconds.


Runeweaver Augments

These Augments are strange and magical, utilizing the otherworldly energies of the World Beyond the Fall to protect and empower their wearers. Some are of strange construction such as the skins, scales, and bones of various animals and monstrosities. 

-- Skill Requirements for Creation/Upkeep: Runeweaver or Empowered Arcana (Animancy)

  • -- Augment Property 1: Your melee/ranged Smite attacks inflict +1 damage, adhering to the usual limit.

    -- Augment Property 2: When you use Aegis (except for Patch Aegis), perform an augmented “Beastling Smite'' as an Aftereffect immediately afterward -- this is a melee Smite and costs 0 Focus.

    -- Augment Property 3: You may augment your use of Pursue Quarry or Flee the Scene with “Beastling”. This waives the Focus cost if you wounded your Pursuit target with a melee weapon within the last minute and allows you to use Flee the Scene/Pursue Quarry in Heavy and Ultraheavy armor.

    -- Augment Property 4: Receiving a Cure Blight effect also grants you the Quick Patch status

    -- Creation//Upkeep Cost: Same but with Earth Affinity

    -- Prop Requirement: These items must predominantly include furs, skins, and/or scales. A beast’s head is encouraged but required as a shoulder piece and/or a helm.

  • -- Augment Property 1: Enchanted runes grant you the temporary use of “Resist Fear” and “Resist Warp”.

    -- Augment Property 2: When using either Skill, you confer its benefits to yourself and an ally via melee touch.

    -- Augment Property 3: While attuned to any Counselor Aspect, you may perform a Conc-5 and invoke “Bravery Banner” to imbue an ally with a “Cure Strike” via melee touch.

    -- Creation//Upkeep Cost: Same but with Astral Affinity

    --Prop Requirement: At least six runes or have two tassels/cloths that feature 3 runes each. Their designs are up to the crafter, provided that they respect the setting.

  • -- Augment Property 1: Runic magics soften attacks against you, increasing your maximum HP by +1.

    -- Augment Property 2: Healing you grant through Skills is increased by +1, including Self-healing but this bonus will not allow you to exceed a Self Heal 3.

    -- Augment Property 3: When you receive “Heal” or “Resolve”, invoke and gain “Cure Strike” as an Aftereffect unless you are somehow unable to use Active skills (e.g. Pain, Stun, etc).

    -- Creation//Upkeep Cost: Same but with Astral Affinity

    --Prop Requirement: At least six runes or have two tassels/cloths that feature 3 runes each. Their designs are up to the crafter, provided that they respect the setting

  • -- Augment Property 1: Runic magics soften attacks against you. increasing your maximum HP and Aegis by +1.

    -- Augment Property 2: Whenever you expend Aegis or use a damage/heal/resolve spell, you can opt for the runes to activate and grant this Aftereffect: invoke “Heal 1” to gain it for yourself or imbue it on an ally you touch within the next 3 seconds.

    -- Augment Property 3: You gain temporary use of Obfuscate Exodus, Infuse Armor, and Obfuscate Spirit. If you actually possess those skills, you can prefix them with “Shadesilk” to use Aegis instead of Focus.

    -- Creation//Upkeep Cost: Same but with Shadow Affinity

    --Prop Requirement: These items must feature at least six runes or have two tassels or cloths that feature 3 runes each. Their designs are up to the crafter, provided that they respect the setting.


Xenoweave Augments

These Augments utilize voracious, symbiotic lifeforms -- some empower their wearers and users while feeding deeply upon their flesh and vitality while others have potent psychic abilities.

-- Skill Requirements for Creation/Upkeep: Xenotech Fleshweaver skill 

--Creation//Upkeep Cost: Same except with Abyssal Affinity plus Flesh of the Empress* x1

*You can waive this part of the requirement if you use a Biomancer Hatchery Workshop

-- Special Limitation - Symbiotic Link: You must have a Symbiotic Link with this item, a process that can only be done during its creation/upkeep -- it partakes of your life essence and takes up one Attunement (labeled with the augment) per item. This Symbiotic Link also links its owner to this item as per “Bind by Fate”. These items inflict 1 Corrosive damage every 10 seconds that someone wears them without the necessary Symbiotic Link.

-- Prop requirements: These items look like they are entwined with tentacles or are themselves living creatures with eyes and/or teeth. They range in colors and appearances, but tend toward the grotesque and the malformed. It must also have a label with its linked owner’s CSN.

  • -- Augment Property 1: This grants a +1 to your maximum Aegis. If this is heavy or ultraheavy armor, then you also get +1 to your maximum HP.

    -- Augment Property 2: The damage of your Melee Smites is increased by +1.

    -- Augment Property 3: Gain temporary use of the Armored Rush. Great Strength, and Strength skills. Furthermore, as an aftereffect of using Armored Rush, you can gain “Resolve 3” or inflict a 0 Focus Smite (invoke as “Karnolisk Smite”). As an item effect, this cannot be increased unless otherwise specified.

    -- Augment Property 4: Receiving a Cure Blight effect also grants you the Quick Patch status

    -- Prop Requirement: Horns or antlers as part of one’s helm, pauldrons or any other portion of the armor. Ensure that these are combat safe.

  • Oculisk Beacon (banner, Symbiotic Link)

    -- Augment Property 1: While attuned to any Counselor Aspect, this alien warbanner can absorb energy attacks (i.e. non-Physical damage) that hit your allies. To do so, touch the affected ally within 2 seconds of the attack, then invoke “Oculisk Beacon: Negate” and self-inflict “2 damage”.

    -- Augment Property 2: While“Valorous”, expend it to invoke “Oculisk Valor: Negate” instead - this waives the Self-Inflict and can be used to defend yourself or others from an energy attack. As an Aftereffect, imbue “Resolve 1” to yourself or an ally via melee touch. Effects that would improve the Resolve that you grant via Skills can increase this, up to the Resolve Cap.

    -- Prop Requirement: One or more eyes must be part of the banner or the banner shaft.

  • -- Augment Property 1: Your maximum HP is increased by +1. If this is heavy or ultraheavy armor, then you also get +1 to your maximum Aegis.

    -- Augment Property 2: You may augment your defenses with “Psycholisk” so that they defend against Ambush-type attacks.

    -- Augment Property 3: Your spell damage and your spell healing on others is increased by +1. You may also convert spell damage to “Psychic”.

    -- Prop Requirement: A skull (preferably a bird skull) as part of one’s helm, pauldrons or any other portion of the armor. Ensure that these are combat safe.

  • -- Augment Property 1: Your maximum HP and Aegis is increased by +1.

    -- Augment Property 2: Gain temporary use of the Camouflage, Know thy Enemy, and Flee the Scene skills. Also, You are able to alter your Smite or Assassinate so that it inflicts “Rot 15” or “Silence 15”.

    -- Augment Property 3: Perform a Targ-5, invoke “Bite” and launch a packet/foam dart that reflects this armor stretching out and striking at your foes. This attack inflicts “2 Corrosive”, “2 Shadow”, or “Pull”. Unless they are weapon Augments, bonuses to melee Smite damage can improve “Bite” up to a damage cap of 5.

    -- Prop Requirement: One or more tentacles or tails as part of your armor, either curled and solidly part of the design or loose and hanging.

  • When a Xenotech, Xenoweave, Symbiotic Gadget has been Fortified, it gains a measure of sentience and a psychic link to you. They receive one of the following Additional Properties of your choice when you Upkeep them. You can change this choice during the next Upkeep -- with multiple Xeno items, see the limitation below:

    Some believe that a minor entity resides within the item or that an item’s spirit temporarily awakens -- either way, it receives a name of its owner’s choice. Some claim that it is the item’s choice, subconsciously planted.

    Some believe that a minor entity resides within the item or that an item’s spirit temporarily awakens -- either way, it receives a name of the Bonded character’s choice (though some claim that it is the item’s choice).

    Note: the RP notes below are largely internal and optional. Players can feel free to opt into doing them or to not follow them. Either way, the Character bonded to the item receives the benefit outlined below.

    Limitation: You may only gain one of the Minor Sentience benefits below, regardless of how many “Sentient” items are linked to you. This reflects the dominance of one over the voices of the others. Whenever you have more than one such effect, choose the dominant Sentience for the remainder of the current Event.

    Brave -- You gain the use of the Strength skill and the Resist Fear skill. This item exhorts you to do brave and dangerous feats either because it is angry all the time or because it is foolish.

    Hurrying -- This item occasionally slows your perception of time down. You are able to use the Dodge defense and the Flee the Scene skill. This item exhorts you to hurry up and to be less careful.

    Murderous -- This item increases the damage of your Smite attack and your Death Blow with it by +1. It coerces you to go out into the wild and kill monsters and other aberrations.

    Nurturing -- This item increases the healing or Resolve you grant to others with it by +1. It exhorts you to avoid danger and chastises you for taking risks.

    Paranoid-- You may use the Keen Perception and Mental Deduction skills. Furthermore, this item is paranoid or fearful and warns you against the betrayal of everything and everyone, especially your closest allies.

    Quelling-- You may use the Masked Mind skill and the Camouflage skill. This item tells you to be quiet and to be careful, lest danger find you.

 Workshop

 

A Workshop is a small building, dedicated room, or workstation that represents a specialized work space. 

Note: no portion of the main common room of the Lost Sheep Cantina may be turned into a Workshop. 

What does it look like?

  • At the bare minimum, a Workshop should occupy a 10 foot by 10 foot amount of space. It does not need to be walled off. 

  • They require at least three folding tables 

  • They also have Workshop appropriate tools, devices, or props that support its in-game functions.

Few Workshops look alike, many being customized to their makers’ preference. Some Herb Shops may look like a garden with many potted plants, while others may look like a brewery, a laboratory or a clinic. Similarly, Scrap Shops have similarly variable appearances -- some look like a machine shop or a clockworks, while others are covered in junk and crafting tools. On the other hand, Hallowed Shrines are Workshops that feature altars, religious relics, or pious statues. 

Optional features: 

  • A storefront-like sign, the owners’ personal symbol, or similar writings/icons are recommended. 

  • A sign that symbolizes its brand (e.g. “Annie’s Apothecary”, “the Blind Barber”) or simply a nickname that distinguishes it from other Workshops (e.g. “the Steel Dump”, “the Blood Bucket”)

How to create one?

  • Characters with certain Skills can make Workshops, although a specific Workshop may require a specific Skill to make.

  • Unlike items however, creating or maintaining a Workshop requires at least 5 people. 

    • All of these individuals will need to expend their Craft-Ritual action for this task and a total of 5 Pure components will also need to be used.

  • At the end of the Craft-Ritual action, a Workshop will be completed and an item card with its properties should be displayed. 

  • As with most items, Workshops expire and fall apart in 6 months unless they are maintained -- the cost of doing so is identical to the cost of creating it. 

    • Work Shops can also be Fortified, similar to items.

How to destroy one? 

Most of the time, Workshops cannot be destroyed. They can be rendered Inert by any of the following actions

  • 10 Sunder effects or Siege attacks delivered within a minute.

  • 5 Superior Disarm effects delivered within 5 minutes

  • 1 minute of work from one of its creators/maintainers

Inert Workshops can be reactivated after 10 minutes of repair by anyone with a Skill necessary in building it.

Destroying a Workshop is possible, but it is only in the realm of horrific monstrosities, costly demolition, or incredible sorcery. 


Open or Locked Workshops

Workshops can be Open or Locked. Open Workshops can be used by anyone. 

Alternatively, you can choose to “Lock” a Workshop when it is created or maintained. 

Doing this designates up to  five Keyed individuals that are allowed to use the Workshop or be part of a group that is using it. These may be any five individuals but once they are designated, they will remain so until the Workshop is next maintained. 

Locked Workshops should be designated and labeled as such on their sheets, as are the names of the individuals Keyed to them. 

How to use a Workshop? 

Using a Workshop requires that you remain within 10 feet of it and are using its various props to simulate the necessary Role-play for your actions. This can be as simple as using it as a flat surface to craft on or as complicated as pouring liquids in different vials or operating on a patient upon it.

*This can be discounted by certain effects or Town Expansions (e.g. the Forge Expansion)

 
    • Herb Shop: A workstation of herbs and chemistry. It can reflect a brewery, an apothecary, a laboratory, a clinic or any similar work area.

    • Scrap Shop: A workstation of scrap and metal. It can reflect a Basic scrap yard, a repair shop, a smithy, a mechanics shop or any similar work area.

    • Hallowed Shrine: A place of faith and prayer, required for certain rites and skills but usable only by those of its faith.

    • Mana Lodge: These are magical workshops that are especially useful to certain kinds of Arcanists and Channelers.

      • Arcane Orrery: A Mana Lodge of arcane energy and craftsmanship, used by Talismongers.

      • Outsider Obelisk: A Mana Lodge accessing the dangerous energies beyond this world, used by Diabolists and Xenotheurgists

      • Spirit Circle: A Mana Lodge of shamanic power and elemental communion, used by Animancers.

    • Magna Forge: A technological Workshop needed for certain powered armaments and armor.

    • Bone Garden: A darkly magical Workshop serving as arcane empowerment, useful for Necro-tech items and to Necrotheurgic Arcanists.

    • Apex-Tech Laboratory: A magical and technological work-station needed for the latest and greatest of arms, armor and other recipes.

    • Biomancer Hatchery: A magical Workshop that creates and gestates short-lived eldritch life-forms for use as items as well as acting as a shrine to the Templar’s God-Empress

 


Herb Shop

Creation//Upkeep Cost: x5 Pure (Affinity with Herbal, Metal, and Water) 

Special Note: You only benefit from a maximum of one Workshop and one Skill Kit when performing or coordinating Craft-Ritual actions.

Property 1: Crafting Table - This may function as an Herb Kit for a person or a group using it for their Craft-Ritual actions — doing so requires at least 10 minutes of role-play. Whenever you use Herb Kit-based Craft-Ritual actions, augmenting them with Bonus Output produces 5 more Products or Effects (i.e. +7 products/effects instead of +2). 

Property 2: Work Station - The makers of this Workshop may choose for it to be one of the options below whenever this is Created. It may only have two Work Stations (see Property 3) but they may be changed when it is maintained, provided the appropriate props are displayed. None of the benefits below may be used in combat. 

Property 3: Herb Station - This property is another Workstation chosen from the list below.

Herb Shop Options:

  • When you use Distill Disease (or a similar Skill/Spell), you gain 2 Minor CMP instead of only 1 Minor CMP.

    Prop Requirements: This Workshop should feature medical tools and equipment.

  • Characters with the Brew Maker skill or Diabolists with Etheric Arcana may Augment their Craft-Ritual action with Bonus Output or Bonus Quality when making an Elixir/Ichor while using this Workshop.

    During Market Hour, this allows you to add the “Bonus Output” Augment to a Craft action that has already been augmented with “Bonus Quality” (Elixirs/Ichors only).

    Prop Requirements: A keg, cooler, or similar container plus drinking vessels.

  • Using the Soothing Meal skill with this Workshop improves the amount of Lasting Resolve granted by +1. This may not be done in or near combat.

    Prop Requirements: A keg, cooler, or similar container plus drinking vessels.

  • Those who have Medical Redemption or Transmute Water may waive any CMP costs for said skills if said cost is 1 Basic component or less (cannot be used to Craft Items).

    Prop Requirements: This Workshop should feature medical tools and equipment.

  • By spending 5 minutes working with this miniature garden, a Player Character may add poisonous herbs to their melee weapon, arrow pack, or knife pack.

    This is similar to the Strengthen Item skill of the Tinker, allowing certain attacks to inflict one of the following damage types for the rest of the Period or current hour, whichever lasts longe): “Flame”, “Corrosive”, or “Frost”.

  • If one of the Crafters/Assistants of a Craft or Ritual action has “Expert Chemist” or “Unchained Transmutation”, then they can consider five Basic CMPs that share 1 type to be 1 Rare CMP of that same type.

    Prop Requirements: Chemical laboratory props - including a mortar and pestle.


Scrap Shop

Creation//Upkeep Cost: x5 Pure (Earth Affinity, Fire Affinity, Metal Affinity) 

Property 1: Crafting Table -- This may function as an Herb Kit for a person or a group using it for their Craft-Ritual actions — doing so requires at least 10 minutes of role-play. Whenever you use Scrap-Kit-based Craft-Ritual actions, augmenting them with Bonus Output produces 5 more Products or Effects (i.e. +7 products/effects instead of +2). 

Property 2: Work Station - The makers of this Workshop may choose for it to be one of the options below whenever this is Created. It may only have two Work Stations (see Property 3) but they may be changed when it is maintained, provided the appropriate props are displayed. None of the benefits below may be used in combat. 

Property 3: Scrap Station - This property is another Workstation chosen from the list below.

Scrap Shop Options:

  • These machines make crafting more efficient. When you create or upkeep a Basic or Advanced Weaponry, Weaver, Equipment, or Device item, your Craft-Ritual action is Augmented with Bonus Output.

    During Market Hour, this allows you to add the “Bonus Output” Augment to a Craft action that has already been augmented with “Bonus Quality”

    (Basic/Advanced Weaponry, Weaver, Equipment, or Device items only)

    Prop Requirements: This Workshop should feature mechanical tools and equipment.

  • As a Craft-Ritual action, you may incinerate and destroy several items to retrieve valuable components from them. You may turn in five Basic items for one Minor CMP (fire, metal or earth).

    Similarly, if you turn in five Disarmed Trap/Hazard tags and inform Game Staff of this Workshop, you can gain 1 Basic CMP (varies) instead of 1 Minor CMP for them.

    Prop Requirements: This Workshop should feature a grey/metallic cube with red or orange lights.

  • The plethora of junk parts here can help with maintaining most items. You can Augment your Craft-Ritual action with Bonus Quality when you Upkeep (but not Create) items with this Workshop.

    During Market Hour, this allows you to add the “Bonus Quality” Augment to Junkyard Ingenuity when it that has already been augmented with “Bonus Output”

    Prop Requirements: This Workshop should feature several pieces of junk metal or similar props.

  • This is especially useful for Weavers and some Animancers. When you create or upkeep a Basic, Advanced, and/or Superior Weaver item or Skill Kit, your Craft-Ritual action is Augmented with “Bonus Output”.

    During Market Hour, add the “Bonus Output” Augment to a Craft action that has already been augmented with “Bonus Quality” (Basic/Advanced/Superior Weaver or Skill Kit items only)

    Prop Requirements: This Workshop should feature cloth making tools and equipment.

  • In the hands of any person that can “Repair Weaponry” with skill or spell, this workstation allows a Flame Rune, Frost Rune, Psychic Rune, Physical Rune, or Lightning Rune to be carved or re-carved on a melee or ranged weapon.

    Smite attacks and Death Blow attacks (and Spells for Rune Wands) with said weapon inflict that type of damage for the next hour or the current Period (whichever is longer). This is otherwise similar to the Strengthen Item skill in usage.

    Prop Requirements: This Workshop should feature runed chisels or similar stone working tools.

  • This workstation can be useful to Weaponers and some Talismongers. When you create or upkeep a Basic, Advanced, and/or Superior Weaponry item or Skill Kit, your Craft-Ritual action is Augmented with Bonus Output.

    During Market Hour, add the “Bonus Output” Augment to a Craft action that has already been augmented with “Bonus Quality” (Basic/Advanced/Superior Weaponry or Skill Kit items only)

    Prop Requirements: This Workshop should feature mechanical tools and equipment, including a light or a fire-source prop.


Hallowed Shrine

Creation//Upkeep Cost: x5 Pure (Astral Affinity, Fire Affinity, Metal Affinity) 

Property 1: Hallowed by Faith -- This Workshop is sanctified to a single Faith or Religion. For Whispers of the Wild, those Whispers from the same archetype (e.g. Verdant Tree, Sacred Ancestor etc) count as the same Religion but only if their iconography/holy symbol is specifically represented on the Shrine. Religions like the Desolation, the Axioms, the Shattered Mother, and the Iglesia Solar do not enjoy this benefit. 

Furthermore, this Workshop is needed by some Skills or it enhances certain Skills, such as those in the Soother Discipline or the Deotheurgic Anchor.  

Property 2: Shrine Type - Pick one of the Shrine types below, usable for those of this Shrine’s Faith. Each Faith has two or three allowed Shrine types under its domain.  A Shrine type has the following effects, none of which can be gained while in combat.

-- Prayer effect: This is a special effect that anyone of the Shrine’s faith can activate via 5 minutes of prayer or meditation at the Shrine

-- Attunement effect (1 or 2 ATNs): After 10 minutes of prayer or meditation, a Soother or a Deotheurge may expend their Craft-Ritual action to grant ONE of the three Blessing attunements to themselves or a nearby member of their Shrine’s Faith. If augmented, this Craft-Ritual action may grant this Attunement to up to five individuals of the Shrine’s Faith

Property 3: Pick a second type of Shrine below, usable for those of the Shrine’s Faith. This Shrine type must be one of the types allowed by that Shrine’s faith. 

Shrine Type Options:

  • Themes: Honor, Tradition, Law, Heroism, Tyranny

    Prayer effect: Ancestral Cleansing -- Gain the blessing of your ancestors, saints, or heroes. You receive a Cure Strike effect and Resolve 1.

    Attunement effect

    Option 1: Renewing Blessing: Your max HP is increased by one and immediately after you Self-Revive or are Revived, you may perform a Conc 2 to regain 2 HP.

    Option 2: Guiding Blessing: Pick one Discipline (non-Spell only) and invoke an Ancestor from a Class with that Discipline. You may use all the Basic-level Active Skills from that Discipline as though you had those Skills.

    Option 3: Amplifying Blessing: You are filled with the wisdom of your Ancestors/Heroes/Saints -- this allows you to see spirits as though with the Detect Secrets spell. Furthermore, you are able to heighten certain effects so that they are more difficult to overcome. When you prefacing and augment a skill with “Ancestral”, you may turn it into a “Piercing” attack.

    Prop Requirements: This Shrine must feature several images of saints or ancestors. Also acceptable are pieces of their remains, effigies of them, or their favored tools/weapons/ornaments.

  • Themes: Night, Darkness, Deep Ocean, Deep Earth

    Prayer effect: Whispering Darkness -- You receive whispers from beyond. You self-inflict a Rot Strike for 1 hour and are Empowered with the following effect: add 2 points to your next attack, spell, or healing but you also self-inflict 2 Frost.

    Attunement effect:

    Option 1: Obscuring Blessing: You may use the Camouflage skill and the Masked Mind skill as though you had them.

    Option 2: Blinded Blessing: While Blinded, you may perform ranged attacks, augmenting them with “Uncanny” (“Uncanny Missile” for BRAs) and turning these Ranged attacks into Piercing attacks. Furthermore, you may augment your Defenses with Uncanny, allowing you to defend against Ambush attacks.

    Option 3: Voidfrost Blessing (2 ATNs): You are able to alter the damage of your Spell, Melee Smite, Assassinate, or Death Blow attacks so that they inflict 1 more point of damage than normal and/or Frost-type damage. However, your maximum HP cannot exceed 7 HP.

    Prop Requirements: This Shrine may have a maximum of one dim light, sometimes in a bowl of water. Some rituals or prayers at this shrine require the use of blindfolds or darkness.

  • Themes: Wild, Animals, Hunt, Blood, Battle

    Prayer effect: Primal Strength -- Become tempered for battle. You become Empowered with one use of the “Strength” skill, invoked as “primal strength”- you may also expend primal strength to inflict a Knockback with a melee attack. 

    Attunement effect

    Option 1: Vorpal Lore: You gain the Vorpal Lore ATN, as listed in the Dives Town Expansion. This increases the damage of certain attacks by +1. This waives the CMP cost for this ATN.

    Option 2: Lupine Blessing: You may use the Keen Perception and the Pursue Quarry skill as though you had them. If you are Bloodied (3 HP or less and not at max HP), your animal instincts emerge and may be used to augment those Skills with Bloodied to waive the focus cost. 

    Option 3: Murderous Blessing: You are considered to have the Melee Fighter skill and may use the Slayer Aspect of the Battle Aspect skill unless you have any other Aspect Attunement upon you. However, this Attunement prevents your Healing or Resolve skills from granting more than 1 point. 

  • Themes: Sun, Light, Flame, Purity

    Prayer effect: Purge by Fire -- Purify yourself with painful righteous flames. This allows you to imbue yourself with a “Cure Wound” and “Cure Blight” effect while self-inflicting a “Hobble - 10 minutes”.

    Attunement effect

    Option 1: Furious Blessing: You gain Temporary use of the Melee Fighter skill and may use the Berserker Aspect of the Battle Aspect skill unless you have any other Aspect Attunement upon you. However, this Attunement prevents your Healing or Resolve skills from granting more than 1 point.

    Option 2: Illuminated Blessing: You are considered to have the Keen Perception and Mental Deduction skills, allowing you to perceive hidden enemies or hidden truths. You may augment either skill by prefacing its use with a Conc-10 and prefacing its invocation with “Illuminated”, this waives their Focus cost. However, this Attunement prevents your maximum HP from exceeding 7 HP due to the spiritual flames burning within you.

    Option 3: Burning Blessing (2 ATNs): You are able to alter the damage of your Spell, Melee Smite, Assassinate, or Death Blow attacks so that they inflict 1 more point of damage than normal and/or Flame-type damage. However, your maximum HP cannot exceed 7 HP.

    Prop requirements: These Shrines are usually well lit with lanterns, lamps, tea lights, etc. Take note that open flames are not allowed except for specifically allowed fire pits/camp fires on site.

  • Themes: Storms, Seas, Skies, Freedom, Strong Emotion

    Prayer effect: Grant one of the following effects:

    • Healing Wind: A chilling wind blows over you— receive a Cure Blight but also self-inflict Hobble for 10 minutes.

    • Thunderjolt: You are electrocuted by a holy spark and you take 2 Lightning. However, you are “empowered” so that your next melee strike hits for 3 damage or Knockback 5.

    Attunement effects

    Option 1: Fleeting Blessing: You may use the Flee the Scene skill and the Dodge defense as though you had them. Furthermore, when you perform the Smite attack or the Flee the Scene skill, you may use “Fleeting Dodge” once within the next 10 seconds -- this Augmented defense does not cost a Focus to use but is an Aftereffect

    Option 2: Obscuring Blessing: You may use the Camouflage skill and the Masked Mind skill as though you had them.

    Option 3: Storm Soul (2 ATNs): You are able to alter the damage of your Spell, Melee Smite, Assassinate, or Death Blow attacks so that they inflict 1 more point of damage than normal and/or Lightning-type damage. However, your maximum HP cannot exceed 7 HP.

    Prop requirements: These shrines are usually adorned with depictions of rain and water. Sometimes, they are populated by several bowls of water or similar substances.

  • Themes: Life, Growth, Rivers

    Prayer effect: Verdant Recovery -- Call upon the powers of growth, life, and tranquility. This allows you to imbue yourself with a Heal 10, a Cure Wounds, and a Cure Strike effect simultaneously.

    Attunement effects:

    Option 1: Verdant Medicine - You may use the Treat Injury skill as though you had it, although it still requires an Herb Kit. Furthermore, whenever you imbue others with “Cure Wounds” or “Painful Revive”, you may also imbue them with “Heal 2” as an Aftereffect -- this cannot be increased.

    Option 2: Verdant Lore (1 ATN) - You gain the Verdant Lore ATN. This typically increases your HP by +1. This waives the CMP cost for this ATN.

    Option 3: Verdant Soul (2 ATNs): The Healing and Resolve that you imbue upon others is increased by +1, adhering to their limits. However, you may not inflict more than 1 point of damage with your attacks.

    Prop requirements: These shrines are usually adorned with ivy, plants, flowers, or other similar physical representations or graphic depictions.





Mana Lodge:  Arcane Orrery

Creation//Upkeep Cost: x5 Pure (Astral Affinity, Lightning Affinity, Metal Affinity) 

Special Creation Requirements: At least one of the individuals involved in Creation or Upkeep of this Workshop must have the Talismonger Tradition.

Prop Requirements: This Workshop should feature a candelabra-like or an orrery-type item that is the Arcane Orrery itself.

Property 1: Etheric Crafting - If used by a Crafter, they are counted as having an Adept Attunement when creating or maintaining items that require such an Attunement.

Property 2: Improved Talismanry - When used by a Talismonger, they are considered to be wearing a Scrap Kit and they may expend their Craft-Ritual action as though they had the Empowered Arcana or Arcane Proficiency skill. 

Property 3: Create Talismonger - This Workshop can also be used to administer the Talismanic Tradition unto a legitimate candidate. 

Property 4: Improved Rituals - When used by a Talismonger for a Ritual spell, you can apply the Bonus Output Augment. During Market Hour, this allows a Talismonger to add the Bonus Output augment to a Ritual already Augmented with Bonus Quality. 

Property 5: Choose and gain one of the Scrap Shop Workstation options, but no other Scrap, but no other Scrap Shop properties.. This Workshop counts as a Scrap Shop for the purposes of those skills/aptitudes that require it.


Mana Lodge: Outsider Obelisk

Creation//Upkeep Cost: x5 Pure (Abyssal Affinity, Shadow Affinity, Metal Affinity) 

Prop Requirements: This Workshop should primarily feature a relatively tall obelisk (3 feet or taller)  structure with eldritch runes.   

Special Creation Requirements: At least one of the individuals involved in Creation or Upkeep of this Workshop must have the Diabolist Tradition.

Property 1: Etheric Crafting - If used by a Crafter, they are counted as having an Adept Attunement when creating or maintaining items that require such an Attunement.

Property 2: Improved Diablerie - When used by a Diabolist, they may expend their Craft-Ritual action as though they had the Empowered Arcana, Arcane Proficiency skill, and/or the Project Halo spell.

Property 3: Diabolic Infestation - This Workshop can also be used to administer the Diablerie Tradition unto a legitimate candidate. 

Property 4: Improved Rituals - When used by a Diabolist for a Ritual spell, you can apply the Bonus Output Augment. During Market Hour, this allows a Diabolist to add the Bonus Output augment to a Ritual already Augmented with Bonus Quality. 

Property 5: For this Property, you may choose to have one of the Shrine types and have this Workshop also count as a Hallowed Shrine for  1 Faith or Religious Archetype of your choice. Alternatively, you can choose the Eldritch Beacon option below

-- Eldritch Beacon: this is able to summon powerful blood energies to imbue a character with spiritual and/or monstrous energy, taking up an Attunement but costing a Ritual action to imbue up to 5 individuals with any of the Blessings below. 

  • Murderous Blessing: (see Primal Shrine)

  • Verdant Soul: (see Verdant Shrine)

  • Voidfrost Blessing: (See Deep Shrine)

  • Illuminated Blessing: (See Pyre Shrine)

  • Obscuring Blessing: (see Storm Shrine) 


Mana Lodge: Spirit Circle

Creation//Upkeep Cost: x5 Pure (Earth Affinity, Astral Affinity, Metal Affinity) 

Prop Requirements: This Workshop should primarily feature a circle (or similar shape) of talismans, fetishes, or runes that serve to call forth the spirits or energies necessary for its function. 

Special Creation Requirements: At least one of the individuals involved in Creation or Upkeep of this Workshop must have the Animancer Tradition.

Property 1: Etheric Crafting - If used by a Crafter, they are counted as having an Adept Attunement when creating or maintaining items that require such an Attunement.

Property 2: Improved Animancy - When used by an Animancer, they may expend their Craft-Ritual action as though they had the Empowered Arcana or Arcane Proficiency skill. Using this workshop, they may expend their Craft-Ritual action to bind people together as per the Bond of Oaths skill or summon information from the spirits of the land or from the ether itself --  this functions similar to the Detect Truth spell. 

Property 2: Imbue Animancy - This Workshop can also be used to administer the Animancy Tradition unto a legitimate candidate. 

Property 4: Improved Rituals -  When used by an Animancer for a Ritual spell, you can apply the Bonus Output Augment. During Market Hour, this allows an Animancer to add the Bonus Output augment to an Ritual already Augmented with Bonus Quality. 

Property 5: For this Property, you may choose to have one of the Shrine types and have this Workshop also count as a Hallowed Shrine for 1 Faith or Religious Archetype of your choice. Alternatively, you can choose one of the Herb Shop Workstation options  , (but no other Herb Shop properties.) and have this Mana Lodge also count as an Herb Shop for those skills/aptitudes that require it..


Magna Forge 

Creation//Upkeep Cost: x5 Pure (Astral Affinity, Fire Affinity, Lightning Affinity) 

Prop requirements: A grey cube with white or blue lights should be the primary feature of this Workshop, in addition to various tools or materials that would be used for crafting.

Property 1: Magna-tech Expertise - Crafters using this are considered to temporarily have the Metabionic Gadgeteer, Magna-forged Munitions, and Magna-tech Clothier skills when Crafting, but not for any other purposes. 

Property 2: Magna-tech Proficiency - Those who have the Magna-tech related Skills mentioned above can use machinery of the Magna-forge to their advantage. Whenever they use Scrap-Kit-based Craft-Ritual actions, augmenting them with Bonus Output produces 5 more Products or Effects (i.e. +7 products/effects instead of +2). 

Property 3: Electrify Components - This Workshop galvanizes Minor, Basic and Rare Components when used in Crafting. Such CMP are counted as Lightning and Astral type CMPs, in addition to whatever types they count as currently. 

Property 4: Scrap Station - Choose and gain one of the Scrap Shop Workstation options, but no other Scrap Shop properties.. This Workshop counts as a Scrap Shop for the purposes of those skills/aptitudes that require it.


Bone Garden 

Creation//Upkeep Cost: x5 Pure (Abyssal Affinity, Death Affinity, Earth Affinity) 

Prop Requirements: This Workshop should prominently feature funereal markers and bones. 

Special Creation Requirements: At least, one of the individuals involved in Creation or Upkeep of this Workshop must have the Necrotheurgic Anchor Attunement or be of the Diabolic Tradition.

Property 1: Grave Technology - This Workshop allows for the creation of certain items such as Deathweave Armor or Necrotech Weaponry. It can also empower those with the Necrotheurgic Anchor.

Property 2: Soul Magnet- A dead body may be brought here to be granted a Greater Revive, as though affected by “Necrotheurgic Life” -- they are afflicted with a Grave Scar, as per usual. This has no effect on those with five or more Grave Scars or certain individuals. 

Property 3: Corporeal Reincarnation - Soul Magnet can also be used to revive a recently slain individual without a body and a character brought to life through this Workshop may choose to gain the Necrotic Stigmata (and the Necrotic Biology Trait), if they are eligible for it.

Property 4: Malevolent Shrine - If this Shrine is consecrated to a Faith during its Creation, it may have the Deep, Primal, or Ancestral Shrine-type (if eligible) as well as counting as a Hallowed Shrine of that Faith. 

Alternatively, it may have the following benefit instead 

-- Eldritch Beacon: this is able to summon powerful blood energies to imbue a character with spiritual and/or monstrous energy, taking up an Attunement but costing a Ritual action to imbue up to 5 individuals with any of the Blessings below. 

  • Murderous Blessing: (see Primal Shrine)

  • Verdant Soul: (see Verdant Shrine)

  • Voidfrost Blessing: (See Deep Shrine)

  • Illuminated Blessing: (See Pyre Shrine)

  • Obscuring Blessing: (see Storm Shrine) 


Apex-Tech Laboratory

Creation//Upkeep Cost: x5 Pure (Fire Affinity, Lightning Affinity, Metal Affinity) 

Prop Requirements: In addition to appearing like a laboratory and having Scrap/Herb Shop props, a prominent feature of this Workshop is a grey/metallic cube with white and gold/yellow lights.

Special Creation//Upkeep Requirements: You must also expend x5 Hyper Refined Etherite

Property 1: Hyper-Refined Production: Using this Workshop for a Craft-Ritual action reduces the Hyper-Refined Etherite cost of that action by one. This will not function for building or maintaining a Workshop.

Property 2: Versatile Tools: Using this Workshop as part of a Craft-Ritual action counts as your choice of wearing a Scrap Kit or an Herb Kit.

Property 3: Versatile Construction: You may have one of the Scrap Shop workstation properties here. This also counts as a Scrap Shop for the purposes of Skills or Aptitudes that require it.

Property 4: Adaptive Structure: You may have one of the Herb Shop workstation properties here. This also counts as an Herb Shop for the purposes of Skills or Aptitudes that require it.


Biomancer Hatchery 

Creation//Upkeep Cost: x5 Pure (Abyssal Affinity, Astral Affinity, Metal Affinity) 

Prop Requirements: A prominent feature of this Workshop is a sphere or obelisk with red or purple lights.

Special Creation//Upkeep Requirements: You must also expend x5 Flesh of the Empress

Property 1: Imperial Construction: Using this Workshop for a Craft-Ritual action reduces the Flesh of the Empress cost of that action by one. This will not function for building or maintaining a Workshop.

Property 2: Versatile Tools: Using this Workshop as part of a Craft-Ritual action counts as your choice of wearing a Scrap Kit or an Herb Kit.

Property 3: Templar Shrine: This has the Primal, Ancestral, and Deep Shrine types -- with access to their abilities to those who serve the Temple of the Shattered Mother. This Work Shop also counts as a Hallowed Shrine of this faith for the purposes of Skills and Spells.

Property 4: Infectious Faith: This counts as a Spirit Circle or an Outsider Obelisk for the purposes of administering the Animancy or Dialberie tradition.




Herb Shop


Creation//Upkeep Cost: x5 Pure (Herbal Affinity, Metal Affinity, Water Affinity)

Property 1: Crafting Table - This may function as an Advanced Herb Kit for a person or a group using it for a Craft-Ritual action — doing so requires at least 10 minutes of role-play. You only benefit from one Workshop when performing or coordinating such actions, however some skills have benefits from using this Workshop (e.g. Expert Chemist, Etc).

Property 2: Work Station - The makers of this Workshop may choose for it to be one of the options below whenever this is Created. It may only have two Work Stations (see Property 3) but they may be changed when it is maintained, provided the appropriate props are displayed. 

  • Apothecarium -- By spending at least 5 minutes bandaging one’s self and treating one’s own wounds, a character may restore up to 10 HP to themselves and Cure all Wounds that they have. Prop Requirements: This Workshop should feature medical tools and equipment.  

  • BreweryCharacters with the Brew Maker skill may Augment their Craft-Ritual action with Bonus Output or Bonus Quality when making a Basic or Advanced Elixir while using this Workshop. Prop Requirements: A keg, cooler, or similar container plus drinking vessels.

  • Cantina -- By spending at least 5 minutes relaxing and drinking from this Workshop, a Character may grant themselves “Greater Resolve 1” and remove all Strike effects that they have. This may not be done in or near combat. Prop Requirements: A keg, cooler, or similar container plus drinking vessels.

  • Clinic Characters with the Medicine Maker skill may use any Basic or Complex Doctor skills as though they had them, allowing them to turn diseases into valuable components or even resurrect dead allies. Furthermore, they may waive any Component costs for said skills if said cost is 1 Basic component or less (cannot be used to Craft Items). Prop Requirements: This Workshop should feature medical tools and equipment.  

  • Floristry --  By spending 5 minutes working with this garden, a Player Character may imbue themselves with “Heal 5” via healing herbs or add poison to their melee weapon, arrow pack, or knife pack with poisonous herbs. The latter is similar to the Strengthen Item skill of the Tinker, allowing certain attacks to inflict “Corrosive” damage. Prop Requirement: three or more real or fake potted plants or flowers. 

  • Pestelry — When a Crafter or a Crafting group uses this Workshop, they may consider five Minor components with the same type to be a Basic component of that type. Prop Requirements: Chemical laboratory props - including a mortar and pestle. 

Property 3: This property is another Workstation chosen from the list above.



Scrap Shop

Creation//Upkeep Cost: x5 Pure (Earth Affinity, Fire Affinity, Metal Affinity) 

Property 1: Crafting Table -- This may function as an Advanced Scrap Kit for a person or a group using it for a Craft-Ritual action — doing so requires at least 10 minutes of role-play. You only benefit from one Workshop when performing or coordinating such actions, however some skills have benefits from using this Workshop (e.g. Expert Tinker, Etc).

Property 2: Work Station - The makers of this Workshop may choose for it to be one of the options below whenever this is Created. It may only have two Work Stations (see Property 3) but they may be changed when it is maintained, provided the appropriate props are displayed.

  • Clockworks -- When you create a Basic or Advanced Weaponry, Weaver, Equipment, or Device item, your Craft-Ritual action is Augmented so that you may make two additional items if you also pay the Component costs for each item. Prop Requirements: This Workshop should feature mechanical tools and equipment.  

  • Furnace — As a Craft-Ritual action, you may incinerate and destroy several items to retrieve valuable components from them. You may turn in five Basic items for one Minor Component (metal or earth). This cannot incinerate Advanced or Superior items. Prop Requirements: This Workshop should feature a grey/metallic cube with red or orange lights (minimum 1 foot x 1 foot x 1 foot).

  • Junkyard -- You may create Basic Skill Kits and Basic Equipment as though you had the skill. Furthermore, you may choose to do so without expending your Craft action, although this costs 2x the Component costs. Furthermore, you are able to use the Repair Weaponry and Repair Armor skills as though you had them. Prop Requirements: This Workshop should feature several pieces of junk metal or similar props.

  • Loom --You may make basic Armors without expending your Craft action, although this costs 2x the normal amount. You can also empower an armored individual or yourself with the Patched status, as per the Strengthen Item skill. Prop Requirements: This Workshop should feature cloth making tools and equipment.  

  • Runeforge -- Allow a Flame Rune, Frost Rune, or Lightning Rune to be carved on a melee weapon. Smite attacks and Death Blow attacks with said weapon inflict that type of damage for the remainder of the Period. This is otherwise similar to the Strengthen Item skill. Prop Requirements: This Workshop should feature runed chisels or similar stone working tools.

  • Smithy -- You may create a Basic Weapon (metallic or mostly metallic) without expending your Craft action, this costs 2x the amount. Alternatively, spend 5 minutes to “Boost” a melee weapon, knife pack, or an arrow pack so that its wielder’s next strike hits for “3 damage” instead of the normal amount. Prop Requirements: This Workshop should feature mechanical tools and equipment.  

Property 3: This property is another Workstation chosen from the list above.

Hallowed Shrine

Creation//Upkeep Cost: x5 Pure (Astral Affinity, Fire Affinity, Metal Affinity) 

Property 1: Hallowed by Faith -- This Workshop is sanctified to a single Faith or Religion. Furthermore, this Workshop is needed by some Skills or it enhances certain Skills, such as those in the Soother Discipline or the Deotheurgic Anchor.  

Property 2: Pick one of the Shrine types below, usable for those of this Shrine’s Faith. Each Faith has two or three allowed Shrine types under its domain.  A Shrine type has the following effects:

-- Prayer effect: This is a special effect that anyone of the Shrine’s faith can activate via 5 minutes of prayer or meditation at the Shrine

-- Attunement effect: After 10 minutes of prayer or meditation, a Soother or a Deotheurge may expend their Craft-Ritual action to grant one of the three Blessing attunements to themselves or a nearby member of their Shrine’s Faith. If augmented, this Craft-Ritual action may grant this Attunement to up to five individuals of the Shrine’s Faith

Property 3: Pick a second type of Shrine below, usable for those of the Shrine’s Faith. This Shrine type must be one of the types allowed by that Shrine’s faith. 

Ancestral Shrine

Themes: Honor, Tradition, Law, Heroism, Tyranny

Prayer effect: Ancestral Cleansing -- Gain the blessing of your ancestors or heroes. You receive a Cure Strike effect and Resolve 1. 

Attunement effect: 

  • Renewing Blessing: Your max  HP is increased by one and immediately after you Self-Revive or are Revived, you may perform a Conc 2 to regain 2 HP. 

  • Guiding Blessing: Pick one Discipline (non-Spell only) and invoke an Ancestor from a Class with that Discipline. You may use all the Basic-level Active Skills from that Discipline as though you had those Skills.

  • Amplifying Blessing (Deotherugic Only): You are filled with the wisdom of your Ancestors -- this allows you to see spirits as though with the Detect Secrets spell. Furthermore, you are able to heighten certain effects so that they are more difficult to overcome. When you prefacing and augment a skill with “Ancestral”, you may turn it into a “Piercing” attack. Alternatively, you may similarly augment certain Basic skills to turn them into “Greater Deduction”, “Greater Masking”, “Greater  Perception”, “Greater Pursuit”, or “Greater Stealth”.

Prop Requirements: This Shrine must feature several images of saints or ancestors. Also acceptable are pieces of their remains, effigies of them, or their favored tools/weapons/ornaments. 

Deep Shrine

Themes: Night, Darkness, Deep Ocean, Deep Earth, Shadow

Prayer effect: Whispering Darkness -- You receive whispers from beyond. You self-inflict a Rot Strike for 1 hour and are Empowered with the following effect: add 2 points to your next attack, spell, or healing but you also self-inflict 2 Shadow.  

Attunement effect: 

  • Obscuring Blessing: You may use the Camouflage skill and the Masked Mind skill as though you had them. 

  • Blinded Blessing: While Blinded, you may perform ranged attacks, augmenting them with Uncanny and turning these Ranged attacks into Piercing attacks. Furthermore, you may augment your Defenses with Uncanny, allowing you to defend against Ambush attacks. 

  • Darkened Blessing (Deotheurgic Anchor only): You are able to alter the damage of your Spell, Melee Smite, Assassinate, or Death Blow attacks  so that they inflict Shadow-type damage and inflict two more points of damage (maximum of “5 Shadow”). However, your maximum HP may not exceed 7 HP.



Prop Requirements: This Shrine may have a maximum of one dim light, sometimes in a bowl of water. Some rituals or prayers at this shrine require the use of blindfolds or darkness. 





Storm Shrine

Themes: Storms, Seas, Skies, Freedom, Strong Emotion

Prayer effect: Grant one of the following effects:

  • Healing Wind: A chilling wind blows over you— receive a Cure Blight but also self-inflict Hobble 10 minutes. 

  • Thunderjolt: You are electrocuted by a holy spark and you take 2 Lightning.  However, you are “empowered” so that your next melee strike hits for 3 damage or Knockback 5.

Attunement effect: 

  • Fleeting Blessing: You may use the Flee the Scene skill and the Dodge defense as though you had them. Furthermore, when you perform the Smite attack or the Flee the Scene skill, you may use “Fleeting Dodge” once within the next 10 seconds -- this Augmented defense does not cost you a Focus to use. 

  • Obscuring Blessing: You may use the Camouflage skill and the Masked Mind skill as though you had them. 

  • Storm Soul  (Deotheurgic Anchor only): You are able to alter the damage of your Spell, Melee Smite, Assassinate, or Death Blow attacks so that they inflict Frost-type or Lighting-type damage. Alternatively, you may replace the damage or healing of a spell or a Smite attack with a “Knockback”. 

Prop requirements: These shrines are usually adorned with depictions of rain and water. Sometimes, they are populated by several bowls of water or similar substances. 

Primal Shrine

Themes: Wild, Animals, Hunt, Blood, Battle

Prayer effect: Primal Strength -- Become tempered for battle. You become Empowered with one use of the “Strength” skill, invoked as “primal strength”- you may also expend primal strength to inflict a Knockback with a melee attack. 

Attunement effect: 

  • Furious Blessing:  You are considered to have the Melee Fighter skill and may use the Berserker Aspect of the Battle Aspect skill unless you have any other Aspect Attunement upon you. However, this Attunement prevents your Healing or Resolve skills from granting more than 1 point. 

  • Lupine Blessing: You may use the Keen Perception and the Pursue Quarry skill as though you had them. If you are Bloodied (3 HP or less and not at max HP), your animal instincts emerge and may be used to augment those Skills with Bloodied to waive the focus cost. 

  • Brutal Blessing: Whenever you successfully inflict damage upon a hostile opponent via a Spell, an Assassinate, or a Smite, you may perform a Conc-2 within the next 10 seconds of the attack to self-imbue a “heal 2”. This is a Step effect.



Pyre Shrine

Themes: Sun, Light, Flame, Purity

Prayer effect: Purge by Fire -- Purify yourself with painful righteous flames. This allows you to imbue yourself with a “Cure Wound” and “Cure Blight” effect while self-inflicting a “Hobble - 10 minutes”. 

Attunement effect: 

  • Furious Blessing: You are considered to have the Melee Fighter skill and may use the Berserker Aspect of the Battle Aspect skill unless you have any other Aspect Attunement upon you. However, this Attunement prevents your maximum HP from exceeding 8 HP due to the spiritual flames burning within you.

  • Illuminated Blessing: You are considered to have the Keen Perception and Mental Deduction skills, allowing you to perceive hidden enemies or hidden truths. You may augment either skill by prefacing its use with a Conc-10 and prefacing its invocation with “Illuminated”, this waives their Focus cost. However, this Attunement prevents your maximum HP from exceeding 8 HP due to the spiritual flames burning within you.

  • Burning Blessing (Deotheurgic Anchor only): You are able to alter the damage of your Spell, Melee Smite, Assassinate, or Death Blow attacks  so that they inflict Flame-type damage and inflict one more point of damage. However, this Attunement prevents your maximum HP from exceeding 8 HP due to the spiritual flames smouldering within you.

Prop requirements: These Shrines are usually well lit with lanterns, lamps, tea lights, etc. Take note that open flames are not allowed except for specifically allowed fire pits/camp fires on site.

Verdant Shrine 

Themes: Life, Growth, Rivers

Prayer effect: Verdant Recovery -- Call upon the powers of growth, life, and tranquility. This allows you to imbue yourself with a Heal 10, a Cure Wounds, and a Cure Strike effect simultaneously. 

Attunement effect: 

  • Verdant Medicine: You may use the Treat Injury skill as though you had it. Furthermore, when you restore HP to an ally, you may heal 1 more HP than normal. This Attunement prevents you from dealing more than one point of damage with an attack.

  • Hale and Hearty: Your maximum HP is increased by one point and you may use the Doctor Discipline’s Endure Plague skill as though you had it. However, this Attunement prevents you from dealing more than one point of damage with an attack.

  • Verdant Overgrowth: If your healing would exceed five points, you grant healing to the same person or someone else via melee touch as a step effect. This heal equals the value of your original heal minus 5. This is usable once per 10 seconds. 

Prop requirements: These shrines are usually adorned with ivy, plants, flowers, or other similar physical representations or graphic depictions. 




Mana Lodge 

Creation//Upkeep Cost: see Mana Lodge type below

Property 1: This Workshop is used for many Craft-Ritual actions, such as the creation of Ethercraft or Etherweave items. 

Property 2: choose between Arcane Orrery, Spirit Circle, or Outsider Obelisk

Property 3: This Property’s effects are based on your choice for Property 2.

  • Arcane Orrery: Choose one of the Scrap Shop Workstation options. 

  • Outsider Obelisk:  Choose a Shrine type or Eldritch Beacon

  • Spirit Circle: Choose one of the Herb Shop workstation or Shrine type options. 

Arcane Orrery

Creation//Upkeep Cost: x5 Pure (Astral Affinity, Lightning Affinity, Metal Affinity) 

Special Creation Requirements: At least one of the individuals involved in Creation or Upkeep of this Workshop must have the Talismonger Tradition.

Effect: When used by a Talismonger, they are considered to be wearing a Superior Scrap Kit and they may expend their Craft-Ritual action as though they had the Empowered Arcana or Arcane Proficiency skill. They may also craft Superior Scrap Kits and Superior Weapons, paying the necessary costs to do so. 

Prop Requirements: This Workshop should feature a candelabra-like or an orrery-type item that is the Arcane Orrery itself.

Outsider Obelisk 

Creation//Upkeep Cost: x5 Pure (Abyssal Affinity, Shadow Affinity, Metal Affinity) 

Special Creation Requirements: At least one of the individuals involved in Creation or Upkeep of this Workshop must have the Diabolist Tradition.

Effect: When used by a Diabolist, they may expend their Craft-Ritual action as though they had the Empowered Arcana, Arcane Proficiency skill, or the Restore Harmony spell. Lastly, you may instill an individual with the Diabolic tradition (provided that they fulfill the requirements for it and they have no other Tradition).  

Eldritch Beacon: this is able to summon powerful blood energies to Haunt a character with a monstrous entity, taking up an Attunement but costing a Ritual action to imbue up to 5 individuals with the same Haunt. Choose from one below.

  • Blood Haunt -- Your maximum HP is reduced to 5 HP.  When you successfully perform a Death Blow or a Smite attack, you may imbue yourself with a “Heal 2” as a Step effect.

  • Madness Haunt -- Your maximum HP is reduced to 5 HP. However, your Spell damage is increased by 2 points. 

  • Shield Haunt — Your maximum HP is reduced to 5 HP. You gain the Intervene defense and may augment it with “Haunted” prefix to allow it to be used as a Vocal effect for an ally.

Prop Requirements: This Workshop should primarily feature a obelisk structure (at least 2 feet tall) with eldritch runes.  

Spirit Circle 

Creation//Upkeep Cost: x5 Pure (Earth Affinity, Astral Affinity, Metal Affinity) 

Special Creation Requirements: At least one of the individuals involved in Creation or Upkeep of this Workshop must have the Animancer Tradition.

Effect: When used by an Animancer, they may expend their Craft-Ritual action as though they had the Empowered Arcana or Arcane Proficiency skill. Using this workshop, they may expend their Craft-Ritual action to bind people together as per the Bond of Oaths skill or summon information from the spirits of the land or from the ether itself --  this functions similar to the Detect Truth spell.

Prop Requirements: This Workshop should primarily feature a circle (or similar shape) of talismans, fetishes, or runes that serve to call forth the spirits or energies necessary for its function. 

Magna Forge 

Creation//Upkeep Cost: x5 Pure (Astral Affinity, Fire Affinity, Lightning Affinity) 

Property 1: Used for specific crafting, such as the creation of Magna-forged Weaponry or Powered Armors. 

Property 2: This Workshop galvanizes Minor or Basic Components when used in Crafting. Such Components are counted as Lightning and Astral, in addition to whatever they count as currently. 

Property 3: Choose one of the Scrap shop Workstations. 

Prop requirements: A grey cube with white or blue lights should be the primary feature of this Workshop, in addition to various tools or materials that would be used for crafting.

Bone Garden 

Creation//Upkeep Cost: x5 Pure (Abyssal Affinity, Death Affinity, Earth Affinity) 

Special Creation Requirements: At least, one of the individuals involved in Creation or Upkeep of this Workshop must have the Necrotheurgic Anchor Attunement or be of the Diabolic Tradition.

Property 1: This Workshop allows for the  creation of certain items such as Deathweave Armor or Necrotech Weaponry. 

Property 2: Spirit Magnet - A dead body may be brought here to be granted a Greater Revive, as though affected by “Necrotheurgic Life” -- they are afflicted with a Grave Scar, as per usual. This has no effect on those with five or more Grave Scars or certain individuals. Furthermore, this may even be used to revive a recently slain individual without a body and a character brought to life through this Workshop may choose to gain the Necrotic Stigmata (and the Necrotic Biology Trait), if they are eligible for it. 

Property 3: If this Shrine is consecrated to a Faith during its Creation, it may have the Deep, Primal, or Ancestral Shrine-type (if eligible). Alternatively, it may have the following benefit instead -- After 5 minutes of Meditation, you may regain up to 10 HP and receive a Cure Wounds effect, in exchange for a Hobble effect that lasts 10 minutes.

Prop Requirements: This Workshop should prominently feature funereal markers and bones. 

Apex-Tech Laboratory

Creation//Upkeep Cost: x5 Pure (Fire Affinity, Lightning Affinity, Metal Affinity) 

Special Creation//Upkeep Requirements: You must also expend x5 Hyper Refined Etherite

Property 1: Using this Workshop for a Craft-Ritual action reduces the Hyper-Refined Etherite cost of that action by one. This will not function for building or maintaining a Workshop.

Property 2: Using this Workshop as part of a Craft-Ritual action counts as your choice of wearing an Advanced Scrap Kit, an Advanced Herb Kit, or using a Magna Forge (choose one every time you use this Workshop). 

Property 3: You may have one of the Scrap Shop workstation properties here.

Property 4:  You may have one of the Herb Shop workstation properties here.

Prop Requirements: A prominent feature of this Workshop is a grey cube with white and gold/yellow lights.

Biomancer Hatchery 

Creation//Upkeep Cost: x5 Pure (Abyssal Affinity, Astral Affinity, Metal Affinity) 

Special Creation//Upkeep Requirements: You must also expend x5 Flesh of the Empress

Property 1: Using this Workshop for a Craft-Ritual action reduces the Flesh of the Empress cost of that action by one. This will not function for building or maintaining a Workshop.

Property 2: Using this Workshop as part of a Craft-Ritual action counts as your choice of wearing a Superior Scrap Kit, a Superior Herb Kit, or a Hallowed Shrine to the Shattered Mother (choose one every time you use this Workshop). 

Property 3: This has the Primal, Ancestral, and Deep Shrine types -- with access to their abilities to those who serve the Temple of the Shattered Mother. 

Prop Requirements: A prominent feature of this Workshop is a sphere or obelisk with red or purple lights.