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.