For the actual dimensions and crafting guidlines, please see this section.
|Craft Production = Skill Level + Perceptive Trait|
|1||10||General Craft, Basic Repair||10|
|7||30||Spark of Creation -or- Jack of All Trades||115|
|8||35||Specialty 4 -or- Signature Work||150|
|9||40||Spark of Creation -or- Jack of All Trades||190|
|10||45||Specialty 5 -or- Master’s Eye||235|
|11||50||Spark of Creation -or- Jack of All Trades||285|
|12||55||Specialty 5 -or- Effortless Effort||340|
*this is the total amount of cp spent on the skill at the corresponding level
The character can create everyday items such as kitchenware, tools,rough containers, decorations, or quaint works of art. Although players can bring in any appropriate props they wish to the game, as a general rule, they are assumed to have no monetary value unless they are tagged as items, which this ability enables. Certain basic items required for the use of various abilities (repair, aid) are created with General Craft, as well.
With this ability, a character can restore any Broken item to its normal condition with 10 minutes of uninterrupted work. Most prominently, this can be used to return armor to its full value if it has been damaged, or to restore weapons/shields to usability. All uses of Repair require a Repair Kit, and crafters must roleplay out the process of repair to the same extent healers would when applying their own abilities. Armor may be repaired while being worn, but this still requires the use of phys-reps as above. Weapons and shields cannot be wielded while being repaired. Broken SQ items do not have their resists (or other similar abilities) restored when fixed; a crafter must take an extra repair session, at their normal repair time, for each Resist they wish to restore.
Intermediate Repair reduces the time to repair or maintain an item down to 5 minutes, as well as allowing a crafter to remake Shattered items for half of their production and monetary costs (rounding down) as normal production actions. Note that the increased costs of SQ items are still used as the basis for their repair costs. A crafter must have at least one specialty in the item’s type in order to repair it if it is in the shattered condition.
Advanced Repair reduces the time to repair an item down to 1 minute and also allows a character to fix shattered superior quality/masterwork items at the cost of normal items of their type, assuming they have at least one specialty that applies.
Basic – 10 minutes
Intermediate – 5 minutes
Advanced – 1 minute
Every even level of Craft grants a specialty, and specialties are really the heart of the Craft skill. Particular specialties determine exactly what type of items a character can make. With multiple specialties in the same category, a crafter can make truly powerful and valuable items.
The most common specialties are Armorcraft (the creation of armor and shields), Artistry (the creation of valuable works of art), Alchemy (the creation of potions that grant various effects), Gardening (raising herbs and plants of various utility), Jewelcraft (the creation of jewelry of all sorts), and Weaponcraft (the creation of weapons). A unique specialty, Vestigecraft (where “coin” is instead the name of the currency of the central world), allows characters to turn the magical currency of the world into esoteric but useful items. Coin-craft must be learned in play, for the denizens of the home worlds have never studied the currency of the central world, much less how to manipulate it. Note that the previous specialties are not the only ones: we encourage people to invent their own or discover new ones in play.
Spark of Creation
Once per game year, for every time this ability is purchased, a crafter may enter into a state of prolific, creative fervor. This burst of inspiration may be used to grant a +6 bonus to the character’s Craft Production ability, which lasts for one in-game production action and the following downtime session. In this regard, Spark of Creation is explicitly stackable with itself and may be called more than once per session/item if the character has more than one use. Alternately, it can be used to make a one-of-a-kind item otherwise impossible to create, assuming they have researched, found, or been taught the schematic for that item. In other words, certain remarkable items require the expenditure of a Spark of Creation explicitly.
Jack of All Trades
This ability allows a crafter to understand the basic principles of EVERY craft specialty, allowing them to use their native creativity and skill with great flexibility. Upon choosing JoAT, a character can thereafter make any crafted item requiring only 1 Specialty, though the production cost for this is doubled (monetary/item cost is the same). Each time this ability is chosen, Jacks of All Trades can make items requiring 1 more level of specialty. A crafter with 3 levels of JoAT, then, can make every possible crafted item…though always at 2x normal production. With Masterwork/SQ items, add 2 to the cost of each SQ attribute if the item is created by a Jack of All trades specialty; the initial production cost is still doubled.
JoAT can also be used to repair Shattered items just as if they had a level in the specialty itself, as per Advanced Repair; the cost multiplier does not apply to repair actions.
A character with this ability has an unparalleled knack for making a certain specific item or style of object that falls under one of their craft specialties. Any such item that they make will be enhanced in some fashion, and all will bear the distinctive mark of their maker (crafter must sign the Item Tag and give an actual mark on it and the phys rep).
For most craft specialties, the crafter must choose one individual item as their signature work, though other specialties allow broader types of signature items (i.e. A weaponcrafter can choose a dagger or longsword or some other specific weapon; whereas an armorsmith can choose plate armor, chain armor, etc.):
Armorcraft : Armor material or individual shield/helm type
Artistry : Specific medium
Gardening: Individual garden type
Jewelcraft : Jewelry type and style
Weaponcraft: Individual Weapon type
Vestigecraft : Individual item
Most weapons and armor chosen as signature items will count as base-level Superior Quality when they are made, whereas actual Superior Quality versions of these will gain a flat bonus to their number of sq points and be significantly more likely to receive bonus abilities. Vestigecraft and Alchemical items will be individually enhanced in a significant fashion, the details of which will be revealed on downtime to any inquiring character of Craft 6+ with the appropriate specialties. Jewelcraft and Artistry based signature works will automatically receive abilities as baseline Masterwork and Exquisite items, in a fashion similar to armor and weapons. Any odd or miscellaneous item chosen as a signature work will have abilities that may be discovered, as above.
Scholars can make inquiries about signature items and their creation, though this of course takes downtime research.
This ability reflects a master crafter’s intense attention to detail regarding the objects of their craft. When Investigating an object/item/work in the presence of a marshal, and if said item could have potentially been made with any of their craft specialties (not JoAT), a character with Master’s Eye may invoke it, which explicitly functions as if they had just called both a Feat of Learning and a Feat of Perception on the object. If they have two specialties in the item’s type instead of one, these are upgraded to Greater Feats. A full complement of three specialties increases both feats to Heroic level. Such an invocation is called as “Master’s Eye/Greater Master’s Eye/Heroic Master’s Eye.”
Note that magical items will still yield many secrets under a Master’s Eye; this ability grants +1 to a character’s Artifice ability (see Occult) per appropriate specialty when dealing with these. In a similar fashion, Master’s eye adds a +1 bonus to a character’s Research (see Scholarship) per specialty.
This ability is the mark of a true grandmaster crafter; those who possess it perform the basic demands of their craft with great efficiency and speed, and they make the most difficult projects seem effortless. Functionally, Effortless Effort gives a crafter an extra downtime action and in-game production period usable for only craft purposes. In addition, any downtime craft action they take that involves an element of randomness becomes significantly more likely to generate a good result.
Craft Production General Rules
More than any other skill, Craft depends upon its specialties. While other skills’ specialties grant bonuses (however significant) to relevant actions, craft specialties are required to make any but the simplest of items. Beginning craftsmen can make simple household items and tools without too much trouble, but anything more complex or special, such as weapons, armor, jewelry, etc., requires at least one level—and in some cases more—of a particular specialty. Note: Crafters get 1 specialty every even level, and may choose the same specialty multiple times.
All crafted items have a Cost, which equals the amount of Coins needed to make the item as well as its Production cost. These funds are submitted at the beginning of each game and during the one production period allowed during an event.
A character will normally get 3 downtime actions between events, and each action they dedicate to Craft grants them their full Craft Production value to make things (Skill level + Perceptive = Craft Production). If a character wants to use more than one DA for Craft, they simply add the production values of these actions together, using the total Production for all the crafting that their specialties allow. Extra Craft Production points, if left over, may not be used for Tinkering or any other purpose but Craft.
A character has Craft 4 and Perceptive 1. For each downtime action they dedicate to Craft, they get 5 Production. If they use all 3 downtime actions, this means they get 15 total production for that session that they can spend on creating any craft items their specialties allow, assuming they have enough money to cover them.
All crafters are able to make items within the General Craft ability, which covers most simple, household objects, tools, and decorative items. These tagged objects represent the general sort of “handiness” that crafty folks have, and although all characters are free to bring with them whatever appropriate props they wish, they are assumed to be of no value unless they are tagged as items. Tagged objects, outside whatever immediate utility they have (some abilities require them), can be sold or used in rituals at their owner’s whim.
General Craft Items
The cost includes both the Production Cost and the monetary cost in Coins.
|General Craft*||Production Cost/Monetary Cost||Notes|
|Small Rustic Craftwork||1||–|
|Healer’s Kit||2||Required for Healing|
|Large Rustic Craftwork||2||–|
|Repair Kit (see below)||2||Required for Repair|
|Heavy Chest||4||+3 feats to break|
|Heavy Door||4||+3 feats to break|
*Note: Tinkers Tools fall under Tinkering Skill & Production.
In order to fix or maintain items, a crafter must employ a Repair Kit, which is a tagged item created by the Craft skill. Repair kits may be as elaborate as the crafter wishes, but at the bare minimum should consist of at least two of the following items as Phys-reps:
- Small Hammer
If you have any item that is not on the list, and want to know if it is appropriate, just contact the LARP game you are playing. Multiples of the same item type is fine as long as they have different configurations. Avoid “modern” looking hand tools; the rusty old things you might find laying around in the garage are probably more appropriate. As a final reminder: if you don’t have a Repair Kit and the appropriate phys reps, you cannot repair items, period!
Full Craft Specialties:
Note that the above specialties are most explicitly not the only ones allowable in game. Characters who want to explore other aspects of crafting are free to experiment, and they may come up with their own specialties with plot approval. In a similar vein, not all that is possible even with codified specialties is known.
This discipline is a versatile craft specialty with many useful applications. Although most homeworlds have their own take on alchemy—including delivery methods—the specialty itself is fairly universal. Characters can choose to make their formulas with any method allowed by that formula. Using a formula must be accompanied by some interaction with its phys-rep, and a character must possess phys-reps for each formula they have (with some exceptions) on their person. Though alchemists can simply spend money to fund their craft, certain special ingredients can be used to entirely replace the monetary cost; these, of course, vary by formula. Some of the most powerful formulations require their ingredient in addition to the cost, rather than as a substitute.
Liquid is the most common formula method, and it ranges in type from “tonics” and potions, to thick, alchemical flux. Liquids are represented by colored-coded “vials” rather than tags. Potions are used by taking out a bottle, breaking it, and “drinking” from it. Liquids applied to the surfaces of items or characters must be broken, after which the character must spend at least 1 minute “applying” the substance before it is considered active.
|Liquid||Colors and Representation|
|Healing Dose||(solid red)|
|Poison Draught 2||(solid green)|
|Tonic||(blue top/yellow bottom)|
|Hallucinogen||(red top/green bottom)|
|Invigorative||(red top/yellow bottom)|
|Poison Draught 4||(green top/yellow bottom)|
|Venom Draught 8||(green, black highlights)|
|Black Cordial||(black, silver highlights)|
|Miracle Cure||(silver, red highlights)|
Paste is an alchemical salve; represented by makeup or, in the case of contact poison, petroleum jelly. Although a character need only have one source of the salve (one container of makeup), they must apply it to the skin every time they want to use an alchemical formula made in this way. After applying for at least 1 minute, and usually as simple, parallel lines, the user must tear the item tag, which then activates the formula.
Note : players must keep torn tags and broken phys reps until they can dispose of them in trash containers. Littering must be avoided.
Tablets are formulas in convenient pill form, and they are represented in game by tablets color-coded as per liquids, above. Tablets are small, convenient, and a bit more difficult to make: they are +1 Production cost per item (monetary cost is normal). A character must break a tablet in half and roleplay “eating” it for it to take effect. Unconscious characters may be “force fed,” but care must be taken to prevent choking. The alchemists of some worlds also use tablets, with Liquids and Paste being useless in their environment (underwater, space, et al).
|Formula||Production Cost/Monetary Cost||Types||Notes|
|Phosphor||1||L||Creates a light (green glowstick)|
|Antivenom||2||L,P,T||Reduces poison by 2|
|Panacea||2||L,P,T||Reduces disease by 2|
|Distillation (Spirits)||2||L (bottle)||Intoxicates user: 1 hour|
|Poison Draught 2||3||L,P||Poison 2 touch/ingest or Poison Strike 2|
|Treated Bandages||4||Bandage||+Heal Rate when used to stabilize; Treatment 4 required.|
|Tonic||4||L||Grants a resist to persistent conditions|
|Hallucinogen||5||L,P,T||Hallucinating; may not rest or perform rituals.
Immune to Mental conditions: 1 hour
|Universal Poultice||6||Herbal Wrap||Doubles Treatment for one application.|
|Invigorative||6||L,T||Restores 3 Prowess and 3 Vitality|
|Poison Draught 4||7||L,P||Poison 4 touch/ingest or Poison Strike 4|
|Bloodfire Woad||8||P||See Below|
|Venom Draught 8||16||L||Quick Venom 8 touch/ingest, or Venom Strike 8.
|Black Cordial||16||L||See Below|
|Miracle Cure||18||L||See Below|
|Essential Alchemy||18+||Variable||See Below|
After applying this substance liberally and visibly, the user feels a burgeoning sense of rage and fearlessness. At any time during its active duration (1 hour), the user can succumb to its influence, going into a battle fury and immediately restoring all of their Prowess and natural Vitality. As well, they become entirely immune to Mental effects for the duration of the fury. While in a battle fury, they MUST attack anyone whom they perceive to be their enemy, without hesitation or retreat. When 5 minutes have passed, or if they are rendered unconscious somehow, they collapse and become Critical. Succumbing to the paste a second time within one day will instead kill the character outright and immediately pass their soul onward (preventing Coax Life), after the fury fades. Note that the woad wears off after an hour with no ill effect if the user chooses not to succumb to it.
Material Requirement: Rare Herb (determined by each LARP)
Venom Draught 8
This lethal concoction inflicts Quick Venom at level 8 (see Chapter 8: Game Concepts) on touch or ingestion. May also be applied on a weapon in order to call a Venom Strike 8.
Material Requirement: Rare Herb (determined by each LARP)
The drinker chooses to either immediately restore a Feat of Attunement, or to gain 3 Perfect Charges (as allowed by the Occult skill, though Channeling is not required). The incredible potency of the potion, however, inflicts the drinker with Poison 4.
Material Requirement: Rare Herb (determined by each LARP)
Completely heals the target of all wounds, persistent conditions, and mental effects.
Material Requirement: Rare Herb (determined by each LARP)
This dangerous alchemical technique is shrouded in mystery. Only by discovering its lost formulations or researching them directly may it be mastered. Essential alchemy is known to involve the lifeblood of the alchemist themselves, and as such each formulation they discover, research, or are taught may have properties unique to them.
This specialty exclusively deals in the creation of armor and shields of all types and materials. Higher levels allow the creation of heavier and more protective armor. Superior Quality armor, as with SQ weapons, may have various special abilities known only to expert crafters.
|Armorcraft||Production Cost/Monetary Cost||Notes|
|Light Armor 1||4||–|
|Light Armor 2||5||–|
|Light Armor 3||6||–|
|Heavy Armor 4||7||–|
|Heavy Armor 5||8||–|
|Superior Quality Armor*||+10 Production, x5 Coins||Grants SQ abilities|
*Creates armor pieces with variable abilities. Upon gaining their 3rd specialty, an Armorer will receive a packet of info detailing what effects are possible.
This specialty represents all the various visual arts, including painting, sculpting, and the like. Note that like everything else, art must be represented in-game. A talented artist is a sought after commodity in many of the 8 worlds, and art pieces tend to command high prices. Art objects have differing production and monetary costs; raw materials are cheap, but inspiration is very dear. Prolific artists, as well, tend to garner reputations very quickly. Masterwork art can inspire and fascinate, engaging its viewer’s emotions and intellects in a profound way, and must be made from the finest of materials.
|Artistry||Production Cost/Monetary Cost||Notes|
|Rough Work||4 / 2||–|
|Novice Work||9 / 2||–|
|Accomplished Work||10 / 3||–|
|Expert Work||15 / 3||–|
|Brilliant Work||16 / 4||–|
|Master Work**||21 / variable||grants SQ abilities|
**Similar to other SQ crafted items, grants variable abilities. Upon gaining their 3rd specialty, Artisans may request a packet of info detailing what effects are possible.
Master Work Art
All masterwork art has a production cost of 21, regardless of the size of the piece. The monetary cost, however, is dictated by how many SQ points the artist wants to buy, with a maximum number of points equal to their Craft Production for that action.
SQ points are “spent” on attributes for the item at their listed cost, but note that all masterwork art has to be Inspiring, regardless of other attributes.
All masterwork attributes have strict phys-rep requirements governing the style of the piece itself; items that do not meet these requirements cannot be used for the representation of the piece. Note also that a particular phys-rep is permanently “tied” to the tagged item; if the original is lost or misplaced, another phys-rep may not be used. Generally, if you lose the phys-rep for a Masterpiece, you lose the in-game item, period.
Most Masterwork Art abilities may be used only once per day per person, even with different pieces of art. (e.g. If you use a small piece for its Inspiring effect, you cannot gain the benefits of any other art’s Inspiring ability until sunset.) Some attributes are further limited to just once per event.
The size of the work determines, in large part, the types of attributes it may have and the price per SQ point:
Small Pieces: drawings, small sculptures, clothing, quaint decorative displays
+1 SQ point for every 2 Dregs spent
Only one person may admire/use the item at a time
Medium Pieces: paintings, large sculptures, small tapestries, heraldry
+1 SQ point for every 3 Dregs spent
Many people may use the item, but it must be set up for display in a process that takes at least 10 minutes and within a suitable venue.
Large Pieces: murals, architecture, installed sculptures, monuments
+1 SQ point for every 4 Dregs spent
Many people may use the item, but it must be semi-permanently installed and cannot be moved during an event without damaging (shattering) it.
Note that an attribute may be selected only once, and the item’s version of Inspiring MUST be chosen before any other attribute. A piece of masterwork art may spontaneously receive unique and/or additional attributes based on its description, construction materials, title, and random chance. No guarantees.
This craft specialty allows a character to “craft” gardens, which can consistently produce specific herbs and food items during downtime actions and in-game production periods. All gardens require samples of their appropriate herbs, as well as a small monetary cost, to produce or maintain. Although a gardener need not phys-rep a garden during an event, they must do so if they want to harvest herbs from it during that event’s in-game production period; only one of their gardens may be phys-repped in this way. Such in-game gardens should be relatively small, fenced in, and contain several of its appropriate herb/food phys reps. If any of its herbs are stolen or if the garden itself is damaged, the garden cannot be used in game for that event.
In order to produce herbs from a garden, the gardener must spend a downtime/in-game action, paying the garden’s normal Coin cost in maintenance for each action; no craft production is used for this, as the garden has already been planted. At the next event, or during the same event if harvested during in-game production, the character will receive tags for the herbs/food. A garden will produce more herbs for a given action based on the character’s Craft Production ability, though there is an element of randomness to this. Note, however, that gardening is a much more reliable way of producing herbs than foraging, due to the amount of effort involved. Gardens can be made to produce herbs during the downtime session in which they are planted, as there is ample time between events for them to grow.
Craft 2: Gardening gives you access to Common Herbs, which are often used to make Common Alchemicals. You can grow any Common Herb so long as the Production/Monetary requirements are met.
Craft 4: Gardening x2 gives you access to Uncommon Herbs, which are often used to make Uncommon Alchemicals. You can grow any Uncommon Herb so long as the Production/Monetary requirements are met.
Craft 6: Gardening x3 gives you access to Rare Herbs, which are often used to make Rare Alchemicals. Most Rare Herb Gardens are Find-Out-In-Play (FOIP), so research or trial and error will suffice.
Creating a garden is a standard Craft action using the Gardening Production Table. No matter what your Gardening skill is, you can have a max of three gardens at a time. If you want to plant a fourth, you must decide which of the other three it will replace. Unlike a business, once a garden is started it will stay there dormant until you tend to it. If you create a Common garden, ignore it for a year, then harvest it, it will still be harvestable.
To Create a Garden, you must have the Coin cost and required starting herbs, depending on the Garden you wish to plant. You can plant at most one garden per downtime action. If your garden takes more production than you have for one craft action, you can dedicate multiple downtime actions within the same suite to planting that new garden (see general craft production rules above).
Harvesting from a garden takes one action and 1-3 coins, with no Production cost. You will likely gain at least 1 herb from each harvesting action, and bonus herbs will be harvested depending on your Craft skill level + Perceptive Trait derived ability.
|Garden||Production Cost/Monetary Cost/Herbs||Description|
|Vegetable Garden (various)*||1 Dreg / 2 Production||Produces up to 3 types of vegetables|
|Common Herb Garden||1 Dreg / 3 Production 2 Common Herbs of the same type||Produces 1 type of common Herb|
|Uncommon Herb Garden||2 Dregs/ 6 Production 2 Uncommon Herbs of the same type||Produces 1 type of uncommon herb|
|Brewmaster’s Plot||2 Dregs / 8 Production, Requires 1 Black Moss, 1 Fireweed, 1 King’s Cape to start.||Produces an assortment of strange herbs, as well as edible mushrooms|
|Mother’s Garden||2 Dregs / 10 Production, Requires 1 Mother’s Bloom, 1 Sunshade Flower, 1 White Poinsettia to start.||Produces an assortment of healing herbs, as well as edible greens.|
|Necrosis Garden||3 Dregs / 12 Production, Requires Fireweed, Tainted Nightcap Mushroom, Skullroot to start.||Produces a large amount of extremely versatile herbs.|
|All Seasons Patch||3 Dregs / 14 Production, Requires Painstern Cone, Bloody Nightcap, Sahagin Scale to start.||Produces very strange and dubious ingredients.|
|Magesmith Vineyard||3 Dregs / 18 Production Requires 2 Eventide Anise to start. Must be planted at the Lake of Amber.||Produces very strange and magical ingredients.|
|Rare Herb Garden||3 Dregs / 18 Production 2 Rare herbs of the same type||Produces Rare herbs. Quite dangerous and unpredictable.|
*produce is represented with item tags; no phys rep is required for this
This specialty governs the creation of fine jewelry as well as gem-cutting and gem setting. Jewelry tends to have significantly higher monetary value and production requirements than the average craft specialty; treasures are difficult to create. Wondrous jewelry is so perfectly beautiful and intricate that it can have a variety of special, in-game effects.
All Wondrous Jewelry is personal, meaning each piece must be made for a specific person, as noted on its tag, and none of its attributes may be used by anyone else, though as a downtime action an item may be reworked (once only) for a different person by any Specialty 3 Jewelcrafter. Reworking Wonderous jewelry requires the item’s original production cost, though monetary cost is ½ total.
|Plain Gemcutting||2/Uncut Plain(2)*||Plain Gem|
|Copper Ingot||2/0||Requires Ore. Refines ore to a bar and doubles its value.|
|Superior Gemcutting||4/Uncut Superior(4)*||Superior Gem|
|+ Gem Setting||5/5, Item, Cut Gem||Gemmed Item|
|Silver Ingot||4/0||Requires Ore. Refines ore to a bar and doubles its value.|
|Flawless Gemcutting||8/Uncut Flawless(8)*||Flawless Gem|
|Gold Ingot||8/0||Requires Ore. Refines ore to a bar and doubles its value.|
|Craft Wondrous Jewelry**||18/21/24, x2 Monetary cost||Grants SQ abilities|
*The number in the parenthesis is the base cost of these types of gems, but note that cutting gems doesn’t cost anything but the uncut gem and 2/4/8 production.
**Similar to SQ Weapons & Armor, grants variable abilities. Upon gaining their 3rd specialty and formally requesting it as a downtime action, Jewelcrafters will receive a packet of info detailing what effects are possible.
Vestigecraft functions in that the items created with it have three uses, with a creation cost and a recharge cost. Some of these items can also still be used when depleted. While it still offers some of the general utility similar to Alchemy, it can also be used to create items with a more sinister bent.
Note: Due to its mysterious nature, this specialty cannot be taken at Character Creation. A player must find a teacher In Play and learn this in a downtime action, similar to initiation into Magic Schools, in order to learn this Craft.
|Shroud of Somber Repose||8||1H, 4d||7d|
|Quiescent Arrow||7||1H, 5d||7d|
|Wand of Sanguine Sight*||7||1H, 7d||7d|
|Aegis of Shattered Hope||20||1V, 4H||4H, 5d|
|Geode of Ruinous Cataclysm||24||1V, 2H||4H|
|Stiletto of the Red Hourglass||24||1V, 5H||6H|
D = Dreg, H = Husk, V = Vestige
*Denotes an item that requires research to develop.
Ebonbloat Leech (6d/3d) –
A black, leech-shaped object that can drain away poisons or diseases by touching the target with the phys rep and saying “Ebonbloat Leech – Invoke Poison/Disease Reduction 2”. Each use reduces any Poison or Disease suffered by the target by 2. Requires Treatment 2 to use.
Phys Rep: A black object at least 2 inches long that is shaped like a leech.
Incanter’s Rod (4d/2d) –
This jet black rod can be used to slightly increase the Mastery of a caster for a short time. Spending a use and activating the rod increases a caster’s Mastery for the purposes of casting spells by two for one minute. This effect does not stack with itself and is essentially useless to anyone without spell casting ability.
Phys Rep: A black rod/wand at least six inches long that is covered with runic symbols or that has a gem on the tip.
Miasmaspike (8d/4d) –
A greenish-black throwing dagger that can poison a target. Anyone can throw it like a regular thrown weapon to cause normal damage, even a character without Thrown Proficiency; the latter ability is needed to make full use of the Miasmaspike. Those characters can spend a use to produce a Poison Strike 4.
Phys Rep: A black throwing knife with green streaks or a greenish-black color.
Obsidian Ichor (6d/3d) –
A black container filled with an odd-smelling, bubbling black substance. If a character depletes a use and takes a drink, they gain the ability to spit a foul, poisonous substance one time (“Invoke Poison 4” with a grey packet). Alternatively, the ichor can be smeared on the skin to grant two points of magical Protection (this use requires black makeup to be smeared on a visible portion of the recipient’s skin — not necessarily the face). Regardless of how it is used, a character can only benefit from the Ichor one time per hour at most. Further uses simply inflict a Poison 4 on the user, with no other effect.
Phys Rep: A flask full of a nasty black substance.
Pyrestone (8d/4d) –
A flat red stone that can be used to cauterize wounds. The target must touch the stone to the target and say “Pyrestone – Invoke Stabilize.” The victim must cry out in pain (Feat of Toughness negates this and speeds the healing process as normal). Requires Treatment 2 to use.
Phys Rep: A flat red stone at least 3 inches in diameter.
Waning Star (2d/1d) –
By activating this, a character can produce a Light effect (“Invoke Light”). The light must be green in color and can be freely handed off to anyone once created. It lasts until it burns out, is turned off, or for one event, whichever happens first.
Phys Rep: A black lump with a clear crystal embedded inside at least two inches in diameter, plus green glowsticks for the light itself.
Widow’s Web (6d/3d) –
A black piece of spider’s web that can be used to bind a foe. Activating this item will allow a character to throw one “Invoke Bind” (gray packets should be used).
Phys Rep: A black piece of net or other similar item that has a web-like appearance.
Doomspinner (1H, 4d/7d) –
A small black spider which can give prophetic dreams. To use it, a character sleeps with the spider on their forehead or attached to the bed as close to the head as possible. If it is not visible in an appropriate location to a marshal, the doomspinner will not function. It is usable only once per event, and trying to use it more than that will do nothing at all. This item requires Medium or Uncanny to use to its full potential; otherwise, it grants only normal dreams of vivid intensity. This is NOT usable during or with DT actions.
Phys Rep: A small black spider.
Note: Players who wish to explore dreams (whether through this item or otherwise) should be prepared to be approached and quite possibly woken up during the night.
Lodestar (1H, 8d/9d) –
A lantern that can be used to prevent a deceased person’s soul from leaving the body. Any character who has at least Lesser Thanatology can spend a use to light the lantern and activate the effect on a target. This will prevent the soul from leaving (thus making the character eligible for Coax Life) for up to one hour. The target’s body can be moved, but the Lodestar must remain within 5 feet of it at all times or the effect ends. The effect also ends if the Lodestar is extinguished through any means. A Lodestar can also be used by anyone to simply illuminate an area; this does not require that a use be spent.
Phys Rep: A lantern with a “grim” appearance. Electric lanterns must not be too bright.
Quiescent Arrow (1H, 5d/7d) –
A bluish arrow that can stop a target in its tracks. A character must have Battle Lore in the Bow skill in order to use the Quiescent Arrow as anything but a standard projectile (depleted arrows still function as regular missiles, as well). When a character of sufficient skill wishes, they may spend a use to call “Stillness Strike 8” with the arrow.
Phys Rep: A boffer arrow with a blue head.
Shroud of Somber Repose (1H, 4d/7d) –
This grim-looking black burial shroud can be used to bestow a Boon upon a character who is dead, provided the character’s soul has not yet passed on. To use it, the dead character is wrapped in the shroud and the user (who must have at least Lesser Thanatology) states “Shroud of Somber Repose.” The shroud can then be removed, if desired.
Phys Rep: A black or dark gray burial shroud made of at least moderately thick cloth. A tattered appearance is preferable.
Vigorstone (1H, 2d/6d) –
This odd-looking, vein-covered stone can be used to restore a feat of Strength or feat of Toughness by holding it in the hand and concentrating for three seconds. It is useless to anyone who does not possess the Strong or Tough trait.
Phys Rep: A red, roundish lump that is covered in veins and bears a vague resemblance to a heart.
Wand of Sanguine Sight (1H, 4d/7d) –
A grim-looking black and silver wand or rod that can aid its user in tracking down a hated foe. Under most circumstances, a character can spend a use to have the wand grant a +2 bonus to Exploration when tracking a sentient target, covering the wand in their own blood beforehand (this deals a limb wound that does not damage resilience). On occasion, the sickly purple light that emanates from the end may be used to identify otherwise invisible markings instead of a simple exploration bonus. The latter method occurs at plot discretion, and thus any phys rep must include a UV light on the end.
Phys Rep: A black, silver, and red rod or wand with a UV light at the tip.
Aegis of Shattered Hope (1V, 4H/4H, 5d) –
This item usually takes the form of a grotesque statue, usually depicting corpses, skeletons, or other such macabre scenery. When it is set outside of a building, which must be decorated in a grotesque fashion, and the owner spends a use (which can be done with either Artifice 4 or one Craft specialty in Vestigecrafting), an oppressive ward is conjured which will protect the dwelling. Once activated, the statue becomes completely immovable and generates six tokens (which must be phys-repped by small, macabre items with a unique marking on them; this marking should be noted in your cabin notes along with the fact you are using this item). The one who activates the Aegis can pass freely into the warded building, but all others must have a token; the doors are sealed for all others. The statue must be placed at the main entrance; other entrances need statues as well, though these can be simple, untagged props and need not be tagged items.
Phys Rep: A grotesque statue (and tokens) depicting corpses or other similar things. The tokens must be marked with an identical marking. In addition, the cabin receiving protection from this item must be decorated with corpses, skeletons, implements of torture, or other such nightmarish things. Cabins that are inappropriately decorated cannot receive protection from the Aegis.
Note: Those who sleep with the protection of this item often have terrible and unproductive nightmares. Players who use this item should expect to be woken up late at night. Furthermore, this item may only be activated on a single cabin or section of barracks; public buildings and large buildings that house far more than six people are simply too big to be protected with an Aegis.
Geode of Ruinous Cataclysm (1V, 2H/6H) –
This item, a lumpy reddish-black rock with a hollow core, contains a tremendous amount of power. The owner of the item can crack open the Geode and release this energy to access it; mechanically speaking, the Geode (once cracked open) becomes a Place of Power that up to three people may use with a three count, gaining their normal allotment of charges for doing so (a single character may only channel from a particular Geode one time per “opening”). As a further benefit, they gain a +1 bonus to Mastery for the remainder of the event (stackable with other sources of increased Mastery but not multiple Geodes) and one basic Feat of Attunement and basic Feat of Will. Once the Geode is cracked open, all three uses must be drawn out within one minute, which renders the Geode fully depleted; it may be recharged as normal, but is otherwise useless. If some or all uses remain at that point, they are discharged through the one who originally activated the Geode (even if it is no longer in their possession), automatically rendering them Critical as if struck by a Mortal Blow and inflicting them with a Will Drain effect. No defenses of any kind may be called against these effects.
Phys Rep: A lumpy reddish-black rock that is approximately the size of a baseball.
Phlogiston (1V, 5H/5H) –
A vial of a strange greenish substance that has the power to restore life to a recently deceased person. To use the Phlogiston a character must have Treatment 4 and hold the vessel under the nose of the intended recipient, who then instantly receives the effects of a Coax Life (“Phlogiston – Invoke Coax Life”). Characters resuscitated with Phlogiston can restore up to 3 spent feats of their choice and gain a bonus Feat of Attunement upon returning to life. It has no effect on a character who is ineligible to receive a Coax Life in the standard fashion. A depleted vessel of phlogiston can still be used as a Healer’s Kit or Rejuvenator by a character sufficiently skilled in Healing.
Phys Rep: A flask, vial, or bottle of some sort that is green or greenish-blue in color and at least four inches tall. Cheap-looking phys reps are unlikely to be approved.
Stiletto of the Red Hourglass (1V, 5H/6H) –
A jet black stiletto with the image of a red hourglass. To anyone who does not possess Battle Lore, it can be wielded as a normal dagger only. For with Battle Lore in Close Weapons, it can be used to strike extremely lethal blows. A user appropriately skilled can spend a use to call either a Quick Venom Strike 8 or a Mortal Blow. If the target is suffering from the Bind or Shackle conditions, a use can be spent to call a Killing Strike. The Stiletto will also convert any Power Strike the user spends prowess to use into a Poison Strike of the same power. Note that the latter ability still requires Battle Lore in Close Weapons. A Stiletto of the Red Hourglass is treated as a normal dagger in most respects, and can be affected by maneuvers such as Weapon Break and Disarm normally; it cannot receive blade coatings, but may accept enchantments as a normal dagger.
Phys Rep: A sleek black dagger with a bright red hourglass incorporated into it prominently.
This dangerous technique is shrouded in mystery. Only by discovering its lost formulations or researching them directly may it be mastered.
This specialty involves the creation of weapons of all types. At higher levels of specialization, a weapon crafter is able to construct larger, more complex weaponry. An expert Weaponcrafter may make Superior versions of weapons with an array of special abilities. See Ch. 6: Combat for weapon safety and construction guidelines.
Standard weapons (nor, indeed, any SQ/Masterwork item from any craft specialty) may not be “remade” into SQ versions or “melted down” in order to reuse an old phys-rep. SQ Weapons explicitly require a new, unique phys-rep and must be a named item. The only exception to the above rule involves Favored Weapons and Shields.
|Sling Shot||4||Missile Weapon*|
|Staff||4||2-handed Light Weapon|
|Great Mace||7||Heavy Weapon|
|Great Axe||7||Heavy Weapon|
|Great Sword||8||Heavy Weapon|
|Giant Cudgel||11||Giant Weapon|
|Titan Hammer||12||Giant Weapon|
|Dire Mace||12||Giant Weapon|
|Monster Axe||12||Giant Weapon|
|Giant Sword||13||Giant Weapon|
|Superior Quality Weapons**||+10 Production, x5 Coins||Variable|
*Uses Thrown skill but does not require Thrown Proficiency. +1 damage to any Power Strikes called with it. Ammo may be blocked as a thrown weapon, but not thrown itself.
**Creates weapons with variable abilities. Upon gaining their 3rd specialty, a Weaponcrafter will receive a packet of info detailing what effects are possible.