CI/RGG
 

Production Skills

All production skills (including Armorsmith, Weaponsmith, Brewing, Create Solution, Gunsmithing, Gardening, Jewelcraft, Lock Smithing, and Trap Building) give you three (3) Production Points for each level you buy in the skill. In most cases, you will be required to pay an in-game cost to create items with Production skills. In the charts under each entry, both the cost in Production Points (PP) and the in-game Monetary Cost in Bits are listed. In the case of some skills such as Brewing, Create Solution or Imbue Crystal, the cost may be reduced or eliminated if you are able to find the ingredients on your own.

Production Periods

There are three times a character can use Production Points: at the beginning of an event, any time during an event or as an in-between game action. Each of these shall be described in turn.

Beginning of the Event: At the start of an event you can spend your full amount of Production Points for each full day of the event (a typical weekend event is considered to be two full days). Thus, if you have two levels of Armorsmith and you are attending a weekend event you have 12 PP to spend, though you are still limited in what quality of items you can make. Using the above example, you would have the ability to make two 2 point suits of armor (6 PP each) but you could not make a 3 point suit. Any PP left over will be noted on your character sheet and can be spent during the event.

Solutions created at the beginning of the event do not require an expenditure of mana. It is assumed that the mana invested was spent between events.

During an Event: Unspent PP can be used by going to Logistics at any time during the event. Going to and from Logistics is always considered to be in-play. You can rationalize this however the player likes ("I needed to pick one last herb", "I bought some last-minute supplies", etc.). Any money carried to Logistics to purchase the item is considered to be in-play, though once the character leaves any items "made" are out-of-play until the item is actually made. Once the tag is purchased from Logistics, the player must spend at least one minute per 3 PP spent roleplaying the creation of the item(s) (i.e. actually making a few links of chain mail, blending liquids together, "hammering" on a weapon phys-rep). This time must be spent in a sheltered area (i.e. the building where the lab is, somebody's cabin, a flat rock in the woods can suffice IF a Guide approves).

Note that Solutions created during an event cost mana just as if the spell itself were cast. The caster is essentially storing the spell energy in a Solution for later use.

Between Game Actions: Each in-between game action used for Production allows a player to make full use of all PP for a given skill. Thus, if you decide to make weapons for one of your three actions and you have three levels of Weaponsmith, you will have 9 PP to spend. Note that the same skill can be used for multiple in-between game actions. While this may give you an increased number of PP to spend it does not increase the quality of good that can be made. For example, if you have only one level of Weaponsmith and use it for three in-between actions you now have 9 PP to spend, however since your level of skill only gives you 3 PP per action you cannot make a short sword (which costs 9 PP) but instead are limited to making three daggers.

Solutions created as in-between actions do not require an expenditure of mana. It is assumed that the mana invested was spent between events.

Workshops

Workshops allows a character to increase the number of items that can be made during a given Production period. Workshops can be purchased for any Production skill. All workshops cost 50 Silver Rings and they double the number of Production a character can do, though a character can never spend more Production Points on any one item than that character could spend without a workshop. Workshops will also allow the owner to triple his production for one IBGA.

A workshop can produce a maximum of 75 PP during a single production period. These can be used by one or multiple characters. At the beginning of each event players with a workshop must obtain a tag that is used or mark off PP points as they are used. Only the player possessing the temporary card for the workshop actually has access to it. If another character wishes to use the workshop he must borrow the temporary card from the owning character. When using a workshop the time spent roleplaying the creation of the item must be done at the workshop.

Workshop are stealable, though a Guide must ALWAYS be present if a workshop is being stolen, even if you are stealing a workshop from your cabin mate. All workshops must have a phys-rep that is at least 3' x 3' x 3'. The permanent card for the workshop should be attached to the phys-rep at all times. The core phys-rep should be recognizable at a distance but should be made of easily transportable and not easily breakable materials. Additional props for atmosphere are encouraged but not required.

Workshops can be moved between Locations for a cost of 5 Bits. This represents incidental damage and wear-and-tear of the move. All workshops have a yearly maintenance fee of 5 Silver Rings.

Since there are multiple types of workshops each is described here along with any special properties.

Forge: Doubles production for armor or weaponsmithing. Though useable for both, it is still limited to 75 PP per production period.
Suggested Props: A forge anvil and tools

Brewing Lab: Double production for making brews.
Suggested Props: Vials, beakers, tubes, hanging herbs

Solution Lab: Doubles production for making all Alchemical Solutions.
Suggested Props: Vials, beakers, tubes, scales

Firearms Lab: Doubles production for making all Guns and Firearm ammunition.
Suggested Props: Metal tubing, clamps, springs, Mortar and Pestel

Gardening Tools: Doubles the number of herbs that can be grown.
Suggested Props: Hoe, rake, shovel

Jeweler's Workshop: Doubles the production for the creation of jewelry and cutting gemstones.
Suggested Props: Scales, gemcutting tools

Traps Lab: Doubles production for the creation of traps.
Suggested Props: Wire, wire cutters, needles, tripwires, fine tools for disarming traps

Lock Smithing: There is no workshop for making locks.

Ultra-lights and "Fake" Armor

Ultra-lights and costume/replica armor are permitted in Fortune's Landing, however such weapons and armor suffer some minor penalties. These penalties are imposed because of the in-game advantage granted by these items (ultra-lights are quicker and costume/replica armor is lighter and generally easier to maneuver in while wearing). While we don't want to prohibit the use of these options we do feel the advantages they grant need to be slightly counter-balanced.

Both the monetary and production point costs for ultra-lights and costume/replica armor is increased by 1.5 times the base cost (Superior Quality, Resists, and silver coating are not multiplied). Additionally, all costume/replica armor MUST at least look real from a short distance. Good quality stage chain, PVC plate mail (if properly made and painted) are fine. Silver shirts, T-shirts painted with chain mail or scales and football/hockey gear will not be permitted.

Armor

Anyone who possesses the Armorsmith skill can create and repair armor. To create armor, the Armorsmith must pay both a production and a monetary cost. Repairing armor costs significantly less. The Production Point cost listed for repairing armor is the number of points paid for each level of the armor that must be restored.

Salvage

If a suit of armor is reduced to zero points of production the remaining material can be salvaged to use in another suit of armor. Broken or destroyed armor can be salvaged for ½ its monetary cost. Only salvaged armor can be used to make new armor, you cannot salvage weapons for armor materials. Note that items destroyed by Fiery Destruction, Brewer's Inferno, Fiery Inferno, and Dehydrate cannot be salvaged.

Superior Quality Armor

Armor of Superior Quality provides the wearer with an additional level of protection for the armor type. (For example, a 4 point suit of chainmail that is of Superior Quality provides 5 points of Production.)

Creating Superior Quality armor costs double the normal production point value and double the monetary cost. This cost is totaled before any resistant qualities are taken into account. Additionally, one piece of Essential Metal is required for creating Superior Quality armor. Armor can only be made of Superior Quality when it is initially crafted; Superior Quality cannot be added later. Note that this additional PP cost is added to the total cost of the armor for purposes of determining the level of skill needed to make the armor.

Resistant Armor

Armor can be made to withstand the effects of attacks that would otherwise destroy the armor (Brewer's Inferno, Fiery Inferno, Fiery Destruction, Shatter Metal, etc.). It may also resist the effects of an Engulf spell. A character wearing resistant armor can call out "Resist" when his armor should be affected by anything that would destroy it. Each time a "Resist" is used it is expended and once expended Resists cannot be replaced. Armor must be made resistant when it is created - resistance cannot be added once the armor has been forged. There is no limit to the number of "Resists" that can be placed on a suit of armor. Each Resist costs 9 additional PP and one piece of Essential Stone. Note that this additional PP cost is added to the total cost of the armor for purposes of determining the level of skill needed to make the armor.

Armor Costs

 
Create
Repair
  PP Cost PP (per point) Cost
Leather (1 point) 3 20 1 5
Hard Leather (2 points) 6 40 1 5
Chain Mail (3 points) 12 100 3 10
Heavy Chain Mail (4 points) 15 150 3 10
Plate Mail (5 points) 21 300 6 15
Buckler 3 5 can't be repaired
Small Shield 6 15 can't be repaired
Large Shield 9 30 can't be repaired

Weaponsmith

Characters who have the Weaponsmith skill can create weapons, including missile weapons.
  PP Cost
Dagger 3 10
Short sword 9 30
Long sword 15 60
Bastard sword 18 80
Greatsword 21 100
Sword Breaker 12 40
Short Axe 6 30
Long Axe 12 60
Glaive 15 90
Halberd 15 120
Spear 9 15
Short Club/Hammer/Mace 6 25
Club/Hammer/Mace 9 50
Cudgel/Maul 12 70
Great Club/Hammer/Mace 15 80
Staff 3 5
Bow 6 5
Crossbow 9 10
Pistol 12 200
Throwing Knives 3 5
Bullet Pouch 6 50
Quiver 3 10

Maintenance and Expiration

Most weapons require yearly maintenance to keep them in proper working order regardless of whether or not they are used during that time. Bows, Crossbows, and Pistols require maintenance every six (6) months. For game purposes, weapons that are in need of maintenance cannot be used in combat. If they are, they break with the first hit (even if blocked by another weapon). Missile Weapons break as soon as they are fired. Only Weaponsmiths can perform maintenance on a weapon. The cost to maintain a weapon is 1 PP and 1/10 the base creation cost of the weapon. Resists do not need to be factored into this cost.

Weapons made of substandard materials (see below) simply expire. The weapon can still be salvaged (see below) to reduce the monetary cost of the weapon, but the weapon must be completely remade.

Salvage

If a weapon is broken or expires the remaining materials can be salvaged to use in another weapon. Broken weapons can be salvaged for ½ their monetary cost. Only salvaged weapons can be used to make new weapons; you cannot salvage armor for weapon materials. Weapons destroyed with Brewer's Inferno, Fiery Inferno, Fiery Destruction, Dehydrate (or Rot in the case of wooden weapons) cannot be salvaged.

Superior Quality Weapons

Weapons of Superior Quality do not need maintenance or, in the case of substandard weapons, they do not expire (Weapons of Superior Quality that are crafted of substandard materials require maintenance when they would normally expire).

Creating Superior Quality weapons cost double the normal production point and double the monetary cost. This cost is totaled before any resistant qualitities are taken into account. Additionally, one piece of Essential Metal is required for creating a Superior Quality weapon. Weapons can only be made of Superior Quality when first crafted. Superior Quality cannot be added later. Note that this additional PP cost is added to the total cost of the weapon for purposes of determining the level of skill needed to make the weapon.

Resistant Weapons

Weapons can be made to withstand the effects of attacks that would destroy or otherwise adversely affect them (Brewer's Inferno, Fiery Inferno, Fiery Destruction, Dehydrate, Shatter Metal, Engulf, Rot, Warp, Thorn Hilt, etc.). A character carrying a resistant weapon can call out "Resist" when his weapon should be affected by anything that would destroy it. Each time a "Resist" is used, it is expended and once expended, Resist cannot be replaced. Weapons must be made resistant when they are created - resistance cannot be added once a weapon has been forged. There is no limit to the number of "Resists" that can be placed on a weapon. Each Resist costs 9 additional PP and one piece of Essential Stone. Note that this additional PP is added to the total cost of the weapon for purposes of determining the level of skill needed to make the weapon.

Silver Coating

Weapons can be coated with silver. Silver coating a weapon costs 12 PP and 5 times the cost of the weapon being coated. The silver last four months (whether the weapon is used during that time or not) at which point it must be applied again or the weapon is no longer considered to be silvered. Not that the 12 PP are not added to the PP cost of creating the weapon for purposes of the level of skill needed to silver coat a weapon. Lumps of silver ore can be used at their maximum value to offset this cost.

Silver coating projectiles (arrows, bolts and thrown weapons) cost 1 Bit and 3 PP per weapon. These are subject to the same four-month expiration and are good for only one use. The silver coating is lost the first time the weapon or arrows is used, even if it misses its target. The tag for the silvered item must be attached to the phys-rep.

Substandard Materials

Weaponsmiths may choose to use substandard materials when creating weapons. The cost for making such weapons is significantly less though instead of requiring a minor maintenance cost these weapons expire. Substandard weapons are listed in two categories; substandard and substandard, fragile.

Substandard: (bronze, iron, etc.): Monetary cost is ¾; expire in one year.
Substandard, fragile (wood, bone, stone): Monetary cost is ½; expires in three months.

Brews: Elixirs, Salves and Poisons

The art of Brewing gives a character the ability to create a wide range of elixirs, salves, potions and poisons. It should be noted that like Solutions, brews can be administered to unconscious patients, although trying to give one to someone who is merely asleep will likely wake the subject. Unless otherwise noted, all substances listed in this section are liquids to be imbibed. When use they should be ripped (and properly disposed of ) to indicate that the brew has been used.

Brew Descriptions

The following is a complete list of the production point cost as well as monetary cost for creating brews.

Type & Required Skill Level

  • Salves must be applied to the skin. Salves can only be applied by a character who has at least one level of Brewing.
  • Ingested elixirs and poisons can be drunk directly from a vial by any character, however to mix a brew in with food or drink requires at least three levels of Brewing.
  • Applying to a weapon or blade requires that the character have at least one level of Brewing. It takes a full minute to apply a poison to a blade. A single blade can only be coated with one type of blade poison at a time. For blade poisons, a "successful hit" is defined as any hit which makes contact with the subject, as opposed to his weapon, shield or low-hanging tree branch. If the subject is not affected due to magical or armor protections, it is still considered a "successful hit".
  • Contact brews are the most dangerous to handle of all and may only be effectively used by a character who has at least five levels of Brewing. Any character with less than five levels of Brewing who attempts to apply a contact poison will automatically affect himself with the brew instead.
  • A single dose of contact poison will cover up to a 1' x 1' surface (or 144 square inches). The tag for the poison must be attached in some way to the object to which contact poison has been applied. Additionally, a gel-like substance, such as Vaseline, must be smeared on the object to represent the poison. Any object coated with contact poison that is touched with bare flesh will affect a character. If objects inside a cabin are coated with contact poison these objects must be noted on the Cabin Notes.
  • All thrown brews (all varieties of Brewer's Fire and any other thrown brews that may be introduced) require five levels of Brewing to use.
Effect Time

The Effect Time listed in the time elapsed from when the brew is taken to when it takes effect. For example, a character drinking an elixir of Strength will not be able to use that Strength until 1 minute has elapsed after drinking.

Duration

The Duration of a brew is the amount of time that the brew remains in effect. For example, a character drinking a Feign Death will appear dead from five minutes after drinking it (the Effect Time) until 12 hours later (the Duration).

Accelerate Healing (Wound Seal)
Type: Ingested/Salve (elixir/salve)
Effect Time: 1 hour
Duration: Permanent
     Accelerate Healing brews greatly reduce the amount of time needed heal wounds. An Accelerate Healing brew will heal a character of all Wounds after one hour has passed. An unconscious character awakens immediately after the elixir is administered, though he will still be unable to move for one hour.
     If this elixir is given to a character who has the Advantage Rapid Healing the healing time is halved. If combined with Chirurgery and Rapid Healing the healing time is reduced to a quarter the normal time.

Cure Disease (Brother Value's Zombie Cleanse)
Type: Ingested (elixir)
Effect Time: 1 minute
Duration: Permanent
     This elixir will cure a character of most any disease currently affecting him. Some rare diseases (such as leprosy and some magical diseases) may not be affected by a Cure Disease elixir.
     This brew was developed by Brother Value of the Totekai to cure the victims of zombie attack.

Death Poison (Viper's Tongue)
Type: Ingested, Blade or Contact (poison)
Effect Time: Instant (1 hour)
Duration: Permanent
     The poison causes a character to die in one hour if the poison is not cured or otherwise removed from the character's system. While under the effects of this poison the character cannot run, fight or cast spells but may otherwise use any skills or special abilities he possesses.

Death Poison, Greater (Viper's Tooth, Widow's Sorrow)
Type: Ingested, Blade, Contact (poison)
Effect Time: Instant (1 hour)
Duration: Permanent
     This poison renders the victim completely immobile. The character can do nothing beyond speak in a low whisper - the character cannot even activate magical items, Racial Abilities or Affinity Powers. (Any abilities already established are effective, however.) The character dies at the end of one hour.

Death Poison, Instant (Bottled Black, Viper's Kiss)
Type: Ingested, Blade, Contact (poison)
Effect Time: Instant
Duration: Permanent
     A character affected by this poison dies immediately.

Death Poison, Antidote (Morning's Dawn)
Type: Ingested (elixir)
Effect Time: 1 minute
Duration: Permanent
     This antidote cures the imbiber of the effects of Death Poison. The death count-down stops immediately upon consuming this brew.
     This antidote was originally developed by the researchers at the Chiurgery of Last Hope, so named for allowing a victim of poisoning to see the coming dawn.

Death Poison, Greater, Antidote (Fate's Forgivness)
Type: Ingested (elixir)
Effect Time: 1 minute
Duration: Permanent
     This antidote cures the imbiber of the effects of Death Poison or Greater Death Poison. The death count-down stops immediately upon consuming the brew.

Enrapture (Bliss)
Type: Ingested or Contact
Effect Time: Instant
Duration: 1 hour
     This brew causes the subject to become immediately enraptured with the first person he or she sees. The subject regards the person he has become enraptured with as his dearest friend and closest confidant. Though completely enamored of this person he will not obey commands that are suicidal or mean certain death. However, this affection is greater than any other the character currently has… a character under the effects of this poison may very well betray close friends and allies to the object of his affections.
     Discretion should be used when roleplaying the effects of this poison. Note that this is not a "love" potion.

Feign Death (Little Death)
Type: Ingested (Poison)
Effect Time: 5 minutes
Duration: 12 hours
     The recipient of this poison falls unconscious within five minutes of drinking it, and will cease to have any discernable life signs for twelve hours. Spells designed to raise the character from the dead have no effect. This brew will even fool a character using Healing Ways, though Life Sense will show that the character is still alive.

Forgetfulness (Mind Fog)
Type: Ingested (poison)
Effect Time: 15 seconds
Duration: Permanent
     This poison causes the subject to forget what happened in the last ten minutes. Instead, the character remembers the first ten words that he hears after being affected by the poison. The character builds a convincing story around these ten words in his own mind and is utterly convinced that his memories are correct. It is believed that the effect of this brew is to at once blur the memory of the subject and make him somewhat prone to suggestion, explaining why it is possible to implant a phrase in place of the missing memories. The effect of this elixir becomes permanent if not cured within 15 minutes. An Awaken spell or General Antidote will only be effective if used within this 15 minute window.

Fortitude (Slow the Flow)
Type: Ingested (elixir)
Effect Time: Instant
Duration: 1 hour
     If given to a character who is already bleeding to death or if they character suffers Wounds that would cause him to begin bleeding to death within the elixir's duration the character can add fifteen minutes to his normal bleed-out time. This elixir can be ingested prior to being injured.

General Antidote (Stomach Revolt)
Type: Ingested (elixir)
Effect Time: Instant
Duration: Permanent
     This concoction may also be used to counteract the effects of many ingested brews, including: Forgetfulness, Hallucinogens, Intoxicant, Paralysis, Paranoia, and Sleep, though not Death Poisons. A character who ingests this brew is incapacitated for one minute due to vomiting. The character can take not action except to ward of a Killing Blow during this time.
     Firlann makes the subject nauseous. It was originally invented by midwives to induce vomiting in patients.

Glue
Type: Contact
Effect Time: 10 seconds
Duration: 24 hours
     Glue consists of a sticky paste that causes whatever substances it comes in contact with to bond. In some cases it may be necessary to have a Guide present to ensure that the effects are properly roleplayed.

Hallucinogen (Jenisari Tears)
Type: Ingested or Contact (poison)
Effect Time: 5 minutes
Duration: 10 minutes
     Though the effects vary among individuals, anyone who imbibes a Hallucinogen brew sees and hears things that aren't there for ten minutes. The hallucinogens the character sees are most often related to his or her emotional state at the time.

Heal Grievous Wounds (Rejuvenator)
Type: Ingested or Salve (elixir/salve)
Effect Time: 1 minute
Duration: Permanent
     The healing elixir immediately stops all bleeding and heals up to three Wounds, including a Torso Wound. There are special ingredients required for this brew.

Heal Minor Wounds (New Skin)
Type: Ingested or Salve (elixir/salve)
Effect Time: 1 minute
Duration: Permanent
     Heal Minor elixirs immediately stop all bleeding and heal one Limb Wound. One does of a Heal Minor elixir is needed for each Limb Wound to be healed. Though a Heal Minor will stop a character from bleeding to death from a Torso Wound it does not heal the wound.
     Though elixirs to accelerate healing are relatively common among midwives and adventurers alike, those which heal more or less instantaneously are for more rare. Those who know the ingredients necessary for producing healing potions rarely share their knowledge with others, lest some unscrupulous person attempt to "corner the market". Many superstitious folk believe that healing elixirs are but one step away from Necromancy, and shun their use.

Indelible Dye (Thief Brand)
Type: Other
Effect Time: Instant
Duration: 24 hours
     This brew is usable with a Mist Trap to mark burglars. One dose will supply a Mist Trap or fill two pages of text. It is always black in color. If used on paper the tag should be attached along with the application time.
     Originally designed to aid in placing tattoos, it has since become a standard part of any con-man's arsenal.

Intoxicant
Type: Ingested or Contact (poison)
Effect Time: 5 minutes
Duration: 1 hour
     Intoxicants offer the same effect as consuming large quantities or alcoholic beverages all at once. A character consuming an intoxicant is considered to be fully intoxicated for the duration of the brew (1 hour).

Light (Lightning Juice)
Type: Other
Effect Time: Instant
Duration: 12 hours
     This concoction creates a light source that lasts for 12 hours. Players must use green glow sticks to represent this brew. Flashlights cannot be used.

Paralyze (Thief Halt)
Type: Ingested, Blade or Contact (poison)
Effect Time: Instant
Duration: 10 minutes
     This brew causes the recipient to become completely paralyzed. A paralyzed character will freeze in exactly the position he was in at the time the brew took effect. Other characters may not change this position. The character is totally aware of what occurs around him, but he cannot take any action whatsoever (he can not even touch cast Sorcery or activate magic items).

Paranoia (Wanderer's Lament)
Type: Ingested or Contact (poison)
Effect Time: 5 minutes
Duration: 1 hour
     Anyone under the effects of a Paranoia poison becomes extremely delusional, thinking that everyone is "out to get him". The result varies from one individual to another, with some victims becoming violent toward those they feel mean to harm them, while others run away to cower in fear until the effects wear off.

Purification
Type: Other
Effect Time: Instant
Duration: Permanent
     Purification elixir neutralizes any poison, salve or elixir that has not yet been ingested. It will not have the same effect as Antidote on substances already in the body. It can be used to purify up to one quart of liquid and can even be poured unto food (generally about one plate of food).
     Most high-ranking political officials and dignitaries throughout the world have a supply on hand, though many simply have an underling taste anything first; though effective, it often produces a high turnover rate of underlings.

Razor Edge I (Blade Cry)
Type: Blade
Effect Time: Upon application
Duration: First successful hit
     The brew causes a blade to inflict an additional Wound upon striking an opponent. The player should call out "Razor Edge" followed by the total damage upon hitting an opponent to indicate that extra damage was inflicted. The brew is good for the first strike only, and a new Sharpness must be applied before it can be used again.

Razor Edge II (Blade Keening)
Type: Blade
Effect Time: Upon application
Duration: First successful hit
     The brew causes a blade to inflict two additional Wounds upon striking an opponent. The player should call out "Razor Edge" followed by the total damage upon hitting an opponent to indicate that extra damage was inflicted. The brew is good for the first strike only, and a new Sharpness must be applied before it can be used again.

Razor Edge III (Blade Wail)
Type: Blade
Effect Time: Upon application
Duration: First successful hit
     The brew causes a blade to inflict three additional Wounds upon striking an opponent. The player should call out "Razor Edge" followed by the total damage upon hitting an opponent to indicate that extra damage was inflicted. The brew is good for the first strike only, and a new Sharpness must be applied before it can be used again.

Sleep (Stardust)
Type: Ingested, Blade or Contact (poison)
Effect Time: Instant
Duration: 30 minutes
     This poison causes the target to fall asleep immediately and will not awaken for 30 minutes. The only way to awaken the subject is with a spell or by physically shaking the victim for a full minute, though he will be extremely sleepy and disoriented for the duration of the spell's effect. An Awaken will bring the character around immediately. Loud noises will not disturb the character's slumber in any way.

Solvent
Type: Other
Effect Time: Upon application
Duration: Permanent
     Solvents will immediately neutralize any type of glue or blade poison (before use) unless specifically noted in the description of the substance. It is reportedly very good for getting stains out of fabric as well. Solvents have no effect on a brew once it has entered a character's blood stream.

Stabilize
Type: Salve
Effect Time: Instant
Duration: Permanent
     The recipient of this brew is immediately stabilized and stops all bleeding. The character is otherwise affected as if he had just received a successful Healing Ways. Characters with Rapid Healing awaken immediately.

Strength
Type: Ingested (elixir)
Effect Time: 1 minute
Duration: 10 minutes
     This elixir grants the drinker incredible strength which he can call upon at any time once imbibed. When the effects of the elixir are invoked, the character can either carry a weight of up to 500 lbs., without any side effects, for up to one minute, or he can carry up to two people. If the latter is chosen, both hands must be completely free (he cannot carry a person with a shield strapped to his arm). If carrying another character, you must do you best to at least pretend to carry the individual and the players must stay in physical contact at all times. When carrying another character you cannot move faster than a quick walk and certainly not faster than the player of the character you are carrying.
     Alternatively, Strength can be used to swing a mighty blow that inflicts an additional wound if struck. When invoking the effects of this brew, the player should call out "Strength" and then the total damage inflicted.

Brewer's Fire
Type: Special
Effect Time: Special
Duration: Instant
     Developed by the Human Wanderers prior to the Chaos Wars, the process for making Brewer's Fire has only recently been rediscovered. The viscous, oily substance is held in specially made ceramic vials, which cause the substance within to burst into flames upon coming in contact with air. Any person hit with Brewer's Fire takes two Wounds to the area struck. A Physical Shield, Resist Fire, and Wind Shear are the only protective spells that offers complete protection against Brewer's Fire. Armor will protect against a Brewer's Fire, but if a Brewer's Fire hits a hand-held shield, the damage goes through to the arm.
     Vials of Brewer's Fire must be indicated by orange "spell" packets.

Greater Brewer's Fire
Type: Other
Effect Time: Special
Duration: Instantaneous
     Any poor individual struck by a vial of this substance is immediately consumed in flames, as if struck by the spell Fire Blast (suffering one Wound to every area of the body). Greater Brewer's Fire bypasses all Skin spells and armor. A Physical Shield, Resist Fire, or Wind Shear are the only protective spells that offers protection against Greater Brewer's Fire. The tribes of ancient Humans used Brewer's Fire to great effect in "subduing" villages in centuries past.
     Vials of Greater Brewer's Fire must be indicated by orange "spell" packets.

Brewer's Inferno
Type: Special
Effect Time: Special
Duration: Instant
     This brew consumes the victim in a Fiery Inferno of such magnitude that he immediately reduced to nothing more than a charred skeleton. (In addition, all in-play items carried by the character are affected as if they had been hit with a Fiery Destruction spell). The character is dead and can only be brought back by Rebirth of the Phoenix or Raise Dead. This attack bypasses Physical Shield, Skin spells and armor. Only a Fire Ward, Elemental Ward, or Wind Shear will protect a character from Brewer's Inferno. There are special ingredients required for this brew.

Production Point and Monetary Cost

Type Ingested Blade Contact Salve I/B/C/S
Accelerate Healing 9 N/A N/A 6 10/5
Antidote, Death 6 N/A N/A> N/A 15
Antidote, Death, Greater 9 N/A N/A N/A 25
Cure Disease 3 N/A N/A N/A 5
Death Poison 6 12 18 N/A 10/20/30
Death Poison, Greater 9 18 24 N/A 20/30/40
Death Poison, Instant 12 24 30 N/A 30/40/50
Enrapture 12 N/A 24 N/A 50/100
Feign Death 6 N/A N/A N/A 10
Forgetfulness 12 N/A N/A N/A 20
Fortitude 6 N/A N/A N/A 10
General Antidote 6 N/A N/A N/A 10
Glue 3 * * * 2
Hallucinogen 6 N/A 12 N/A 5/20
Heal Minor Wounds 12 N/A N/A 9 20/15
Heal Grievous Wounds 18 N/A N/A 15 30/25 +special
Intoxicant 3 N/A 12 N/A 5/20
Indelible Dye 6 * * * 10
Light 3 * * N/A 2
Paralysis 9 12 15 N/A 15/20/25
Paranoia 6 N/A 12 N/A 10/20
Purification 3 * * * 10
Razor Edge I N/A 3 N/A N/A 5
Razor Edge II N/A 6 N/A N/A 10
Razor Edge III N/A 12 N/A N/A 15
Sleep 6 9 12 N/A 10/15/20
Solvent 3 * * * 5
Stabilize N/A N/A N/A 3 5
Strength 6 N/A N/A N/A 10
Brewer's Fire 15 * * * 10
Greater Brewer's Fire 21 * * * 30
Brewer's Inferno 30 * * * 50 +special

Note: Those brews with (*) listed for the last three PP fall into the Other category. The PP cost for these items is listed under Ingested for ease of reference but is not meant to imply that these brews can be ingested.

Creating Brews

Brews can be created during any production period by paying the monetary cost and by spending the appropriate number of production points. Each level of Brewing gives the character three production points that she can use each day. While the production point cost will almost always remain the same, the monetary cost can be offset by having on hand ingredients useful in the creation of the brew. Any ingredients used in the creation of a brew are consumed in the process.

Recipe Books

All characters with Brewing must possess a recipe book. The brewer records the recipes for all of her brews within the book. A brewer must have the recipe of the particular brew she wishes to make as well as the appropriate level of skill and money. This book is considered an in-play item and can be lost or stolen. If the book is lost the brewer will have to somehow acquire these recipes all over again. Recording recipes in a book does not cost anything, however books cost one Bit per page. A brew recipe in a book takes up one page for every three production points.

Traps

From the simplest snare to subtle needle traps and deadly weapon traps, these are countless ways traps can be used to foil would-be thieves.

Any character with the skill "Traps Building" can create simple noise traps, while master trap makers can kill an intruder with a single pinprick or a falling scythe blade. With only one level of Trap Building, a character can reset existing traps (though you must check the trap card first to make sure it can be reset). Characters wishing to go all-out in trap making will want to either learn a few levels of Brewing, or have a reliable source for poisons.

As with all "production" skills, the trapmaker begins with 3 x (number of levels) production points to spend as he wishes.

Note that the part of the body damaged by the trap is determined by what part sets it off; an ankle-height tripwire would wound the leg, while a needle trap on a box would wound the hand/arm opening the box. If a trap is triggered from more than 5 feet away (with a long staff, a thrown rock, etc.), the intruder will normally take no damage (unless otherwise indicated on the tag).

Advanced Trap Triggers

Master trap makers, particularly those in ages past, were said to be able to build particularly fiendish traps. Some wound affect not the person who tripped, but whoever was standing in a given place five, ten or twenty paces away. Other stories tell of death-trapped rooms filled with poison misters, in which anyone within the room was affected. Though such things are the stuff of legend now, here on Fortune's Landing, who is to say that legends might not live again?

Components of a Trap

Each trap is composed of several components that are necessary for completing its function. Some traps may contain additional parts, but every trap must have, at the very least, these three components.

  • The Physical Representation (phys-rep) is the in-play component that represents the mechanism of the trap. In a weapon trap this would be the actual weapon, while in a mist trap a small object to represent the container or poison would be appropriate.
  • The Physical Trigger is the in-play mechanism that is used to set off the trap. Most often this is a trip wire, though other physical triggers are possible. No matter what form the mechanism takes, it must be made of approved materials (thread, fishing line, etc.) The physical trigger must be able to be disarmed.
  • The Audible Trigger is the sound that indicates that the trap has been triggered. Unlike other components, this part of the trap may include electronic components (i.e. buzzers or other electronic alarms).
Disarming Traps

Characters with Disarm Traps can often save an entire group from certain death, or at least serious inconvenience. Remember that you may not do anything to the trap that will permanent damage it (cutting wires, throwing it in the lake, etc.). All traps should be able to be reset by a Guide or character with Create Traps in a few minutes with little to no tools (duct tape and thread at most). Some characters get by with only a small pair of scissors, while others come equipped with matches, candles, small mirrors, and all manner of tools.

Trap Cards

Trap cards are placed on all traps. If you set off a trap, shut the trap off (dead batteries are no fun) and examine the trap card. It will tell you the type of trap (Noise, Needle, Weapon, etc.), how many wounds damage it does as well as how that damage is split up. A tripwire weapon trap doing two Wounds could do two to the leg that set it off, or one to each leg. The trap card will also indicate any blade or contact poisons used, as well as whether or not it can be reset (most Noise and Weapon traps can, while traps relying on poison generally can't). The tag for any poison used in the trap must also be included with the trap card.

Noise Traps
Damage: None
Production Cost: 1

Monetary Cost: 3 Bits
Minimum Size: The physical and audible triggers can serve as the phys-rep for this trap.
     The simplest type of trap to make is a Noise trap. One or more noise trap set outside your cabin at night can warn you of approaching creatures or people. When a noise trap is triggered, either the guide or the person triggering the trap must yell "Alarm". Simple noise traps, such as hanging bells on a doorknob, can be made by anyone.

Needle Traps
Damage: Negligible, unless blade/injected poisons are added.
Production Cost:
     6 (for pricking needle)
     9 (1 foot projectile)
     12 (2 foot projectile)
     15 (3 foot projectile)
Monetary Cost:
     Poison + 3 Bits (base cost for pricking needle)
     Poison + 30 Bits (1 foot projectile)
     Poison + 60 Bits (2 foot projectile)
     Poison + 90 Bits (3 foot projectile)
Minimum Size: The sticker and the audible trigger can serve the phys-rep for this trap.
     Needle traps are used in conjunction with poisons. While they may not necessary do the same amount of damage as more cumbersome traps, needle traps can be set on boxes and chests to protect smaller valuables.
     Needle traps do not inflict any damage and so they bypass Physical Shields and all Skin spells. Armor, however, does provide a defense against a needle traps.
     Needle traps can be designed in one or two ways. Lock needle traps eject a small pricking needle on or near the locking mechanism when opened. If this type of needle trap is triggered any person holding the trapped object is affected. If the character is wearing leather gloves he is not affected by the trap.
     The second type actually ejects a small needle. For this trap there must be a sticker placed on the inside of the object to indicate where the needle is ejected from. Projectile needles fly in a straight line, one foot from the object. Anything within this one foot range is struck by the needle. The range of a projectile needle can be extended by one foot (for up to three foot) for an increased production and monetary cost.

Weapon Traps
Damage: By weapon type; more wounds may be added with additional Production points.
Production Cost: Varies (see below)
Monetary Cost: Weapon + 50 Bits (for base damage)
Minimum Size: The weapon used is the phys-rep for this trap.
     Whether the weapon used is a crossbow, a dart or a pair of long swords, weapon traps are among the most feared. A skillful trapmaker can utilize springs, levers or the force of the blow, piercing one or more layers of armor (or limbs) in the process. Be sure to indicate on the trap card if multiple blows are aimed at a single limb or multiple limbs.
     Blade poisons may added to make weapon traps even more dangerous.
Type of Blow Production Cost
base weapon damage 3
+1 Wound x2
+2 Wounds x4
+3 Wounds x6
and so on…

Mist Traps
Damage: Varies by poison type; effects everyone in 5' radius
Production Cost: 15
Monetary Cost: poison + 30 Bits
Minimum Size: A ping-pong ball (or other 1" x 1" phys-rep). Also include a tape measure with the trap card if possible.
     Mist traps utilize a small spraying mechanism to affect everyone within five feet of the trap trigger. Like needle traps, Mist traps are used in combination with contact poison. Mist traps can also be used to spray an indelible dye on the subject's hand or face (use black makeup to simulate this) to mark the thief. It is the responsibility of the person setting the trap to supply the make-up.

Note: "Massive Mechanical" and other advanced traps are well beyond the reach of beginning characters. As the game progresses, we may introduce new types of traps.

Solutions

Solutions are the means by which Alchemists store their spells for later use. Most simple solutions can be made with common items that can be purchased easily as well as a certain amount of precious metals. It is for this reason that the discovery of new precious metals is so important to Alchemists.

The Production Point cost for creating Enchantment Solutions is equal to three times the Circle of the spell. The PP cost for creating Battle Solutions is six times the Circle of the spell. So to make a Solution of the first Circle Air Elemental Air Ward would require 3 Production Points while the second Circle spell Silence costs 12.

The monetary cost for creating an Enchantment is two Bits per Circle of the spell, while the cost for Battle spells is five Bits per Circle. This cost may be offset by supplying the necessary quantity of raw minerals (nuggets of ore) or equivalent value. Thus a character attempting to create a fourth Circle Battle Solution would require 20 Bits (2 SR) worth of raw materials. If raw materials are supplied in this manner there is still an incidental cost of two Sparrows per Circle for miscellaneous materials.

Certain spells simply are not capable of being made into Solutions. No fifth Circle spell can ever be made into a Solution. Following is a list of spells that CANNOT be made into Solutions.

Blast spells (all schools)
Sense Elemental Ties (all schools)
Wall spells (all schools)
Circle spells (all schools)
Featherweight
Hypnotic Flame
Metal Box
Spark of Life
Sense Emotions
Sense Gemstones
Wooden Haven

Gardening

This craft can be used to grow herbs that can be used in Brewing. In order to plant a garden the player must turn in a sample of the herb to be grown (i.e. the player must turn in a plant tag). Each level Gardening a character possesses allows him to double one herb. Gardening can be done both at the beginning of an event and as in in-between game action. However, unlike other Production skills each character can only use Gardening once at each of these periods. In other words, characters do not get to double the amount of PP they have at the beginning of the event and they cannot perform Gardening three times as in-between game actions.

Each time Gardening is performed there is a chance that something will grow wrong or some or all of the crop may be destroyed. The higher a character's skill in Gardening the less chance there is that something will go wrong.

A character who has Gardening must maintain an in-game garden where they must have at least one tag for each type of herb he intends to grow during the next Production period. It should be noted that some varieties of herbs that are found cannot be multiplied through the use of Gardening.

Gunsmithing

With this skill the character has gained insight into the new field of firearm construction and design. As this is a new technology, characters must have permission from Plot before taking this skill.

A character with this skill can build and repair firearms, and create ammunition for the same. A character must have design specifications of the weapon he plans to build, although anyone with this skill will start with specifications for a standard pistol. Ammunition also requires a specific recipe, which may or may not be available to the character when they take this skill.

Standard Pistols cost 12 PP and due to their complex construction have a material cost of 2 Gold Rings per weapon. Ammunition is grouped similar to arrows and bolts, in that a single Bullet Pouch with X number of bullets in it can be made for 6 PP. The monetary cost of the Bullet Pouch is 50 Bits. Similar to Quivers, Bullet Pouches provide an effectively unlimited number of shots until it expires. Bullet Pouches cannot be maintained. After they expire (6 months after creation) they must be replaced. Firearms also must be maintained every 6 months.

Jewelcraft

This skill allows a character to increased the value of gemstones and nuggets or ore by transforming them into cut gemstones and jewelry.

A character with this skill can increase the value of precious metals and uncut gemstones by .3 for every level of this skill that he possesses. He is limited in the quantity of goods that he can craft in that he can only use this skill on 2 Silver Rings worth of raw materials for each level of Jewelcraft he possesses. The maximum possible value for ore or uncut gemstones is always used when determining the base value. The character can choose whether the final work is one piece or he can divide it up into several pieces.

For example, a character with 4 levels or Jewelcraft could take 8 Silver Rings worth of ore and uncut gemstones and fashion them into a piece of jewelry worth 9.6 Silver Rings. The character can choose to make one piece of jewelry worth 17.6 Silver Rings, or he could divide this up into two or more different pieces.

Previously worked materials cannot be increased in value, though the actual phys-rep can be altered.

Locksmithing

This skill is used for creating locks. The PP and monetary costs for creating standard locks are outlined below. Character cannot deliberately create Poor Quality locks.

Lock Level PP Cost Monetary Cost
One 6 10 Bits
Two 12 20 Bits
Three 18 40 Bits
Four 24 80 Bits
Five 30 160 Bits

Standard locks can be broken by any normal weapon of dagger size or larger, though the weapon breaks in the process. Breaking a standard lock takes 10 seconds.

Locks automatically come with one key. Extra keys cost 3 PP and 1 Bit. An original key is needed to make a duplicate. If the character does not have the original key but can pick the lock he can make a key for 6 PP and 3 Bits.

High Quality locks can be made for twice the PP cost and twice the monetary cost. To break a High Quality lock a character must use Stone Strength (or the equivalent) and spend a full minute breaking it.

Superior Quality locks can be made three times the PP and twice the monetary cost and a Metal Elemental Fragment is required. Superior Quality locks work exactly like High Quality locks except that they also have one Resist.

Locksmiths can also make lockpicks at a cost of 3 PP and 5 Bits

 
 

All text and images © 2004 Raging Gargoyle Games, LLC or © 2004 Chimera Interactive, LLC. All rights reserved. Reproduction of any resources or material is strictly forbidden without express written permission from Raging Gargoyle Games, LLC.