Tag Archives: crafting

Alchemist

Alchemist (3 CP) ( MANY thanks to Bill Tobin and WAR Accelerant for the core ideas that shaped this system) The Alchemist is a character who has honed their ability to mix ingredients to create powerful Oils (defensive), Elixirs (curative), and Potions (offensive). NOTE: the keyword “Personal” indicates a skill that ONLY functions when using alchemical items created yourself. If the Alchemy skill does not have the Personal keyword, the skill can function when using any alchemical item. NOTE: Recipes DO NOT count as Alchemist skills. FREE SKILL Apprentice Alchemist (0 CP) You can create up to 3 Alchemical items for which you have the recipe in between events, per the Alchemy Creation rules. You can create 3 Alchemical items per game event day. Your base maximum Quintessence is 20, but can be modified by skills below. You can use Apprentice level recipes. You can choose 2 Apprentice recipes to put in your recipe book when you purchase this skill. ALCHEMIST SKILLS Journeyman Alchemist (5 CP) Requires Apprentice Alchemist, Tier 2. You can use Journeyman level alchemical recipes. Your base maximum Quintessence increases to 35. You gain 1 Journeyman recipe to add to your recipe book. Master Alchemist (5 CP) Requires Journeyman Alchemist, Tier 3. You can use Master level alchemical recipes. Your maximum base Quintessence increases to 55. You gain 1 Master recipe to add to your recipe book. This recipe cannot require special components. Apprentice Recipe (2, 2, 2... CP; 1 gold) You spend time and money researching a new alchemical recipe, or perhaps discovering an ages-lost one. This will be a simple recipe equivalent in power to other apprentice recipes. You must work with Logistics Staff to come up with the details of the recipe. This skill can ONLY be used during Downtime. Journeyman Recipe (2, 2, 2... CP; 2 gold) You spend time and money researching a new alchemical recipe, or perhaps discovering an ages-lost one. This will be a recipe equivalent in power to other journeyman recipes. You must work with Logistics Staff to come up with the details of the recipe. This skill can ONLY be used during Downtime. Master Recipe (2, 2, 2... CP; 5 gold) Requires Journeyman Alchemist. You spend time and money researching a new alchemical recipe, or perhaps discovering an ages-lost one. This will be a recipe equivalent in power to other master recipes. You must work with Logistics Staff to come up with the details of the recipe. This skill can ONLY be used during Downtime. Concentrated Mixture (4, 4, 4 CP; 1 Stamina; Personal) Requires 4 skills from this header. When applying a Potion to weapon, you may call “Imbue by Alchemy,” for “Double...” before 1 attack call. This has no effect on a Potion that already has the Double or Triple modifier. 2nd Purchase: When using a Thrown Potion, you can add “Double…” to any 1 thrown alchemical attack call. 3rd Purchase: This skill no longer has the keyword “Personal” Efficient Alchemy (3, 3, 5, 5 CP) The Alchemist is capable of making items faster than normal. The Alchemist can now make up to 6 items per game day. 2nd Purchase: Requires Journeyman Alchemist. You can make up to 9 items per game day. 3rd Purchase: You can make up to 12 items per game day. 4th Purchase: Requires Master Alchemist. You can create up to 15 items per game day. Intricate Flask (4, 4 CP) The Alchemist has a more intricate Flask. This skill increases the capacity of the Flask by 5 sections, for a total of 15. 2nd Purchase: Requires Journeyman Alchemist. Your Flask now holds 20 sections. Caustic Mixture (2, 3, 3, 3, 3 CP; 1 Stamina) The Alchemist can produce acidic mixtures that can be used to damage others. The Alchemist can spend 60 seconds at the Alchemy Lab in order to create an caustic mixture in their Flask. Touch an orange packet to the opening of the Flask, and then throw the packet for “1 Damage by Acid.” This mixture takes up one section in the Flask, and a Flask can never have more than three caustic mixtures in it at any time. 2nd Purchase: "2 Damage by Acid." 3rd Purchase: You can create (and your Flask can hold) +1 caustic mixture. 4th Purchase: "3 Damage and Agony by Acid." 5th Purchase: You can create (and your Flask can hold) +1 caustic mixture. Dilution (4, 4, 4 CP; 1 Stamina) The Alchemist can dilute a Concoction while maintaining its potency. When placing a Concoction in a Flask at an Alchemist Lab, the Alchemist may spend 1 Stamina and 1 Pure Matter to dilute the Concoction. The Flask now contains two copies of the Concoction (and takes up twice the number of sections). If there is not enough room in the Flask to fit two copies of the Concoction, this ability cannot be used. You can dilute Apprentice concoctions. 2nd Purchase: Requires Journeyman Alchemist. You can dilute Journeyman recipes. 3rd Purchase: Requires Master Alchemist. You can now dilute Master recipes. Extended Mixture (3, 3, 3 CP) The Alchemist has hardened their Flask to protect substances. Each time this skill is purchased, the Alchemist may carry over one mixture or Concoction from the Flask until their next event. This mixture/Concoction will still be in the Flask and still cannot be bottled. These concoctions must be turned in along with check-out at the end of the current event to be valid. Layering Oil (4 CP; Personal) The Alchemist knows the most efficient way to protect themselves with Oils. An Alchemist who has purchased this skill can apply a second Oil to their own clothes. The second Oil must be different than the first, as per the rules regarding Granted Defenses. Potent Recipe (3, 3, 3… CP) Choose 1 recipe in your recipe book you can use. The duration of this concoction is increased by +1 event permanently. Quintessence Reservoir (3, 3, 3, 3, 3, 3 CP) You have reinforced your Alchemy Lab so it can hold more Quintessence. Each time you buy this skill, your maximum Quintessence increases by 10. Regenerative Mixture (2, 3, 3, 3, 3 CP; 1 Stamina; Personal) The Alchemist can produce mixtures that can be used to heal herself and, at higher levels, others. The Alchemist can spend 60 seconds at the Alchemy Lab in order to create an Regenerative mixture in their Flask. Touch an orange packet to the opening of the Flask, and then touch yourself and call, "Heal 1 and Weakness to Self by Alchemy." This mixture takes up one section in the Flask, and a Flask can never have more than three regenerative mixtures in it at any time. You must Spend 1 Stamina for each mixture you create in this manner. 2nd Purchase: "Heal 2 and Short Weakness to Self by Alchemy." 3rd Purchase: This skill no longer has the Personal keyword, and calls, "Heal 2 and Short Weakness by Alchemy." 4th Purchase: You can create (and your Flask can hold) +1 caustic mixture. 5th Purchase: "Heal 2 by Alchemy." Reinforcing Mixture (2, 3, 3, 3, 3 CP; 1 Stamina; Personal) The Alchemist can produce mixtures that can be used to protect herself and, at higher levels, others. The Alchemist can spend 60 seconds at the Alchemy Lab in order to create an Reinforcing mixture in their Flask. Touch an orange packet to the opening of the Flask, and then touch yourself and call, "Grant Defense: 2 Protection to Self by Alchemy." This mixture takes up one section in the Flask, and a Flask can never have more than three reinforcing mixtures in it at any time. You must Spend 1 Stamina for each mixture you create in this manner. 2nd Purchase: "Grant Defense: 3 Protection to Self by Alchemy." 3rd Purchase: This skill no longer has the personal keyword, and calls, "Grant Defense: 2 Protection and Shield Weapon by Alchemy." 4th Purchase: You can create (and your Flask can hold) +1 reinforcing mixture. 5th Purchase: "Grant Defense: 3 Protection and Shield Weapon by Alchemy. " Stockpiled Materials (3, 3, 3… CP) Choose 1 recipe in your recipe book you can use. The number of charges available for that recipe increases by 1 permanently. CREATING ALCHEMICAL ITEMS An Apprentice Alchemist is able to create 3 Alchemical Concoctions each day. Alchemists start with 2 Apprentice recipes in their recipe book. You can write recipes into your recipe book that you cannot use, but you cannot create items using that recipe until you have the appropriate skill. To create a Concoction, you must have the Alchemy skill and you must have access to the recipe for that particular Concoction. Recipes also have charges, and each Concoction made from a recipe will use a charge from a recipe. Once a recipe is out of charges, it cannot be used to create Concoctions that day. This represents the Alchemist having limited physical components on hand to create with. Most Concoctions are made using a variety of mundane ingredients that are readily available, though in limited quantities. In these cases, all that is required is an amount of cash in order to obtain those ingredients. Any specific ingredients listed in the cost of a Concoction are considered rare and limited, and must be found by the character before they can make that Concoction. Concoctions take a lot of time to prepare and must be made before the event. In order to create Concoctions, a character is required to submit an Alchemy sheet during check in or check out, or by contacting logistics between events, and must pay the cost of the Concoctions. Unless otherwise noted, Concoctions will last for three events before their potency fades. Anyone is capable of using a bottled Concoction, but Concoctions placed in an Alchemists Flask cannot be used by anyone but the Alchemist. An Alchemist uses an Alchemy Lab to perform actions in-game. The Alchemy Lab is represented by a table or stand covered in bottles, Flasks and other scientific equipment. This area should be about about the size of a folding card table. More than one Alchemist may use the same Lab. Due to the volatile nature of Alchemical mixtures, the lab cannot be moved once set up. Each Alchemy Lab holds Quintessence-- collectively the raw materials needed to create alchemical items. At check in, the Alchemist may refill his Alchemy Lab at a cost of 1g per 10 Quintessence, up to the maximum of 20. The Alchemist will receive a tag with check-boxes for each Quintessence she has purchased. Each time a point is used, simply mark it on the tag. Each Alchemist has an independent store of Quintessence and no other character may use this Quintessence. The three most common types of Concoctions are Elixirs (curative/healing), Oils (defensive), and Potions (everything else). In a Nutshell: 1) Determine how much Quintessence you have available. 2) Determine how many items you can craft per day. 3) Choose which of the recipes in your book you want to make. 4) Spend the Quintessence and write the tags for the items. Mark used Quintessence off on your tag. 5) Determine where the items will be stored (bottled or Flask). 6) PLAY! Alchemist’s Flask Every Alchemist carries Alchemist’s Flask. An Alchemy Flask is a physical prop created by the player that must be at least the size of a 2-liter soda bottle. A Flask must be a container that can be closed and must be able to store tags. The Flask must be made in a safe manner, using materials that will not break easily and do not have sharp edges. Alchemists are encouraged to decorate their Flask. It is highly recommended that Alchemists create a “cheat sheet” that is easily accessible, showing their Flask sections and what is in them. Alchemy Flasks can be used to store Concoctions for quick use. Additionally, Alchemists have skills that allow them to perform Alchemical feats with substances in their Flask. An Alchemist’s Flask is divided into sections, which allow the Alchemist to store multiple substances in one container. The standard Flask has 10 sections, but there are skills that allow the expansion of this Flask. Every Concoction can be placed in a Flask at an Alchemist’s Lab with 60 seconds of roleplay. The tag is placed in the Flask and should be marked “Flask,” because substances in a Flask cannot be taken back out and will expire at the end of the event. The benefit of the flask is that it allows for easy use of concoctions. In order to use a Potion or an Oil from a Flask, simply touch a packet to the opening of the flask and then touch it to the target of the concoction. This does not decrease the time it takes to apply Oils or Potions, but you may do so without reading the tag. Elixirs in a flask may be delivered with 3 seconds of roleplay without having to read the tag. TYPES OF ALCHEMICALS Elixirs Elixirs are Concoctions that are ingested for beneficial effects. These effects could include Healing, Resists, and Grant effects. Bottled Elixirs are ingested by performing 3 seconds roleplay drinking the substance. At that point, the character receiving the effect must read the tag, to know what effect happens. In-game, the time required to read the tag represents disorientation before the effect sets in. If it is too dark to read the tag, an Elixir cannot be used. The character takes all effects on the tag, including any side effects. Additionally, you may feed an Elixir to someone by performing 3 seconds of roleplay feeding it to him or her, whereupon you will deliver the effect via touch. Elixirs in an Alchemist’s Flask are ingested by performing 3 seconds of roleplay. If the Alchemist is applying it to another character, they state the effect. There is no need to read a tag, and therefore no need for light. Elixirs can only be identified by an Alchemist. Doing so requires the amount of time it takes to read the tag. If the Elixir has a side effect, the Alchemist takes this effect when identifying it. Alchemists may also place Elixirs into their Flask. This requires 60 seconds of roleplay at an Alchemist lab. At the end of this 60 seconds, the Alchemist marks the Concoction tag as “Flask” and places it in the Flask. Each Elixir takes up 1 section in the Flask, unless otherwise noted on the tag. Elixirs in a Flask last until the end of the event, but may be extended from other Alchemist skills. Elixir props must be able to: be opened and closed, hold liquid, and be large enough to hold the tag or have the tag attached to the representation. Oils Oils are alchemical substances that are applied to an individual’s clothes or armor to prevent certain attacks. Oils are applied to an individual through 60 seconds of roleplay, followed by touching a packet to the tag and then to the recipient. They are then handed the tag and call the effect. Characters may only benefit from a single Oil at any time, and applying an Oil destroys any previously applied Oil. Oils can only be identified by an Alchemist. Identifying an Oil takes as long as it takes to read the tag. Alchemists may also place Oils into their Flask. This requires 60 seconds of roleplay at an Alchemist lab. At the end of 60 seconds, the Alchemist marks the tag as “Flask” and places it in the Flask. Each Oil takes up 1 section in the Flask, unless otherwise noted on the tag. Oils in a Flask last until the end of the event, but may be extended from other Alchemist skills. Oil props must be able to: be opened and closed, hold liquid, and be large enough to hold the tag or have the tag attached to the representation. Potions Potions is a catchall category including everything that doesn’t fall into the Oil or Elixir category. Potions fall into 3 classifications, based on their application: Ingested, Weapon, and Thrown. Alchemists may also place Potions into their Flask. This requires 60 seconds of roleplay at an Alchemist lab. At the end of this 60 seconds, the Alchemist marks the Concoction tag as “Flask” and places it in the Flask. Each Potion takes up 1 section in the Flask, unless otherwise noted on the tag. Potions in a Flask last until the end of the event, but may be extended from other Alchemist skills. Potions are represented by vials. These vials need to be large enough to hold the tag or to have the tag attached to the item, and must be able to hold liquid. Ingested Potions follow the same rules as Elixirs. Weapon Potions can be applied by spending 60 seconds of activity roleplaying coating the weapon. At the end of the roleplay, the character touches a packet to the vial and then to the weapon and calls “Imbue by Potion.” That weapon is now capable of swinging an effect based on the particular Potion used. A player may swing that effect until a character calls a defense or roleplays taking the effect. A weapon coated in a Potion cannot be used for any other called attacks or offensive strikes, and the Potion is consumed if the player loses possession of the weapon or if the weapon is used for any other attack. Some effects may exist that improve the use of a Potion. Thrown Potions can be thrown by using an ORANGE packet. To use a Thrown Potion from a potion prop, the user must touch a packet to the potion prop for 5 seconds and then throw the orange packet, making the appropriate verbal attack. From an Alchemist’s Flask, the alchemist must touch the orange packet to the flask, call, “Imbue by Alchemy”, and then throw the packet with the appropriate verbal. Common Recipes Below are the Potions, Elixirs, and Oils you can make, once you purchase the appropriate Alchemist skills to do so. The recipes below are just the tip of the iceberg. They are only SOME of the recipes possible for Alchemists. Recipes can be researched during Downtime, found as treasure, purchased from NPC merchants, etc.

Sample Apprentice Concoctions

(Apprentice Recipes have 4 charges each)
  • Ionium Elixir:
    • Cost: 5 Quintessence
    • This produces an Elixir capable of fixing a specific effect from the list below. When applying this Elixir, call “Cure by Alchemy.” Effects: Agony, Maim, Weakness, Root, Slow
  • Diluted Hartshorn Sap Elixir
    • Cost: 5 Quintessence
    • This produces an Elixir capable of healing the recipient. After drinking the Elixir, call “Heal 2 and Agony by Alchemy.”
  • Striped Tarantula Venom (Potion)
    • Cost: 7 Quintessence
    • This Potion can be applied to a weapon, to allow the user to swing “Slow by Poison.”
  • Simple Rattler Venom (Potion)
    • Cost: 7 Quintessence
    • This Potion can be applied to a weapon, to allow the user to swing “Agony by Poison.”
  • Oil of Mineral Black
    • Cost: 3 Quintessence
    • This produces an Oil that protects the user from weapons. “Grant Defense: Shield Weapon by Alchemy.”
  • Fulminating Copper (Potion)
    • Cost: 7 Quintessence
    • This potion can be thrown as a grenade weapon, calling, “Slam by Alchemy.”
  • Diluted Calomel Oil
    • Cost: 3 Quintessence
    • This is a weaker version of the Calomel Elixir, allowing the user to remove Poison effect. Apply the oil and call, “Grant Defense: Purge Poison and Agony by Alchemy”
  • Quick Root (Potion)
    • Cost: 7 Quintessence
    • This potion can be thrown as a grenade weapon, calling, “Short Root by Alchemy”
  • Lodestone (Potion)
    • Cost: 7 Quintessence
    • This potion can be thrown as a grenade weapon, calling, “Short Weakness by Alchemy”
  • Diluted Esper Seeds (Elixir)
    • Cost: 5 Quintessence
    • This produces an Elixir capable of healing the recipient. After drinking the Elixir, call “Refresh 2 Stamina and Drain by Alchemy. You can only be the target of one of these items per Watch.”
  • Armorall (Elixir)
    • Cost: 5 Quintessence
    • This produces an Elixir capable of fixing one piece of armor. After pouring the Elixir on the target, call “Repair Armor” or “Refresh 4 Armor Points”
  • Sage’s Insight (Elixir)
    • Cost: 10 Quintessence
    • This produces an Elixir capable of imparting the knowledge of one field of study for one Watch, after drinking call “Grant Novice Knowledge Skill X”
  • Mage Bane (Potion)
    • Cost: 7 Quintessence
    • This potion can be thrown as a grenade weapon, calling, “Short Silence by Alchemy”
  • Liquid Pain (Potion)
    • Cost: 5 Quintessence
    • This potion can be thrown as a grenade weapon, calling, “Agony by Alchemy”
  • Fire Beetle Powder (Elixir)
    • Cost: 5 Quintessence
    • This produces an Elixir capable of producing a light source, After uncapping the Elixir you may light a single red or orange glowstick.
  • Tincture of Mercury (Oil)
    • Cost: 5 Quintessence
    • This produces an Elixir capable of sustaining movement, After drinking “Grant Defense: Shield Root or Paralysis by Alchemy.”

Sample Journeyman Concoctions

(Journeyman Recipes have 3 charges each)
  • Calomel Elixir
    • Cost: 12 Quintessence
    • This produces an Elixir capable of protecting the user from Poisons. After drinking the Elixir, call “Grant Poison Defense, Shield.”
  • Recluse Venom (Potion)
    • Cost: 15 Quintessence
    • This Poison can be applied to a weapon, to allow the user to swing “Maim (limb) by Poison.”
  • Distilled Antimony Oil
    • Cost: 10 Quintessence
    • This produces an oil that protects the user from Elemental effects. “Grant, Shield Elemental by Alchemy .”
  • Bezoar Dust Elixir:
    • Cost: 7 Quintessence
    • This produces an Elixir capable of fixing a specific effect. When applying this Elixir, call “Cure by Alchemy.”
    • Effects: Drain, Paralyze, Silence, Stricken, Stun.
  • Wyvern Venom Potion
    • Cost: 15 Quintessence
    • This Poison can be applied to a weapon, to allow the user to swing “5 Damage by Poison.”
  • Oil of Aqua Regia
    • Cost: 10 Quintessence
    • This produces an oil that protects the user from various effects. “Grant Defense: Shield <Mental/Physical/Metabolic> by Alchemy .”
  • Fulminating Silver (Potion)
    • Cost: 15 Quintessence
    • This potion can be used as a thrown weapon, calling, “Short Paralyze by Alchemy.”
  • Fulminating Iron (Potion)
    • Cost: 15 Quintessence
    • This potion can be thrown as a grenade weapon, calling, “Agony and  and Weakness to Fey by Alchemy”
  • Liquid Thunder (Potion)
    • Cost: 17 Quintessence
      • This potion can be thrown as a grenade weapon, calling, “Slam and Short Stun by Alchemy”
  • Liquid Steel (Oil)
    • Cost: 20 Quintessence
    • This Oil when applied to clothing provides protective properties for one watch. When applied to an article of clothing “Grant Defense: 4 armor. This armor can be refreshed with 5 minutes of Rest, and expires at the end of the current Watch.” This oil will not stack with other sources of armor.
  • Vision Dust (Elixir)
    • Cost: 15 Quintessence
    • This Elixir will provide limited insight to the future/past. Downtime item, submit a question when focused on a subject, can be used during an event as well. Limit one per player per event.
  • Dust of Displacement (Oil)
    • Cost: 10 Quintessence
    • This produces an Oil capable of projecting your appearance to the left of any packet attack, call “Grant Defense: Double Shield Packet by Alchemy.”
  • Dust of Twilight (Oil)
    • Cost: 10 Quintessence
    • This produces an Oil capable of protecting you from Shadow and Light attacks, call “Grant Defense: Shield Shadow & Light by Alchemy.”

Sample Master Concoctions

(Master Recipes have 2 charges each)
  • Zombie-Blood Oil
    • Cost: 20 Quintessence
    • This produces an Oil that protects the user from death. “Grant Defense: Shield Death by Alchemy.
  • Frostbite Spider Venom (Potion)
    • Cost: 25 Quintessence
    • This Poison can be applied to a weapon, to allow the user to swing “Paralyze by Poison.”
  • Bezoar Elixir: <Mental/Physical/Metabolic/Elemental>
    • Cost: 23 Quintessence
    • This produces an Elixir capable of fixing a variety of effects. When applying this Elixir, call “Cure <Mental/Physical/Metabolic/Elemental> by Alchemy.”
  • Giant Scorpion Venom (Potion)
    • Cost: 25 Quintessence
    • This Poison can be applied to a weapon, to allow the user to swing “3 Damage and Drain by Poison.”
  • Aqua Vitae Elixir
    • Cost: 50 Quintessence, Essence of Vitality
    • This produces an Elixir capable of fixing death. When applying this Elixir, call “Cure Death and Drain by Alchemy.”
  • Iocaine Powder Potion
    • Cost: 50 Quintessence, Iocaine Powder
    • This Potion can be applied to a weapon or ingested, to allow the user to swing or call “Death by Poison.”
  • Bezoar Oil (Oil): <Mental/Physical/Metabolic/Elemental>
    • Cost: 30 Quintessence
    • This produces an Oil capable of preventing a variety of effects. When applying this Oil, call “Grant Defense: Resist <Mental/Physical/Metabolic/Elemental> by Alchemy.”
  • Restorative Draught (Potion)
    • Cost: 30 Quintessence, Phoenix Feather
    • Until the end of the end of the current Watch, when the target of a Heal effect, you add +1 to the effect. This cannot stack with any other ability that augments the Heal effect, including the Cavalier skill.
  • Liquid Doom (Potion -- OR-- Oil)
    • Cost: 30 Quintessence, Bow of Rainbow
    • May be applied to a weapon or thrown like a grenade “Inflicts Stricken by Alchemy”
  • Steadfast Oil (Oil)
    • Cost: 30 Quintessence,  Diamond Root
    • Until you rest for 5 minutes, you call, “No Effect” against the Root, Slam, Paralyze, or Stun effects.
  • Instant Soldier (Elixir)
    • Cost 30 Quintessence, Requires a Dragon's Tooth
    • This Elixir, when poured over the ground where a foe has fallen creates an instant Tiberian Soldier for the remainder of the fight. Rules: Give the potion to a single NPC who has fallen in battle and give them the Item Card, calling, “Imbue to Corpse by Alchemy”. The Imbue Card must read:
      • “You rise with the spirit of a Tiberian Soldier inside you, temporarily bound to the mortal realm. You are friendly to the user of the potion that created you and will not attack them for any reason; you will reasonably follow their instructions. You have 10 Vitality. You can make 3 melee attacks for “3 Damage by Alchemy” and 2 melee attacks for “Short Repel by Alchemy”

Artificer

ARTIFICER (3 CP)

(MANY thanks to Bill Tobin and WAR Accelerant for the core ideas that shaped this system) The Artificer is a character who has honed their ability to change, augment, and alter the inherent properties of things to improve them beyond their normal capacities. They produce Sigils (trapping power in a symbol for use later), Engrams (augmenting the memory to enhance spells), and Enhancements (altering an item to improve it’s properties or abilities). Artificers are also skilled at modifying, empowering, and refreshing Magic Items and Signature Items. NOTE: Recipes DO NOT count as Artificer skills.

FREE SKILL

Apprentice Artificer (0 CP) You can create up to 3 Artificer Items for which you have the recipe in between events, per the Artificer Creation rules. You can create 3 Artificer Items per game event day.
  • Your base maximum Quintessence is 20, but can be modified by skills below.
  • You can use Apprentice level recipes.
  • You can choose 2 Apprentice recipes to put in your recipe book when you purchase this skill. If you have access to a recipe not on the website (say from another Artificer...), you must get Staff approval before putting that recipe in your Recipe Book.

ARTIFICER SKILLS

Journeyman Artificer (5 CP) Requires Apprentice Artificer, Tier 2. You can use Journeyman level Artificer recipes. Your base maximum Quintessence increases to 35. You gain 1 Journeyman recipe to add to your recipe book. Master Artificer (5 CP) Requires Journeyman Artificer, Tier 3. You can use Master level Artificer recipes. Your maximum base Quintessence increases to 55. You gain 1 Master recipe to add to your recipe book. This recipe cannot require special components. Apprentice Recipe (2, 2, 2... CP; 1 gold) You spend time and money researching a new Artificer recipe, or perhaps discovering an ages-lost one. This will be a simple recipe equivalent in power to other apprentice recipes. You must work with Logistics Staff to come up with the details of the recipe. This skill can ONLY be used during Downtime. Journeyman Recipe (2, 2, 2... CP; 2 gold) You spend time and money researching a new Artificer recipe, or perhaps discovering an ages-lost one. This will be a recipe equivalent in power to other journeyman recipes. You must work with Logistics Staff to come up with the details of the recipe. This skill can ONLY be used during Downtime. Master Recipe (2, 2, 2... CP; 5 gold) Requires Journeyman Artificer. You spend time and money researching a new Artificer recipe, or perhaps discovering an ages-lost one. This will be a recipe equivalent in power to other master recipes. You must work with Logistics Staff to come up with the details of the recipe. This skill can ONLY be used during Downtime. Refresh Energy (3, 3, 3 CP; 2 Stamina; Watch) Requires Attunement to at least 1 magic item. You can touch a magic item and call, “Refresh Daily, or Watch Power by Artificer” This skill can only be used on the same item 1/day.
  • 2nd Purchase Requires Tier 2: You can use this skill 1/battle, but still only on the same item 1/day.
  • 3rd Purchase Requires Tier 3. You may refresh all of the abilities of a magic item. An item may not benefit from this more than 1/Event.
Improved Attunement (3, 3, 3 CP) You may attune one additional Magic Item to you, for a total of 4. 2nd Purchase: Requires Tier 2. You may attune one additional Magic Item to you, for a total of 4. 3rd Purchase: Requires Tier 3. You may attune one additional Magic Item to you, for a total of 5. Morphic Transformation (2, 2, 3, 3, 3 CP; 2 Stamina) You temporarily change the inherent properties of a weapon. When you purchase the first rank of this skill, choose one Trait: Acid, Crystal, Silver, Cold Iron, Thorn, or Force. In this skill description, you replace [Y] With the Trait you picked from this list. You must make a tag that reads: “Imbue by Artificer: Grant Attack: The next two UNCALLED attacks gain the “By [Y]” trait.” This has no effect on attacks that already have a Trait. An uncalled damage attack becomes “1 By [Y],” but “3 by Fire” does not change. This effect ends when you rest for any reason. Remove this tag immediately after using. You must rest for 5 minutes before applying this Enhancement to a weapon again.”
  • 2nd Purchase: “Imbue by Artificer: Grant Attack: The next two UNTYPED Damage attacks gain the “By [Y]” trait. This has no effect on attacks that already have a Trait. “X Damage” becomes “X By [Y],” but “3 by Fire” does not change. This effect ends when you rest for any reason. Remove this tag immediately after using. You must rest for 5 minutes before applying this Enhancement to a weapon again.”
  • 3rd Purchase:“Imbue by Artificer: Grant Attack: The next two UNTYPED attacks gain the “By [Y]” trait. This has no effect on attacks that already have a Trait. So “X Damage and Agony” becomes “X and Agony By [Y],” but “3 and Agony by Fire” does not change. This effect ends when you rest for any reason. Remove this tag immediately after using. You must rest for 5 minutes before applying this Enhancement to a weapon again.”
  • 4th Purchase: “Imbue by Artificer: Grant Attack: All UNTYPED attacks gain the “By [Y]” trait. This has no effect on attacks that already have a Trait. So “X Damage” becomes “X By [Y],” but “3 by Fire” does not change. This effect ends when you rest for any reason.”
  • 5th Purchase: “Attach this tag to a weapon immediately before using it. If the tag is not attached, the Enhancement will not work. Imbue by Artificer: Grant Attack: All attacks ADD the “By [Y]” trait at the end of their verbal. So “X Damage” becomes “X By [Y],” and “3 by Fire” becomes “3 by Fire and [Y]”. This effect ends when you rest for any reason.”
Additional Transformations (3, 3, 3, CP) Choose another Trait from the list in the Morphic Transformation list. You add that Trait to the list you can choose for [Y] in that skill description. When you make the tag, you must choose only one of the Traits you have available. Elemental Transformation (4, 4, 4 CP) You can choose one Trait from the Elemental Traits list (Air, Earth, Fire, Water, Lightning, Cold, Ice). You add that Trait to the list you can choose for [Y] in that skill description. When you make the tag, you must choose only one of the Traits you have available. Empowered Artificer (4, 4, 4 CP; 1 Stamina) Requires 4 skills from this header. When using an Artificer on an item, you may call “Imbue by Artificer,” to add “Double...” before 1 Defense call (Shield, Resist, Parry, Dodge, etc). This has no effect on an item that already has the Double or Triple modifier. This skill can only be used on an item that affects you personally. ▪ 2nd Purchase: You can use this skill for items that have an attack effect. ▪ 3rd Purchase: This skill can be used on items that affect another character. Efficient Artificer (3, 3, 5, 5 CP) The Artificer is capable of making items faster than normal. The Artificer can now make up to 6 items per game day. ▪ 2nd Purchase: Requires Journeyman Artificer. You can make up to 9 items per game day. ▪ 3rd Purchase: You can make up to 12 items per game day. ▪ 4th Purchase: Requires Master Artificer. You can create up to 15 items per game day. Potent Artificer Recipe (3, 3, 3… CP) Choose 1 recipe in your recipe book you can use. The duration of this Artificer Item is increased by +1 event permanently. Quintessence Reservoir (3, 3, 3, 3, 3, 3 CP) You have reinforced your Artificer Forge so it can hold more Quintessence. Each time you buy this skill, your maximum Quintessence increases by 10. Stockpiled Materials (3, 3, 3… CP) Choose 1 recipe in your recipe book you can use. The number of charges available for that recipe increases by 1 permanently. Power Focus (4, 4, 4 CP; 1 Stamina; Personal) Requires 6 skills from this header. When applying an Enhancement to weapon, you may call “Imbue by Artificer,” to add “Double…” before 1 attack call. This has no effect on an Enhancement that already has the Double or Triple modifier.
  • 2nd Purchase: When using a Sigil , you can add “Double…” to any 1 attack call.
  • 3rd Purchase: This skill no longer has the keyword “Personal”
Refresh Signature Item (3, 4, 5 CP; 2 Stamina Watch) Requires Attunement to at least 1 Signature item. You can touch a Signature item and call, “Refresh Battle Power by Artificer” This skill can only be used on the same item 1/day.
  • 2nd Purchase Requires Tier 2: You can call “Refresh Battle by Artificer,” OR “Refresh “Watch by Artificer,”  but still only on the same item 1/day.
  • 3rd Purchase Requires Tier 3. You may refresh all of the abilities of a signature item, an item may not benefit from this more than 1/Event.
  Recycle (3 CP, Quintessence Special) You may spend 5 minutes of activity at an Artificer Forge to restore charges to a depleted permanent magic item at the cost of one permanent charge from the item. A three charged item would be reduced to two permanent charges and if this skill was used a second time on the item it would then have one charge remaining before being permanently depleted. The reduced charge total MUST be recorded on the item tag. This skill costs 3 Quintessence per charge of the item BEFORE it is recharged, so an item that originally had 3 charges would cost 9 Quintessence, even though it will end up with only 2 charges afterwards. This skill cannot be used on Signature Items or consumable items.   Refinement (3CP) Requires Master Artificer. You may refine any combination of two Phoenix Feather, Bow of Rainbow, Diamond Root, Dragon’s Tooth, Iocaine Powder or Essence of Vitality into one unit of Tass.   Disassemble (3CP) Requires Master Artificer. You may disassemble a permanent magic item into one unit of Tass. This skill does not work on Signature Items or Relics. This cannot be used on consumables or items with limited charges. The item is permanently unusable for any in-game purpose afterwards.   Like New (5 CP, 5 Downtime) Requires Master Artificer, Recycle. Spend one Tass to renew a charged magic item with full charge, and a full expiration timer if any. This can only be used on a magic item once, ever.   Forge Item (5CP, 10 Downtime) Requires: Master Artificer, Like New. The artificer uses 3 Tass and 10 hours of downtime to create a magical item that includes the effects of 3 Recipes known and useable by the Artificer. Each Recipe must be paid for to be included. Each Recipe may be applied once per watch if Apprentice, once per day if Journeyman and once per event if Master. For each augmentation to a base recipe, increase the Downtime requirement by +1. The Death and Cure Death effects are not useable for this skill. Each recipe can only be used once per item.   In Another's Footsteps (5CP, 10 Downtime) Requires Master Artificer, Like New. The artificer uses three Tass and 10 hours of downtime to create a copy of a magic item. This will not duplicate Signature Items or Relics, nor will it duplicate items with the Death or Cure Death effects.  

ARTIFICER CRAFTING RULES

There are 3 types of Artificer Item:
  • Sigils (power stored in a symbol for release later, usually aggressive in nature)
  • Engrams (items that enhance spells as they are cast)
  • Enhancements (modifications to items that change their traits or properties)
Artificer Items can only be APPLIED to an item by an Artificer. This means the tags you create must be physically affixed to the item by you. Ribbons, strings, or rubber bands are recommended. Unless otherwise specified, Artificer Items can be activated and USED at any time, but they can only be applied to an item by an Artificer personally. A person actively engaged in combat cannot have their items augmented by an Artificer— you must be apart from any fighting by at least 10 feet. YOU are responsible for making sure the person who uses the Artificer Item knows how to use it properly. Please make sure the people using your items are educated on how to use them within the ruleset. An Apprentice Artificer is able to create 3 Artificer Items each day. You can write recipes into your recipe book that you cannot use, but you cannot create items using that recipe until you have the appropriate skill. To create an Artificer Item, you must have the recipe, skill appropriate to use the recipe, Quintessence available, and the recipe must have charges left. Recipes have charges, and each item made from a recipe will use a charge from that recipe. Once a recipe is out of charges, it cannot be used to create items that day. This represents the Artificer having limited physical components on hand to create with. Most Artificer Item are made using a variety of mundane ingredients that are readily available, though in limited quantities. They are converted to Artificer components at an Artificer Forge (see below). Any specific ingredients listed in the cost of a recipe are considered rare and limited, and must be found by the character before they can make that item. An Artificer starts an event with full Quintessence and fully charged recipes. To refill their Quintessence during an event, they must spend 1 gold per 10 points of Quintessence they wish to refill. Crafting Between Events An artificer can create items in between events. They can fill out a Crafting Worksheet and check in with items up the restrictions of their normal maximum per day and Quintessence. All items crafted in this manner still have to be signed off by Logistics. Item Duration Unless otherwise noted, Artificer Items will last for three (3) events before their potency fades. Artificers are the ONLY people capable of applying their items. An Artificer can apply another Artificer’s items. NOTE: Item duration is determined by events ATTENDED, not by calendar. All Crafted items must be presented with their tags at check in. If you give an item to another character, THEY must present it at check in. If you or someone you gave the item to doesn't attend an event, that item does not suffer duration penalty.

Artificer Forge

An Artificer Forge is required to perform actions in-game. It is an in-game prop that is the responsibility of the Artificer to build, maintain and support. The Artificer Forge is represented by a table or stand covered in tools and construction items, with enough space to write out Sigils, tags and make items. This area should be about about the size of a folding card table. More than one Artificer may use the same Forge, but all must contribute to the decoration of it. Due to the volatile nature of Artificer mixtures, the Forge cannot be moved once set up. Each Artificer Forge holds Quintessence-- collectively the raw materials needed to create Artificer Item. At Check-in, the Artificer will receive a tag with check-boxes for each Quintessence she has available. Each time a point is used, simply mark it on the tag. Each Artificer has an independent store of Quintessence and no other character may use this Quintessence, though they can share a forge. In a Nutshell: 1) Determine how much Quintessence you have available. 2a) Determine how many items you can check in with. --OR-- 2b) Determine how many items you want to craft In-Game. 3) Choose which of the recipes in your book you want to make. 4) Spend the Quintessence and write the tags for the items. Mark used Quintessence off on your tag. 5) Turn in required materials cost to Logistics (if applicable). Get Logistics to sign your tags. 6) PLAY!

ARTIFICER ITEMS

Sigils

Sigils are how an artificer harnesses a small amount of energy and stores it for release later. They are usually aggressive in nature, helping an artificer defeat his foes. Sigils are represented by at least HALF of an 8.5 x 11” sheet of paper. If you check in with Sigils created, you must provide the physreps for that Sigil. All Sigils must have the crafter’s Character name, when the item was crafted, and the Game effect written clearly on the paper. Logistics staff MUST sign the sigil before it can be used. Some Sigils require only a Tag to use. Tags created in this way must be of the standard format found on the Crafting Worksheet and Tags link. If you create sigils in-game, you must physically create the markings on the paper that represent the Sigil. All paper used to create sigils must be coolthentic in nature (no plain white or fluorescent paper, please.) Resume paper or tea/coffee-staining regular paper are great ideas to start with. Creating a Sigil requires at least 60 seconds of activity time per sigil, spent creating the diagram that represents the Sigil. Once you have finished creating the sigil, you must pay the materials cost to Logistics (at the tavern) and have them sign the tag before it can be used. All sigils created during an event must be scribed in-game at an Artificer Forge.

Engrams

Engrams are mysterious mini-rituals that alter a spellcaster’s mind briefly to augment a spell as it is being cast. Creating engrams and their physreps follow all the same rules as Sigils. All Engrams require the incantation for a spell to be lengthened, and provide the specific words that must be added to an incantation for the engram to take effect. The additional incantation requirement to use an engram must follow all Spellcasting rules as normal. The engram wording is added to the end of an incantation as if it is part of the incantation itself, before the spell’s OOG verbal. Example: You (a spellcaster) are using the Level 2 version of Immolate from the Fire spell list. Your normal effect is a packet attack for “3 Damage by Fire.” The spell costs 2 Stamina to cast, so you have a 10-syllable incantation requirement. The standard incantation you use is, “I burn my enemy with the power of fire!” (Boring, but functional.) You want to use the Intensifying Engram. Your total verbal becomes, “I burn my enemy with the power of fire, ecce meo potentissimo, 4 Damage by Fire!”

Enhancements

When an artificer alters an item that does not harness energy (like sigils) or alter a spell (engrams), the result is referred to as an Enhancement. This is something of a catch-all category that many other artificer recipes fall into. Enhancement tags will usually say specifically what the required tag must say on it. Otherwise they follow all of the Artificer Item crafting rules as normal. Remember, only an Artificer can apply Artificer Items, but anyone can use them. It’s your responsibility as the crafter to make sure the character using your item understand how to use it properly.

Artificer Recipes

The recipes below are just the tip of the iceberg. They are only SOME of the recipes possible for Artificers. Recipes can be researched during Downtime, found as treasure, purchased from NPC merchants, etc.

Apprentice Recipes

  • (4 Charges each)
Cold Iron Dart (5 Quintessence, Sigil) Tag: Activate this Enhancement by tearing it in half. Make a packet attack for “3 and Agony to Fey by Artificer” Lesser Death to Undeath (5 Quintessence, Sigil) Tag: Activate this Enhancement by tearing it in half. Make a packet attack for “3 and Agony to Undead by Artificer” Warded Arms (5 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Call, “Reduce to Disarm by Artificer” vs the next Destroy effect that hits this item. Lesser Warded Armor  (5 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Call, “Reduce to 5 Damage by Artificer” vs the next Destroy effect that hits this Armor. Ward Vs Maim (10 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Call “Reduce to Slow” against the next Maim that affects you.  This Slow may not be prevented, cured, or negated. It must be removed by rest. Lesser Echoed Attack  (5 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Refresh one expended per battle ability. You must rest for 5 minutes before being the target of this Enhancement again from any source. Stanch the Flow (5 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. When you next fall Unstable, your bleed out count is 2 minutes. This Enhancement must be used BEFORE you fall Unstable, and once applied, if not used it expires at the end of the current Watch. Redirect Force (7 quintessence, Enhancement) Tag: Tear this tag in half after it is used. You call “Reflect by Artificer!” against the next Repel you are the target of. Healing Augment (5 Quintessence, Engram) Add “Ego amare manducare comedes testiculis” to the verbal and add +1 Vitality to the next Heal effect you produce. Enhance Lightning (5 quintessence, Engram) Add “Ego amare sugere fulgur gallus” to the verbal and add +1 damage  to a Lightning or Thunder spell. Call of Lightning (5 quintessence, Engram) Add “Hoc modo fac dextera fulminibus” to replace the trait of a Damage spell with Lightning or Thunder. Enhance Acid (5 Quintessence, Engram) Add “I amare taurus impetu stercore” to the verbal and add +1 damage  to an Acid spell. Call of Acid (5 quintessence, Engram) Add “Hoc modo fac dextera acidum” to replace the trait of a Damage spell with Acid. Enhance Cold (5 Quintessence, Engram) Add “Contra Ego quantum Nobis frigus” to the verbal and add +1 damage  to a Cold or Ice spell. Call of Cold (5 quintessence, Engram) Add “Hoc modo fac dextera frigidum” to replace the trait of a Damage spell with Cold or Ice. Enhance Fire (5 Quintessence, Engram) Add “Ego amare magni globi ignis” to the verbal and add +1 damage  to a Fire or Heat spell. Call of Fire (5 quintessence, Engram) Add “Hoc modo fac dextera Ignis” to replace the trait of a Damage spell with Fire or Heat. Guardian Enhancement (5 Quintessence) Tag: Activate this Enhancement by tearing it in half. You call, “Shield by Enhancement” against the next Weapon attack that hits you. Warding Shield Enhancement (5 Quintessence) Tag: Activate this Enhancement by tearing it in half. You call, “Resist by Enhancement” against the next packet attack that hits this shield. Pain Engram (5 Quintessence) You add, “and Agony” to the verbal of any 1 spell you cast. You add, “addere effectus agonia carmini,” to the end of your incantation, before the effect verbal. Intensifying Engram (10 Quintessence) You increase the numerical value of the next spell you cast by 1. This applies only to the Damage, Waste, Healing, or Repair effects. You add, “crescere vim de isto carmine” to the incantation, before the effect verbal. Sigil of Forceful Rebuke (5 Quintessence) Tag: Activate this Enhancement by tearing it in half. The next time you are struck with a called attack, you can call, “By My Gesture, X Damage by Force” where X is the attack that triggered this Sigil. X has a maximum of 3, even if the triggering attack is greater. Crystal Snowflake Sigil (5 Quintessence) Tag: Activate this Enhancement by tearing it in half. You make a packet attack for, “3 Damage by Crystal.”  

Journeyman Recipes

Cold Iron Spike (10 Quintessence, Sigil) Tag: Activate this Enhancement by tearing it in half.  Three Packet attacks for “3 and Drain to Fey by Artificer” Doom to Undeath (10 Quintessence, Sigil) Tag: Activate this Enhancement by tearing it in half.  Three Packet attacks  for “3 and Slam to Undead by Artificer” Improved Warded Armor (10 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Call, “Reduce to 5 Damage by Artificer” vs the next Destroy effect that hits this item. Ward Vs Paralysis (15 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Reduce the next Paralyze or Stun effect you take to Root, this Root may not be cured or removed; it must be removed by rest. Greater Echoed Attack (10 Quintessence, Enhancement) Tag: Activate this Enhancement by tearing it in half. Refresh one expended per watch ability. You may not Refresh any other per Watch abilities until the beginning of the next Watch. Crystal Snowflake Flurry (10 Quintessence) Tag: Activate this Enhancement by tearing it in half. You make 3 packet attacks for, “3 Damage by Crystal.” Greater Sigil of Forceful Rebuke (10 Quintessence) Tag: Tear this tag in half after it is used. The next time you are struck with a called attack, you can call, “By My Gesture, X Damage by Force” where X is the attack that triggered this Sigil. X has a maximum of 6, even if the triggering attack is greater. No secondary effects are transferred, only Damage. So if you are hit with a “5 and Agony by Fire,” you only call “By My Gesture, 5 by Force.” Greater Intensifying Engram (20 Quintessence, Engram) You increase the numerical value of the next spell you cast by 2. This applies only to the Damage, Waste, Healing, Repair, or Refresh effects. You add, “Videte, meo est fortis dextera iniquitatis” to the incantation, before the effect verbal. Mending Force (15 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Touch an item, and call “Repair by Artificer.” If you are using it to Repair Armor points, call, “Repair 2 by Artificer.” Redirect Force  (15 quintessence, Enhancement) Tag: Tear this tag in half after it is used. Call, “Reflect by Artificer!” against the next Slam that affects you. Greater Healing Augment (10 Quintessence, Engram) Add “bos comedes testiculis est scriptor” to the verbal and add +2 Vitality to the next Heal effect you produce. Greater Enhance Lightning (10 Quintessence, Engram) Add “ubera mea mentula magna fulguris gallus” to the verbal and add +2 damage and change the Trait of a spell to Lightning or Thunder. Greater Enhance Acid (10 Quintessence, Engram) Add “magnum bovis stercore potens impetum” to the verbal and add +2 damage and change the Trait of a spell to Acid. Greater Enhance Cold (10 Quintessence, Engram) Add “levis elementi impetum frigus” to the verbal and add +2 damage and change the Trait of a spell to Cold or Ice. Greater Enhance Fire (10 Quintessence, Engram) Add “mala multa et magna sphaera ignis” to the verbal and add +2 damage and change the Trait of a spell to Heat or Fire.

Master Recipes

Cold Iron Cloud (20 Quintessence, Sigil) Tag: Activate this Enhancement by tearing it in half. Call “By My Voice 6 and Short Drain to Fey by Artificer.”   Undeath to Death (20 Quintessence, Sigil) Tag: Activate this Enhancement by tearing it in half. Call, “By My Gesture 6 and Slam to Undead by Artificer.”   Universal Component (20 Quintessence, Enhancement) Tag: Activate this Enhancement by tearing it in half. You may enhance a small stone to be any power component used in crafting, this may not include Phoenix Feather, Bow of Rainbow, Diamond Root, Dragon’s Tooth, Iocaine Powder or Essence of Vitality. Only one Universal Component can be used in a recipe. Masterful Warded Armor (20 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Call, “Resist by Artificer” vs the next Destroy effect that hits this armor.   Ward Vs Death (30 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Reduce the next Death effect you take to Drain, this Drain may not be cured or removed; it must be removed by rest. This cannot be used when bleeding out, only against an external Death effect.   Masterful Echoed Attack (20 Quintessence, Enhancement) Tag: Tear this tag in half after it is used. Refresh one expended per Day skill. You cannot Refresh any per day skills for 24 hours.   Crystal Snowflake Blizzard (20 Quintessence) Tag: Activate this Enhancement by tearing it in half. You make a packet attack for, “10 Damage by Crystal.”   Master Sigil of Forceful Rebuke 3 (20 Quintessence) Tag: Activate this Enhancement by tearing it in half. The next time you are struck with a called attack, you can call, “Resist and By My Gesture, X Damage by Force” where X is the attack that triggered this Sigil.   Masterful Intensifying Engram (30 Quintessence) You increase the numerical value of the next spell you cast by 3. This applies only to the Damage, Waste, Healing, Repair, or Refresh effects. You add, “Ecce , meus, impii frigus incantatores vobis imprimitur” to the incantation, before the effect verbal.   Masterful Healing Augment (20 quintessence, Engram) Add “et flammeum testiculi simile vitulo manducare” to the verbal and add +2 Vitality to the next Heal effect you produce.   Masterful Enhance Lightning (20 quintessence, Engram) Add “meam, fulminis ingens coc nutrientibus placet mihi gallus” to the verbal and add +3 damage and change the Trait of a spell to Lightning or Thunder.   Masterful Enhance Acid (20 Quintessence, Engram) Add “contra potens malum est magnum bovis stercore” to the verbal and add +3 damage and change the Trait of a spell to Acid.   Masterful Enhance Cold (20 Quintessence, Engram) Add “terribilis est frigidum in elementis celerem impetum” to the verbal and add +3 damage and change the Trait of a spell to Cold or Ice.   Masterful Enhance Fire (20 Quintessence, Engram) Add “mala multa et magna sphaera caloris ignis gallus” to the verbal and add +3 damage and change the Trait of a spell to Heat or Fire.   Enhance Stamina (20 Quintessence, Enhancement, Diamond Root) Your maximum Stamina increases by 1 until the end of the event. You can only benefit from this Enhancement 1/Tier/Event.   Dragon Skin (30 Quintessence, Enhancement, Dragon’s Tooth) You call, “No Effect” against any effect with the Fire or Heat traits, and gain 5 Protection each time you are hit with a Fire or Heat attack. This lasts until the end of the Watch.   Bezerk Dust (30 Quintessence, Enhancement, Iocaine Powder) You call “Resist and Frenzy to Self by Artificer!” every time you take a Death effect. This lasts until the end of the Watch.   Enhance Vitality (30 Quintessence, Enhancement, Essence of Vitality) Your maximum Stamina increases by 1 until the end of the event. You can only benefit from this Enhancement 1/Tier/Event.  

Enchanter

Enchanter (3 CP) (MANY thanks to Bill Tobin and WAR Accelerant for the ideas that shaped this system) The Enchanter is deeply in touch with magic and is capable of storing the magic in powerful objects. While the Enchanter can create many wondrous items, they are most known for creating Wands and Scrolls. NOTE: Spells DO NOT count as Enchanter skills. FREE SKILL Apprentice Enchanter (0 CP) You can create up to 3 Enchanter items for which you have the spell in between events, per the Enchanter Item creation rules below. Your base maximum Quintessence is 20, but can be modified by skills below. You can Enchant items with spells of level 1-2. ENCHANTER SKILLS Journeyman Enchanter (5 CP) Requires Apprentice Enchanter, Tier 2. You can use spells of level 3-4 for enchantment. Your base maximum Quintessence increases to 35. Master Enchanter (5 CP) Requires Journeyman Enchanter, Tier 3. You can enchant with spells of level 5+. Your maximum base Quintessence increases to 55. Overload Wand (4 CP; 1 Stamina; Personal) Requires 4 skills from this header. When using a wand, you may call “Imbue by Enchantment,” for “Double...” before 1 attack call. This has no effect on an item that already has the Double or Triple modifier. Drain Wand (3, 4, 5 CP; Event) Once per event, the Enchanter can drain a Wand in order to refill their own magic reserves. After completing a 5 minute ritual, an enchanter can call “With Magic, Refresh X Stamina to Self,” where X is the number of charges remaining in the wand. This counts as a use of a Wand with regards to requiring Rest.” 2nd Purchase: Usable 1/day 3rd Purchase: Usable 1/watch Efficient Enchantment (3, 3, 5, 5 CP) The Enchanter is capable of making items faster than normal. The Enchanter can now make up to 6 items per game day. 2nd Purchase: Requires Journeyman Enchanter. You can create up to 9 items per day. 3rd Purchase: You can create up to 12 items per day. 4th Purchase: Requires Master Enchanter. You can create up to 15 items per day. Potent Recipe (3, 3, 3… CP) Choose 1 spell in your spellbook you can use. The duration of an Enchanter Item using this spell is increased by +1 event permanently. Quintessence Reservoir (3, 3, 3, 3, 3, 3 CP) You have reinforced your Enchantment Circle so it can hold more Quintessence. Each time you buy this skill, your maximum Quintessence increases by 10. Wand Mastery (4, 4, 4 CP) You are adept at using the magic within wands. You can use two charges from a wand, or 1 charge from two different wands, before requiring rest. 2nd Purchase: Requires Journeyman Enchanter. You can use 3 charges before requiring rest. 3rd Purchase: Requires Master Enchanter. You can use 4 charges before requiring rest. Stockpiled Materials (3, 3, 3… CP) Choose 1 recipe in your recipe book you can use. The number of charges available for that recipe increases by 1 permanently. Knowing Another’s Art (1, 1, 1... CP) The Enchanter can craft Wands or Scrolls for a Spell they do not know. When purchased, the Enchanter may choose 1 spell from a spell list their Source has access to. They then write that spell in their spellbook as a RECIPE ONLY and can create Enchanter Items from it as if they knew that spell normally. The Enchanter may now create one Wand or Scroll of that Spell per day. Spells added to your book in this manner must come from the Spell Lists ONLY- you cannot choose a skill with the Spell keyword from a class skill list. You CAN, however, make a scroll or wand from a skill with the Spell keyword from your own class list, if applicable. Just like the regular Spellcasting rules, buying a higher-powered Level of a spell requires buying all the previous levels of that spell. So in order to make a Wand of Cause Fear Lvl 4, an enchanter without that spell must buy this skill 4 times-- one for each level of that spell. If an Enchanter with this skill ever gains the ability to cast a spell normally that they have purchased this skill for, they get the CP spent on this skill back for that spell. This skill may be purchased multiple times, each time granting access to a different spell, or granting the ability to create an additional Wand/Scroll of a known spell per day. CREATING ENCHANTER ITEMS An Apprentice Enchanter is able to create 3 Enchanter Items each day total, in whatever combination of Wands and Scrolls they choose. To create an Enchanter Item, you must have the Enchanter skill and you must be able to cast the spell for that item. You are responsible for creating props representing your creations. Spells used for crafting have charges, and each Item made from a recipe will use a charge from a recipe. Once a recipe is out of charges, it cannot be used to create Items that day. This represents the Enchanter having limited physical components on hand to create with. A spell has 1 charge for each time it has been purchased. Example: A caster with the Chains of the Underworld spell at Level 3 has 3 charges for that spell, because he has purchased it 3 times. A caster with the Doom spell at Level 3, however, only has 1 charge. Enchanter Items take a lot of time to prepare and must be made before the event. In order to create Enchanter Items, a character is required to submit an Enchantment sheet during check in or check out, or by contacting logistics between events, and must pay the cost of the Enchanter Items. Unless otherwise noted, Enchanter Items will last for three events before their potency fades. Anyone is capable of using a Enchanter Item. Enchantment Circles An Enchanter uses an Enchantment Circle to perform actions in-game. The Enchantment Circle is represented by a table or stand covered in magical symbols and equipment. This area should be about 3’ x 3’, about the size of a standard card table. More then one Enchanter may use the same Enchantment Circle. Due to the nature of the Circle, once placed it cannot be moved. Each Enchantment Circle holds Quintessence-- collectively the raw materials needed to create Enchanter items. At check in, the Enchanter may refill his Circle at a cost of 1g per 10 Quintessence, up to the maximum of 20. The Enchanter will receive a tag with check-boxes for each Quintessence she has purchased. Each time a point is used, simply mark it on the tag. Each Enchanter has an independent store of Quintessence and no other character may use this Quintessence. The most common types of Enchanter Items are Wands (multi-use spell items) and Scrolls (single-use spell items). In a Nutshell: Determine how much Quintessence you have available Determine how many items you can craft per day/check in with. Choose what item you want to make Choose what spell you want to enchant into the item Determine how many charges that spell has available Spend the Quintessence and write the tags for the items Mark off used Quintessence on your tag. PLAY! Wands Wands are implements that can be infused with magical spells. It is common to see these carried by spell casters, but it is not unheard of for anyone to carry them around. Wands begin with 3 charges, and last for 3 events. Thus, a wand created at the April event (assuming you come to June, August, and October events) would expire at the end of the August event, even if it has charges remaining. NOTE: Item duration is determined by events ATTENDED, not by calendar. All Crafted items must be presented with their tags at check in. If you give an item to another character, THEY must present it at check in. If you or someone you gave the item to doesn't attend an event, that item does not suffer duration penalty. Wands cost 5 Quintessence per level of the Spell put into them. for example, a wand of 1st Level Flare Spell would cost 5 Quintessence to create; a wand of 4th level Flare Spell would cost 20 Quintessence. Each Wand will have a single spell that it is attuned to and will be able to replicate. The Wand will have a number of charges, which represents the number of times a spell can be cast before the magic on the Wand fades. The call phrase for casting from a Wand is “With Magic, (Spell incant), (Spell Effect).” In order to use a wand, you must be touching or holding a wand with an empty hand (this does not count as an item in hand with regard to spellcasting rules.) Casting a spell from a Wand will use up one charge on the Wand, but will not require that any Attributes (Stamina, Energy, etc) be spent by the character using the wand. If there are no more charges on the Wand, the tag is destroyed. Example: Sorah is a Wizard, and has the spell Arms of Clay (Lvl 1) from the Earth spell list. Her incantation for that spell is, "I bind you with arms of clay!" In order to make a wand with that spell, she spends 5 Quintessence and writes out the item tag for the wand, including the date created and incantation for the wand, which becomes, "With Magic, I bind you with arms of Clay! Short Weakness by Earth!" The spell incant for an item must be identical to the one written in the Enchanter’s spell book. Using a Wand is taxing for people who are unfamiliar with the process. For that reason, characters can only utilize a single charge from any Wand before their mind is exhausted, and must Rest for 5 minutes before they can use ANY Wand again. Some Enchanters have become accustomed to casting from Wands, and may be able to utilize multiple charges before they need to Rest by purchasing the Wand Mastery skill. In order to create a Wand, an Enchanter must know the spell that is being put into the Wand. In order to broaden the number of Wands that can be created, an Enchanter must learn more spells. On rare occasion, an Enchanter might find a recipe that permits them to create a Wand for a spell they do not know. These recipes are highly sought after, so finding them might be difficult. Wands are represented by sticks or rods that are 6” to 20” in length. These can be made out of wood or metal, as long as there are no sharp parts that could cause a safety hazard. Infusers are encouraged to decorate the Wand to reflect the spell being stored. A Wand with a flame spell may be made out of metal and painted red with flicks of yellow, while a Wand with necromancy may be made of withered wood painted black. Scrolls Scrolls are pieces of paper that hold a single charge of a magic spell— they are less expensive to make than wands, but are consumed upon casting. Scrolls are also more fragile, and expire 1 event after they are created. So if an Enchanter creates a scroll in April, and attends events in May, June, and July, the scroll will expire at the end of the May event. NOTE: Item duration is determined by events ATTENDED, not by calendar. All Crafted items must be presented with their tags at check in. If you give an item to another character, THEY must present it at check in. If you or someone you gave the item to doesn't attend an event, that item does not suffer duration penalty. Scrolls cost 3 Quintessence per level of the Spell put into them. for example, a scroll of 1st Level Flare Spell would cost 3 Quintessence to create; a scroll of 4th level Flare Spell would cost 12 Quintessence. Each Scroll will have a single spell that it is attuned to and will be able to replicate. The call phrase for casting from a Scroll is “With Magic, (Spell incant), (Spell Effect).” (see above example) In order to use a scroll, you must be touching or holding the scroll with an empty hand (this does not count as an item in hand with regard to spellcasting rules.) Casting a spell from a Scroll will use up the magic in it, but will not require that any Attributes (Stamina, Energy, etc) be spent by the character using the scroll. When the incantation is finished, tear the scroll in half and dispose of it in a trash receptacle. The spell incant for an item must be identical to the one written in the Enchanter’s spell book. In order to create a Scroll, an Enchanter must know the spell that is being put into the Scroll. In order to broaden the number of Scrolls that can be created, an Enchanter must learn more spells. On rare occasion, an Enchanter might find a recipe that permits them to create a Scroll for a spell they do not know. These recipes are highly sought after, so finding them might be difficult. Scrolls are represented by an 8.5 x 11” sheet of paper that can be gotten from Logistics during check-in, check-out, or at other designated times in-game. In order to get the scroll paper you must turn in the required resources to Logistics and exchange them for the scroll paper— or get the paper at check in for your starting scrolls. All scrolls created during an event must be scribed in-game at an Enchantment Circle.