Things to Make and Things to Find [NaGaDeMon 2018]


I've been working on an item listing for The Fen. Basically the aim here is to provide a range of things that will help characters survive, not necessarily provide a list of anything and everything that characters in the fen could make. I was thinking of adding metal items to the lists, but decided that this ended up detracting from the potential game with too many choices.


FOUND COMPONENTS [these may be found by anyone]
Blackblood, Carapace, Fat, Flint, Fungus, Herbs, Leather, Meat, Obsidian Shard, Spider Silk, Resin, Tar, Teeth, Weaving Fibres, Water, Wood

MANUFACTURED COMPONENTS [a character must have the ‘crafter’ trait to make these]
Charcoal [wood] 
Cloth [weaving fibres]
Point [crude] [obsidian shard or flint]
Point [good] [obsidian shard]
Silk Cloth [spider silk]
Spikes [carapace, teeth, or wood]

FOOD [a character must have the ‘cook’ trait to make these]
Clean Water [water, carapace pot] – [anyone may make this] unless water has been boiled [and made clean] it can cause disease
Cooked Meat [meat] – unless meat has been cooked it can cause disease
Fungus Soup [fungus, clean water, carapace pot] – fungus soup lasts indefinitely without going off
Gruel [clean water, herbs, fat, carapace pot] – gruel serves 2 survivors
Jerky [cooked meat, herbs, food store] – jerky lasts indefinitely without going off


WEAPONS [a character may have 2 weapons, but only gains the benefit of 1. A character must have either the ‘crafter’ or ‘weaponsmith’ trait to make these, if they have both they roll with advantage when making these]
Sharpened stick [1 wood] – roll extra
Flint Dagger [flint, leather] – add 1 damage
Obsidian Dagger [obsidian shard, leather] – add 1 damage
Weighted club [1 wood, stone, leather] – roll extra and add 1 damage
Axe [obsidian shard, 1 wood, leather] – roll extra and add 1 damage
Macuahuitl / Obsidian Sword [4 obsidian shards, 2 wood, resin] – roll extra and add 3 damage
Koa / Tooth Blade [4 teeth, 2 wood, resin] – roll extra and add 2 damage
Crude Spear [2 wood, crude point, leather or weaving fibres] – ranged damage
Decent Spear [2 wood, good point, leather or weaving fibres] – plus 1 ranged damage
Tooth Spear [2 wood, tooth, leather or weaving fibres] – plus 1 ranged damage
Obsidian Spear [2 wood, obsidian shard, leather or weaving fibres] – plus 2 ranged damage
Spikes [2 good points] – required for spiked items
Spiked club [spikes, weighted club] – hits are considered 1 pt higher for purposes of ‘fragile’
Caltrops [2 spikes] – any threats to encampment must face 2 dice of attacks before confrontation begins

EQUIPMENT [a character may have up to 4 equipment. A character must have the ‘crafter’ trait to make these]
Cloth [weaving fibres] – required for making clothes, padded armour, and other cloth goods
Silk cloth [spider silk] – if this cloth is used to create items, increase ‘fragile’ by 1.
Water pouch [2 leather] – may carry 2 draughts of water
Carapace pot [1 carapace] – may be used to boil and purify any water
Torch [1 wood] – [anyone may make this] doesn’t need to be made, a piece of wood is simply used for light
Quality Torch [2 wood, cloth, tar] – 2 quality torches are made, each torch has no risk of going out early
Filter [carapace, charcoal, fungus, silk cloth] – water no longer risks causing illness
Rope [2 weaving fibres] -

ENCAMPMENT GEAR [a character must have the ‘crafter’ trait to make these]
Bivouac [2 wood, 4 cloth, 4 spikes, weaving fibres] – up to 2 characters at the encampment gain a bonus to their recuperation rolls
Tent [4 wood, 8 cloth, 4 spikes, fat, weaving fibres] – up to 4 characters at the encampment gain a bonus to their recuperation rolls  
Food Store [2 wood, 4 cloth, fat, tar] – rolls for food degradation are at plus one.
Camp Standard [2 wood, 2 cloth, weaving fibres] – fire level 4 may draw amnesiac survivors [rather than needing level 5]

REMEDIES [a character must have the ‘herbalist’ trait to make these, if they also have the ‘cook’ trait they roll with advantage when making these]
Bug Repellent [herbs, fungus, tar] – Skeeter and Leech results are ignored while on expedition. Skeeters, Leeches, Mud Crawlers, and Swamp Spiders have half the expected strength if the encampment is invaded. 
Black Elixir [blackblood, fat, herbs] – remove any one weariness trait, but risk gaining a instability trait
Green Elixir [fungus, fat, herbs] – remove any one injury trait, but risk gaining a fear trait
Red Elixir [teeth, fungus, herbs] – remove any one disease trait, but risk gaining a weariness trait
Swamp-Rot Poison [toxin, 2 fungus] – when coated on a weapon, the first successful strike in a conflict deals 2 extra damage
Death Paste [toxin, blackblood] – when coated on a weapon, it may now harm those immune to normal weapons
Wake-up juice [clean water, fungus, blackblood, herbs] – turn a fen shambler into a new amnesiac survivor

ARMOUR [a character may have 1 armour. A character must have the ‘armourer’ trait to make these, if they also have the ‘weaponsmith’ trait they roll with advantage when making these]
Partial Padded armour [3 cloth] – prevent 1 incoming damage each strike [fragile 4]
Partial Leather armour [4 leather] – prevent 2 incoming damage each strike [fragile 5]
Partial Carapace armour [2 carapace] – prevent 2 incoming damage each strike [fragile 6]
Full padded armour [3 cloth, partial padded armour] – prevent 2 incoming damage each strike [fragile 4]
Full leather armour [4 leather, partial leather armour] – prevent 3 incoming damage each strike [fragile 5]
Full carapace armour [2 carapace, partial carapace armour] – prevent 4 incoming damage each strike [fragile 6]
Hybrid padded/leather armour [partial padded armour and 4 leather, or partial leather armour and 3 cloth] – prevent 3 incoming damage each strike [fragile 4]
Hybrid padded/carapace armour [partial padded armour and 2 carapace, or partial carapace armour and 3 cloth] – prevent 3 incoming damage each strike [fragile 5]
Hybrid leather/carapace armour [partial leather armour and 2 carapace, or partial carapace armour and 4 leather] – prevent 3 incoming damage each strike [fragile 6]
Spiked armour [4 spikes, any armour type] – regardless of their skills or equipment, opponent only rolls a single die for each combat strike.

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