Crafting Projects
Crafting projects enable heroes to create vehicles, supernatural treasures, and more. When you start a crafting project, other creatures can also work on the project, using their respite activity to contribute a project roll in order to get the work done faster.
Unless a project has an event table of its own, the Director uses the Crafting and Research Events table for crafting project events.
Build Airship
Item Prerequisite: Wind Crystal of Quintessence
Project Source: Texts or lore in Low Rhyvian
Project Roll Characteristic: Might, Reason, or Presence
Project Goal: 3,000
When you start this project, you hire a crew of carpenters, mages, and shipwrights who work in the area where the project is undertaken, with these artisans building the ship for you. You can make a project roll whenever you are overseeing the project, which you might be able to do remotely through the use of magic or psionics.
When the project is completed, you have an airship. You and any creatures you designate can operate the ship by touching the ship's wheel. During combat, a creature touching the wheel can use a maneuver to make the ship move up to 10 squares. The ship can be moved only once per round. Out of combat, the ship has a speed of 130 miles per day.
An airship is an object (giving it damage immunity all to poison and psychic damage) and can take 200 damage before it is destroyed. If the damage the ship takes is not too severe (as the Director determines), as long as you have access to materials that can repair the ship, you can restore it back to its original condition as a respite activity.
Build or Repair Road Renown Table
| Length | Renown Earned |
|---|---|
| 50 miles or less | 1 |
| 51-100 miles | 2 |
| More than 100 miles | 3 |
Build or Repair Road
Item Prerequisite: Three writs of approval, from an engineers' guild, a masons' guild, and a guards' guild
Project Source: Texts or lore in Caelian
Project Roll Characteristic: Might, Reason, or Presence
Project Goal: Varies
When you start this project, you hire a crew of masons, engineers, and guards who start work at the location where the project begins and build or repair the road for you. You can make a project roll whenever you are overseeing the project, whether you do so in person or remotely through the use of magic or psionics.
The number of project points required to complete work on the road equals 10 x the road's length in miles. The goal is cut in half if you are repairing an existing road, or if someone else starts work on a second road project that connects to your project.
When you complete the project, you earn Renown among people in the area where the road is built, depending on the length of the road.
Time spent traveling between locations on the road is cut in half. Access to resources and knowledge is improved in locations along the road, giving you and your allies an edge on project rolls to discover lore while you are in those areas.
Build or Repair Roads Events Table
| d10 | Event |
|---|---|
| 1 | Before the roll, crews uncover an ancient road following the intended route, crafted with remarkable techniques that make it a sturdy base on which to build. The project gains an automatic breakthrough and the project goal is halved if it was not already halved. |
| 2 | After the roll, the local population grows in excitement with each completed portion of the road. The name of the hero making the project roll spreads as a builder of bridges both literal and social. If the project roll is 12 or higher, the local community comes together to complete the project alongside the hero's hired crew. The hero doubles the renown earned at the end of the project. |
| 3 | Before the roll, a local religious or civic authority hears of the project and sends laborers to accelerate it—in exchange for a future favor. The hero gains an immediate 50 project points for the project if they accept the help. |
| 4 | After the roll, local hired hands and the project engineers find themselves at odds, hindering the project. If the hero can't help defuse the situation, the project requires an additional 50 project points to complete. |
| 5 | Before the roll, supply caravans are disrupted by bandits, requiring extra guards. If the hero can't deal with the bandit threat personally, the project requires an additional 50 project points to complete. |
| 6 | After the roll, word is heard that not everyone in the local area is happy about the road being built. The project is hindered by supernatural curses that cause stones to move, vines and overgrowth to reclaim sections already built, or churning earth to restore the road back to its previous form. The hero must make amends to the local supernatural community or have the renown earned by completing the project not extend to that community. |
| 7 | After the roll, ditchers working on the project hit an ancient well, retaining wall, or hidden stream that results in an immediate flood. The work is delayed, but the new water source ultimately provides a boon to local farming communities. Project points earned by this roll are halved, but upon the project's completion, the hero earns 1 additional renown. |
| 8 | Before the roll, a new engineer arrives with specialist experience such as building sturdy wooden bridges, using bilge pumps to keep rainwater from slowing the work, and so forth. They want to work on the project, but insist on receiving a consumable treasure first. If they are hired, the project gains an automatic breakthrough. |
| 9 | Before the roll, the proposed road touches on a supernatural intersection—a crossing place between multiple worlds that draws interest from a powerful devil. The completion of the project becomes the personal interest of this being, who offers to increase progress—but demands a future favor from the hero. If the deal is accepted, each project roll for the project is doubled until its completion. |
| 10 | After the roll, a guildmaster has it out for the hero. Whether from a past conflict or something about the way this project has unfolded, the guildmaster has made it their mission to hinder the project by dragging the hero's name through the mud. The hero's renown is treated as 1 less than usual while these rumors persist. |
Craft Teleportation Platform
Item Prerequisite: One spatial navigator
Project Source: Texts or lore in Voll
Project Roll Characteristic: Reason
Project Goal: 1,500
When you complete this project, you end up with a 3-square-by-3 square teleportation platform activated by a supernatural password. The platform is permanently affixed to the ground in the location where you create it. Any creature with the password can use the teleportation platform to instantly teleport any creatures or objects on the platform to a location they know, including another teleportation platform whose supernatural password they know. You and any creature you designate upon completion of the activity can change the password as a respite activity.
Each time the teleportation platform is used, the chance of it malfunctioning and teleporting creatures or objects on it to a random platform increases by 1 percent (to a maximum of 50 percent). You can restore the platform back to its original condition and reset this chance of malfunction as a respite activity.
Craft Treasure
You can craft the items found in Treasures in Chapter 13: Rewards. Each treasure notes its item prerequisite, project source, project roll characteristic, and project goal.
Find a Cure
Item Prerequisite: Varies (see description)
Project Source: None
Project Roll Characteristic: Reason or Intuition
Project Goal: Varies
You research a cure for a disease, curse, or supernatural affliction whose text states that it can be ended by the Find a Cure downtime project. If the affliction was caused by the innate feature of a creature, you need the remains of that creature or another creature of the same kind as an item prerequisite for crafting the cure. For example, you can research the cure for the affliction of a werewolf's Accursed Bite by studying the corpse of any werewolf, not just the one who did the biting.
The number of project points it takes to complete this project is equal to 50 times the level of the creature who caused the affliction. If the affliction was created by an environmental or supernatural effect, that effect notes the item prerequisite and project points required to complete this project.
When you complete this project, you craft one dose of an alchemical cure for the affliction. Once the project is completed, you can craft subsequent doses for the same affliction for half the number of project points required for the initial project.
Imbue Treasure
You can create leveled treasures by imbuing items with magic or psionic power. You must have a mundane version of the item you plan to imbue, such as a sword or shield, when you start this project.
You can imbue any item three times. The first time you imbue it, you pick a 1st-level enhancement. The second time you imbue it, you pick a 5th-level enhancement. The third time you imbue it, you pick a 9th-level enhancement. A hero using armor or a weapon can't benefit from an enhancement unless they are using a kit that includes the armor or weapon type, and their level matches the enhancement's level.
If an enhancement has a Roman numeral greater than I after it, such as the Phasing III enhancement, that enhancement can't be applied unless the item has all previous versions of the enhancement. This means you can't imbue armor with the Phasing III enhancement unless it has the Phasing I and Phasing II enhancements first. The effects of numbered enhancements are cumulative unless otherwise noted.
Enhancements are broken out by item type (armor, implement, or weapon) and level. Each item type and level features a table showing the name, item prerequisite, and project source language of each enhancement. Imbued items take the Magic or Psionic keyword (your choice) and are part of any kit categories appropriate to the type of item (light armor, medium weapon, and so forth).
Imbuing treasure with supernatural power as a downtime project typically means you undertake that project to make use of the treasure yourself. As such, all the features of imbuing refer to "you" as the user of the item. However, imbued items can be created for other creatures, or created by other creatures and found as treasure.
Imbue Armor
Armor imbued with an enhancement grants you special benefits while it is worn. Additionally, when your armor receives its 1st-level enhancement, it also grants a +6 bonus to Stamina. A 5th-level enhancement increases the Stamina bonus to +12, and a 9th-level enhancement increases it to +21.
Clothing as Armor Treasures
A hero who has a kit that provides no armor, such as the Martial Artist or Sniper kit, can create and make use of leveled armor treasures that imbue mundane clothing with supernatural power. At the Director's discretion, heroes who don't use kits, such as elementalists and nulls, can also benefit from such treasures.
1st-Level Armor Enhancement
Item Prerequisite: Varies
Project Source: Texts or lore in a language determined by the enhancement
Project Roll Characteristic: Might, Reason, or Intuition
Project Goal: 150
Awe: When you start this project, choose either Charming or Threatening. If you choose Charming, you gain an edge on Presence tests made to win other creatures over or make a good impression. If you choose Threatening, you gain an edge on Presence tests made to intimidate, coerce, or bully.
Damage Immunity I: When you start this project, select three damage types. You have immunity 5 to those damage types.
Disguise: You can use a maneuver to cause this armor to take the form of any type of clothing that you have been in the presence of—a noble's dress, a guard's uniform, a cultist's robes, and so forth. The armor loses none of its protective qualities while transformed into other clothing.
Iridescent: When you are the sole target of an ability, you can use a free triggered action to reveal that the ability was targeting an afterimage of you in the same space as you. The power roll for the ability is treated as an 11. You can't use this enhancement again until you earn 1 or more Victories.
Magic Resistance I: Your characteristic scores are treated as 1 higher (to a maximum of 2) for the purpose of resisting the potencies of magic abilities.
Nettlebloom: Whenever you are grabbed by an adjacent creature, your armor sprouts toxic nettles. While that creature has you grabbed, they are weakened.
Phasing I: Once per turn, you can move through 1 square of solid matter. If you end your turn inside solid matter, you are forced out into the space from which you entered it and you take 5 damage that can't be reduced in any way.
Psionic Resistance I: Your characteristic scores are treated as 1 higher (to a maximum of 2) for the purpose of resisting the potencies of psionic abilities.
Swift: You gain a +1 bonus to speed.
Tempest I: As a maneuver, you infuse this armor with the essence of a storm. The first time an adjacent creature deals damage to you before the end of your next turn, they take lightning damage equal to your highest characteristic score and you can push them 1 square.
1st-Level Armor Enhancements Table
| Enhancement | Item Prerequisite | Project Source Language |
|---|---|---|
| Awe | A lock of hair from a fey, taken in amicable bargain for Charming or in violence for Threatening | Khelt |
| Damage Immunity I | Elemental sand left behind when an elemental enters Orden from Quintessence | Zaliac |
| Disguise | The blood of a lycanthrope | Khelt |
| Iridescent | Fur from a lightbender | Hyrallic |
| Magic Resistance I | A scale from a dragon | The First Language |
| Nettlebloom | A rose from the magical hedge of a hag | Khelt |
| Phasing I | Ichor from a destroyed wraith | Szetch |
| Psionic Resistance I | Rare crystals that resonate with psionic energy, often found at sites of psionic experimentation | Voll |
| Swift | The feather of a falcon slain as it was diving | Yllyric |
| Tempest I | A strip of starmetal struck by lightning | Ullorvic |
5th-Level Armor Enhancement
Item Prerequisite: Armor with a 1st-level enhancement; varies
Project Source: Texts or lore in a language determined by the enhancement
Project Roll Characteristic: Might, Reason, or Intuition
Project Goal: 150
Absorption: Whenever you are targeted by a magic or psionic ability that targets only one creature, you can use a free triggered action to cause this armor to absorb the ability after the ability's effects resolve. While the armor has an ability absorbed, you can't absorb another.
You can use an absorbed ability as if you knew it, making power rolls for the ability using your choice of Reason, Intuition, or Presence. You don't need to spend any Heroic Resource to activate the ability. Once you use the ability, the armor loses it, and you can absorb another.
Damage Immunity II: The damage immunity conveyed by the armor increases to 10.
Dragon Soul: When another creature causes you to be winded or dying, you can use a free triggered action to cause the soul of a dragon to emerge from this armor and hurtle toward the creature. Make the following power roll against the creature.
Power Roll + Your Highest Characteristic Score:
- ≤11: 8 damage; push 3
- 12-16: 12 damage; push 4
- 17+: 15 damage; push 5
Levitating: On your turn, you can treat up to 5 consecutive squares of movement as flying movement. If you are still in midair at the end of your turn, you fall prone.
Magic Resistance II: Your characteristic scores are treated as 2 higher (to a maximum of 3) for the purpose of resisting the potencies of magic abilities. This benefit replaces Magic Resistance I.
Phasing II: When you use the armor's Phasing I enhancement, you can move through 3 squares of solid matter per turn.
Psionic Resistance II: Your characteristic scores are treated as 2 higher (to a maximum of 3) for the purpose of resisting the potencies of psionic abilities. This benefit replaces Psionic Resistance I.
Reactive: Whenever you take damage, you have damage immunity 2 until the end of your next turn after the triggering damage is resolved.
Second Wind: Whenever you become winded, you can use a free triggered action to spend a Recovery.
Shattering: Whenever an enemy scores a critical hit against you, they take 10 sonic damage.
Tempest II: When you use the armor's Tempest I enhancement, the affected creature takes 8 lightning damage and you push them up to 3 squares.
5th-Level Armor Enhancements Table
| Enhancement | Item Prerequisite | Project Source Language |
|---|---|---|
| Absorption | A mirror blessed by a priest of a god of magic | The First Language |
| Damage Immunity II | The essence of an elemental who is still alive | Zaliac |
| Dragon Soul | A scale from a dead dragon | Vastariax |
| Levitating | A palm-sized crystal grown in the subterranean lair of an overmind | Zaliac |
| Magic Resistance II | A scale from a mature dragon | The First Language |
| Phasing II | The remnants of a slain ooze | Szetch |
| Psionic Resistance II | A fresh crystalline scale from a gemstone dragon | Voll |
| Reactive | A complex, hand-engineered set of brass gears inscribed with runes in silver dust | Zaliac |
| Second Wind | The sweat of a troll | Kalliak |
| Shattering | A pound of volcanic obsidian, formed naturally as a single piece | Zaliac |
| Tempest II | The armor must be laid out under a clear sky as a comet passes over | Ullorvic |
9th-Level Armor Enhancement
Item Prerequisite: Armor with a 5th-level enhancement; varies
Project Source: Texts or lore in a language determined by the enhancement
Project Roll Characteristic: Might, Reason, or Intuition
Project Goal: 150
Devil's Bargain: You can fly. Additionally, if an effect would make you prone while flying, you can choose to not go prone by losing Stamina equal to the distance you would have fallen from becoming prone.
Dragon Soul II: While you are winded, your head transforms into a dragon's head and you have the following ability.
Dragon's Fire
You open your maw and unleash hell.
| Area, Magic | Main action |
|---|---|
| 📏 5 x 1 line within 1 | 🎯 Each enemy in the area |
Power Roll + Your Highest Characteristic Score:
- ≤11: 5 fire damage
- 12-16: 8 fire damage
- 17+: 11 fire damage
Invulnerable: When an ability roll made against you obtains a tier 1 outcome, you can ignore its damage and effects.
Leyline Walker: Once per turn as a move action, you can spend any amount of your movement to instead teleport that distance.
Life: Whenever you would die, you can spend a Recovery to regain Stamina instead. If you have no Recoveries to spend, you die.
Magic Resistance III: The benefit of the armor's Magic Resistance II enhancement extends to each ally within 3 squares of you.
Phasing III: Your movement doesn't provoke opportunity attacks, and you can move through the space of any enemy as if they were an ally. You can't end your turn in an enemy's space.
Psionic Resistance III: The benefit of the armor's Psionic Resistance II enhancement extends to each ally within 3 squares of you.
Temporal Flux: Whenever you move out of a square, you can choose to leave an imprint behind that lasts until the end of the encounter, until your imprint takes 20 or more damage, or until you create a new imprint. The square is occupied by your imprint, and you can share that space with it.
On your turn, you can teleport to the imprint's space as a free maneuver. When you are targeted by an ability, you can use a free triggered action to teleport to your imprint, and the power roll for the ability is an automatic tier 1 result.
Unbending: You can't be subjected to forced movement unless you choose to be. Effects that ignore Stability also ignore this enhancement.
9th-Level Armor Enhancements Table
| Enhancement | Item Prerequisite | Project Source Language |
|---|---|---|
| Devil's Bargain | The wing of an archdevil | Anjali |
| Dragon Soul II | An offering of gems, coins, and art stolen from a dragon's hoard, sacrificed in ritual fire | Vastariax |
| Invulnerable | Repurposed metal plates from a servok war engine | Rallarian |
| Leyline Walker | A cutting from an ethereal tree that manifests in the mundane world only once a year | Yllyric |
| Life | The tear of a saint | High Kuric |
| Magic Resistance III | A scale from an ancient dragon | The First Language |
| Phasing III | Perfectly clear glass from a house that disappeared into the Ethereal Plane | Szetch |
| Psionic Resistance III | The skull of a voiceless talker at least a century old | Voll |
| Temporal Flux | An experimental temporal capacitor invented by the kuran'zoi | Voll |
| Unbending | A spearhead or other weapon broken off in the body of a stone giant, and ossified for a year or more | High Kuric |
Imbue Implement
Implements are jewelry, spectacles, orbs, staffs, tomes, wands, weapons, and other objects used by those who channel magic and psionic power to focus that power. You decide what object to imbue when you create an implement treasure, but it must be an object you can carry or wear. You must have a mundane version of the item you plan to imbue when you start this project.
An implement imbued with an enhancement grants you special benefits while it is wielded. Additionally, when an implement receives its 1st-level enhancement, it grants your magic or psionic abilities that deal rolled damage a +1 damage bonus. A 5th-level enhancement increases the bonus to +2, and a 9th-level enhancement increases it to +3. Censors, conduits, elementalists, nulls, talents, and troubadours benefit from using implements more than the other classes in this book.
1st-Level Implement Enhancement
Item Prerequisite: Varies
Project Source: Texts or lore in a language determined by the enhancement
Project Roll Characteristic: Agility, Reason, or Intuition
Project Goal: 150
Berserking: Whenever you damage a creature using a magic or psionic ability and obtain a tier 3 outcome, that creature must make an opportunity attack against their nearest ally if possible after the ability's effects resolve. This strike deals extra damage equal to the highest of your Reason, Intuition, or Presence scores.
Displacing I: Whenever you damage a creature using a magic or psionic ability and obtain a tier 3 outcome, you can teleport that creature up to 2 squares after the ability's effects resolve. If the creature started on a horizontal surface, they must end on a horizontal surface.
Elemental: Whenever you use an ability with the Air, Earth, Fire, Green, Rot, Void, or Water keyword, you can attune this implement to that element until the end of the encounter. While the implement is attuned, you gain an edge on power rolls with that elemental keyword. The implement can be attuned to only one element at a time.
Forceful I: Whenever you use a magic or psionic ability to push or pull a creature, you can move that creature an additional 2 squares.
Rat Form: As a maneuver, you transform into a rat. Your equipment transforms with you. As a rat, you have speed 5 and can automatically climb at full speed while moving, your size is 1T, and you can see in the dark. You can speak and keep your skills while in rat form, but your Might is −5 and you lose all your regular abilities, features, and benefits. You can revert to your natural form as a maneuver, and do so automatically if you take any damage.
Rejuvenating I: Whenever you use an ability that costs 1 or more of your Heroic Resource, roll a d10. On a 9 or higher, you gain 1 Heroic Resource.
Seeking: Your ranged magic or psionic abilities gain a +2 distance bonus. Additionally, if you think the name of a specific creature, place, or object to the implement, the implement points toward that target, provided you are on the same world.
Thought Sending: Your ranged magic and psionic abilities gain a +2 distance bonus. Additionally, you can telepathically communicate with any willing creature who knows a language and whose name you know, provided they are on the same world as you. You must initiate the conversation, but once you do, the creature can respond until you end the conversation.
Warding I: You gain a +6 bonus to Stamina.
1st-Level Implement Enhancements Table
| Enhancement | Item Prerequisite | Project Source Language |
|---|---|---|
| Berserking | The tusk of a feral boar | Kalliak |
| Displacing I | Slime from an ooze | Khelt |
| Elemental | Ashes or other leavings from a natural disaster | The First Language |
| Forceful I | A lead slingstone that killed a giant | High Kuric |
| Rat Form | One hundred rat pelts | Khamish |
| Rejuvenating I | A singing quartz crystal | The First Language |
| Seeking | An inch-long needle carved from a diamond | Caelian |
| Thought Sending | The brain of a psionic creature | Variac |
| Warding I | Three skulls from the same chimera | Zaliac |
5th-Level Implement Enhancement
Item Prerequisite: An implement with a 1st-level enhancement; varies
Project Source: Texts or lore in a language determined by the enhancement
Project Roll Characteristic: Agility, Reason, or Intuition
Project Goal: 150
Celerity: Immediately after using a magic or psionic ability that requires a main action, you can shift up to 3 squares, or you can use the Escape Grab maneuver as a free maneuver (see Maneuvers in Chapter 10: Combat).
Celestine: As a main action, you conjure up to three stars, which hover in unoccupied squares of your choice within 5 squares of you. The stars remain in place, and disappear if you create more stars. When an enemy enters any star's space, the star detonates and is destroyed, and the enemy takes 10 fire damage. If you have line of effect to the enemy, you can also slide them 1 square. Otherwise, the enemy slides 1 square in a random direction.
Displacing II: When you use the implement's Displacing I enhancement, you can teleport the creature up to 4 squares. Additionally, the creature takes a bane on their next power roll made before the end of their next turn.
Erupting I: Whenever you damage a creature using a magic or psionic ability that targets only a single creature and obtain a tier 3 outcome, each enemy within 2 squares of the creature takes 3 fire damage after the ability's effects resolve.
Forceful II: Whenever you use a magic or psionic ability to push or pull a creature, you can move that creature an additional 3 squares. This replaces the benefit of Forceful I.
Hallucinatory: As a maneuver, you create an area of sensory instability in a 2 aura centered on yourself. The area is difficult terrain for your enemies until the end of the encounter.
Lingering I: Whenever you damage a creature using a magic or psionic ability and obtain a tier 3 outcome, that creature takes 8 damage at the start of your next turn.
Rejuvenating II: Whenever you use an ability that costs 1 or more of your Heroic Resource, roll a d10. On an 8 or higher, you gain 1 Heroic Resource and you can spend a Recovery. This replaces the benefit of Rejuvenating I.
Warding II: The Stamina bonus for the Warding I enhancement becomes +12. Additionally, your characteristic scores are treated as 1 higher for the purpose of resisting potencies.
5th-Level Implement Enhancements Table
| Enhancement | Item Prerequisite | Project Source Language |
|---|---|---|
| Celerity | A dire falcon's beak | Khelt |
| Celestine | A still-warm piece of a meteorite | Ullorvic |
| Displacing II | The wing of a pixie | Voll |
| Erupting I | Obsidian from an active volcano | Vastariax |
| Forceful II | A marble stone giant's fingernail | High Kuric |
| Hallucinatory | A night hag's hairpin | Variac |
| Lingering I | Slow-acting poison refined from rare fungi | Szetch |
| Rejuvenating II | A still-growing bonsai tree at least 30 years old | The First Language |
| Warding II | A metallic dragon's horn | Zaliac |
9th-Level Implement Enhancement
Item Prerequisite: An implement with a 5th-level enhancement; varies
Project Source: Texts or lore in a language determined by the enhancement
Project Roll Characteristic: Agility, Reason, or Intuition
Project Goal: 150
Anathema: Whenever you damage a creature using a magic or psionic ability and obtain a tier 3 outcome, that creature is also weakened (save ends). If the creature is within 10 squares when this weakened effect ends, you can use a free triggered action to make a free strike against them.
Displacing III: When you use the implement's Displacing I enhancement, you can teleport the creature up to 5 squares. Additionally, the creature takes a bane on their next power roll made before the end of their next turn.
Erupting II: The fire damage dealt by the implement's Erupting I enhancement increases to 6.
Forceful III: Whenever you use a magic or psionic ability to push or pull a creature, you can move that creature an additional 3 squares and that movement can be vertical. This replaces the benefit of Forceful II.
Lingering II: Whenever you damage a creature using a magic or psionic ability and obtain a tier 3 outcome, that creature takes 15 damage at the start of your next turn. This replaces the benefit of Lingering I.
Piercing: Your magic and psionic abilities ignore damage immunities.
Psionic Siphon: Once per turn when you damage one or more creatures using a magic or psionic ability and obtain a tier 3 outcome, you gain Stamina equal to your highest characteristic score, and one creature you damage takes an extra 5 damage.
Rejuvenating III: Whenever you use an ability that costs 1 or more of your Heroic Resource, roll a d10. On a 7 or higher, you gain 1 Heroic Resource, and you or a creature of your choice within 3 squares can spend a Recovery. This replaces the benefit of Rejuvenating II.
Warding III: The Stamina bonus for the Warding I enhancement becomes +18. Additionally, you and each ally within 3 squares of you has their characteristic scores treated as 1 higher for the purpose of resisting potencies. This replaces the benefit of Warding II.
9th-Level Implement Enhancements Table
| Enhancement | Item Prerequisite | Project Source Language |
|---|---|---|
| Anathema | An olothec tentacle | Variac |
| Displacing III | The keystone from a gate used for crossing between worlds | Voll |
| Erupting II | A sealed geode containing explosive gas | Vastariax |
| Forceful III | A scale from the kraken | High Kuric |
| Lingering II | A venom gland from a mature dragon | Szetch |
| Piercing | Black iron harvested from a slain blood elemental | Anjali |
| Psionic Siphon | The frontal lobe of an overmind | Variac |
| Rejuvenating III | A live flower that blooms only once a decade | The First Language |
| Warding III | Heartwood from a two-century-old tree | Zaliac |
Imbue Weapon
A weapon imbued with an enhancement grants you special benefits while it is wielded. Additionally, when a weapon receives its 1st-level enhancement, it grants your weapon abilities that deal rolled damage a +1 damage bonus. A 5th-level enhancement increases the damage bonus to +2, and a 9th-level enhancement increases it to +3.
Unarmed Strike Treasures
A hero who has a kit that uses unarmed strikes, such as the Martial Artist and Pugilist kit, can create leveled weapon treasures that enhance their unarmed strikes by imbuing hand wraps, rings, shoes, or any other item worn on the body with supernatural power. At the Director's discretion, heroes who don't use kits, such as elementalists and nulls, can also benefit from such treasures.
1st-Level Weapon Enhancement
Item Prerequisite: Varies
Project Source: Texts or lore in a language determined by the enhancement
Project Roll Characteristic: Might, Reason, or Intuition
Project Goal: 150
Blood Bargain: As a maneuver, you can harm yourself with the weapon, taking 1d6 damage that can't be reduced in any way. An ally within 5 squares can then spend a Recovery.
Chilling I: Whenever you damage a creature with an ability using this weapon and obtain a tier 3 outcome, that creature takes 3 cold damage.
Disrupting I: Whenever you damage an undead using this weapon and leave that undead with 15 Stamina or less, they drop to 0 Stamina.
Hurling: Whenever you use a melee ability using this weapon, you can throw the weapon by treating the ability's distance as ranged 3 instead. When the ability is resolved, the weapon returns to your hand. Any ability used when you throw this weapon can't impose the grabbed or restrained conditions.
Merciful: Whenever you reduce a non-undead creature to 0 Stamina using this weapon, the creature falls unconscious and wakes up 1d6 hours later. A creature with the Heal skill can wake the unconscious creature early with 1 uninterrupted minute of medical treatment. Whenever the creature wakes, they regain 1 Stamina.
Terrifying I: Whenever you damage a creature with an ability using this weapon and obtain a tier 3 outcome, that creature takes 2 psychic damage.
Thundering I: Whenever you deal rolled damage to a creature using this weapon, you can push that creature 1 square after the other effects of the ability resolve.
Vengeance I: Whenever you use a damage-dealing ability using this weapon against a creature who has dealt damage to you since the end of your last turn, the ability deals an extra 2 damage.
Wingbane: Whenever you damage a flying creature using this weapon, that creature is also bleeding (save ends). While bleeding in this way, the creature takes 1 damage per square they fly. If the creature starts and ends their turn on the same solid surface, the bleeding condition ends.
1st-Level Weapon Enhancements Table
| Enhancement | Item Prerequisite | Project Source Language |
|---|---|---|
| Blood Bargain | The blood of a devil | Anjali |
| Chilling I | A piece of ice from Quintessence that never melts | Yllyric |
| Disrupting I | A vial of blood from a living saint | Anjali |
| Hurling | A magnet made from rare metals | Variac |
| Merciful | A sprig of dockwart, a rare plant with natural anesthetic properties | Yllyric |
| Terrifying I | The preserved, intact amygdala of a mindkiller | Variac |
| Thundering I | The heart of a lion, bear, or other large predatory animal | Low Kuric |
| Vengeance I | The crown of a usurper | Kalliak |
| Wingbane | The pinfeather of a giant hawk | Yllyric |
5th-Level Weapon Enhancement
Item Prerequisite: A weapon with a 1st-level enhancement; varies
Project Source: Texts or lore in a language determined by the enhancement
Project Roll Characteristic: Might, Reason, or Intuition
Project Goal: 150
Chargebreaker: While you wield this weapon, you have the following ability.
Stop Right ThereTheir momentum, your impact.
Melee, Strike, Weapon Free triggered 📏 Melee 1 🎯 One enemy Trigger: The target willingly moves adjacent to you.
Effect: The target takes 5 damage.
Chilling II: Whenever you damage a creature with an ability using this weapon and obtain a tier 3 outcome, that creature takes 6 cold damage and is slowed (save ends). This replaces the benefit of Chilling I.
Devastating: Whenever you make an ability roll using this weapon, the number you need to roll to score a critical hit is reduced by 1.
Disrupting II: Whenever you damage an undead using this weapon and leave that undead with 30 Stamina or less, they drop to 0 Stamina. This replaces the benefit of Disrupting I.
Metamorphic: You can change this weapon's shape and form as a maneuver, granting one of the following benefits of your choice:
- Concealed: The weapon shrinks to the size of a piece of jewelry and can be worn as an earring, necklace, or similar accessory. While in this form, the weapon can't be used for weapon abilities.
- Large: Abilities using this weapon gain a +1 melee distance bonus or a +3 ranged distance bonus.
- Vicious: Whenever you damage a creature using this weapon, you deal an extra 1 damage on a tier 1 outcome, an extra 2 damage on a tier 2 outcome, and an extra 3 damage on a tier 3 outcome.
Silencing: Whenever you damage a creature with an ability using this weapon and obtain a tier 3 outcome, that creature also can't use magic abilities until the end of their next turn.
Terrifying II: Whenever you damage a creature with an ability using this weapon and obtain a tier 3 outcome, that creature takes 4 psychic damage and is frightened (save ends). This replaces the benefit of Terrifying I.
Thundering II: Whenever you deal rolled damage to a creature using this weapon, you can push that creature up to 3 squares after the other effects of the ability resolve. If you obtained a tier 3 outcome, the creature is also knocked prone after being pushed. This replaces the benefit of Thundering I.
Vengeance II: Whenever you use a damage-dealing ability using this weapon against a creature who has dealt damage to you since the end of your last turn, the ability deals an extra 4 damage. This replaces the benefit of Vengeance I.
5th-Level Weapon Enhancements
| Enchantment | Item Prerequisite | Project Source Language |
|---|---|---|
| Chargebreaker | An adamantine spearhead | Zaliac |
| Chilling II | Frozen bones from the lair of a white dragon | Yllyric |
| Devastating | A slaughter demon's horn | High Kuric |
| Disrupting II | A cutting from a century-old living tree in a graveyard | Anjali |
| Metamorphic | Oil from an olothec's liver | Variac |
| Silencing | An executioner's hood worn during the execution of a mage | The First Language |
| Terrifying II | Riverbed silt harvested from the Abyssal Wasteland | Variac |
| Thundering II | An iron rod charged by the death throes of an essence of storms | Low Kuric |
| Vengeance II | The remains of a sworn foe of the creature imbuing the item | Kalliak |
9th-Level Weapon Enhancement
Item Prerequisite: A weapon with a 5th-level enhancement; varies
Project Source: Texts or lore in a language determined by the enhancement
Project Roll Characteristic: Might, Reason, or Intuition
Project Goal: 150
Chilling III: Whenever you damage a creature with an ability using this weapon and obtain a tier 3 outcome, that creature takes 9 cold damage and is slowed (save ends). This replaces the benefit of Chilling II.
Disrupting III: Whenever you damage an undead using this weapon and leave that undead with 50 Stamina or less, they immediately drop to 0 Stamina. If you instead leave the undead with 100 Stamina or less, they are frightened (save ends). This replaces the benefit of Disrupting II.
Draining: Whenever you damage a creature with an ability using this weapon and obtain a tier 3 outcome, that creature is also weakened (save ends). Each time you weaken a creature with this weapon, you gain 1 surge.
Imprisoning: Whenever you damage a creature with an ability using this weapon and obtain a tier 3 outcome, that creature is also restrained (save ends). While restrained in this way, the creature can't use magic or psionic abilities.
Nova: Whenever you damage a creature using this weapon, each enemy adjacent to you takes damage based on the tier outcome of the power roll-2 damage for tier 1, 6 for tier 2, or 10 for tier 3. Additionally, while you are winded, you have the following ability.
NovaI am an eternal flame, baby!
Area, Magic Main action 📏 3 burst 🎯 Each enemy in the area Power Roll + Your Highest Characteristic Score:
- ≤11: 7 fire damage
- 12-16: 11 fire damage
- 17+: 16 fire damage
Terrifying III: Whenever you damage a creature with an ability using this weapon and obtain a tier 3 outcome, that creature takes 6 psychic damage and is frightened (save ends). This replaces the benefit of Terrifying II.
Thundering III: Whenever you deal rolled damage to a creature using this weapon, you can vertical push that creature up to 5 squares and knock them prone after the other effects of the ability resolve. If the creature takes or deals damage as a result of this movement, they also take 5 thunder damage. This replaces the benefit of Thundering II.
Vengeance III: Whenever you use a damage-dealing ability using this weapon against a creature who has dealt damage to you since the end of your last turn, the ability deals an extra 6 damage. This replaces the benefit of Vengeance II.
Windcutting: Whenever you use a melee signature ability that usually targets one creature, you can take a bane on the ability to target each enemy in a cube 3 within distance. If your signature ability would usually cause its target to become grabbed or restrained, each target in the area is instead slowed until the end of their next turn.
9th-Level Weapon Enhancements
| Enhancement | Item Prerequisite | Project Source Language |
|---|---|---|
| Chilling III | The weapon must be dipped in the Glacial Forge in the coldest depths of Hell | Yllyric |
| Disrupting III | Wrappings from a mummy buried at least a century ago | Anjali |
| Draining | The intact, still-thinking brain of a voiceless talker | Voll |
| Imprisoning | A chain once used to restrain an angel | Anjali |
| Nova | A piece of metal touched by a sun | Ullorvic |
| Terrifying III | The central eye of an overmind | Variac |
| Thundering III | An oracle of storms must willingly bless the weapon with lightning while it is being wielded, and its wielder must survive this trial | Low Kuric |
| Vengeance III | The true name of a devil who hunts other devils | Kalliak |
| Windcutting | A feather from a bird, once thought extinct, who dwells at the eye of an ever-whirling tornado | Yllyric |