Crafting
Forge weapons, brew potions, build explosives, and engineer vehicles — the crafting system lets characters create powerful custom items from raw materials using Toolkits, Materials, and Skill Checks.
Crafting Overview
Crafting allows characters to create custom items using three core components: Toolkits determine which items you can craft, Materials affect cost and item quality, and Crafting DCs establish difficulty. Any character with a Toolkit and the required Aptitude can attempt to craft items during a Long Rest.
Three Core Components
Toolkits & Aptitudes
Each Toolkit is tied to specific Aptitudes. Your Aptitude Dice and Crafting Skill Modifier determine your crafting proficiency.
Materials & Rarity
Materials come in four grades: Standard Grade (SG), High Quality (HQ), Rare (R), and Exotic (E). Higher-grade materials are needed for powerful attributes.
Crafting DC & Skill Checks
Every crafted item has a Base DC of 10. Adding Attributes increases the DC. You must meet or exceed the total DC to successfully craft the item.
Toolkits
| Toolkit | Items Crafted |
|---|---|
| Alchemist | Potions, Poisons, Toxins |
| Armorer | Armor, Headgear, Vehicle Enhancements |
| Explosives | Bombs, Grenades, Mines |
| Gun-Smithing | Firearms, Ammunition, Vehicle Weapons |
| Hacking | Programs, AI Integration |
| Herbalist | Concoctions, Poisons, Toxins |
| Inventors | Black Market Cybernetics |
| Smithing | Melee Weapons, Vehicles, Bows, Ammunition |
Material Grades & Pricing
Standard Grade (SG)
100
Per Unit
High Quality (HQ)
500
Per Unit
Rare (R)
2,000
Per Unit
Exotic (E)
6,000
Per Unit
Material Conversion
| From | To |
|---|---|
| 5 Standard Grade (SG) | 1 High Quality (HQ) |
| 4 High Quality (HQ) | 1 Rare (R) |
| 3 Rare (R) | 1 Exotic (E) |
Universal Crafting Steps
Select Your Item
Choose the base item you want to craft. Note its Base Attributes, Material Cost, and Base DC.
Choose Attributes
Customize the item by selecting additional Attributes. Each Attribute increases Material Cost and DC. Duration options: Instantaneous, Short Term, or Long Lasting.
Calculate Crafting DC
Start with Base DC (10) and add all Attribute DC increases. Spend the total required materials to attempt crafting.
Crafting Skill Check
During a Long Rest, roll: d20 + Aptitude Dice + Crafting Skill Modifier. Meet or exceed the DC to succeed. On failure, 50% of materials are wasted.
Enhancing Existing Items: You can add Attributes to items you already own. The Base DC starts at 10, and you add the DC increase for each new Attribute. Existing Attributes can also be upgraded (e.g., Resistance to Immunity) by paying the difference in Material Cost and DC.
Alchemist
Alchemists use the Alchemist Toolkit to create Nanite Potions and Magic Potions. Nanite Potions use nanotechnology to produce physical effects, while Magic Potions channel arcane energy for more powerful results.
Harmful Effects: Potions with harmful effects (Blinded, Paralyzed, Toxin/Poison, etc.) follow the Toxicant rules. The target makes a Fortitude Defense Roll against the Crafting DC to resist the effect.
Magic Fused Potions: Crafting Magic Potions requires the Neuromancer or Magic Aptitude in addition to the Alchemist Toolkit. These potions are more powerful but cost Rare and Exotic materials.
Nanite Potion Crafting
| Attribute | Effect | Material | DC + |
|---|---|---|---|
| Duration: Instantaneous | — | 1 SG | +1 |
| Duration: Short Term | +1 Round | 5 SG | +2 |
| Duration: Long Lasting | +1 Hour | 10 SG | +3 |
| Ability Score | ±1 Point | 1 HQ | +2 |
| Defense | ±1 to a Defense Roll | 3 SG | +2 |
| Immunity | Non-Magical Damage Type | 1 R | +8 |
| Resistance | Non-Magical Damage Type | 2 HQ | +6 |
| Speed | ±1 Movement Speed | 3 SG | +2 |
| Vulnerability | Non-Magical Damage Type | 1 R | +6 |
| Blinded | — | 3 SG | +2 |
| Deafened | — | 3 SG | +2 |
| Invisibility | Non-magical detection | 2 HQ | +4 |
| Exhaustion | 1 Level per | 2 HQ | +4 |
| Paralyze (ST) | — | 2 HQ | +3 |
| Bleeding | 1d4 Damage per Round | 1 HQ | +2 |
| Condition Remove | Remove 1 Condition | 2 HQ | +2 |
| Healing (I) | Gains 2d6 HP | 2 HQ | +1 |
| Increase Healing/Damage Dice | +1 dice (e.g., +1d6, +1d8) | 3 HQ per dice | +3 per die |
| Injury | Remove 1 Minor Injury | 2 HQ | +2 |
| Psychic | 2d6 Damage per Round | 2 HQ | +2 |
| Regeneration | 2d6 HP per Round | 4 HQ | +2 |
| Toxin/Poison | 2d6 Damage per Round | 2 HQ | +2 |
Magic Potion Crafting
| Attribute | Effect | Material | DC + |
|---|---|---|---|
| Duration: Instantaneous | — | 1 SG | +1 |
| Duration: Short Term | +1 Round | 5 SG | +2 |
| Duration: Long Lasting | +1 Hour | 10 SG | +3 |
| Action Points (ST) | ±1 Point | 1 R | +3 |
| Ability Score | ±1 Point | 2 HQ | +2 |
| Defense | ±1 to a Defense Roll | 1 HQ | +1 |
| Immunity | Magical Damage Type | 1 E | +6 |
| Resistance | Magical Damage Type | 1 R | +4 |
| Skill | ±1 to Chosen Skill | 1 HQ | +1 |
| Speed | ±1 Movement Speed | 1 HQ | +1 |
| Vulnerability | Magical Damage Type | 1 E | +5 |
| Charm | — | 2 HQ | +4 |
| Dominate (ST) | — | 1 E | +5 |
| Invisibility | — | 1 R | +3 |
| Irradiation | Remove 1 Level per | 1 R | +3 |
| Exhaustion | Remove 1 Level per | 1 R | +3 |
| Flight | Half of Movement Speed | 4 HQ | +1 |
| Frightened (ST) | — | 2 HQ | +3 |
| Gaseous Form | Half of Movement Speed | 4 HQ | +2 |
| Petrify (ST) | — | 6 HQ | +4 |
| Paralyze (ST) | — | 4 HQ | +3 |
| Shield | +5 THP per | 4 HQ | +3 |
| Sleep (ST) | — | 4 HQ | +3 |
| Water Breathing | — | 2 HQ | +2 |
| Minor Injury (I) | Remove 1 per | 2 HQ | +1 |
| Serious Injury (I) | Remove 1 per | 1 R | +2 |
| Healing (I) | Gains 1d8 HP per | 2 HQ | +2 |
| Regeneration | 2d8 HP per Round | 4 HQ | +3 |
Armorer
Armorers use the Armorer Toolkit to create armor, headgear, shields, and vehicle enhancements. Crafted armor provides Temporary Hit Points (THP) and can be enhanced with defensive modifiers to protect against specific damage types or injuries.
Armor Crafting Table
| Attribute | Effect | Material | STR Req | DC + |
|---|---|---|---|---|
| Light Armor THP | +3 (Maximum 15) | 5 SG | — | +1 |
| Light Headgear THP | +1 (Maximum 6) | 1 SG | — | +1 |
| Medium Armor THP | +5 (Maximum 30) | 10 SG | 5 + 1 STR per | +1 |
| Medium Headgear THP | +1 (Maximum 6) | 1 SG | — | +1 |
| Heavy Armor THP | +5 (Maximum 40) | 15 SG | 10 + 1 STR per | +1 |
| Heavy Headgear THP | +1 (Maximum 6) | 2 SG | 4 + 1 STR per | +1 |
| Physical Shield THP | +2 (Maximum 8) | 2 SG | — | +1 |
| Immunity | 1 Non-Magical Damage Type | 4 R | — | +5 |
| Injury Mitigation | Nullifies Effects of 1 Injury | 3 R | — | +4 |
| Speed Enhancer | +1 Movement Speed | 3 HQ | — | +2 |
| Skill | +1 to a Chosen AGI, END, or STR Skill | 3 HQ | — | +2 |
| Defense | +1 to Reflex/Fortitude Defense Roll | 3 HQ | — | +2 |
| Resistance | 1 Non-Magical Damage Type | 2 R | — | +5 |
| Regeneration | Gains +2 THP per Round | 3 R | — | +3 |
Explosives
The Explosives Toolkit allows crafting of bombs, grenades, mines, and rockets. Each explosive has a base damage and blast radius that can be enhanced with additional attributes like fragmentation, incendiary payloads, or remote detonation.
Base Explosives
| Type | Base Damage | Radius | Material | Base DC |
|---|---|---|---|---|
| Bomb | 4d6 Thermal | 3 m | 26 SG | 12 |
| Grenade | 2d8 Force | 1 m | 15 SG | 10 |
| Mines/Claymores | 3d10 Piercing | 2 m | 20 SG | 10 |
| Rockets (Ammo) | 3d6 Piercing + 3d6 Force + 3d4 Thermal | 5 m | 10 SG | 10 |
Explosive Attributes
| Attribute | Effect | Material | DC + |
|---|---|---|---|
| Delayed Detonation | Set a specific timer | 2 HQ | +2 |
| EMP | Adds 2d6 Sonic Damage | 2 HQ | +2 |
| Flash/Blind Effect | Targets Blinded for 1 Round | 4 HQ | +4 |
| Fragmentation | Adds 2d6 Slashing Damage | 4 HQ | +2 |
| Incendiary Effect | Adds 2d6 Thermal Damage | 4 HQ | +2 |
| Increased Damage | +1 damage dice | 3 HQ per dice | +3 per dice |
| Increased Blast Radius | +1 m to Blast Radius | 2 HQ | +2 |
| Precision Trigger | Explodes on impact | 1 HQ | +1 |
| Proximity Trigger | Explodes when approached within 1 m | 4 HQ | +3 |
| Remote Detonation | Triggered remotely | 6 HQ | +4 |
| Stun Effect | Targets Stunned for 1 Round | 4 HQ | +4 |
| Smoke Effect | Creates smoke as Partial Cover | 3 HQ | +3 |
Gunsmith
Gun-Smithing covers the creation and enhancement of all firearms, from simple pistols and carbines to martial-grade sniper rifles and rocket launchers. Gunsmiths can also craft specialized ammunition types.
Ammunition Crafting
| Ammunition | Cost |
|---|---|
| Assault Rounds | 1 SG |
| Bullets | 1 SG |
| Shells | 2 SG |
| Slug | 3 SG |
| Armor-Piercing | 1 HQ |
| Cryo | 1 HQ |
| Electric Pulse | 1 SG |
| Explosive | 3 HQ |
| Ghost | 3 HQ |
| Potion Holder | 3 HQ |
| Taser | 2 HQ |
| Tracer | 1 SG |
| Tracker | 2 SG |
Base Firearms
| Weapon | Type | Damage | Base Stats | Material | DC |
|---|---|---|---|---|---|
| Carbine | Simple | 1d12 Piercing | Range (10/30), Reload (10), Ammo: Bullets | 9 SG | 11 |
| Pistol | Simple | 1d8 Piercing | Range (10/30), Reload (10), Ammo: Bullets | 7 SG | 10 |
| Rifle | Simple | 1d10 Piercing | Range (50/200), Reload (5), Two-Handed, Ammo: Bullets | 9 SG | 10 |
| Revolver | Simple | 2d6 Piercing | Range (10/30), Reload (6), Ammo: Bullets | 6 SG | 12 |
| Shotgun, Single Barrel | Simple | 1d10 Piercing | Range (12/28), Reload (1), Two-Handed, Ammo: Slug | 7 SG | 12 |
| Shotgun, Double Barrel | Simple | 1d6 Piercing per barrel | Range (5/15), Reload (2), Scatter, Ammo: Shells | 6 SG | 12 |
| Submachine Gun | Simple | 3d4 Piercing | Range (8/24), Reload (20), Two-Handed, Ammo: Bullets | 10 SG | 12 |
| Hand Cannon | Martial | 2d12 Piercing | Range (40/120), Reload (10), Two-Handed, Ammo: Assault Rounds | 4 HQ | 10 |
| Flame Thrower | Martial | 3d6 Thermal | Range (20/60), 4 m Cone, Heavy, Reload (1), Ammo: Fuel | 6 HQ | 12 |
| Grenade Launcher | Martial | See Grenades | Range (30/120), Heavy, Reload (6), Two-Handed, Ammo: Grenades | 7 HQ | 12 |
| Machine Gun | Martial | 3d8 Piercing | Range (20/60), Heavy, Reload (30), Two-Handed, Ammo: Assault Rounds | 8 HQ | 12 |
| Rifle (Martial) | Martial | 1d12 Piercing | Range (25/75), Reload (20), Two-Handed, Ammo: Bullets | 4 HQ | 10 |
| Rocket Launcher | Martial | See Rockets | Heavy, Reload (1), Two-Handed, Ammo: Rockets | 12 HQ | 11 |
| Shotgun (Martial) | Martial | 2d10 Piercing | Range (15/35), Reload (12), Two-Handed, Ammo: Slug | 4 HQ | 10 |
| Sniper Rifle | Martial | 4d6 Piercing | Range (80/320), Heavy, Reload (8), Two-Handed, Ammo: Bullets | 7 HQ | 10 |
Firearm Enhancement Attributes
| Attribute | Effect | Material | DC + |
|---|---|---|---|
| Automatic Fire | — | 6 HQ | +4 |
| Add Injury | Ruptured Organ, Skull Fracture, Minor Open Wound, or Deep Puncture Wound | 4 HQ | +4 |
| Add Trait Slot | +1 Weapon Trait Slot | 4 HQ | +3 |
| Burst Fire | — | 4 HQ | +3 |
| Increased Damage | +1 damage dice | 3 HQ per dice | +3 per dice |
| Increased Range | +5 m to Range | 2 HQ | +1 |
| Laser Sight | +1 to Attack Rolls at close range | 3 HQ | +2 |
| Extended Magazine | +5 to magazine size | 3 HQ | +1 |
| Improved Accuracy | +1 to Attack Rolls | 3 HQ | +2 |
| Silenced | Muffles sound, +2 to Stealth vs Awareness | 3 HQ | +2 |
| Scope | Negates penalty on Long Range Attacks | 4 HQ | +3 |
Hacking
The Hacking Toolkit enables crafting of programs and performing data mining operations. Hackers can create programs that target cybernetic implants, electronic systems, and AI-connected networks. Programs are “installed” on a target via a Hacking Skill Check.
Data Mining: To extract data from a network or device, make a Hacking Skill Check against the network's security DC. Success yields information, credentials, or access. Failure triggers an alert and may lock you out.
Data Mining DC Table
| DC | Material Gained | Worth |
|---|---|---|
| 1–5 | Failed Scan | — |
| 6–8 | 10 Worthless Snippets | 5 per unit |
| 9–16 | 10 Standard Exploits | 100 per unit |
| 17–20 | 5 High Quality Vulnerabilities | 500 per unit |
| 21–24 | 2 Rare Zero-Day Exploits | 2,000 per unit |
| 25+ | 1 Exotic Backdoor | 6,000 per unit |
Program Crafting
| Attribute | Effect | Material | DC + |
|---|---|---|---|
| Duration: Instantaneous | — | 1 SG | +1 |
| Duration: Short Term | +1 Rounds | 5 SG | +2 |
| Duration: Long Lasting | +1 Minute | 10 SG | +3 |
| Action Point | +1 AP (Max 3) | 1 E | +4 |
| Attack Rolls | ±1 to Attack Rolls | 4 HQ | +3 |
| Speed | ±1 Speed | 1 HQ | +1 |
| Reflex | ±1 to Defense Roll | 1 HQ | +2 |
| Aptitude | 1 Skill (Max 1) | 4 HQ | +3 |
| Skill | ±1 to Chosen Skill | 2 HQ | +1 |
| Charm | — | 2 HQ | +4 |
| Blinded | — | 1 HQ | +2 |
| Deafened | — | 1 HQ | +2 |
| Dominate (ST) | — | 1 E | +5 |
| Frightened (ST) | — | 2 HQ | +3 |
| Moral | ±1 to Moral | 2 HQ | +2 |
| Paralyze (ST) | — | 4 HQ | +3 |
| Stunned (ST) | — | 2 HQ | +2 |
| Will | ±1 to Defense Roll | 1 HQ | +2 |
| Command | Simple non-lethal command to Non-Sentient Tech | 2 HQ | +3 |
| Delay | Time-specific release for a Program | 1 R | +2 |
| Firewall | Immune to Hacking and Programs | 1 R | +6 |
| Logic | Conditional statement for Program activation | 1 R | +2 |
| Remove Program | Ends Running Program | 2 HQ | +2 |
| Satellite Shift | All Comms within 1 km shutdown | 3 HQ | +3 |
| Surge | 2d6 Electric Damage | 2 HQ | +2 |
| Surge Damage Increase | +1 damage dice | 3 HQ | +3 per dice |
| Tracer | Tracks location of Target System | 1 SG | +1 |
| Traffic Jam | -5 to all Vehicle Speeds within 1 km | 5 SG | +2 |
Herbalist
Herbalists use natural ingredients gathered through foraging to create concoctions, poisons, and healing salves. Before crafting, Herbalists can forage for materials by making a Foraging Check based on their environment.
Foraging Check
Foraging: During a Short or Long Rest in a natural environment, make a Survival Skill Check against the environment DC. Success yields raw herb materials that can be used in place of purchased Standard Grade materials.
| DC | Material Gained | Worth |
|---|---|---|
| 1–5 | Failed Foraging | — |
| 6–8 | 10 Worthless Weeds | 5 per unit |
| 9–16 | 10 Standard Bones | 100 per unit |
| 17–20 | 5 High Quality Hides | 500 per unit |
| 21–24 | 2 Rare Intestines | 2,000 per unit |
| 25+ | 1 Exotic Tooth | 6,000 per unit |
Herbalist Crafting Table
| Attribute | Effect | Material | DC + |
|---|---|---|---|
| Duration: Instantaneous | — | 1 SG | +1 |
| Duration: Short Term | +1 Rounds | 5 SG | +2 |
| Duration: Long Lasting | +1 Minute | 10 SG | +3 |
| Ability Score | ±1 Point | 2 HQ | +2 |
| Action Point | +1 AP (Max 3) | 1 E | +4 |
| Aptitude | 1 Skill (Max 1) | 4 HQ | +3 |
| Defense | ±1 to a Defense Roll | 1 HQ | +2 |
| Death Roll | Negate Death Roll | 1 E | +10 |
| Resistance | Non-Magical Damage Type | 1 R | +6 |
| Size | ±1 (Max 2) | 2 HQ | +4 |
| Skill | ±1 to Chosen Skill | 2 HQ | +1 |
| Speed | ±1 Speed | 1 HQ | +1 |
| Charm | — | 2 HQ | +4 |
| Blinded | — | 1 HQ | +2 |
| Deafened | — | 1 HQ | +2 |
| Dominate (ST) | — | 1 E | +5 |
| Invisibility | Non-magical detection | 1 R | +4 |
| Irradiation | −1 Level per | 1 R | +4 |
| Frightened (ST) | — | 2 HQ | +3 |
| Petrify (ST) | — | 6 HQ | +4 |
| Paralyze (ST) | — | 4 HQ | +3 |
| Sleep (ST) | — | 4 HQ | +3 |
| Stunned (ST) | — | 2 HQ | +2 |
| Condition | Remove 1 Condition | 2 HQ | +2 |
| Healing (I) | Gains 2d6 HP | 2 HQ | +1 |
| Healing/Damage Dice | +1 dice | 3 HQ per dice | +3 per dice |
| Injury | Remove 1 Minor Injury | 2 HQ | +2 |
| Psychic | 2d6 Damage per Round | 2 HQ | +2 |
| Regeneration | 2d6 HP per Round | 4 HQ | +2 |
| Toxin/Poison | 2d6 Damage per Round | 2 HQ | +2 |
Inventor
Inventors craft Black Market Wetware — cybernetic implants that enhance a character's physical and mental capabilities. Wetware is categorized by the Defense type it targets during installation: Fortitude (body mods), Reflex (movement/reaction mods), or Will (neural/cognitive mods).
Wetware Types: Fortitude — body augmentations (subdermal armor, enhanced muscles). Reflex — speed and reaction implants (wired reflexes, leg actuators). Will — neural enhancements (cognitive processors, memory chips).
Charges: Some Wetware has limited charges that refresh on a Long Rest. Charge-based implants are less expensive but require resource management. Permanent implants cost more but are always active.
Chrome Rating & Installation DC
Chrome Rating determines the complexity and risk of installing Wetware. Higher Chrome Ratings require harder checks and carry greater risk of rejection.
| DC | Chrome Rating |
|---|---|
| 10–13 | 1 |
| 14–16 | 2 |
| 17–19 | 3 |
| 20+ | 4 |
Black Market Wetware Crafting
| Attribute | Effect | Material | DC + |
|---|---|---|---|
| Core Action Charges | — | 1 SG per | +1 per |
| Quick Action Charges | — | 2 SG per | +1 per |
| Reaction Charges | — | 3 SG per | +1 per |
| Passive Duration | Always On | 1 E | +10 |
| Instantaneous | — | 1 SG | +1 |
| Short Term | +1 Round | 5 SG | +2 |
| Long Lasting | +1 Hour | 10 SG | +3 |
| Region: Arm | — | 3 HQ | +3 |
| Region: Head | — | 1 R | +3 |
| Region: Leg | — | 3 HQ | +2 |
| Region: Torso | — | 5 SG | +1 |
| Ability Score Modifier | +1 Point | 3 HQ | +2 |
| Action Points (ST) | +1 Point | 1 R | +3 |
| Attack Roll | +1 to Attack Roll | 2 HQ | +2 |
| Body Armor | +2 THP (Max 20) | 1 SG | +1 |
| Defense | +1 to Defense Roll | 3 HQ | +2 |
| Hacking Immunity | — | 1 R | +8 |
| Hacking Resistance | — | 2 R | +6 |
| Language | +1 Language | 5 SG | +1 |
| Memorization | +1 Spell Slot | 1 HQ | +1 |
| Regeneration | Gains +1d8 per Round | 3 R | +3 |
| Resistance | 1 Non-Magical Damage Type | 5 SG | +5 |
| Skill Aptitude | +1 Skill Aptitude | 3 HQ | +1 |
| Skill Check | +1 to Chosen Skill Check | 3 HQ | +2 |
| Speed Enhancer | +1 Movement Speed | 5 SG | +1 |
| Strength Enhancer | Gains +d6 to Melee Attacks | 3 HQ | +2 |
| ARC (I) | Gains 2d4 ARC | 2 HQ | +2 |
Smithing
Smithing covers the creation and enhancement of melee weapons, bows, and ammunition. Smiths work with metal, wood, and composite materials to forge everything from simple daggers to martial-grade greatswords and compound bows.
Base Weapon Crafting
| Weapon | Type | Damage | Properties | Material | DC |
|---|---|---|---|---|---|
| Baton | Simple | 2d6 Bludgeoning | — | 1 SG | 10 |
| Dagger | Simple | 2d6 Piercing | Thrown (6/15), Injury: Minor Open Wound | 2 SG | 10 |
| Dart | Simple | 2d4 Piercing | Range (6/20) | 1 SG | 10 |
| Gauntlet | Simple | 2d6 + STR Mod Bludgeoning | — | 3 SG | 10 |
| Great Club | Simple | 2d8 Bludgeoning | Two-Handed | 4 SG | 10 |
| Handaxe | Simple | 2d6 Slashing | Thrown (8/20) | 2 SG | 10 |
| Mace | Simple | 2d6 Bludgeoning | Thrown (6/10) | 2 SG | 10 |
| Morningstar | Simple | 1d6 Piercing + 1d6 Bludgeoning | — | 3 SG | 11 |
| Quarterstaff | Simple | 3d6 Bludgeoning | — | 1 SG | 10 |
| Short Bow | Simple | 2d6 Piercing | Range (25/110), Ammo: Arrows | 4 SG | 12 |
| Sickle | Simple | 3d4 Slashing | — | 1 SG | 10 |
| Sling | Simple | 1d4 Bludgeoning | Range (10/40), Ammo: Sling | 1 SG | 10 |
| Spear | Simple | 2d8 Piercing | Thrown (6/12) | 2 SG | 10 |
| Tanto, Aikuchi | Simple | 2d4 Slashing + 2d8 Piercing | Light, Injury: Minor Open Wound | 4 SG | 12 |
| Training Gloves | Simple | 2d6 + AGI Mod Bludgeoning | Two-Handed | 2 SG | 10 |
| Wakizashi | Simple | 3d6 Slashing | Injury: Minor Open Wound | 6 SG | 12 |
| Auto Crossbow | Martial | 2d10 Piercing | Range (30/125), Reload (6), Two-Handed, Ammo: Arrows | 3 HQ | 13 |
| Bastard Sword | Martial | 3d6 Slashing | Injury: Severed Tendon | 2 HQ | 10 |
| Battleaxe | Martial | 3d8 Slashing | Two-Handed, Injury: Concussions | 2 HQ | 11 |
| Compound Bow | Martial | 3d8 Piercing | Range (50/200), Reload (1), Two-Handed, Ammo: Arrow | 1 HQ | 10 |
| Knuckles Gloves | Martial | 3d6 + AGI Mod Bludgeoning | — | 2 HQ | 12 |
| Flail | Martial | 3d8 Bludgeoning | Injury: Broken Bone | 1 HQ | 10 |
| Glaive | Martial | 2d10 Slashing | Two-Handed, Injury: Ruptured Organ | 2 HQ | 10 |
| Greataxe | Martial | 2d12 Slashing | +1 m Reach, Two-Handed, Heavy, Injury: Ruptured Organ | 3 HQ | 11 |
| Greatsword | Martial | 3d6 Slashing | Two-Handed, Heavy, Injury: Minor Fractures or Minor Open Wound | 4 HQ | 11 |
| Longsword | Martial | 3d8 Slashing | Injury: Severed Tendon | 2 HQ | 10 |
| Maul | Martial | 3d6 Bludgeoning | Two-Handed, Heavy, Injury: Broken Bone | 1 HQ | 11 |
| Nunchaku | Martial | 3d6 Bludgeoning | Light, Thrown (4/12), Injury: Contusion | 1 HQ | 10 |
| Odachi | Martial | 3d4 Slashing | +1 m Reach, Two-Handed, Heavy, Injury: Ruptured Organ | 2 HQ | 11 |
| Rapier | Martial | 3d8 Piercing | Injury: Deep Puncture Wound | 2 HQ | 12 |
| Scimitar | Martial | 3d6 Slashing or 3d6 Piercing | Light, Injury: varies | 2 HQ | 10 |
| Shortsword | Martial | 3d6 Piercing | Injury: Ruptured Organ | 2 HQ | 11 |
| Katana | Martial | 3d8 Slashing | Injury: Minor Open Wound | 2 HQ | 10 |
| War Hammer | Martial | 3d8 Bludgeoning | Two-Handed, Injury: Skull Fracture or Broken Bone | 3 HQ | 11 |
| Whip | Martial | 3d6 Slashing | +1 m Reach, Injury: Minor Open Wound | 1 HQ | 10 |
Weapon Enhancement Attributes
| Attribute | Effect | Material | DC + |
|---|---|---|---|
| Add Trait Slot | +1 Weapon Trait Slot | 4 HQ | +3 |
| Add Injury | Minor Open Wound, Deep Puncture, Skull Fracture, Broken Bone, Ruptured Organ, Severed Tendon, Concussions, or Minor Fractures | 5 HQ | +4 |
| Brutality | Rolls 2 additional damage dice on Critical Hits | 5 HQ | +4 |
| Flair | Doubles Overflow Damage on Critical Hit | 3 HQ | +2 |
| Heavy | +1d12 but imposes -2 on small creatures | 3 HQ | +3 |
| Honed | Increases critical hit range by +1 (e.g., 19-20) | 4 HQ | +3 |
| Improved Aim | +1 to Attack Rolls | 3 HQ | +2 |
| Increased Damage | +1 damage dice | 3 HQ per dice | +1 per die |
| Extended Quiver | +5 to Quiver size (Ranged Only) | 4 SG | +1 |
| Increased Range | +5 m to Ranged Weapons | 10 SG | +1 |
| Armor Piercing | Ignores 5 points of armor THP (Melee Only) | 5 HQ | +3 |
| Bleeding Wounds | 2d4 Miasmic Damage per Round for 4 Rounds (Melee Only) | 5 HQ | +4 |
| Disarming | Can disarm opponent (DC 15) (Melee Only) | 4 HQ | +3 |
| Elemental Damage | Adds 2d6 elemental damage (Melee Only) | 4 HQ | +3 |
| Light Property | Reduces mass, can dual-wield (Melee Only) | 3 HQ | +2 |
| Parry | Allows Parry Action (Melee Only) | 5 HQ | +2 |
| Poisoned Edge | 2d6 Poison per Round for 4 Rounds (Melee Only) | 5 HQ | +4 |
| Two-Handed | Increases damage dice by 1, requires two hands (Melee Only) | 2 HQ | +2 |
Vehicle Crafting
Characters can craft and customize vehicles for land, water, and air travel. Vehicles have base stats (HP, Speed, Range, Cargo, Module Slots) and can be outfitted with engine upgrades, armor, weapon modules, and system modules.
Base Vehicle Stats
| Domain | Size | HP | Speed | Range | Occupancy/Cargo | Modules | Material | DC |
|---|---|---|---|---|---|---|---|---|
| Land | Large | 20 | 15 m / 45 km | 100 km | 1 / 20 kg | 1 | 10 HQ | 10 |
| Water | Large | 20 | 30 m / 90 km | 200 km | 1 / 30 kg | 1 | 15 HQ | 12 |
| Air | Large | 20 | 50 m / 150 km | 300 km | 1 / 20 kg | 1 | 20 HQ | 15 |
Engine, Expansion & Armor Upgrades
| Attribute | Effect | Material | DC + |
|---|---|---|---|
| Engine Upgrades | +5 m to Speed | 5 SG | +3 |
| Expansion | +5 Kg Cargo / +1 Module Slot | 10 HQ | +2 |
| Fuel Efficiency | +10% Range | 5 SG | +1 |
| HP | +5 (Maximum 50) | 10 SG | +1 |
| Occupancy | +1 Passenger (Maximum 6) | 5 SG | +1 |
| Suspension | +1 to Reflex Defense Rolls | 5 HQ | +3 |
Armor & Mount Enhancements
| Attribute | Effect | Material | DC + |
|---|---|---|---|
| Flamethrower | 10 m Cone, 2d6 Thermal | 8 SG | +3 |
| Flare Dispenser | +2 Reflex Defense for 1 Round | 5 SG | +2 |
| Harpoon Launcher | Range 10 m, attaches to target on hit | 5 SG | +2 |
| Oil Slick | Hostile creatures -2 Reflex Defense for 1 Round | 6 SG | +2 |
| Smoke Bomb | 10 m Radius, Partial Cover for 1 Round | 5 HQ | +2 |
| Spike Strip | Reduce hostile speed by 10 m for 1 Round | 7 SG | +2 |
System Modules
| Attribute | Effect | Material | DC + |
|---|---|---|---|
| AI Navigator | +5 m to Speed | 3 SG | +2 |
| Automated Repair System | Restoring 1d8 HP per Round for 5 Rounds | 4 SG | +2 |
| Autopilot System | Enables autonomous navigation | 4 SG | +2 |
| Autonomous Weapon System | Vehicle gains 3 AP to use Actions | 6 HQ | +5 |
| Combat AI | +1 to Attack Rolls when Attacking with Vehicle | 4 HQ | +4 |
| Defensive Firewall | +2 to Defense Rolls against Hackers | 2 HQ | +2 |
| Remote Control Interface | Control with Neural Link within 1 km | 2 HQ | +2 |
| Sensor Array Upgrade | +1 to Mounted Weapons Attack Rolls | 2 SG | +1 |
| System Overclock | Doubles Speed for 1 Round (3 Charges/day) | 3 HQ | +2 |