The Doctor's Manor (P/T)
Sept 10, 2014 0:57:52 GMT -7
Post by The Doctor on Sept 10, 2014 0:57:52 GMT -7
Table of Contents
- First Floor
- 01: Foyer
- 02: Parlor
- 03: Library
- 04: Gallery
- 05: Game Room
- 06: Gym
- 07: Ballroom
- 08: Kitchen/Pantry
- 09: Private Study
- 10: Den
- 12: Doctor's Office
- 13: Dining Room
- 14: Pool
- Second Floor
- 15 - 18: Guest Room
- 19 - 20: Family Guest Room
- 21: Guest Suite
- 22: Secretary's Office
- 23: Maid's Iron Room
- 24: Storage
- 25: Smoke Room
- 26: Sewing Room
- Third Floor
- 27: Doctor's Room
- 28: Meeting Room
- 29: Furniture Expansion w/Storage
- 30: Doctor's Office
- 31: Private Video Library
- Basement
- 32: Furnace Room
- 33: Disguise Storage/Make Up Room
- 34: Expansion Area
- 35: Wine Cellar
- 36: Dry Goods Storage
- 37: Laundry
- Cave
- Level 1
- 38: Storage
- 39: Computer Room
- 40: Laboratories
- 41: Museum
- 42: Docking Bay
- Level 3
- 43: Maintenance Area 1
- 44: Training Center
- 45: Medical Center
- Level 4
- 46: Maintenance Area 2
- Level 5
- 47: Roof Top Opening
First Floor
[/url], Steel Knife Sharpener, Kitchen Shears, Birds Beak Peeling Knife, Utility Knife, Serrated Utility Knife, Cooks Knife, Clip Point Paring Knife, Flat Cut Paring Knife, Spear Point Paring Knife, Bread Knife, Cleaver Butcher Knife. There were also 6 Steak Knives placed carefully on the table.01: Foyer
02: Parlor
03: Library
- Reference Book (First Aid/CPR/AED Lesson 1-4)
- Reference Book (First Aid/CPR/AED Lesson 5-8)
- Reference Book (First Aid/CPR/AED Lesson 9-12)
- Grimoire Enamoris
- Grimoire Illusionatus
- Book: Textbook: Botany Studies - Underworld
- Herbal Preserves and Preparation - Arctic
- Herbal Preserves and Preparation - Desert
- Herbal Preserves and Preparation - Grassland
- Herbal Preserves and Preparation - Special
- Book: Textbook: Creature Lore - Coastal
- Book: Textbook: Creature Lore - Forest
- Book: Textbook: Creature Lore - Grassland
- Book: Textbook: Creature Lore - Hill
- Book: Textbook: Creature Lore - Jungle
- Book: Textbook: Creature Lore - Mountain
- Book: Textbook: Creature Lore - River
- Book: Textbook: Creature Lore - Rural
- Book: Textbook: Creature Lore - Special
- Book: Textbook: Creature Lore - Underworld
- Book: Textbook: Creature Lore - Urban
- Book: Textbook: Creature Lore - Volcano
- Book: Textbook: Creature Lore - Wasteland
- Book: Novel (Overview) – 50 Shades of Shitty
- Book: Novel (Overview) - There and Back Again
- Book: Comic Book (Overview) - Batman #1
04: Gallery
05: Game Room
06: Gym
07: Ballroom
08: Kitchen/Pantry
Near the stove lies a Flint for natural purposes.
In one of the cupboards the Doctor kept 2 Flagons and a Goblet inside.
Inside the Closet door at the far south of the room stood a Broom, and a Mop. The Broom and Mop were quite strong, strong enough to be used as a weapon if anyone was willing to use them in such a way.
The Pantry was approximately 40 feet by 20 feet and was used to carry various foods. Shelves throughout the room kept the foods and drinks in order.[/ul]
- Standard-Bottle - Sake
09: Private Study
Study Room
- Study/Office, Fancy
Rank: "A"
Type: Main, Room, 1 Stronghold Space, Room
Effect: A study is a room in a house which is used for paperwork, computer work, or reading.
Special: ---
Drawback: ---
Description: Much like the basic office/study, this room comes with furnishings of a higher quality. The floor is usually polished wood or smooth stone. The polished wood or stone-floored room includes a few upholstered chairs for visitors. Using this study provides a single character a +1 circumstance bonus to per Mastery Die when learning Academia Skills. Limit: Must be created by a Construction Crafter.
Cost: 25,000 Ryo
10: Den
12: Doctor's Office
Study Room
- Study/Office, Luxury
Rank: "S"
Type: Main, Room, 1.5 Stronghold Space, Room
Effect: A study is a room in a house which is used for paperwork, computer work, or reading.
Special: ---
Drawback: ---
Description: This room represents the ultimate in office luxury. A well-appointed waiting room features an exquisite couch and a polished wooden desk. The main office features another stuffed couch and a set of comfortable chairs arrayed around a marble topped desk. The walls are covered with fine art, including a portrait of the owner of the stronghold and any family he might have. Using this study provides a up to 4 characters a +1 circumstance bonus per Mastery Die when learning Academia Skills.
Limit: Must be created by a Construction Crafter.
Cost: 150,000 Ryo
13: Dining Room
13: Pool
Second Floor
14 - 18: Guest Room
19 - 20: Family Guest Room
21: Guest Suite
22: Secretary's OfficeStudy Room
- Study/Office, Fancy
Rank: "A"
Type: Main, Room, 1 Stronghold Space, Room
Effect: A study is a room in a house which is used for paperwork, computer work, or reading.
Special: ---
Drawback: ---
Description: Much like the basic office/study, this room comes with furnishings of a higher quality. The floor is usually polished wood or smooth stone. The polished wood or stone-floored room includes a few upholstered chairs for visitors. Using this study provides a single character a +1 circumstance bonus to per Mastery Die when learning Academia Skills. Limit: Must be created by a Construction Crafter.
Cost: 25,000 Ryo
23: Maid's Iron Room
24: Storage
25: Smoke Room
26: Sewing Room
Third Floor
27: Doctor's Room
28: Meeting Room
29: Furniture Expansion w/Storage
- Digging-Shovel
- Pitchfork
- Fullblade
- Shark Fin x2
- Benihime
- Battle Hammer (Electric Enhancement)
- Polearm
- Great Axe
- Boxing Gloves
- Adams Coat of Arms Shield
- Family Sword
- Combat Cross (15 meter Chain)
- Gyrocompass
- Locked Chest - Barrel, Standard
30: Doctor's OfficeStudy Room
- Study/Office, Luxury
Rank: "S"
Type: Main, Room, 1.5 Stronghold Space, Room
Effect: A study is a room in a house which is used for paperwork, computer work, or reading.
Special: ---
Drawback: ---
Description: This room represents the ultimate in office luxury. A well-appointed waiting room features an exquisite couch and a polished wooden desk. The main office features another stuffed couch and a set of comfortable chairs arrayed around a marble topped desk. The walls are covered with fine art, including a portrait of the owner of the stronghold and any family he might have. Using this study provides a up to 4 characters a +1 circumstance bonus per Mastery Die when learning Academia Skills.
Limit: Must be created by a Construction Crafter.
Cost: 150,000 Ryo
31: Private Video Library
Basement
32: Furnace Room
33: Disguise Storage/Makeup Room
34: Expansion Area
35: Wine Cellar
36: Dry Goods Storage
37: Laundry
The Cave
[/b]Level 1:
- Full Body Corset (Advanced) +30 Disguise
- Evoke Emotional Response - Mordecai - Witch Hunter
- Tame the Savage Beast - Marty Loden - Alias
- Evoke Emotional Response - Mordecai - Witch Hunter
- Boomerang, Small (Overview) - x 465
- Boomerang, Small (Overview) (Holder Enhancement) - x140
- Boomerang, Small (Overview) (Holder Enhancement: Grapeshot) x20
- Boomerang, Small (Overview) (Holder Enhancement: Smoke Pellet) x20
- Boomerang, Small (Overview) (Holder Enhancement: Tanglefoot) x20
- Boomerang, Small (Overview) (Holder Enhancement: Samum) x20
- Boomerang, Small (Overview) (Holder Enhancement: Dancing Star) x20
- Boomerang, Small (Overview) (Holder Enhancement: Northern Wind) x10
- x10 Agate
- x15 Garnet
- x10 Jasper
- x30 Mimetite
- x5 Obsidian
- x20 Quartz
- x6 Rhodochrosite
- x2 Sapphire (Flawless)
- x10 Ruby
- x5 Tourmaline
- x44 Seeker Mine
- x8 Tracers
- x37 Zipties
- x16 Glow Sticks
- x15 Dancing Star
- x5 Dragon’s Dream
- x30 Explosion (Force)
- x15 Grapeshot
- x15 Lightning Bottle
- x5 Moondust
- x18 Northern Wind
- x15 Samum
- x4 Semtex
- x15 Shriek Bomb
- x45 Smoke Pellet
- x10 Stormstone
- x36 Tanglefoot Bag
- x1 Treant’s Gall
- x6 Jumping Shock Spider
- x1 Exploding Flame Spider
- x1 Leyden Jutsu Bottle (Empty)
- x1 Leyden Jutsu Bottle (Fireball)
- x23 Tracers
- x1 Tracker
- x1 Glass Cutter
- x1 Wireless Radio
- x1 Sniper Goggles – Night-vision, Thermal Vision, X-Ray Vision, Condition Vision, Substance Locator Vision, Anti-Flash Lenses, Lie-Detector Lense.
- x1 Compass, Dungeoneer
- x1 Multi-tool (Overview)
- x1 4 inch length flashlight (Overview)
- x1 Lockpick Set
- x1 Disruptor – Mine Detonator, Sonic Detonator
- x20 Zipties
- x1 Auto Injector Harness (Overview)
- x1 Auto Injector Gun (Overview
- x1 Field Cauterizer
- x2 Med Diagnostic Scanner
- x1 Plasma Protein Replicator
- x3 Rebar Splint
- x1 Line Launcher
- Umbrite Gauntlet (Perfected) x2
Rank: "S"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: A defensive and offensive Armour used as a weapon or protection for the user's arms.
Special: Created with Umbrite
Drawback: ---
Description: Picture:|Hardness: 22; Armor Points: 80. A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armored gloves that allow the user to deal lethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with gauntlets on unless they remove the gauntlets completely. The user gains a +5 circumstance bonus against an Observer’s Observation check per Gauntlet. Shadows around them seem to be deeper and darker. This affects a 2-meter area around the wielder and does not extend to others.
Limit: Created by Sister Superior Mavis at Octagon Chaple.
Cost: 60,000 Ryo Each - Umbrite Greaves (Perfected) x2
Rank: "S"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: A defensive and offensive Armour used as a weapon or protection for the user's arms.
Special: Created with Umbrite
Drawback: ---
Description: Picture:|Hardness: 22; Armor Points: 80. A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured leg protectors that allow the user to deal lethal damage with their legs as unarmed strikes. A strike with a greave is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with greaves on unless they remove the greaves completely. The user gains a +5 circumstance bonus against an Observer’s Observation check per Gauntlet. Shadows around them seem to be deeper and darker. This affects a 2-meter area around the wielder and does not extend to others.
Limit: Created by Sister Superior Mavis, at the Octagon Chaple.
Cost: 60,000 Ryo Each
- 1 Gallon - Large Pitcher - x61
- 5 Gallon - Half-barrel - x59
- 10 Gallon - Barrel, Standard - x30
- 40 Gallon - Barrel, Large - x9
- 42 Gallon - Barrel, Tierce - x2
- 1 Shot - Standard Shot Container - 290 Total
- 2 Shot - Cup Container - 57 Total
- Belt, Individual Equipment - x10
- With Pouch, Quick Loader - 1 Slot x110
- Brown Leather Hooded Rideback Jacket - x7
- With Tactical Load Carrying Vest - x7
- With Pouch, Quick Loader - 1 Slot - x133
- With Tactical Load Carrying Vest - x7
- Pants (Cold Gear)
- Robe (Cold Gear)
- Shirt (Cold Gear)
- x1 Pack, Main
- x2 Leg Individual Equipment
- x1 Pack, Duffle
- x1 Standard Flask (Flagon of Confidence)
- Pack, Messenger - 25 Slot - Gift from Kogaku - x1
- Pack, Patrol - 45 Slot - Gift from Kogaku - x1
- Pack, Assault - 47 Slot - x1
- Pack, Main - 70 Slot - x1
- Pack, Main - 105 Slot - x1
- Sickle
- Ribcage Spreader
- Hand Shovel
- 3" Caping Knife
- 4 1/2" Gut Hook Knife
- 6" Boning Knife
- 6" Wood/Bone Saw
- Pair of secateurs
- Pair of all Purpose Cutting Sheers
- Grape Knife
- All Purpose Outdoors Knife
- Sunrod x32
- Rebreather
- Thunderstone x5
- Gas Mask
- Sickle
- Alcohest (Half-Bottle)
- Alcohest (Half Barrel)
- Saddilia - 6 Doses - Inside 1 Large Pitcher - 1 Gallon
Rank: "S"
Type: Nearly Impossible, Colossal, Tree
Effect: Once consumed, one’s body will feel faster for a day but every now and then, may feel permanently light on one’s feet.
Special: Preparation: 1 hour; Duration: Special
Drawback: ---
Description: This rare tree can grow up to 20 meters tall, and can become quite old. It has dark red wood, and equally dark blue leaves. The flowers, which grow in small bunches, are startling white, almost radiant. Its nuts have a very special property; each nut raises the user's chakra levels and increases their movements by 1 (Effects stack up to 3 times). The effect lasts for a 1 day, after which it fades again (minus 1 every days), although there is a 10% chance the effect is permanent. Around the tree there are often animals (squirrels, salmon) who eat the nuts on a regular basis, and are therefore quite nimble, quick, and rumor has it able to possess Chakra techniques. This tree has enough 25ml doses equal to 20.
Availability: Summer/Autumn; Region: Grassland; Identification: Difficult; Cultivation: Extremely Difficult
Limit: Must know Botany for Grassland Regions. 1% chance in finding.
Cost: 625,000 Per Plant. 250,000 Ryo per Dose. - Spanish Nut - 128 Doses - Inside 1 Large Pitcher - 1 Gallon
Rank: "S"
Type: Common, Colossal, Tree
Effect: A nut that exponentially gives aid to the body but also to one’s skills.
Special: Preparation: 2 weeks; Duration: 2d10 minutes
Drawback: ---
Description: This herb is a powerful aphrodisiac. If successfully administered it grants the user a 1d2 points towards their Enchantment, Charm, and Compulsion Jutsus while granting the same number to their saves against said Jutsus. The same number x5 is applied to Skill Category 1. These bonuses last for a period of 2d10 minutes. Wood has a Hardness of 5, with Points of 10 per inch of thickness. This herb has enough 50ml doses equal to 20.
Availability: Year Round; Region: Forest; Identification: Average; Cultivation: Difficult
Limit: Must know Botany for Forest Regions. 80% chance in finding.
Cost: 40,000 Ryo per Tree. 7,038 Ryo per Dose. - Pattran - 12 Doses - Inside Cup Containers - 6
Rank: ""
Type: Uncommon, Small, Herb
Effect: With relative healthy tastes, this herb allowably relaxes and aids the stressed body and can even put one to a state of sleep.
Special: Preparation: 3 days; Duration: 8 hours
Drawback: ---
Description: The root of a small, shrub-like plant with dark green, shiny leaves and thorns. Pattran is used to relax the muscles and encourage sleep. In mild dosages, Pattran causes a general feeling of relaxation, eases sore, strained or sprained muscles, and similar aches. In larger doses, Pattran causes sleepiness. Pattran tastes like a combination of mint and rich soil. (For sleep dosages, user may voluntarily choose to sleep well or, if resisting, Save against Poisoning at +3. Effects last 2d4 hours; if asleep, the user will sleep and awaken normally.)
Availability: Summer; Region: Forest; Identification: Difficult; Cultivation: Average
Limit: Must know Botany for Forest Regions. 20% chance in finding.
Cost: - Longroad, White - 6 Dose - Inside Standard-Shot Containers - 6
Rank: ""
Type: Common, Tiny, Herb
Effect: Pipeweed that provides bonus vs. fear effects. Afterwards the user falls into a very deep sleep difficult to awaken.
Special: Preparation: 1 hour; Duration: 1 day (for bonus)
Drawback: ---
Description: White Cave Stars. Used as a pipe weed. It is the most frequent pipe weed found in a traveler's belt pouch. Nowadays the flowers are grown in caves and sold as pipe weed, making it not rare at all. The taste isn’t all that great but still puts pleasure in the traveler's heart. Effects are giving a +4 Moral Bonus against Fear effects. This weed is usually smoked before going on a long day’s walk or just after one. It gives the smoker a good moral boost and makes him forget of all the hard day’s work he just endured. It doesn’t have any special effect except that the smoker will fall into a deep, deep, deep sleep, so if they are attacked, it might take a big scream to wake him.
Availability: Autumn/Winter; Region: Underworld; Identification: Difficult; Cultivation: Difficult
Limit: Must know Botany for Underworld Regions. 80% chance in finding.
Cost: - Aarnz Hound - 4 Dose - Inside Standard-Shot Containers - 4
Rank: ""
Type: Uncommon, Medium, Animal
Effect: Have rending claws, and sharp fangs. Terrifying visage instill fear in those who view it.
Special: Preparation: ---; Duration: ---
Drawback: ---
Description: Part ape, part bloodhound, Aarnz Hounds were created by the Ape God to sever Carnivorous Apes and provide them with suitable war dogs. These vicious mutations are enough trouble, in and of themselves, but considering that they often serve as trained war dogs for Ape Shaman Warriors and occasionally Carnivorous Apes, they spell quite a bit of trouble for player characters. Their fur coloration is similar to that of apes, ranging from brown to black. Their paws end in vicious, rending claws and their fangs ooze with saliva. The eyes of an Aarnz Hound exude an aura of mental instability and viciousness. This demeanor is so terrifying that any Character facing one for the first time must make an immediate morale check, or be forced to break and run. This, of course, is the worst thing anyone can do when confronting one of these simian-canines because they delight in running down prey. These creatures can move through dense jungle undergrowth as though they are moving through open ground (no movement penalty) so it is virtually impossible to out run them in their own environment. Aarnz Hound fight in packs, usually picking on the stragglers of a herd and mercilessly murdering the young or the sick. When adventuring parties of 4 or less, Aarnz Hounds tend to get "kill greedy" and will attempt to wipe out the entire party 50% of the time. These beasts have tremendous speed and endurance, which they use to their best advantage when fighting. They will often attack, then try to run out of reach, especially against larger, heavily armoured opponents. In game terms this allows the Aarnz Hound to take a full movement and still attack. In a pack of 6 or more, 1 or 2 of these beasts will attack from the front, diverting the prey's attention from the rest of the pack, which will attack from the rear if possible, or wherever they sense the greatest vulnerability. Additionally, the Aarnz Hound is adept at swinging from tree to tree like an ape. Aarnz Hounds were created by the Ape God and are not natural species, thus, they cannot mate with other dogs or apes. If captured by a non-ape and confined they will refuse to eat and eventually starve to death. Aarnz Hounds eat meat exclusively. The mother protects pups until they reach full maturity, (2 months) after which time they must fend for themselves. Although Aarnz Hounds cooperate as a pack, they do so only to the extent of taking down prey, and the previously mentioned maternal instincts of mothers. In every other instance, these beasts will not only fail to cooperate with each other; they will compete for food and mates by engaging in vicious fights. The young and weak are usually reduced to fighting for scraps. As previously stated an Aarnz Hound's only reason for existence is to serve the Intelligent Ape Shamen and Carnivorous Apes. Other than that, they simply live to hunt and eat.
Yields: Saliva cures Uncommon poisons, +1 saves vs others. Brain can be used to cause -1 to Saves to Charm Jutsus against Apes, Dogs, and Aarnz Hounds. Forearm bones can be turned into Clubs with +1 extra Damage.
Diet: Carnivore; Intelligence Average; Activity: Day; Alignment: Neutral Evil; Organization: Family; Number Appearing: 2-12; Region: Forest/Grassland/Jungle; Identification: Average; Cultivation: Difficult; Skills: ---; Innate Abilities: Darkvision 20 meters. Low-light Vision. Scent.
Limit: Must know Animal Lore for Forest/Grassland/Jungle Regions. 50% chance in finding.
Cost:
- 934,000 Technician Components
- 1,850,000 Forgery Components
- 1200 thumb-vial of Saltpeter - for Dancing Star
- 2500 thumb-vial of Sulfur - for Dancing Star
- 1200 standard-vial of Phosphorus - for Dragon's Dream
- 600 standard-vial of Saltpeter - for Dragon's Dream
- 600 coin-canisters of Black Powder – for Explosion (Force)
- 600 coin-canisters of Magnesium – for Explosion (Force)
- 600 thumb vials of Saltpeter – for Explosion (Force)
- 1200 standard vials of Celandine – for Samum
- 600 standard vials of Saltpeter – for Samum
- 40 flat-canisters of Sweetspire - for Semtex
- 40 standard-vial of Castor Bean Oil - for Semtex
- 40 large goblet of Juniper - for Semtex
- 120 coin-canister of Rubber Tree Resin - for Semtex
- 40 flat-canister of Saltpeter - for Semtex
- 600 standard vials of Saltpeter – for Smoke Pellet
- 300 standard vials of Sweetspire - for Smoke Pellet
- x97 Surveillance Spike
- x97 Motion Sensors
- x97 Night-vision Vision
- x97 Thermal Vision
- x97 Conditioning Viewing Vision
- x97 Camera Vision
- x97 Motion Sensors
- x97 Wireless Radio
- x90 Handheld Surveillance Monitor
- x45 Tactical Transceiver
- 300 standard vials of Sweetspire - for Smoke Pellet
- 600 standard vials of saltpeter - for Smoke Pellet
Along the far South end of the Computer room stands the Doctor's 3 Amanuensis Engines that act like his servers. Each of the Amanuensis Engines are lined next to one another.
The Doctor's main viewing station was located here. There was a station with 7 Handheld Surveillance Monitors propped up for viewing purposes. Each of these monitors were 15 inches wide, and all of them were standing on 3 separate tables made out of metal. Each table had back ends that allowed the Doctor to attach the monitors to them.
The design of this look was in a semi circle to allow the Doctor a simple head turn while giving maximum visual understanding. The first monitor on the far left was perhaps close to 90 degrees from the middle. This monitor was on the table to the right of the middle table.
The Middle table is where most of the surveillance monitors were located at. At the far left hand corner of the middle table were 2 monitors almost directly on top of each other while being about a foot off of the table. Then there was a single 36 inch Handheld Surveillance Monitor directly in the middle with another 15 inch monitor right on top of the larger monitor. Directly to the right of the large monitor was another 15 inch monitor with another Monitor on the upper right corner. Then on the far end of the table to the right was the final 15 inch monitor.
On top of the table holding most of the monitors to the far right was a Tactical Transceiver used as a listening and communication device. On top of the Tactical Transceiver was 2 of the monitors. All over the Table were 10 "I/O ports" all attached to the individual monitors and the Amanuensis Engines. This allowed the Doctor to easily grab, remove, and replace any Holodisk without much effort. In front of the large monitor were the buttons used to control over the Monitor. This device could also control the rest of the Monitors as well. Within the same station the Doctor can access the 3 Amanuensis Engines without having to go to them. This is done by the handheld Surveillance Monitors being configured with the Monitors found within the Amanuensis Engines.
In a bookshelf within the Computer room located at the far western area, the Doctor had kept a series of Holodisks there. Each Holodisk was marked and catalogued for the Doctor to access with easier use.[/ul][/ul]
- x7 Empty Holodisks
- x1 XXXXXXX
- x1 XXXXXXX
Alchemical and Laboratories
- Alchemical Laboratory, Fancy
Rank: "A"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: An advanced laboratory to help Alchemists create concoctions.
Special: ---
Drawback: ---
Description: With this laboratory, the alchemist has every tool they may need at their ready disposal. This includes the things described in Alchemical Laboratory, Basic, plus an even broader of tools. The walls of this place is covered with blackboards upon which all sorts of obscure notes can be scrawled. The floor is made of rough tile, all the easier to clean chemical spills off while not being too slick to cause slips in such situations. The room includes four basins, each which has a barrel (Keg, Large (Overview)) of water suspended over it, complete with a tap to permit easy access at all times. An emergency barrel (Keg, Large (Overview)) mounted on a hinged platform can be tilted to pour water over a person in case of emergency. A single Alchemist using this laboratory and having its resources all to himself receives a +20 circumstance bonus to their Alchemy. Alternatively, up to 4 alchemists can share this space at the same time, and they each receive a +10 circumstance bonus on their Alchemy skill.
Limit: Must be created by a Construction Crafter.
Cost: 30,000 Ryo - Laboratory, Fancy x8
Rank: "S"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A laboratory is a facility that provides controlled conditions in which scientific or technological research.
Special: ---
Drawback: ---
Description: Room: Anatomy, Anthropology, Arson Investigation, Ballistics, Blood Splatter Analysis, DNA Profiling, Evidence Analysis, and Fingerprint Analysis. Normally Evidence is collected and sent to a Laboratory for analysis. A Laboratory has the advanced tools to help an analysis in determining what they need while inside the Laboratory. A single user using this laboratory and having its resources all to himself receives a +20 circumstance bonus to their appropriate skill. Alternatively, up to 4 users can share this space at the same time, and they each receive a +10 circumstance bonus on their appropriate skill.
Limit: Must be created by a Construction Crafter.
Cost: 150,000 Ryo - Ritual Circle
Rank: "S"
Type: Main, Room, 1.5 Stronghold Space, Room
Effect: A room for practitioners of Ritualists to help them perform their Rituals.
Special: ---
Drawback: ---
Description: Concentric and intersecting circles, carved deep and laced with precious metals, glitter in faint candlelight against the stonework floor. The air hums with the deep potential of Chakra power and smells faintly of expended residuum. Rituals may be performed in half the usual time here without expending any additional components. If a ritual has component cost, this cost is then reduced by 10% when the ritual is performed in this Stronghold Space. While in here, the owners and allies gain an additional die roll pertaining to Rituals (highest number wins).
Limit: Must be created by a Construction Crafter.
Cost: 150,000 Ryo
- Horned Rook Raven Potion - Inside Cup Container
- Eucalyptus - 116 Doses - Inside Large Pitcher - 1
Rank: Uncommon, Gargantuan
Type: Herb, Forest/Swamp, Autumn/Spring, Bodily Function/Poison
Effect: A very flammable tree that heals colds, used as asthma medicine and combats againts slime agents.
Special: Preparation: 2 hours ; Duration: ---
Drawback: Causes skin rash and acts as an Uncommon Poison if user takes 5 doses within 1 day and will kill the person within 8 hours.
Description: The eucalyptus tree is quite tall; it can grow up to 49 feet in height, but most trees range between 26 to 36 feet. The shrubs are usually 2.9 feet in height. Eucalyptus leaves contain oil glands which gives it a glossy look. The oil has to be extracted from the leaves and chilled. Acts as a disinfectant, can disolve slime in the nose, throat, and lungs within 1d4 rounds, heals catarrhal colds and is often used as asthma medicine. Herb consists 64 doses.
Limit: Must know Herbal Knowledge for Forest or Swamp Regions. 60% chance of finding.
Cost: 24,000 Ryo per herb. 343 Ryo per Dosage. - Thurl - 14 Doses - Inside Large Pitcher - 1
Rank: "C"
Type: Common, Fine , Herb
Effect: A herb with healing properties.
Special: Preparation: 1 day; Duration: Immediate
Drawback: ---
Description: A clove native to cool, temperate deciduous forests, now widely cultivated and used in cooking. The clove of Thurl must be brewed for one whole day. The clove of Thurl must be brewed for one whole day. When the mixture is drunk it will restore Light wounds. This herb has enough 50ml doses equal to 1.
Availability: Autumn; Region: Forest; Identification: Difficult; Cultivation: Easy
Limit: Must know Botany for Forest Regions. 90% chance in finding.
Cost: 2,000 Per Plant and Dose. - Sanicle - 8 Doses - Inside Large Pitcher - 1
Rank: "C"
Type: Common, Small, Herb
Effect: When consumed, the wounds on the consumer bind together to keep from reopening by normal activities.
Special: Preparation: 2 weeks; Duration: 1d4 days
Drawback: ---
Description: Sanicle leaves should be crushed and left in white wine, the strained through a cloth and drunk. It has the effect of binding wounds so that they are not reopened by action. It is a small plant with glossy green leaves, with long leaf stalks which are divided into 3 or 5 lobes. It has small white or pink flowers which sit at the top of a slender stalk. This herb has enough 25ml doses equal to 4.
Availability: Summer/Autumn/Winter; Region: Forest; Identification: Trivial; Cultivation: Average
Limit: Must know Botany for Forest Regions. 80% chance in finding.
Cost: 4,000 Ryo per Plant. 1,000 Ryo per Dose. - Stiltrassa - 16 Dose - Inside Standard-Shot Container - 16
Rank: "C"
Type: Uncommon, Tiny, Herb
Effect: A laxative to the consumers body with harsh penalties when overdose occurs.
Special: Preparation: ---; Duration: 1d10 + 10 minutes
Drawback: ---
Description: Stiltrassa grows 12 to 20 inches high in the damp soils around marshes and lakes. It is easily recognizable by its sweet odor and its large, dappled green leaves shaped like the head of a hunting arrow. The leaves sprout from a large tuber buried just beneath the surface. The plant favors sunny areas and flowers twice a year, in the spring and autumn. This is followed by the growth of a seed stalk with bright red, berry-sized seeds that are edible, although sour. Stiltrassa can be gathered at any time of the year. A mature plant has a tuber weighing about 4 ounces. The durable tubers can survive in resalable condition for a month if kept dry and cool. Most gatherers wrap the tubers in the plant leaves and store in a dry leather pouch. The tuber is edible. Chewing one ounce of raw tuber is a laxative that will empty the stomach and bowels in 10 to 20 minutes. Overdoses (four or more ounces) of the root may cause internal bleeding, dehydration, and even death. This herb has enough 25ml doses equal to 4.
Availability: Year Round; Region: Swamp; Identification: Average; Cultivation: Difficult
Limit: Must know Botany for Swamp Regions. 35% chance in finding.
Cost: 2,000 Ryo per Plant. 500 Ryo per Dose.
- Reference Book (First Aid/CPR/AED Lesson 1-4)
- Reference Book (First Aid/CPR/AED Lesson 5-8)
- Reference Book (First Aid/CPR/AED Lesson 9-12)
- Book: Reference: The Understanding of Seals
- Book: Reference: RideBack Manual
- Book: Reference: Winged Destruction Machine Manual
- Book: Textbook: Grimoire Cognitas
- Book: Textbook: Grimoire Enamoris
- Book: Textbook: Grimoire Facilitas
- Book: Textbook: Grimoire Illusionatus
- Book: Textbook: Grimoire Mortalitas
- Book: Textbook: Grimoire Mutamateria
- Book: Textbook: Grimoire Repartus
- Book: Textbook: Grimoire Tempestus
- Book: Ritual Book: Book of Dragon
- Ritual Book: Book of Ghost
- Ritual Book: Book of Gollum x2
- Ritual Book: Book of Merpeople
- Ritual Book: Book of Poison Ivy
- Ritual Book: Book of Seraphim
- Ritual Book: Book of Warbeast
- Ritual Book: Book of Werewolf
- Ritual Book: Book of Yandere
- Ritual Book: Why note Zoidberg?
- Book: Textbook: Volume II: Appraisals
- Book: Textbook: Volume III: Covert Activities
- Book: Textbook: Volume V: Craftworks: Artistic Expressions
- Book: Textbook: Volume VI: Craftworks: Fabrics
- Book: Textbook: Volume IX: Craftworks: Metal
- Book: Textbook: Volume XI: Gymnastics
- Book: Textbook: Volume XII: Language Constructions and Speech Patterns
- Book: Textbook: Volume XIV: Mental Acumen
- Book: Textbook: Volume XV: Nature Studies
- Book: Textbook: Volume XXI: Psychology
- Book: Textbook: Volume XIX: Planar Studies
- Book: Textbook: Volume XX: Professional Development
- Book: Textbook: Volume XXII: Religious Studies
- Book: Textbook: Book of War and Valor, The
- Book: Textbook: Little Blue Book of Riddles
- Book: Textbook: Botany Studies - Arctic
- Book: Textbook: Botany Studies - Coastal
- Book: Textbook: Botany Studies - Desert
- Book: Textbook: Botany Studies - Forest
- Book: Textbook: Botany Studies - Grassland
- Book: Textbook: Botany Studies - Hill
- Book: Textbook: Botany Studies - Jungle
- Book: Textbook: Botany Studies - Mountain
- Book: Textbook: Botany Studies - River
- Book: Textbook: Botany Studies - Rural
- Book: Textbook: Botany Studies - Special
- Book: Textbook: Botany Studies - Swamp
- Book: Textbook: Botany Studies - Underworld
- Book: Textbook: Botany Studies - Urban
- Book: Textbook: Botany Studies - Volcano
- Book: Textbook: Botany Studies - Wasteland
- Book: Textbook: Cultivation Studies - Arctic
- Book: Textbook: Cultivation Studies - Coastal
- Book: Textbook: Cultivation Studies - Desert
- Book: Textbook: Cultivation Studies - Forest
- Book: Textbook: Cultivation Studies - Grassland
- Book: Textbook: Cultivation Studies - Hill
- Book: Textbook: Cultivation Studies - Jungle
- Book: Textbook: Cultivation Studies - Mountain
- Book: Textbook: Cultivation Studies - River
- Book: Textbook: Cultivation Studies - Rural
- Book: Textbook: Cultivation Studies - Special
- Book: Textbook: Cultivation Studies - Swamp
- Book: Textbook: Cultivation Studies - Underworld
- Book: Textbook: Cultivation Studies - Urban
- Book: Textbook: Cultivation Studies - Volcano
- Book: Textbook: Cultivation Studies - Wasteland
- Book: Textbook: Creature Lore - Arctic
- Book: Textbook: Creature Lore - Coastal
- Book: Textbook: Creature Lore - Desert
- Book: Textbook: Creature Lore - Forest
- Book: Textbook: Creature Lore - Grassland
- Book: Textbook: Creature Lore - Hill
- Book: Textbook: Creature Lore - Jungle
- Book: Textbook: Creature Lore - Mountain
- Book: Textbook: Creature Lore - River
- Book: Textbook: Creature Lore - Rural
- Book: Textbook: Creature Lore - Special
- Book: Textbook: Creature Lore - Swamp
- Book: Textbook: Creature Lore - Underworld
- Book: Textbook: Creature Lore - Urban
- Book: Textbook: Creature Lore - Volcano
- Book: Textbook: Creature Lore - Wasteland
- Book: Textbook: Anatomy of the Unknown - Arctic
- Book: Textbook: Anatomy of the Unknown - Coastal
- Book: Textbook: Anatomy of the Unknown - Desert
- Book: Textbook: Anatomy of the Unknown - Forest
- Book: Textbook: Anatomy of the Unknown - Grassland
- Book: Textbook: Anatomy of the Unknown - Hill
- Book: Textbook: Anatomy of the Unknown - Jungle
- Book: Textbook: Anatomy of the Unknown - Mountain
- Book: Textbook: Anatomy of the Unknown - River
- Book: Textbook: Anatomy of the Unknown - Rural
- Book: Textbook: Anatomy of the Unknown - Special
- Book: Textbook: Anatomy of the Unknown - Swamp
- Book: Textbook: Anatomy of the Unknown - Underground
- Book: Textbook: Anatomy of the Unknown - Urban
- Book: Textbook: Anatomy of the Unknown - Volcano
- Book: Textbook: Anatomy of the Unknown - Wasteland
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 01 - Plant: Arctic
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 02 - Creature: Arctic
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 03 - Plant: Coastal
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 04 - Creature: Coastal
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 05 - Plant: Desert
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 06 - Creature: Desert
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 07 - Plant: Forest
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 08 - Creature: Forest
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 09 - Plant: Grassland
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 10 - Creature: Grassland
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 11 - Plant: Hill
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 12 - Creature: Hill
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 13 - Plant: Jungle
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 14 - Creature: Jungle
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 15 - Plant: Mountain
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 16 - Creature: Mountain
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 17 - Plant: River
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 18 - Creature: River
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 19 - Plant: Rural
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 20 - Creature: Rural
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 21 - Plant: Special
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 22 - Creature: Special
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 23 - Plant: Swamp
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 24 - Creature: Swamp
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 25 - Plant: Underworld
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 26 - Creature: Underworld
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 27 - Plant: Urban
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 28 - Creature: Urban
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 29 - Plant: Volcano
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 30 - Creature: Volcano
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 31 - Plant: Wasteland
- Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region - Volume 32 - Creature: Wasteland
- Blueprint: Surveillance Gadgets
- Blueprint: Clairaudient Fly Fingers
- Blueprint: Cover Listening Device
- Blueprint: Sniper Goggles
- Blueprint: Handheld Inspection Tool
- Blueprint: Handheld Surveillance Monitor
- Blueprint: Holodisk
- Blueprint: Motion Sensor
- Blueprint: Surveillance Spike
- Blueprint: Tracking Device
- Blueprint: Tracer
- Blueprint: Tactical Transceiver
- Blueprint: Wireless Radio
- Blueprint: Anti-Flash Lenses
- Blueprint: Camera Vision
- Blueprint: Condition Viewing Vision
- Blueprint: Lie Detector Lenses Mark IV
- Blueprint: Night-Vision Vision
- Blueprint: Substance Locator Vision
- Blueprint: Thermal Vision
- Blueprint: Underwater Vision
- Blueprint: X-Ray Vision
- Blueprint: Zooming Vision
- Blueprint: Clairaudient Fly Fingers
- Blueprint: Surveillance Gadgets
- Blueprint: Gas Mask
- Blueprint: Rebreather
- Blueprint: Multi-Tool
- Blueprint: Circular LED Flashlight
- Blueprint: LED Lantern
- Blueprint: Spotlight
- Blueprint: Compass Lensatic
- Blueprint: Compass, Dungeoneer's
- Blueprint: Auto Injector Gun
- Blueprint: Auto Injector Syringe
- Blueprint: Auto Injector Harness
- Blueprint: Anti-Shock Blanket
- Blueprint: Field Cauterizer
- Blueprint: Med Diagnostic Scanner
- Blueprint: Plasma Protein Replicator
- Blueprint: Portable Survival Pod
- Blueprint: Medical Unit
- Blueprint: Rebar Splint
- Blueprint: Gravitic Pressure Bandage
- Blueprint: Water Purifier
- Blueprint: PIPBoy
- Blueprint: Gas Mask
- Blueprint: Mechanical Gadgets
- Blueprint: Zipties
- Blueprint: Shock Enhancement
- Blueprint: Thermal Enhancement
- Blueprint: Cryo Enhancement
- Blueprint: Wall Crawler Enhancement
- Blueprint: Enhancement Stabilizer
- Blueprint: Holder Enhancement
- Blueprint: Empyreal Net
- Blueprint: Sonic Emitter
- Blueprint: Magnetic Emitter
- Blueprint: Disruptor
- Blueprint: Disruptor Enhancement: Mine Detonator
- Blueprint: Disruptor Enhancement: Emitter Detonator
- Blueprint: Fullbody Corset
- Blueprint: Amanuensis Engine
- Blueprint: Auto-Otolarynx
- Blueprint: Obfuscating Eye
- Blueprint: Grapnel Gun
- Blueprint: Line Launcher
- Blueprint: Remote Claw
- Blueprint: Claw Ammunition
- Blueprint: Zipties
- Creation Rituals
- Ritual: Creation: "C" Rank: Deep Pockets
- Deception Rituals
- Ritual: "C" Rank: Capture Image
- Ritual: "C" Rank: Circle of Amorous Intensions
- Ritual: "C" Rank: Deceiving Whispers
- Ritual: "C" Rank: Feign Death
- Ritual: "C" Rank: Fool’s Speech
- Ritual: "C" Rank: Grim Interrogator
- Ritual: "C" Rank: Invisible Weapon
- Ritual: "C" Rank: Miasma of Shadows
- Ritual: "C" Rank: Poker Face
- Ritual: "C" Rank: Steal the Voice
- Ritual: "C" Rank: Traveler's Camouflage
- Ritual: "B" Rank: Antipathy
- Ritual: "B" Rank: Assume Appearance
- Ritual: "B" Rank: Assume Appearance Circle
- Ritual: "B" Rank: Aura Mask
- Ritual: "B" Rank: Camouflage
- Ritual: "B" Rank: Continuous Deception
- Ritual: "B" Rank: False Vision
- Ritual: "B" Rank: Grave Countenance
- Ritual: "B" Rank: Modify Memory
- Ritual: "B" Rank: Phase Shift
- Ritual: "B" Rank: Vitiate Binding
- Ritual: "A" Rank: False Aura
- Ritual: "A" Rank: False Portents
- Ritual: "A" Rank: Hallucinatory Spectators
- Ritual: "C" Rank: Capture Image
- Restoration Rituals
- Ritual: "C" Rank: Black's Embalming
- Ritual: "C" Rank: Cleansing
- Ritual: "C" Rank: Cure Disease
- Ritual: "C" Rank: Delay Affliction
- Ritual: "C" Rank: Detect Ailment
- Ritual: "C" Rank: Gentle Repose
- Ritual: "C" Rank: Raise Beast Companion
- Ritual: "C" Rank: Remove Affliction
- Ritual: "C" Rank: Restore Senses
- Ritual: "B" Rank: Field of Victory
- Ritual: "B" Rank: Spirit Idol
- Ritual: "A" Rank: Contingent Recovery
- Ritual: "A" Rank: Fantastic Recuperation
- Ritual: "A" Rank: Heal
- Ritual: "A" Rank: Soul Guard
- Ritual: "A" Rank: Sun's Renewal
- Ritual: "C" Rank: Black's Embalming
- Travel Rituals
- Ritual: "C" Rank: Blink
- Ritual: "C" Rank: Companion Summon
- Ritual: "C" Rank: Item Instant Summons
- Ritual: "C" Rank: Jaunt
- Ritual: "C" Rank: Teleport Misdirection
- Ritual: "C" Rank: Tree Stride
- Ritual: "C" Rank: Wilderness' End
- Ritual: "C" Rank: Zolobachai's Wagon
- Ritual: "B" Rank: Astral Sojourn
- Ritual: "B" Rank: Cheetah's Ineluctable Pursuit
- Travel: "B" Rank: Contingent Displacement
- Ritual: "B" Rank: Corpse Gate
- Ritual: "B" Rank: Create Teleportation Circle
- Ritual: "B" Rank: Deceptive Teleport
- Ritual: "B" Rank: Dimensional Mousehole
- Ritual: "B" Rank: Disorienting Portal
- Ritual: "B" Rank: Ghost Walk
- Ritual: "B" Rank: Linked Portal
- Ritual: "B" Rank: Mutable Door
- Ritual: "B" Rank: Phantasmal Conveyance
- Ritual: "B" Rank: Reverse Portal
- Ritual: "B" Rank: Shadow Passage
- Ritual: "B" Rank: Summon Friend
- Ritual: "B" Rank: Transmit Remains
- Ritual: "B" Rank: Tunnelport
- Ritual: "C" Rank: Blink
- x1 Scroll: Map: Known World
- x1 Scroll: Map: Continent - Bias
- x1 Scroll: Map: Continent - Cleobulus
- x1 Scroll: Map: Continent - Chilon
- x1 Scroll: Map: Continent - Periander
- x1 Scroll: Map: Continent - Pittacus
- x1 Scroll: Map: Continent - Solon
- x1 Scroll: Map: Continent - Thales
- x1 Scroll: Map: National - Fire
- x1 Scroll: Map: Region - Fire (6 Regions)
- x1 Scroll: Map: Local - Tanzaku-gai
- x1 Scroll: Map: Local - Otafuku-gai
- x1 Scroll: Map: Region - Fire (6 Regions)
- x1 Scroll: Map: National - Wind
- x1 Scroll: Map: Region - Wind (7 Regions)
- x1 Scroll: Map: Local - Hitofuki
- x1 Scroll: Map: Region - Wind (7 Regions)
- x1 Scroll: Map: National - Water
- x1 Scroll: Map: National - Earth
- x1 Scroll: Map: Region - Earth (6 Regions)
- x1 Scroll: Map: National - Thunder
- x1 Scroll: Map: Region - Thunder (6 Regions)
- x1 Scroll: Map: Local - Enrai
- x1 Scroll: Map: Local - Aramis
- x1 Scroll: Map: Local - Athos
- x1 Scroll: Map: Region - Thunder (6 Regions)
- x1 Scroll: Map: National - Rain
- x1 Scroll: Map: Region - Rain (4 Regions)
- x1 Scroll: Map: Local - Yokoburi
- x1 Scroll: Map: Region - Rain (4 Regions)
- x1 Scroll: Map: National - Grass
- x1 Scroll: Map: National - Waterfall
- x1 Scroll: Map: Region - Waterfall (5 Regions)
- x1 Scroll: Map: Local - Seisui (Clear Water)
- x1 Scroll: Map: Region - Waterfall (5 Regions)
- x1 Scroll: Map: National - Sound
- x1 Scroll: Map: Region - Sound (3 Regions)
- x1 Scroll: Map: National - Snow
- x1 Scroll: Map: Region - Snow (5 Regions)
- x1 Scroll: Map: Local - Yozamu
- x1 Scroll: Map: Region - Snow (5 Regions)
- x1 Scroll: Map: National - Stone
- x1 Scroll: Map: National - Hot-Springs
- x1 Scroll: Map: Region - Hot-Springs (5 Regions)
- x1 Scroll: Map: Local - Hakone
- x1 Scroll: Map: Region - Hot-Springs (5 Regions)
- x1 Scroll: Map: National - Frost
- x1 Scroll: Map: Region - Frost (4 Regions)
- x1 Scroll: Map: Local - Minarai
- x1 Scroll: Map: Region - Frost (4 Regions)
- x1 Scroll: Map: National - River
- x1 Scroll: Map: Region - River (5 Regions)
- x1 Scroll: Map: Local - Suigen
- x1 Scroll: Map: Region - River (5 Regions)
- x1 Scroll: Map: National - Tea
- x1 Scroll: Map: Region - Tea (16 Regions)
- x1 Scroll: Map: Local - Debana
- x1 Scroll: Map: Local - Degarashi Port
- x1 Scroll: Map: Region - Tea (16 Regions)
- x1 Scroll: Map: National - Bear
- x1 Scroll: Map: National - Bird
- x1 Scroll: Map: National - Moon
- x1 Scroll: Map: National - Sea
- x1 Scroll: Map: National - Waves
- x1 Scroll: Map: National - Whirpool
- x1 Scroll: Map: National - Fang
- x1 Scroll: Map: Region - Fang (4 Regions)
- x1 Scroll: Map: Local - Shikon
- x1 Scroll: Map: Local - Porthos
- x1 Scroll: Map: Region - Fang (4 Regions)
- x1 Scroll: Map: National - Claw
- x1 Scroll: Map: Region - Claw (4 Regions)
- x1 Scroll: Map: Local - Scratch
- x1 Scroll: Map: Region - Claw (4 Regions)
- Alchana Alchemy
- Miscellaneous Alchana
- Create Fire
- Flower Bloom
- Glow-stick
- Sunrod
- Create Fire
- Feather Tokens
- Anchor Feather Token
- Campsite Feather Token
- Fan Feather Token
- Lance Feather Token
- Sky Hook Feather Token
- Swan Boat Feather Token
- Tar and Feathers Feather Token
- Tree Feather Token
- Whip Feather Token
- Anchor Feather Token
- Spider Scrolls
- Jumping Flame Spider
- Jumping Frost Spider
- Jumping Shock Spider
- Flame Cloaked Spider
- Frost Cloaked Spider
- Shock Cloaked Spider
- Exploding Flame Spider
- Exploding Frost Spider
- Exploding Shock Spider
- Glowing Spider
- Pack Spider
- Jumping Flame Spider
- Miscellaneous Alchana
- Mineral Alchemy
- Druid Collar
- Treant's Gall
- Swarm Amber
- Sphere of Chakra
- Skull of Strength
- Fear Charm
- Sphere of Law
- Stone of Removal
- Coleman's Traveling Stone
- Crystal Ice
- Gem of Aversion
- Gem of Desire
- Hydra Tooth
- Briar Stone
- Escarpment Gem
- Fortress Gem
- Gem of the Fire Curtain
- Glacier Gem
- Shield Stone
- Gem of Prescience
- Rogue Gem
- Chronull
- Fireburst
- Fudoicite
- Sunflare
- Nightglow
- Slumber Rose
- Ghost Tip
- Doolittle Gem
- Gem of the Wise
- Wolf Fang
- Prismatic Lantern
- Skull of Calming
- Skull of Healing
- Skull of the Ghost
- Sphere of Chaos
- Sphere of Lyzar
- Sphere of Tare
- Revealing Stone
- Spectacle's Eye
- Image Gem
- Gem of Energy - Cold
- Hades' Pain
- Kaleidoscope Gem
- Stone Tongue Gem
- Druid Collar
- Chemicals & Compounds
- Acids
- Acid
- Acid Type II
- Acid
- Base
- Sunsfane
- Sealing Waxes
- Glue
- Solvents
- Acid Neutralizer
- Splash Weapons
- Apocalypse
- Explosion (Fire)
- Slime Bomb
- Apocalypse
- Explosives
- Bloating Solution
- Dancing Star
- Devil's Puffball
- Dragon's Dream
- Explosion (Force)
- Explosion (Vapor)
- Grapeshot
- Lightning Bottle
- Samum
- Semtex
- Shriek Bomb
- Smoke Pellet
- Stormstone
- Tanglefoot Bag
- Bloating Solution
- Acids
- Ingestibles
- Bolus
- Blood-Boiling Pill
- Blood-Chilling Pill
- Speedy Healing Herb
- Blood-Boiling Pill
- Elixers
- Dragon's Voice
- Life Water
- Dragon's Voice
- Feeds
- Amp
- Bunk
- Savory Taste
- Amp
- Potions
- Sleep
- Tonics & Antidotes
- Antitoxin
- Intoxication
- Antitoxin
- Bolus
- Powders & Dusts
- Blinding Powder
- Plant Growth
- Scent Killer
- Suffocating Powder
- Blinding Powder
- Toxins & Poisons
- Fish Float
- Flaming Doom
- Hallucination
- Mustard Gas
- Poison (Death)
- Poison (Debilitating)
- Smell of Fear
- Fish Float
- Unguents
- Oils
- Beast Oil
- Cursed Oil
- Draconid Oil
- Elementa Oil
- Fool's Gold
- Hang Man's Venom Oil
- Hybrid Oil
- Insectoid Oil
- Metal Polish
- Necrophage Oil
- Ogroid Oil
- Rapid Rust
- Relict Oil
- Specter Oil
- Vampire Oil
- Beast Oil
- Ointments & Liniments
- Soft Skin
- Stop Bleeding
- Tough Skin
- Soft Skin
- Perfumes
- Vapors of Easy Breath
- Oils
- Kogaku: Black Mask, and Last Invitation. A plaque would be written on the bottom of the mask and Invitation saying:"Doctor I so appreciated your company in my final hours. My task is done, this place is now safe. I wish I could have told you more but I will give you this much. I was born as Niva, my master Accacius. By the time you hear this we will both be gone from this world. Remember Doctor, be just."
On the invitation it would say:"You are cordially invited...
To the masquerade taking place at the
Castle of New Beginnings. Masks and
formal dress required.
Your chariot awaits."
Level 3:
Technician, Armourer Workplace
- Workplace, Perfected
Rank: "S"
Type: Main, Room, 3 Stronghold Space, Craftsman Room
Effect: A Crafting Room dedicated for all kinds of Crafting other than Blacksmithing/Metalworking.
Special: ---
Drawback: ---
Description: Technician, Armourer. This area resembles the basic workplace, but it has finer tools and equipment. When using the area for the appropriate purpose, it grants a +80 circumstance bonus on appropriate skills checks. There may be up to 6 people working in this area.
Limit: Must be created by a Construction Crafter.
Cost: 130,000 Ryo - Hangar/Garage, Turntable
Rank: "A"
Type: Main, Room, 2 Stronghold Space, Hangar
Effect: A room used to store transportation gadgets and keep them in pristine condition and turn them around.
Special: ---
Drawback: ---
Description: This room to store transportation gadgets, usually situated at the edge of the building, with usually one door leading to the rest of the house and a large gate on the outer wall to allow the vehicle to enter and exit. Little to no furniture is present in this room due to its use to store transportation gadgets. To keep transportation gadgets in the optimal condition the room is heated but also equipped to funnel moisture away through proper ventilation. To store transportation gadgets large than the room or a multitude of them you can purchase this component multiple times. The floor of this component is reinforced, nicely polished and usually inlaid with large slabs of natural stone. A circle is traced around the centre of the room, which can turn like a giant turntable, saving the user the need and possibly arduous task of turning the vehicle inside the room himself or moving it in backwards.
Limit: Must be created by a Construction Crafter.
Cost: 50,000 Ryo
44: Training Center[/ul]
Training Area, Combat/Rogue
- Battle Ring
Rank: "B"
Type: Main, Room, 1 Stronghold Space, Training Room
Effect: A dusty ring of honor stands, lined with racks of weapons, as a test of mettle for those who enter. Win or lose, sparring teaches everyone a little something.
Special: ---
Drawback: ---
Description: A dusty ring of honor stands, lined with racks of weapons, as a test of mettle for those who enter. Win or lose, sparring teaches everyone a little something. Those who spend at least an hour sparring or training here add 4 Armour Points to the damage of each of their attacks until their next long rest, end of an event, or end of a mission. May also be built as training grounds.
Limit: Must be created by a Construction Crafter.
Cost: 20,000 Ryo - Training Area, Combat
Rank: "S"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A room to train in the art of Combat.
Special: ---
Drawback: ---
Description: This open area allows guards and soldiers to train in the art of war. It has a rack of wooden weapons and padded armor, archery targets, and practice dummies. Training in these areas grant the user a Circumstance Bonus +1 additional TP per post. Up to eight people can train in such a place at once. If you need a greater capacity, you can purchase this component multiple times.
Limit: Must be created by a Construction Crafter.
Cost: 100,000 Ryo - Training Area, Rogue
Rank: "S"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A room to train in the art of thievery.
Special: ---
Drawback: ---
Description: This area allows rogues to practice their skills of theft and breaking and entering. Padded dummies lined with powder, bells, or blades hang from the ceiling or on ropes and pulleys, allowing rogues to practice picking pockets and balancing in unusual positions. Dozens of locks of various quality levels are forged into the wall. Walls of various difficulty allow climbing practice as well. Training in these areas grant the user a +1 Circumstance Bonus per Die Roll when learning the skills Lockpick, Pick Pocket, and Sleight of Hand. Up to eight people can train in such a place at once. If you need a greater capacity, you can purchase this component multiple times.
Limit: Must be created by a Construction Crafter.
Cost: 100,000 Ryo
Level 4:
- Hangar/Garage, Turntable
Rank: "A"
Type: Main, Room, 2 Stronghold Space, Hangar
Effect: A room used to store transportation gadgets and keep them in pristine condition and turn them around.
Special: ---
Drawback: ---
Description: This room to store transportation gadgets, usually situated at the edge of the building, with usually one door leading to the rest of the house and a large gate on the outer wall to allow the vehicle to enter and exit. Little to no furniture is present in this room due to its use to store transportation gadgets. To keep transportation gadgets in the optimal condition the room is heated but also equipped to funnel moisture away through proper ventilation. To store transportation gadgets large than the room or a multitude of them you can purchase this component multiple times. The floor of this component is reinforced, nicely polished and usually inlaid with large slabs of natural stone. A circle is traced around the centre of the room, which can turn like a giant turntable, saving the user the need and possibly arduous task of turning the vehicle inside the room himself or moving it in backwards.
Limit: Must be created by a Construction Crafter.
Cost: 50,000 Ryo - Cargo Elevator
Rank: "A"
Type: Main, Room, 1 Stronghold Space, Door
Effect: Room sized elevator for moving large or heavy cargo.
Special: ---
Drawback: ---
Description: Consists of a large reinforced door, usually connecting the roof or basement to a storage space, garage or stables to move large loads, items or animals frequently between storage spaces or the outside world at different levels. Can also be used to connect underground or mountaintop bases to the outside world. Can be upgraded with a Door, Secret to hide.
Limit: Must be created by a Construction Crafter.
Cost: 50,000 Ryo
Level 5: