Andromeda Labs and Research Institute.
Dec 16, 2015 10:26:59 GMT -7
Post by Rokudaime Mamimi on Dec 16, 2015 10:26:59 GMT -7
Andromeda Labs and Research Institute!
Here you will find all of the most modern day equipment and working facilities this side of the ninja world! From Crime labs to the deepest darkest arcane arts, there is no facility you will find that has more versatility than right here in this cozy corner of the forest.
Lab item list
Library:
Book: Textbook: Botany Studies x16 (each region Once) 72,000
Rank: "C"
Type: Main, Book, Textbook
Effect: A Texbook that discusses the different types of Herbs found in a single Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. The Botany Studies is a multi-volume of books pertaining to the study of Plants and what these Plants can do. Each Volume discusses the plants found in a specific Region. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill according to the specific region. Example: User has a volume on the Forest Region. They will gain a +5 Competence bonus towards their Botany Forest skill, and gain a +1 Competence bonus to every die roll when learning the skill for Botany Forest.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 4,500 Ryo
Book: Textbook: Cultivation Studies x16 (each Region Once) 88,000 ryo
Rank: "C"
Type: Main, Book, Textbook
Effect: A Textbook that discusses the different ways of gathering Herbs found in a single Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. The Cultivation Studies is a multi-volume of books pertaining to the gathering of Plants without harming the user, nor destroying what is needed from the plant. Each Volume discusses the plants found in a specific Region. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill according to the specific region. Example: User has a volume on the Forest Region. They will gain a +5 Competence bonus towards their Cultivation Forest skill, and gain a +1 Competence bonus to every die roll when learning the skill for Cultivation Forest.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 5,500 Ryo
Essential Alchemy
Rank: "B"
Type: Main, Book, Reference
Effect: A book on Alchemy.
Special: ---
Drawback: ---
Description: Page Count: 340 pgs. By Darrissa of Thornheart. This is considered the most detailed and accurate primer on Alchemy ever written, and is highly prized by both young alchemists and veterans alike. Darissa was a druid who befriended, and later fell in love with, a NinJutsu Master who found himself lost in her woods. They married, and when they decided to start a family, moved to the town of Thornheart. Using both her knowledge of the natural world and her husband’s Chakra understandings of Alchemy, she eventually wrote the primer and used it as a teaching tool to earn extra income. She was eventually offered an opportunity by a Guild to oversee the instruction of young Alchemists in Alchemy, and the family moved to the Guild’s headquarters. Using the book as a reference tool grants a -10 Equipment Bonus to alchemy checks. It is of no use, however, to persons who do not have at least 1 point in the skill.
Limit: These items may be bought inside any Special Book Shop. 15% chance finding.
Cost: 15,000 Ryo
Legions of the Dead, The
Rank: "B"
Type: Main, Book, Reference
Effect: A book on the Dead and how to fight the undead.
Special: ---
Drawback: ---
Description: Page Count: 360 pgs. Anonymous Writer. At one time, a relatively common tome among clerics (who used the information to fight undead) and necromancers (who used the information for their own purposes). The book details the different types of undead, the rituals used to create them, and the methods of hunting and destroying them. For the adventurer, the most useful section of the book includes information on identifying victims of undead attacks (particularly victims of vampires, who run the risk of become vampires themselves). The book grants a +2 Competence Bonus to versus anything that needs a roll against attacks by undead creatures. It takes about a week of careful study to understand the contents of the book. There is a 5% chance some piece of information is incorrect or flawed.
Limit: These items may be bought inside any Special Book Shop. 15% chance finding.
Cost: 15,000 Ryo
Book: Textbook: First Aid: Cauterizing Wounds
Rank: "C"
Type: Main, Book, Textbook
Effect: A book that helps the user study and understand how to stop wounds by cauterizing them.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. This book goes through the process and protocols when performing a cauterizing procedure. It gives examples of using a hot poker, or other hot metal objects. It also lists the ramifications of healing in the manner such as infection. This book gives a +5 Competence bonus to the user's skill pertaining to First Aid: Cauterizing, and gives the user a +1 Competence bonus per die roll when learning the skill.
Limit: These items may be bought inside any Book Shop.
Cost: 4,000 Ryo
Book: Textbook: First Aid: Healing for the Curious
Rank: "C"
Type: Main, Book, Textbook
Effect: A book that helps the user how to perform critical care.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. This book teaches the basic medical study and the role in which is needed to provide aid on a patient. It discusses their needs and how to monitor the patient through various practices. The volume goes through a wide range of study such as how to diagnose, stabilize, and properly set broken bones. This book gives a +5 Competence bonus to the user's skill pertaining to First Aid: Healing, and gives the user a +1 Competence bonus per die roll when learning the skill.
Limit: These items may be bought inside any Book Shop.
Cost: 4,000 Ryo
Book: Textbook: First Aid: Autopsy Studies
Rank: "C"
Type: Main, Book, Textbook
Effect: A book that helps the user how to understand and how to perform Autopsies.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. A book that helps the user learn multiple procedures pertaining to the use of Autopsy. The book goes through the various ways of finding a cause of death, how to examine and record an injury, how to identify foreign substances, and time of Death. This book gives a +5 Competence bonus to the user's skill pertaining to First Aid: Autopsy, and gives the user a +1 Competence bonus per die roll when learning the skill.
Limit: These items may be bought inside any Book Shop.
Cost: 4,000 Ryo
Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region
Rank: "C"
Type: Main, Book, Textbook
Effect: A Textbook that discusses the different ways of Preserving and Preparing Herbs or Creatures in a Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. A large encyclopedic volume containing 32 books. 16 books discusses the ways of cooking of Herbs for Specific Regions while the other 16 discusses the ways of cooking of Creatures for Specific Regions. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill. Example: User has a volume on the Forest Region dealing with Herbivore Cooking. They will gain a +5 Competence bonus towards their Cooking/Baking if they are working with Forest Region ingredients. No matter how many books the user has they will always gain a single +1 Competence bonus to every die roll when learning the skill Cooking/Baking, even if the user has multiple books.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 5,500 Ryo
Book: Textbook: Anatomy of the Unknown
(x16) Every Region
Rank: "C"
Type: Main, Book, Textbook
Effect: A Textbook that discusses the different ways of gathering parts of Creatures found in a single Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. This is a multi-volume of 16 books pertaining to the Anatomy of creatures and how to take apart the creature without harming the user, or the part. Each Volume discusses the Creatures found in a specific Region. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill according to the specific region. Example: User has a volume on the Forest Region. They will gain a +5 Competence bonus towards their Vital Anatomy skills for the Forest Region and gain a +1 Competence bonus to every die roll when learning the skill for Vital Anatomy skills for the Forest Region.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 4,500 Ryo
Rank: "C"
Type: Main, Book, Textbook
Effect: A Texbook that discusses the different types of Herbs found in a single Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. The Botany Studies is a multi-volume of books pertaining to the study of Plants and what these Plants can do. Each Volume discusses the plants found in a specific Region. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill according to the specific region. Example: User has a volume on the Forest Region. They will gain a +5 Competence bonus towards their Botany Forest skill, and gain a +1 Competence bonus to every die roll when learning the skill for Botany Forest.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 4,500 Ryo
Book: Textbook: Cultivation Studies x16 (each Region Once) 88,000 ryo
Rank: "C"
Type: Main, Book, Textbook
Effect: A Textbook that discusses the different ways of gathering Herbs found in a single Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. The Cultivation Studies is a multi-volume of books pertaining to the gathering of Plants without harming the user, nor destroying what is needed from the plant. Each Volume discusses the plants found in a specific Region. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill according to the specific region. Example: User has a volume on the Forest Region. They will gain a +5 Competence bonus towards their Cultivation Forest skill, and gain a +1 Competence bonus to every die roll when learning the skill for Cultivation Forest.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 5,500 Ryo
Essential Alchemy
Rank: "B"
Type: Main, Book, Reference
Effect: A book on Alchemy.
Special: ---
Drawback: ---
Description: Page Count: 340 pgs. By Darrissa of Thornheart. This is considered the most detailed and accurate primer on Alchemy ever written, and is highly prized by both young alchemists and veterans alike. Darissa was a druid who befriended, and later fell in love with, a NinJutsu Master who found himself lost in her woods. They married, and when they decided to start a family, moved to the town of Thornheart. Using both her knowledge of the natural world and her husband’s Chakra understandings of Alchemy, she eventually wrote the primer and used it as a teaching tool to earn extra income. She was eventually offered an opportunity by a Guild to oversee the instruction of young Alchemists in Alchemy, and the family moved to the Guild’s headquarters. Using the book as a reference tool grants a -10 Equipment Bonus to alchemy checks. It is of no use, however, to persons who do not have at least 1 point in the skill.
Limit: These items may be bought inside any Special Book Shop. 15% chance finding.
Cost: 15,000 Ryo
Legions of the Dead, The
Rank: "B"
Type: Main, Book, Reference
Effect: A book on the Dead and how to fight the undead.
Special: ---
Drawback: ---
Description: Page Count: 360 pgs. Anonymous Writer. At one time, a relatively common tome among clerics (who used the information to fight undead) and necromancers (who used the information for their own purposes). The book details the different types of undead, the rituals used to create them, and the methods of hunting and destroying them. For the adventurer, the most useful section of the book includes information on identifying victims of undead attacks (particularly victims of vampires, who run the risk of become vampires themselves). The book grants a +2 Competence Bonus to versus anything that needs a roll against attacks by undead creatures. It takes about a week of careful study to understand the contents of the book. There is a 5% chance some piece of information is incorrect or flawed.
Limit: These items may be bought inside any Special Book Shop. 15% chance finding.
Cost: 15,000 Ryo
Book: Textbook: First Aid: Cauterizing Wounds
Rank: "C"
Type: Main, Book, Textbook
Effect: A book that helps the user study and understand how to stop wounds by cauterizing them.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. This book goes through the process and protocols when performing a cauterizing procedure. It gives examples of using a hot poker, or other hot metal objects. It also lists the ramifications of healing in the manner such as infection. This book gives a +5 Competence bonus to the user's skill pertaining to First Aid: Cauterizing, and gives the user a +1 Competence bonus per die roll when learning the skill.
Limit: These items may be bought inside any Book Shop.
Cost: 4,000 Ryo
Book: Textbook: First Aid: Healing for the Curious
Rank: "C"
Type: Main, Book, Textbook
Effect: A book that helps the user how to perform critical care.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. This book teaches the basic medical study and the role in which is needed to provide aid on a patient. It discusses their needs and how to monitor the patient through various practices. The volume goes through a wide range of study such as how to diagnose, stabilize, and properly set broken bones. This book gives a +5 Competence bonus to the user's skill pertaining to First Aid: Healing, and gives the user a +1 Competence bonus per die roll when learning the skill.
Limit: These items may be bought inside any Book Shop.
Cost: 4,000 Ryo
Book: Textbook: First Aid: Autopsy Studies
Rank: "C"
Type: Main, Book, Textbook
Effect: A book that helps the user how to understand and how to perform Autopsies.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. A book that helps the user learn multiple procedures pertaining to the use of Autopsy. The book goes through the various ways of finding a cause of death, how to examine and record an injury, how to identify foreign substances, and time of Death. This book gives a +5 Competence bonus to the user's skill pertaining to First Aid: Autopsy, and gives the user a +1 Competence bonus per die roll when learning the skill.
Limit: These items may be bought inside any Book Shop.
Cost: 4,000 Ryo
Book: Textbook: Herbivore/Carnivore: Cooking/Baking For Your Region
Rank: "C"
Type: Main, Book, Textbook
Effect: A Textbook that discusses the different ways of Preserving and Preparing Herbs or Creatures in a Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. A large encyclopedic volume containing 32 books. 16 books discusses the ways of cooking of Herbs for Specific Regions while the other 16 discusses the ways of cooking of Creatures for Specific Regions. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill. Example: User has a volume on the Forest Region dealing with Herbivore Cooking. They will gain a +5 Competence bonus towards their Cooking/Baking if they are working with Forest Region ingredients. No matter how many books the user has they will always gain a single +1 Competence bonus to every die roll when learning the skill Cooking/Baking, even if the user has multiple books.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 5,500 Ryo
Book: Textbook: Anatomy of the Unknown
(x16) Every Region
Rank: "C"
Type: Main, Book, Textbook
Effect: A Textbook that discusses the different ways of gathering parts of Creatures found in a single Region.
Special: ---
Drawback: ---
Description: A Large Leather-bound book with "B.I.N.G.O. Productions" written on it. No Authors are listed within the book. This is a multi-volume of 16 books pertaining to the Anatomy of creatures and how to take apart the creature without harming the user, or the part. Each Volume discusses the Creatures found in a specific Region. Each volume gives a +5 Competence bonus to the user's skill pertaining to that region, and the user gains a +1 Competence bonus per die roll when learning the skill according to the specific region. Example: User has a volume on the Forest Region. They will gain a +5 Competence bonus towards their Vital Anatomy skills for the Forest Region and gain a +1 Competence bonus to every die roll when learning the skill for Vital Anatomy skills for the Forest Region.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 4,500 Ryo
Forensics lab: x2 100ml vials x4 50ml vials
Alchemy: TBA x6 100ml vials x14 50 ml vials
Chakra Lab:
Smithy:
Craft Room:
Greenhouse:
Bastit x5
Rank: Uncommon, Diminutive
Type: Herb, All Regions, All Seasons, Repellent
Effect: An herb that helps to repel parasitic insects.
Special: Preparation: --- ; Duration: ---
Drawback: Can be washed out or sweated off. Easily noticed by tracking animals.
Description: A small flower grown in all regions that reaches 1 foot in length with bright pink with red tipped pedals. A small succulent that, when crushed, tends to repel parasitic insects, including mosquitoes and the like. It has a pungent but not unpleasant odour. It lasts for 1 day. Herb consists 1 dose.
Limit: Must know Herbal Knowledge for a Region. 20% chance of finding.
Cost: 8,000 Ryo per herb. 4,000 Ryo per Dosage.
Air Maker’s Lichen x1
Rank: Uncommon, Diminutive
Type: Herb, Underworld, All Seasons, Breathing
Effect: A Lichen that creates patches of fresh air.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: A Lichen. Dark apple green. Edgings of brilliant blow. It grows in rocky walls of caverns, caves, mines, and dungeons. Considered to be sacred by many human miners, the Air Maker’s Lichen is well named. Colonies of these minute little lichens can be commonly found growing in underground areas that are both natural or manmade. The Air Maker’s Lichen functions much like a plant in its ability to take in stale air and convert it back into much needed oxygen. A dose of these lichens have enough air converting ability to keep a 100 square foot area continuously oxygen rich. Due to their known properties these lichens are especially common in old mines where the lichen was intentionally placed there by expert Herbalists. They stay rich with oxygen until harvested. Herb consists 1 dose.
Limit: Must know Herbal Knowledge for Underworld Regions. 35% chance of finding.
Cost: 13,250 Ryo per Herb. 6,625 Ryo per Dosage.
Mute Puff x1
Rank: Uncommon, Huge
Type: Herb, Underworld, All Seasons, Breathing
Effect: An herb that removes the ability of scent.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: A puffball. Deep black to blue at base. Broad red or yellow streaks edged in purple. They grow in moist caverns with lots of organic debris. When searching deep, moist caverns it is possible to find “fields” of dark, streaked puffballs. Within the area of these puffballs one will notice that the air has an unusually crisp, clean smell. Although one would think that the otherwise stale cavern air would be pure and inviting to the lungs, the crispness is actually caused by the spores of the puffballs growing underfoot. Patches of mute puffs continuously emit fine, microscopic spores that mute out any other smells or scents in the surrounding air. As a result, creatures within 50 feet of a expansive mute puff patch are incapable of using a Scent ability to track or locate prey. When leaving the area the loss of Scent continues for 30 minutes. Other smaller animals are aware of this and it is not uncommon to find deep dwelling rodents, reptiles, and other such creatures making their nests and lairs within a patch of mute puffs. A typical mute puff patch is around 30 feet in diameter. Herb consists 32 doses.
Limit: Must know Herbal Knowledge for Underworld Regions. 20% chance of finding.
Cost: 13,000 Ryo per Herb. 325 Ryo per Dosage.
Zulsendra x5
Rank: Uncommon, Tiny
Type: Herb, Underworld, Summer, Poison/TaiJutsu Enhancement
Effect: An herb that increases the user's movements.
Special: Preparation: --- ; Duration: ---
Drawback: At the end of the effects, the herb will make the user collapse for 1d8 rounds if not treated with Uncommon Poisons.
Description: A small mushroom that grows in groups of 4. When this mushroom is eaten, it adds 2 movements to the user for 1d4 rounds. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Underworld Regions. 30% chance of finding.
Cost: 16,000 Ryo per herb. 5,333 Ryo per Dosage.
Zur x2
Rank: Uncommon, Small
Type: Herb, Underworld, Winter, Bodily Function
Effect:
Special: Preparation: 6 hour ; Duration: ---
Drawback: ---
Description: A light blue fungus that grows within the rocks of the underground worlds. This fungus must be brewed for 6 hours. A successful application increases the user's sense of smell and hearing for 1 hour. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Underworld Regions. 60% chance of finding.
Cost: 13,000 Ryo per herb. 2,600 Ryo per Dosage.
Breldiar x4
Rank: Uncommon, Small
Type: Herb, Volcanoes, Spring, Eyesight
Effect: An herb that alters the depth perception of a user.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: This flower grows near volcanoes that grow in sprouts up to 3 feet in height. They have an ember style 5 star pedals. When eaten, alters the way a person judges distance for a period of 1 hour. While under the influence of the flower, a person depth perception is awkward. Their perception at close range will dramatically harm a user however they will be able to see even further, and be able to hit 30 meters further than normal with ranged attacks. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Volcanoes Regions. 35% chance of finding.
Cost: 7,500 Ryo per herb. 1,500 Ryo per Dosage.
Falsifal
Rank: Uncommon, Small
Type: Herb, Swamp, Spring, Heal
Effect: An herb to heal fresh burns as well as stopping blood loss.
Special: Preparation: 1 hour ; Duration: ---
Drawback: ---
Description: A wide-leafed plant with large pink flowers and thick roots containing a slimy gel. When the root is pulped, mixed with water and used as a poultice, it is effective against fresh Light burns, aiding rapid healing (Heals within 1 day). The root-gel can also be thinned and drunk as a thick tea to counter the effects of blood loss. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Swamp Regions. 30% chance of finding.
Cost: 8,500 Ryo per herb. 1,700 Ryo per Dosage.
Firefly Plant x10
Rank: Uncommon, Small
Type: Herb, Swamp, Spring, ---
Effect: A plant that glows in the dark.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: The buds on this sparse shrub glow with a soft green light that gives the entire bush an almost spectral appearance. Growing in swamps, fens, stream banks, marsh borders, and other places with frequent standing water, this small, thinly branched shrub has blue-greenish twigs. A sparse cover of elliptical, green-white leaves that alternate along the stem grows along with elliptical furry buds that glow with an inner phosphorescence. The buds last from late winter to early spring, when they turn into greenish flowers that last until late summer or early fall. The key quality of the Firefly Plant is its phosphorescence. Each bud and flower gives off faint phosphorescence, with the flowers being slightly brighter. The phosphorescence provides no practical light, but it is easily noticeable in the dark up to a distance of 10 meters for a single bud or flower. The most common color of the phosphorescence is green, but blue and violet also occur. Residents of the swamp often use these buds to mark locations, or wear them on their clothes when traveling in a large group at night.
Limit: Must know Herbal Knowledge for Swamp Regions. 30% chance of finding.
Cost: 3,000 Ryo per Herb, 600 Ryo per Dosage.
Pallast x1
Rank: Uncommon, Large
Type: Herb, Swamp, Summer, Heal
Effect: An herb capable of removing aches and pains.
Special: Preparation: 2 hours ; Duration: ---
Drawback: ---
Description: “Pallast” is a compound made of the pale, papery bark from willows and the roots of marshmallows. When ground together and imbibed, pallast cures aches and pains, especially headaches and pain from abscessed teeth, sore muscles, and so forth. Pallast itself is a very bitter pale powder, and is usually served in a heavily sweetened tea. Herb consists 16 doses.
Limit: Must know Herbal Knowledge for Swamp Regions. 30% chance of finding.
Cost: 13,500 Ryo per herb. 675 Ryo per Dosage.
Tateesha x2
Rank: Uncommon, Small
Type: Herb, Swamp, All Seasons, TaiJutsu Enhancement
Effect: An herb smoked to increase the user's sense of the world at a high addicting price.
Special: Preparation: 1 week ; Duration: ---
Drawback: Addiction may occur if Tateesha silks are smoked more than once in a two week period. The chance of addiction begins at 1 in a 1d6 roll, but increases by 1 each time the herb is used during that 2 week period. A Tateesha addict is extremely lethargic, and finds it very hard to get excited or involved about anything, except another dose of the herb. An addict experiencing withdrawal will smoke the herb at any opportunity. A Tateesha addict who manages to do without the herb for more than a month will no longer suffer from the addiction. Any use of the herb, after being addicted will instantly re-addict the person.
Description: The tateen bush is a low lying shrub with long thin leaves and small brown nuts. These nuts may be chewed to provide a short lived feeling of euphoria, and are mildly addictive. They have the side effect of staining the teeth, making it easy to find a tateen addict. The flowers, called silks bloom only in spring, and if gathered and dried for one week form a powerful narcotic which may be smoked. For 1/2 an hour after smoking the persons insight is increased giving them an added 1 rank to anti-flanking and prediction techniques, but for 8 hours. A state of distortion ensues and the recipient anti-flanking and prediction techniques drop by 2 from their normal levels after the initial effects. Prolonged use causes the user to collapse into an almost dreamlike trance. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Swamp Regions. 20% chance of finding.
Cost: 11,000 Ryo per herb. 2,200 Ryo per Dosage.
Dainaberry x2
Rank: Uncommon, Huge
Type: Herb, Rivers, Autumn, Sedation,
Effect: An herb used to place people into sleep through digestion, or inhalation.
Special: Preparation: 3 weeks ; Duration: ---
Drawback: ---
Description: The Dainabush or Sleepberry is a creeping, thorny vine, much like a bramble. Young vines are about 5 millimeters thick, with 2 millimeters long thorns. Older vines can become as thick as 10 centimeters, with curved thorns up to 5 centimeters long, although this requires many years of growth. The vines grow to lengths of 9 meters in length. Young vines are light green, with 3 lobed green leaves. Older vines grow reddish brown, darkening to black, with leaves, such as there are, dark green in color. The vines flower in early summer, with light blue, bell shaped flowers. In Autumn, it carries dark blue or purple berries, which are fleshy, almost crunchy rather than juicy. The berries are slightly sweet and quite tasty, but have a strong effect on mammals: those who eat them fall asleep. The berries have this effect on mammals only, but a single berry is enough to bring down any man sized or smaller mammal, and given enough berries, even the greatest mammal will fall asleep. The sleep caused is quite normal, and a sleeping creature can simply be awakened. Although the berries can simply be eaten to cause the effect, it is also possible to dry them carefully, and grind them into powder. This powder is weaker and acts like a Common poison, but will keep a long time. The powder can be added to any food or drink, but has a very sweet taste. The duration lasts for 8 hours while it takes up to 1d8 rounds to take effect. Herb consists 32 doses.
Limit: Must know Herbal Knowledge for River Regions. 20% chance of finding.
Cost: 17,000 Ryo per herb. 425 Ryo per Dosage.
Tasparth x3
Rank: Uncommon, Small
Type: Herb, River, Autumn, Poison
Effect: An herb that can cause vivid and frightening hallucinations, heavy perspiration, and physical pain.
Special: Preparation: 1 hour ; Duration: ---
Drawback: Overdoses may result in death or madness.
Description: Picture 2 to 5 feet high. Leaves have a coarse and fibrous texture. 1 to 3 lbs. tuberous root. Found near water. Dry and grind root. Yields reddish-brown powder for each dosage of root. Dosage: Burn and inhale fumes and affects within 1 round. Effects are maximized in enclosed space. Vivid and frightening hallucinations, heavy perspiration, and physical pain. Effects last 1 hour. After effects include 5 to 10% loss of weight and exhaustion. Victims with poor constitutions or weakened by illness may die. In some cases permanent mental instability results. Antidotes: Removal of drug and ample fresh air. Recipients lose 5 points in GenJutsu saves. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for River Regions. 40% chance of finding.
Cost: 13,000 Ryo per herb. 2,600 Ryo per Dosage.
Imbiber's Joy x3
Rank: Uncommon, Medium
Type: Herb, Mountain, Summer, Poison Cure
Effect: An herb that removes the effects of alcohol consumption.
Special: Preparation: 1 hour ; Duration: ---
Drawback: ---
Description: This herb, as tall as a man, looks much like a big piece of parsley, with small white flowers growing in three compound clusters on the end of the splitting stem. Growing in the cool, damp meadows and valleys of low mountain ranges, Imbiber’s Joy grows some 5 to 8 feet in height. When in bloom, which the plant is during midsummer, its leaves are yellow in color, giving way to pale yellow, fingertip sized, oblong fruits in late summer. Brewing the leaves of the plant is recommended for creatures suffering from the effects of excessive alcohol consumption. More than occasional use of Imbiber’s Joy, however, can cause the creature to develop distaste for alcohol. Any creature that uses Imbiber’s Joy more than one time per week means that the creature has developed an adverse reaction to consuming alcohol, causing it to immediately reject (i.e. spit up) any alcohol that it tries to drink.
Limit: Must know Herbal Knowledge for Mountain Regions. 30% chance of finding.
Cost: 11,500 Ryo per Herb, 1,150 Ryo per Dosage.
Juniper
Rank: Uncommon, Large
Type: Herb, Mountains, Summer, Heal
Effect: An herb used to relieve muscle pains for a prolonged period of time.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: Picture The Juniper tree can grow up to 10 feet in height. It is an evergreen, which has prickly stiff foliage. The berries appear in early summer, but take 3 years to ripen to the stage where they are useful. Unripe berries are green, ripe ones are bluish-black in color. Because of this rather long period of ripening, it is wise to never denude a tree of berries. A normal sized tree will have between 100 and 200 ripe berries. 15 of these berries should be crushed and mixed with boiling water. When the liquid has cooled, the infusion should then be drunk in order to relieve muscle pains for 8 hours. This liquid will only keep for a month under normal conditions, but can be mixed with an alcoholic spirit to increase its lifespan indefinitely. According to some gipsy traditions, a sprig of juniper kept in a house would protect the inhabitants from vampire attacks. This may actually work at the GMs discretion in Events.
Limit: Must know Herbal Knowledge for Mountain Regions. 20% chance of finding.
Cost: 13,500 Ryo per herb. 675 Ryo per Dosage.
Lesser Centaury x2
Rank: Uncommon, Small
Type: Herb, Mountains, Summer, Poison Cure
Effect: An herb that removes digested poisons through vomiting.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: This plant has rosy-pink flowers, which are splayed out like a five pointed star. This herb will cause the recipient to vomit up any poison in their system. It is effective only against ingested poisons. The person will be incapacitated by nausea for 1d4 days. Works against Nearly Impossible poisons as well, The person can be saved if the herb is successfully administered within 1 round before the user dies. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Mountain Regions. 25% chance of finding.
Cost: 15,500 Ryo per herb. 3,100 Ryo per Dosage.
Megillos x1
Rank: Common, Huge
Type: Herb, Mountains, Winter, Eyesight
Effect: An herb that increases eyesight distance.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: A willow originally native to cold mountain regions, usually found growing near water or in aspen groves, now cultivated. Its long, narrow, dark green leaves have silver veins and white undersides, making them resemble the "white swords" of the tree's exotic name. These leaves are edible, though sour, and contain a nourishment. The leaves of this herb increases a character eyesight for 1d4 turns. They can see twice as far, and when in ranged combat, all ranges are treated as if they could fight with 15 meters extra proficiency. Herb consists 62 doses.
Limit: Must know Herbal Knowledge for Mountain Regions. 75% chance of finding.
Cost: 16,000 Ryo per herb. 400 Ryo per Dosage.
Spring Adonis x1
Rank: Uncommon, Tiny
Type: Herb, Mountain, Spring, TaiJutsu Enhancement
Effect: An herb capable of increasing TaiJutsu techniques while reducing their movements.
Special: Preparation: 2 weeks ; Duration: ---
Drawback: ---
Description: This plant grows up to 16 inches in height. It has small green leaves, and wide round yellow flowers. These flowers may be dried, and then eaten. They will then reduce the chance of a heart attack by 50% each day they are eaten. They may also help to strengthen the heart of a person, who through age, injury, or other cause, has a weak heart. Eaten ten or more of these flowers at a time will temporarily raise the TaiJutsu techniques by 1 for 8 hours, while reducing their Movements by 2 for the same period. In addition to this reduction such person also has a (50 - 10 per class level) % chance of suffering a fatal heart attack 1 day after taking such a massive dose. Certain Kamyuja clan Brawler members in the mountain regions where this herb is found use it in order to help them go berserk in battle. These tribes, due to constant dosing from birth have only a (20 - 10 per class level) % chance of suffering the heart attack. According to legend, the Greek goddess Aphrodite changed her beloved Adonis, the son of King Cinyras, into this flower, just before he died after being wounded by a wild boar. Herb consists 2 doses.
Limit: Must know Herbal Knowledge for Mountain Regions. 40% chance of finding.
Cost: 14,000 Ryo per herb. 4,667 Ryo per Dosage.
Brugmansia x1
Rank: Uncommon, Huge
Type: Herb, Desert/Jungle, Summer, Poison
Effect: A herb that reduces the user's motor functions and mobility.
Special: Preparation: 2 weeks ; Duration: ---
Drawback: ---
Description: Very beautiful bell-like flowers than hang to the ground. It grows like a tree, some up to 5 meters tall. The poison is strong but the taste is bitter and undesirable. The effects of the toxin include delusion, mental shock, psychosis and the temporary loss of motor functions reducing user's movements by 4 for 1d8 rounds. Herbs consist 32 doses.
Limit: Must know Herbal Knowledge for Regions. 20% chance of finding.
Cost: 12,500 Ryo per herb. 313 Ryo per Dosage.
Habsulara x1
Rank: Uncommon, Small
Type: Herb, Grasslands/Rural, Spring, Bodily Function
Effect: An herb that causes the recipient's mental capacity to increase while inducing nausea.
Special: Preparation: 1 hour ; Duration: ---
Drawback: After effects are exhaustion, headaches, and congestion.
Description: Picture 24 to 40 inches high. Produces a single cluster of dark blue flowers in spring. Found in pastureland. Dry root over fire. Grind to fine brown-black powder. Yields powder for each dose of root. Dosage: a dose under tongue, or inhaled sharply. After 1/2 an hour increases synaptic activity, memory, etc. Effects accompanied by nausea. Effects last 1 hour. Antidote: A pint of brandy ingested within 5 minutes unless drug has been inhaled. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Grasslands or Rural Regions. 40% chance of finding.
Cost: 11,000 Ryo per herb. 2,200 Ryo per Dosage.
KJilmakur x2
Rank: Uncommon, Medium
Type: Herb, Grassland, Summer, Defense
Effect: An herb capable of protecting the user against fire damage.
Special: Preparation: 1 week ; Duration: ---
Drawback: ---
Description: A small thorny tree native to tropical grasslands or savannas that grows up to 5 to 6 feet in height. The roots of this plant must be brewed over a low fire for 1 week, and the resulting distillation drunk. If used successful, the recipient will gain a bonus of 1 rank reduction against Fire Damage attacks for 1d8 rounds. Herb consists 8 doses.
Limit: Must know Herbal Knowledge for Regions. 45% chance of finding.
Cost: 13,500 Ryo per herb. 1,350 Ryo per Dosage.
Klagul x2
Rank: Uncommon, Medium
Type: Herb, Grassland, Summer, Eyesight
Effect: An herb capable of giving the user infravision for a period of time.
Special: Preparation: 1 day ; Duration: ---
Drawback: ---
Description: The buds of the klagullu, a tall shrub related to hazelnut, native to semiarid to temperate scrublands and short-grass prairies. The buds of this plant must be boiled for a day and then eaten. When eaten, they will if successful give the recipient infravision for 8 hours. Herb consists 8 doses.
Limit: Must know Herbal Knowledge for Regions. 60% chance of finding.
Cost: 14,500 Ryo per herb. 1,450 Ryo per Dosage.
Pipeweed: Black Leaf x5
Rank: Uncommon, Huge
Type: Herb, Grasslands/Rural, Autumn, TaiJutsu Enhancement
Effect: An herb that enhances the user's movements
Special: Preparation: 1 week ; Duration: ---
Drawback: ---
Description: A Black Oak Tree that grows 10 to 15 feet high. Leaves are cut delicately. It will leave a barely noticeable fragrance. If they smell too much they cannot be used and can be very poisonous if taken at this time which can kill a user if ingested within a day. The entire plant is harvested at once by cutting off the stalk at the ground with a sickle. The leaves are dried and then used. It has a rather rough taste because the leaf is taken right off the branches of the tree then cut, dried and then smoked. Once they are cut it takes about 1 day for them to be ready to smoke, the longer the better just like wine however there are no prolonged effects. User discovers that when smoking this Pipeweed they are able to do more labor in the same amount of time. User also gains a movement for 1d4 rounds when smoking. Herb consists 32 doses.
Limit: Must know Herbal Knowledge for Grasslands/Rural Regions. 30% chance of finding.
Cost: 6,000 Ryo per herb. 150 Ryo per Dosage.
Vinuk x1
Rank: Uncommon, Medium
Type: Herb, Grassland, Summer, Sedation
Effect: An herb used to waken someone from unconsciousness.
Special: Preparation: 1 hour ; Duration: ---
Drawback: ---
Description: A medium-sized emerald green grass, native to semiarid to temperate short-grass prairies. If this herb is given to an unconscious person, it will awaken the person within 1 round. It will wake up a person who is unconscious due to alcohol, fainting, and even concussion damage etc. And just because the person is conscious does not mean that they are coherent. Herb consists 8 doses.
Limit: Must know Herbal Knowledge for Grassland Regions. 30% chance of finding.
Cost: 11,500 Ryo per herb. 1,150 Ryo per Dosage.
Codia x4
Rank: Common, Diminutive
Type: Herb, Desert, All Seasons, Poison
Effect: An herb used to immobilize an opponent for a period of time.
Special: Preparation: 3 days ; Duration: 2 weeks regular, 1 year dried, 30 years if potion.
Drawback: ---
Description: Codia is a tan color. It's very short and stands about 8 inches above the sand. Codia has special poisons inside to keep animals from eating it. When the poisons get inside a body the muscles start to cramp up and makes the recipient immobile. The effect lasts for 1d4 posts. Codia lasts 2 weeks regular, 1 year dried and 30 years if in a potion or poison. Herb consists 1 doses.
Limit: Must know Herbal Knowledge for Desert Regions. 70% chance of finding.
Cost: 9,250 Ryo per herb; 4,625 Ryo per dosage
Figurative Cactus x1
Rank: Uncommon, Small
Type: Herb, Desert, All Seasons, Bodily Function
Effect: A cactus that has juice inside making a person hallucinate.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: Picture A Normal looking cactus found in the middle of the desert. When ripe they produce a juice inside the large circular cacti as well as a bright colored flower along the top of the plant. The Juice will cause the recipient to hallucinate for 8 hours. This herb also makes the recipient merry and feel good during the whole duration. User will also become more acceptable to Glamour, Figment, and Pattern GenJutsus by 1 rank. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Desert Regions. 40% chance of finding.
Cost: 13,500 Ryo per herb. 2,700 Ryo per Dosage.
Anserke x2
Rank: Uncommon, Small
Type: Herb, Coastal, Summer, Heal
Effect: An herb that heals bleeding wounds.
Special: Preparation: --- ; Duration: ---
Drawback: User is unable to move for 1 round after application.
Description: A short bush distantly related to carneyar, native to ocean shores. It grows up to 3 feet tall; it has dark green, glossy, round leaves about 1 inch long and pale yellow flowers with ten petals about half an inch wide which produce a small yellow berry. The root must be applied to a bleeding wound. Within 1d4 rounds it stops the bleeding of all Light Wounds. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Coastal Regions. 30% chance of finding.
Cost: 11,500 Ryo per herb, 2,300 Ryo per dosage
Kathkusa x1
Rank: Uncommon, Small
Type: Herb, Arctic/Wasteland, Winter, Bodily Function
Effect: An herb used to increase the strength of TaiJutsu Attacks.
Special: Preparation: --- ; Duration: ---
Drawback: If taken twice in a single day, the person will collapse into unconsciousness for 1 hour.
Description: A tough succulent related to jojojopo, native to frigid wastes, both alpine and arctic. Its marginally edible, dark green leaves contain a powerful combat stimulant which increases the user's strength. This plant is found only in the most inhospitable regions. When a leaf of the plant is eaten, it will (if used successfully) raise a user's TaiJutsu attacks by 1 rank for 1d8 rounds. However if taken twice in a single day, the person will collapse into unconsciousness for 1 hour. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Regions. 30% chance of finding.
Cost: 15,000 Ryo per herb. 3,000 Ryo per Dosage.
Rank: Uncommon, Diminutive
Type: Herb, All Regions, All Seasons, Repellent
Effect: An herb that helps to repel parasitic insects.
Special: Preparation: --- ; Duration: ---
Drawback: Can be washed out or sweated off. Easily noticed by tracking animals.
Description: A small flower grown in all regions that reaches 1 foot in length with bright pink with red tipped pedals. A small succulent that, when crushed, tends to repel parasitic insects, including mosquitoes and the like. It has a pungent but not unpleasant odour. It lasts for 1 day. Herb consists 1 dose.
Limit: Must know Herbal Knowledge for a Region. 20% chance of finding.
Cost: 8,000 Ryo per herb. 4,000 Ryo per Dosage.
Air Maker’s Lichen x1
Rank: Uncommon, Diminutive
Type: Herb, Underworld, All Seasons, Breathing
Effect: A Lichen that creates patches of fresh air.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: A Lichen. Dark apple green. Edgings of brilliant blow. It grows in rocky walls of caverns, caves, mines, and dungeons. Considered to be sacred by many human miners, the Air Maker’s Lichen is well named. Colonies of these minute little lichens can be commonly found growing in underground areas that are both natural or manmade. The Air Maker’s Lichen functions much like a plant in its ability to take in stale air and convert it back into much needed oxygen. A dose of these lichens have enough air converting ability to keep a 100 square foot area continuously oxygen rich. Due to their known properties these lichens are especially common in old mines where the lichen was intentionally placed there by expert Herbalists. They stay rich with oxygen until harvested. Herb consists 1 dose.
Limit: Must know Herbal Knowledge for Underworld Regions. 35% chance of finding.
Cost: 13,250 Ryo per Herb. 6,625 Ryo per Dosage.
Mute Puff x1
Rank: Uncommon, Huge
Type: Herb, Underworld, All Seasons, Breathing
Effect: An herb that removes the ability of scent.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: A puffball. Deep black to blue at base. Broad red or yellow streaks edged in purple. They grow in moist caverns with lots of organic debris. When searching deep, moist caverns it is possible to find “fields” of dark, streaked puffballs. Within the area of these puffballs one will notice that the air has an unusually crisp, clean smell. Although one would think that the otherwise stale cavern air would be pure and inviting to the lungs, the crispness is actually caused by the spores of the puffballs growing underfoot. Patches of mute puffs continuously emit fine, microscopic spores that mute out any other smells or scents in the surrounding air. As a result, creatures within 50 feet of a expansive mute puff patch are incapable of using a Scent ability to track or locate prey. When leaving the area the loss of Scent continues for 30 minutes. Other smaller animals are aware of this and it is not uncommon to find deep dwelling rodents, reptiles, and other such creatures making their nests and lairs within a patch of mute puffs. A typical mute puff patch is around 30 feet in diameter. Herb consists 32 doses.
Limit: Must know Herbal Knowledge for Underworld Regions. 20% chance of finding.
Cost: 13,000 Ryo per Herb. 325 Ryo per Dosage.
Zulsendra x5
Rank: Uncommon, Tiny
Type: Herb, Underworld, Summer, Poison/TaiJutsu Enhancement
Effect: An herb that increases the user's movements.
Special: Preparation: --- ; Duration: ---
Drawback: At the end of the effects, the herb will make the user collapse for 1d8 rounds if not treated with Uncommon Poisons.
Description: A small mushroom that grows in groups of 4. When this mushroom is eaten, it adds 2 movements to the user for 1d4 rounds. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Underworld Regions. 30% chance of finding.
Cost: 16,000 Ryo per herb. 5,333 Ryo per Dosage.
Zur x2
Rank: Uncommon, Small
Type: Herb, Underworld, Winter, Bodily Function
Effect:
Special: Preparation: 6 hour ; Duration: ---
Drawback: ---
Description: A light blue fungus that grows within the rocks of the underground worlds. This fungus must be brewed for 6 hours. A successful application increases the user's sense of smell and hearing for 1 hour. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Underworld Regions. 60% chance of finding.
Cost: 13,000 Ryo per herb. 2,600 Ryo per Dosage.
Breldiar x4
Rank: Uncommon, Small
Type: Herb, Volcanoes, Spring, Eyesight
Effect: An herb that alters the depth perception of a user.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: This flower grows near volcanoes that grow in sprouts up to 3 feet in height. They have an ember style 5 star pedals. When eaten, alters the way a person judges distance for a period of 1 hour. While under the influence of the flower, a person depth perception is awkward. Their perception at close range will dramatically harm a user however they will be able to see even further, and be able to hit 30 meters further than normal with ranged attacks. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Volcanoes Regions. 35% chance of finding.
Cost: 7,500 Ryo per herb. 1,500 Ryo per Dosage.
Falsifal
Rank: Uncommon, Small
Type: Herb, Swamp, Spring, Heal
Effect: An herb to heal fresh burns as well as stopping blood loss.
Special: Preparation: 1 hour ; Duration: ---
Drawback: ---
Description: A wide-leafed plant with large pink flowers and thick roots containing a slimy gel. When the root is pulped, mixed with water and used as a poultice, it is effective against fresh Light burns, aiding rapid healing (Heals within 1 day). The root-gel can also be thinned and drunk as a thick tea to counter the effects of blood loss. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Swamp Regions. 30% chance of finding.
Cost: 8,500 Ryo per herb. 1,700 Ryo per Dosage.
Firefly Plant x10
Rank: Uncommon, Small
Type: Herb, Swamp, Spring, ---
Effect: A plant that glows in the dark.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: The buds on this sparse shrub glow with a soft green light that gives the entire bush an almost spectral appearance. Growing in swamps, fens, stream banks, marsh borders, and other places with frequent standing water, this small, thinly branched shrub has blue-greenish twigs. A sparse cover of elliptical, green-white leaves that alternate along the stem grows along with elliptical furry buds that glow with an inner phosphorescence. The buds last from late winter to early spring, when they turn into greenish flowers that last until late summer or early fall. The key quality of the Firefly Plant is its phosphorescence. Each bud and flower gives off faint phosphorescence, with the flowers being slightly brighter. The phosphorescence provides no practical light, but it is easily noticeable in the dark up to a distance of 10 meters for a single bud or flower. The most common color of the phosphorescence is green, but blue and violet also occur. Residents of the swamp often use these buds to mark locations, or wear them on their clothes when traveling in a large group at night.
Limit: Must know Herbal Knowledge for Swamp Regions. 30% chance of finding.
Cost: 3,000 Ryo per Herb, 600 Ryo per Dosage.
Pallast x1
Rank: Uncommon, Large
Type: Herb, Swamp, Summer, Heal
Effect: An herb capable of removing aches and pains.
Special: Preparation: 2 hours ; Duration: ---
Drawback: ---
Description: “Pallast” is a compound made of the pale, papery bark from willows and the roots of marshmallows. When ground together and imbibed, pallast cures aches and pains, especially headaches and pain from abscessed teeth, sore muscles, and so forth. Pallast itself is a very bitter pale powder, and is usually served in a heavily sweetened tea. Herb consists 16 doses.
Limit: Must know Herbal Knowledge for Swamp Regions. 30% chance of finding.
Cost: 13,500 Ryo per herb. 675 Ryo per Dosage.
Tateesha x2
Rank: Uncommon, Small
Type: Herb, Swamp, All Seasons, TaiJutsu Enhancement
Effect: An herb smoked to increase the user's sense of the world at a high addicting price.
Special: Preparation: 1 week ; Duration: ---
Drawback: Addiction may occur if Tateesha silks are smoked more than once in a two week period. The chance of addiction begins at 1 in a 1d6 roll, but increases by 1 each time the herb is used during that 2 week period. A Tateesha addict is extremely lethargic, and finds it very hard to get excited or involved about anything, except another dose of the herb. An addict experiencing withdrawal will smoke the herb at any opportunity. A Tateesha addict who manages to do without the herb for more than a month will no longer suffer from the addiction. Any use of the herb, after being addicted will instantly re-addict the person.
Description: The tateen bush is a low lying shrub with long thin leaves and small brown nuts. These nuts may be chewed to provide a short lived feeling of euphoria, and are mildly addictive. They have the side effect of staining the teeth, making it easy to find a tateen addict. The flowers, called silks bloom only in spring, and if gathered and dried for one week form a powerful narcotic which may be smoked. For 1/2 an hour after smoking the persons insight is increased giving them an added 1 rank to anti-flanking and prediction techniques, but for 8 hours. A state of distortion ensues and the recipient anti-flanking and prediction techniques drop by 2 from their normal levels after the initial effects. Prolonged use causes the user to collapse into an almost dreamlike trance. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Swamp Regions. 20% chance of finding.
Cost: 11,000 Ryo per herb. 2,200 Ryo per Dosage.
Dainaberry x2
Rank: Uncommon, Huge
Type: Herb, Rivers, Autumn, Sedation,
Effect: An herb used to place people into sleep through digestion, or inhalation.
Special: Preparation: 3 weeks ; Duration: ---
Drawback: ---
Description: The Dainabush or Sleepberry is a creeping, thorny vine, much like a bramble. Young vines are about 5 millimeters thick, with 2 millimeters long thorns. Older vines can become as thick as 10 centimeters, with curved thorns up to 5 centimeters long, although this requires many years of growth. The vines grow to lengths of 9 meters in length. Young vines are light green, with 3 lobed green leaves. Older vines grow reddish brown, darkening to black, with leaves, such as there are, dark green in color. The vines flower in early summer, with light blue, bell shaped flowers. In Autumn, it carries dark blue or purple berries, which are fleshy, almost crunchy rather than juicy. The berries are slightly sweet and quite tasty, but have a strong effect on mammals: those who eat them fall asleep. The berries have this effect on mammals only, but a single berry is enough to bring down any man sized or smaller mammal, and given enough berries, even the greatest mammal will fall asleep. The sleep caused is quite normal, and a sleeping creature can simply be awakened. Although the berries can simply be eaten to cause the effect, it is also possible to dry them carefully, and grind them into powder. This powder is weaker and acts like a Common poison, but will keep a long time. The powder can be added to any food or drink, but has a very sweet taste. The duration lasts for 8 hours while it takes up to 1d8 rounds to take effect. Herb consists 32 doses.
Limit: Must know Herbal Knowledge for River Regions. 20% chance of finding.
Cost: 17,000 Ryo per herb. 425 Ryo per Dosage.
Tasparth x3
Rank: Uncommon, Small
Type: Herb, River, Autumn, Poison
Effect: An herb that can cause vivid and frightening hallucinations, heavy perspiration, and physical pain.
Special: Preparation: 1 hour ; Duration: ---
Drawback: Overdoses may result in death or madness.
Description: Picture 2 to 5 feet high. Leaves have a coarse and fibrous texture. 1 to 3 lbs. tuberous root. Found near water. Dry and grind root. Yields reddish-brown powder for each dosage of root. Dosage: Burn and inhale fumes and affects within 1 round. Effects are maximized in enclosed space. Vivid and frightening hallucinations, heavy perspiration, and physical pain. Effects last 1 hour. After effects include 5 to 10% loss of weight and exhaustion. Victims with poor constitutions or weakened by illness may die. In some cases permanent mental instability results. Antidotes: Removal of drug and ample fresh air. Recipients lose 5 points in GenJutsu saves. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for River Regions. 40% chance of finding.
Cost: 13,000 Ryo per herb. 2,600 Ryo per Dosage.
Imbiber's Joy x3
Rank: Uncommon, Medium
Type: Herb, Mountain, Summer, Poison Cure
Effect: An herb that removes the effects of alcohol consumption.
Special: Preparation: 1 hour ; Duration: ---
Drawback: ---
Description: This herb, as tall as a man, looks much like a big piece of parsley, with small white flowers growing in three compound clusters on the end of the splitting stem. Growing in the cool, damp meadows and valleys of low mountain ranges, Imbiber’s Joy grows some 5 to 8 feet in height. When in bloom, which the plant is during midsummer, its leaves are yellow in color, giving way to pale yellow, fingertip sized, oblong fruits in late summer. Brewing the leaves of the plant is recommended for creatures suffering from the effects of excessive alcohol consumption. More than occasional use of Imbiber’s Joy, however, can cause the creature to develop distaste for alcohol. Any creature that uses Imbiber’s Joy more than one time per week means that the creature has developed an adverse reaction to consuming alcohol, causing it to immediately reject (i.e. spit up) any alcohol that it tries to drink.
Limit: Must know Herbal Knowledge for Mountain Regions. 30% chance of finding.
Cost: 11,500 Ryo per Herb, 1,150 Ryo per Dosage.
Juniper
Rank: Uncommon, Large
Type: Herb, Mountains, Summer, Heal
Effect: An herb used to relieve muscle pains for a prolonged period of time.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: Picture The Juniper tree can grow up to 10 feet in height. It is an evergreen, which has prickly stiff foliage. The berries appear in early summer, but take 3 years to ripen to the stage where they are useful. Unripe berries are green, ripe ones are bluish-black in color. Because of this rather long period of ripening, it is wise to never denude a tree of berries. A normal sized tree will have between 100 and 200 ripe berries. 15 of these berries should be crushed and mixed with boiling water. When the liquid has cooled, the infusion should then be drunk in order to relieve muscle pains for 8 hours. This liquid will only keep for a month under normal conditions, but can be mixed with an alcoholic spirit to increase its lifespan indefinitely. According to some gipsy traditions, a sprig of juniper kept in a house would protect the inhabitants from vampire attacks. This may actually work at the GMs discretion in Events.
Limit: Must know Herbal Knowledge for Mountain Regions. 20% chance of finding.
Cost: 13,500 Ryo per herb. 675 Ryo per Dosage.
Lesser Centaury x2
Rank: Uncommon, Small
Type: Herb, Mountains, Summer, Poison Cure
Effect: An herb that removes digested poisons through vomiting.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: This plant has rosy-pink flowers, which are splayed out like a five pointed star. This herb will cause the recipient to vomit up any poison in their system. It is effective only against ingested poisons. The person will be incapacitated by nausea for 1d4 days. Works against Nearly Impossible poisons as well, The person can be saved if the herb is successfully administered within 1 round before the user dies. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Mountain Regions. 25% chance of finding.
Cost: 15,500 Ryo per herb. 3,100 Ryo per Dosage.
Megillos x1
Rank: Common, Huge
Type: Herb, Mountains, Winter, Eyesight
Effect: An herb that increases eyesight distance.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: A willow originally native to cold mountain regions, usually found growing near water or in aspen groves, now cultivated. Its long, narrow, dark green leaves have silver veins and white undersides, making them resemble the "white swords" of the tree's exotic name. These leaves are edible, though sour, and contain a nourishment. The leaves of this herb increases a character eyesight for 1d4 turns. They can see twice as far, and when in ranged combat, all ranges are treated as if they could fight with 15 meters extra proficiency. Herb consists 62 doses.
Limit: Must know Herbal Knowledge for Mountain Regions. 75% chance of finding.
Cost: 16,000 Ryo per herb. 400 Ryo per Dosage.
Spring Adonis x1
Rank: Uncommon, Tiny
Type: Herb, Mountain, Spring, TaiJutsu Enhancement
Effect: An herb capable of increasing TaiJutsu techniques while reducing their movements.
Special: Preparation: 2 weeks ; Duration: ---
Drawback: ---
Description: This plant grows up to 16 inches in height. It has small green leaves, and wide round yellow flowers. These flowers may be dried, and then eaten. They will then reduce the chance of a heart attack by 50% each day they are eaten. They may also help to strengthen the heart of a person, who through age, injury, or other cause, has a weak heart. Eaten ten or more of these flowers at a time will temporarily raise the TaiJutsu techniques by 1 for 8 hours, while reducing their Movements by 2 for the same period. In addition to this reduction such person also has a (50 - 10 per class level) % chance of suffering a fatal heart attack 1 day after taking such a massive dose. Certain Kamyuja clan Brawler members in the mountain regions where this herb is found use it in order to help them go berserk in battle. These tribes, due to constant dosing from birth have only a (20 - 10 per class level) % chance of suffering the heart attack. According to legend, the Greek goddess Aphrodite changed her beloved Adonis, the son of King Cinyras, into this flower, just before he died after being wounded by a wild boar. Herb consists 2 doses.
Limit: Must know Herbal Knowledge for Mountain Regions. 40% chance of finding.
Cost: 14,000 Ryo per herb. 4,667 Ryo per Dosage.
Brugmansia x1
Rank: Uncommon, Huge
Type: Herb, Desert/Jungle, Summer, Poison
Effect: A herb that reduces the user's motor functions and mobility.
Special: Preparation: 2 weeks ; Duration: ---
Drawback: ---
Description: Very beautiful bell-like flowers than hang to the ground. It grows like a tree, some up to 5 meters tall. The poison is strong but the taste is bitter and undesirable. The effects of the toxin include delusion, mental shock, psychosis and the temporary loss of motor functions reducing user's movements by 4 for 1d8 rounds. Herbs consist 32 doses.
Limit: Must know Herbal Knowledge for Regions. 20% chance of finding.
Cost: 12,500 Ryo per herb. 313 Ryo per Dosage.
Habsulara x1
Rank: Uncommon, Small
Type: Herb, Grasslands/Rural, Spring, Bodily Function
Effect: An herb that causes the recipient's mental capacity to increase while inducing nausea.
Special: Preparation: 1 hour ; Duration: ---
Drawback: After effects are exhaustion, headaches, and congestion.
Description: Picture 24 to 40 inches high. Produces a single cluster of dark blue flowers in spring. Found in pastureland. Dry root over fire. Grind to fine brown-black powder. Yields powder for each dose of root. Dosage: a dose under tongue, or inhaled sharply. After 1/2 an hour increases synaptic activity, memory, etc. Effects accompanied by nausea. Effects last 1 hour. Antidote: A pint of brandy ingested within 5 minutes unless drug has been inhaled. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Grasslands or Rural Regions. 40% chance of finding.
Cost: 11,000 Ryo per herb. 2,200 Ryo per Dosage.
KJilmakur x2
Rank: Uncommon, Medium
Type: Herb, Grassland, Summer, Defense
Effect: An herb capable of protecting the user against fire damage.
Special: Preparation: 1 week ; Duration: ---
Drawback: ---
Description: A small thorny tree native to tropical grasslands or savannas that grows up to 5 to 6 feet in height. The roots of this plant must be brewed over a low fire for 1 week, and the resulting distillation drunk. If used successful, the recipient will gain a bonus of 1 rank reduction against Fire Damage attacks for 1d8 rounds. Herb consists 8 doses.
Limit: Must know Herbal Knowledge for Regions. 45% chance of finding.
Cost: 13,500 Ryo per herb. 1,350 Ryo per Dosage.
Klagul x2
Rank: Uncommon, Medium
Type: Herb, Grassland, Summer, Eyesight
Effect: An herb capable of giving the user infravision for a period of time.
Special: Preparation: 1 day ; Duration: ---
Drawback: ---
Description: The buds of the klagullu, a tall shrub related to hazelnut, native to semiarid to temperate scrublands and short-grass prairies. The buds of this plant must be boiled for a day and then eaten. When eaten, they will if successful give the recipient infravision for 8 hours. Herb consists 8 doses.
Limit: Must know Herbal Knowledge for Regions. 60% chance of finding.
Cost: 14,500 Ryo per herb. 1,450 Ryo per Dosage.
Pipeweed: Black Leaf x5
Rank: Uncommon, Huge
Type: Herb, Grasslands/Rural, Autumn, TaiJutsu Enhancement
Effect: An herb that enhances the user's movements
Special: Preparation: 1 week ; Duration: ---
Drawback: ---
Description: A Black Oak Tree that grows 10 to 15 feet high. Leaves are cut delicately. It will leave a barely noticeable fragrance. If they smell too much they cannot be used and can be very poisonous if taken at this time which can kill a user if ingested within a day. The entire plant is harvested at once by cutting off the stalk at the ground with a sickle. The leaves are dried and then used. It has a rather rough taste because the leaf is taken right off the branches of the tree then cut, dried and then smoked. Once they are cut it takes about 1 day for them to be ready to smoke, the longer the better just like wine however there are no prolonged effects. User discovers that when smoking this Pipeweed they are able to do more labor in the same amount of time. User also gains a movement for 1d4 rounds when smoking. Herb consists 32 doses.
Limit: Must know Herbal Knowledge for Grasslands/Rural Regions. 30% chance of finding.
Cost: 6,000 Ryo per herb. 150 Ryo per Dosage.
Vinuk x1
Rank: Uncommon, Medium
Type: Herb, Grassland, Summer, Sedation
Effect: An herb used to waken someone from unconsciousness.
Special: Preparation: 1 hour ; Duration: ---
Drawback: ---
Description: A medium-sized emerald green grass, native to semiarid to temperate short-grass prairies. If this herb is given to an unconscious person, it will awaken the person within 1 round. It will wake up a person who is unconscious due to alcohol, fainting, and even concussion damage etc. And just because the person is conscious does not mean that they are coherent. Herb consists 8 doses.
Limit: Must know Herbal Knowledge for Grassland Regions. 30% chance of finding.
Cost: 11,500 Ryo per herb. 1,150 Ryo per Dosage.
Codia x4
Rank: Common, Diminutive
Type: Herb, Desert, All Seasons, Poison
Effect: An herb used to immobilize an opponent for a period of time.
Special: Preparation: 3 days ; Duration: 2 weeks regular, 1 year dried, 30 years if potion.
Drawback: ---
Description: Codia is a tan color. It's very short and stands about 8 inches above the sand. Codia has special poisons inside to keep animals from eating it. When the poisons get inside a body the muscles start to cramp up and makes the recipient immobile. The effect lasts for 1d4 posts. Codia lasts 2 weeks regular, 1 year dried and 30 years if in a potion or poison. Herb consists 1 doses.
Limit: Must know Herbal Knowledge for Desert Regions. 70% chance of finding.
Cost: 9,250 Ryo per herb; 4,625 Ryo per dosage
Figurative Cactus x1
Rank: Uncommon, Small
Type: Herb, Desert, All Seasons, Bodily Function
Effect: A cactus that has juice inside making a person hallucinate.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: Picture A Normal looking cactus found in the middle of the desert. When ripe they produce a juice inside the large circular cacti as well as a bright colored flower along the top of the plant. The Juice will cause the recipient to hallucinate for 8 hours. This herb also makes the recipient merry and feel good during the whole duration. User will also become more acceptable to Glamour, Figment, and Pattern GenJutsus by 1 rank. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Desert Regions. 40% chance of finding.
Cost: 13,500 Ryo per herb. 2,700 Ryo per Dosage.
Anserke x2
Rank: Uncommon, Small
Type: Herb, Coastal, Summer, Heal
Effect: An herb that heals bleeding wounds.
Special: Preparation: --- ; Duration: ---
Drawback: User is unable to move for 1 round after application.
Description: A short bush distantly related to carneyar, native to ocean shores. It grows up to 3 feet tall; it has dark green, glossy, round leaves about 1 inch long and pale yellow flowers with ten petals about half an inch wide which produce a small yellow berry. The root must be applied to a bleeding wound. Within 1d4 rounds it stops the bleeding of all Light Wounds. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Coastal Regions. 30% chance of finding.
Cost: 11,500 Ryo per herb, 2,300 Ryo per dosage
Kathkusa x1
Rank: Uncommon, Small
Type: Herb, Arctic/Wasteland, Winter, Bodily Function
Effect: An herb used to increase the strength of TaiJutsu Attacks.
Special: Preparation: --- ; Duration: ---
Drawback: If taken twice in a single day, the person will collapse into unconsciousness for 1 hour.
Description: A tough succulent related to jojojopo, native to frigid wastes, both alpine and arctic. Its marginally edible, dark green leaves contain a powerful combat stimulant which increases the user's strength. This plant is found only in the most inhospitable regions. When a leaf of the plant is eaten, it will (if used successfully) raise a user's TaiJutsu attacks by 1 rank for 1d8 rounds. However if taken twice in a single day, the person will collapse into unconsciousness for 1 hour. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Regions. 30% chance of finding.
Cost: 15,000 Ryo per herb. 3,000 Ryo per Dosage.
Forensics and Anthropology
Not only boasting in state of the art equipment, Andromeda Labs has top notch quality, accessibility and provides a service that include, but isn't limited to Arson Investigation, Ballistics, Blood Spatter, DNA Profiling, Evidence Analysis, Fingerprinting and Anthropology.
Chakra Ritualism
Some may find the prospect of chakra lore to be astounding, mystic and all around too interesting to leave unexplained and unexplored. Luckily with the tomes and research materials provided here all the mysteries to chakra and it's applications can be detailed, logged and saved for future study in the field of chakra research.
Alchemy (Coming soon)
Now no lab would be complete without the pulp fiction laboratory that started this whole culture craze! Even something out there for an aspiring brewer or even those mad scientist types. Though Andromeda Labs is created for the ease of access to the world in the form of medical treatments and remedies, herbology and other related services,to must the less medicinal alternative be explored for the sake of understanding how they work to prevent them!
Libraries
There are 6 massive shelves waiting to be filled with content! With several different subjects ranging from Anthropology to the Legions of the Dead, you will seldom find yourself wanting with these particular books on hand.
Other Features:
Crafting Shop (Coming Soon)
Workplace bonus boosts.
Massive libraries.
Multiple Greenhouses.
Limitless supplies.
Partnership investments.
Exclusive right/use for partners.
Nearly limitless learning possibilities.
Indoor living quarters.
Top line security measures.
(More to come)
Some may find the prospect of chakra lore to be astounding, mystic and all around too interesting to leave unexplained and unexplored. Luckily with the tomes and research materials provided here all the mysteries to chakra and it's applications can be detailed, logged and saved for future study in the field of chakra research.
Alchemy (Coming soon)
Now no lab would be complete without the pulp fiction laboratory that started this whole culture craze! Even something out there for an aspiring brewer or even those mad scientist types. Though Andromeda Labs is created for the ease of access to the world in the form of medical treatments and remedies, herbology and other related services,to must the less medicinal alternative be explored for the sake of understanding how they work to prevent them!
Libraries
There are 6 massive shelves waiting to be filled with content! With several different subjects ranging from Anthropology to the Legions of the Dead, you will seldom find yourself wanting with these particular books on hand.
Other Features:
Crafting Shop (Coming Soon)
Workplace bonus boosts.
Massive libraries.
Multiple Greenhouses.
Limitless supplies.
Partnership investments.
Exclusive right/use for partners.
Nearly limitless learning possibilities.
Indoor living quarters.
Top line security measures.
(More to come)
Components Provided
Study/Office, Basic x4
Rank: "C"
Type: Main, Room, 0.5 Stronghold Space, Craftsman Room
Effect: A study is a room in a house which is used for paperwork, computer work, or reading.
Special: ---
Drawback: ---
Description: This space, also sometimes called a solar, comes complete with a desk, some shelves for books, a chair, and a closet for storage of things that should be close at hand, like paper, ink, and so on. The floor and furnishings are rough, but sturdy.
Limit: Must be created by a Construction Crafter.
Cost: 2,000 Ryo
Bedrooms, Basic
x4
Rank: "C"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: Two Connecting Rooms with basic accessories.
Special: ---
Drawback: ---
Description: This stronghold area contains two smaller bedrooms, possibly with a connecting door. The furnishings in each room are rough, including a bed on a low frame, a single chest of drawers (Keg, Large (Overview)), and a mirror hanging on one wall. The bedclothes are made of rough cotton, wool, or even burlap, and the blanket is often a patchwork quilt made of whatever was available. Each room also has a rough bench sitting in front of a small table. This component includes a privy, though it need not be attached or adjacent to the bedroom component itself.
Limit: Must be created by a Construction Crafter.
Cost: 7,000 Ryo
Chakra Laboratory, Fancy
Rank: "A"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: Laboratory used for the study of Chakra and Rituals.
Special: ---
Drawback: ---
Description: Similar but superior to the basic Chakra laboratory, this room has every tool the aspiring meddler in Chakra might need at his ready disposal. The walls of this place are covered with blackboards upon which all sorts of arcane or obscure notes can be scrawled. The rough tile floor allows easy cleaning while also preventing slips and falls. Four basins are in the place, each of which has a barrel of water suspended over it, complete with a tap to permit easy access. An emergency barrel mounted on a hinged platform can be tilted to pour water over a person in case of an emergency. A single user using this laboratory and having its resources all to himself receives a +20 circumstance bonus on Jutsu Lore Skill checks. Alternatively, up to 4 users can share this space at the same time and gain a +10 circumstance bonus on such checks.
Limit: Must be created by a Construction Crafter.
Cost: 30,000 Ryo
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: 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
Laboratory, Fancy
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: Choose 1 of the Following to determine the purpose of the Room: 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
Library, Luxury
Rank: "S"
Type: Main, Room, 2 Stronghold Space, Craftsman Room
Effect: A collection of manuscripts, publications, and other materials for reading, viewing, listening, study, or reference.
Special: ---
Drawback: ---
Description: Floor-to-ceiling glass-fronted cabinets with top-hinged doors keep the books here in pristine condition. The ladders slide along on wheels and rails for both safety and convenience. The marble floor has symbols inlaid that denote the section of the library in which you stand. The library includes two private study carrels and a number of smaller tables. A single large table allows a researcher more space to spread out texts or large maps. This library can hold up to six different lots of books on specific subjects. For example, it could contain books on religion, general knowledge, the planes, arcana, nature, and history. The Books Component has prices and information for book lots. If you need a greater capacity, purchase this component multiple times.
Limit: Must be created by a Construction Crafter.
Cost: 150,000 Ryo
Smithy, Superior
Rank: "S"
Type: Main, Room, 2 Stronghold Space, Craftsman Room
Effect: A Crafting Room dedicated for all kinds of Blacksmithing/Metalworking.
Special: ---
Drawback: ---
Description: Similar to the basic smithy, this area features a polished stone floor and marble-encased forge of the highest quality. Working in this smithy gives a character a +20 circumstance bonus on any Craft pertaining to Blacksmithing/Metalworking (Armour, Blacksmithing/Metalworking, etc.) checks. This area requires the services of a smith. There may be up to 4 people working in this area.
Limit: Must be created by a Construction Crafter.
Cost: 40,000 Ryo
Rank: "C"
Type: Main, Room, 0.5 Stronghold Space, Craftsman Room
Effect: A study is a room in a house which is used for paperwork, computer work, or reading.
Special: ---
Drawback: ---
Description: This space, also sometimes called a solar, comes complete with a desk, some shelves for books, a chair, and a closet for storage of things that should be close at hand, like paper, ink, and so on. The floor and furnishings are rough, but sturdy.
Limit: Must be created by a Construction Crafter.
Cost: 2,000 Ryo
Bedrooms, Basic
x4
Rank: "C"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: Two Connecting Rooms with basic accessories.
Special: ---
Drawback: ---
Description: This stronghold area contains two smaller bedrooms, possibly with a connecting door. The furnishings in each room are rough, including a bed on a low frame, a single chest of drawers (Keg, Large (Overview)), and a mirror hanging on one wall. The bedclothes are made of rough cotton, wool, or even burlap, and the blanket is often a patchwork quilt made of whatever was available. Each room also has a rough bench sitting in front of a small table. This component includes a privy, though it need not be attached or adjacent to the bedroom component itself.
Limit: Must be created by a Construction Crafter.
Cost: 7,000 Ryo
Chakra Laboratory, Fancy
Rank: "A"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: Laboratory used for the study of Chakra and Rituals.
Special: ---
Drawback: ---
Description: Similar but superior to the basic Chakra laboratory, this room has every tool the aspiring meddler in Chakra might need at his ready disposal. The walls of this place are covered with blackboards upon which all sorts of arcane or obscure notes can be scrawled. The rough tile floor allows easy cleaning while also preventing slips and falls. Four basins are in the place, each of which has a barrel of water suspended over it, complete with a tap to permit easy access. An emergency barrel mounted on a hinged platform can be tilted to pour water over a person in case of an emergency. A single user using this laboratory and having its resources all to himself receives a +20 circumstance bonus on Jutsu Lore Skill checks. Alternatively, up to 4 users can share this space at the same time and gain a +10 circumstance bonus on such checks.
Limit: Must be created by a Construction Crafter.
Cost: 30,000 Ryo
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: 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
Laboratory, Fancy
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: Choose 1 of the Following to determine the purpose of the Room: 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
Library, Luxury
Rank: "S"
Type: Main, Room, 2 Stronghold Space, Craftsman Room
Effect: A collection of manuscripts, publications, and other materials for reading, viewing, listening, study, or reference.
Special: ---
Drawback: ---
Description: Floor-to-ceiling glass-fronted cabinets with top-hinged doors keep the books here in pristine condition. The ladders slide along on wheels and rails for both safety and convenience. The marble floor has symbols inlaid that denote the section of the library in which you stand. The library includes two private study carrels and a number of smaller tables. A single large table allows a researcher more space to spread out texts or large maps. This library can hold up to six different lots of books on specific subjects. For example, it could contain books on religion, general knowledge, the planes, arcana, nature, and history. The Books Component has prices and information for book lots. If you need a greater capacity, purchase this component multiple times.
Limit: Must be created by a Construction Crafter.
Cost: 150,000 Ryo
Smithy, Superior
Rank: "S"
Type: Main, Room, 2 Stronghold Space, Craftsman Room
Effect: A Crafting Room dedicated for all kinds of Blacksmithing/Metalworking.
Special: ---
Drawback: ---
Description: Similar to the basic smithy, this area features a polished stone floor and marble-encased forge of the highest quality. Working in this smithy gives a character a +20 circumstance bonus on any Craft pertaining to Blacksmithing/Metalworking (Armour, Blacksmithing/Metalworking, etc.) checks. This area requires the services of a smith. There may be up to 4 people working in this area.
Limit: Must be created by a Construction Crafter.
Cost: 40,000 Ryo