Defense Lab of the Reformation of Toxicology (ATI Location)
Dec 11, 2015 12:47:11 GMT -7
Post by JiMmIyZ - Hel on Dec 11, 2015 12:47:11 GMT -7
Defense Lab of the Reformation of Toxicology
(Study of Poisons)
After the last great shinobi war it became apparent that the Leaf Village, and the Land of Fire in general, was ill-equipped at dealing with the effects of bio-warfare and the like. The Land of Wind in particular were ruthless in this regard, attacking with poisons designed to take an immediate paralyzing effect yet cause the inflicted individual a great deal of pain over the course of a few days before finally succumbing to the toxicant and dying in agony. It was a fear tactic utilised in order to deter any further actions against the nation, and a very effective one. It took a lot of resources to launch attacks against the Sand Village as a result and in the end it was deemed as being not worth the expenditure as even successful raid were costly. To counter this the Land of Fire funded a research center specifically designed to counteract biological weapons and poisons and Tanzaku-Gai become home to the newly founded Defense Lab of the Reformation of Toxicology, a military funded research base.
The aim of this facility was to find cures for any ailment that may be inflicted upon the Land of Fire and it began to prove itself very successful after just a short while however in these times of peace the military began to funnel money out of the facility, seemingly having forgotten the nightmares of the past. The research facility was on the verge of shutting down operations before ever reaching its full potential however a saviour for the facility would come at a truly unexpected time. Soon after being promoted to the position of Police Chief, Amarante of the Leaf, would begin diverting the resources of the Konoha Military Police into the Lab. It was only enough to just barely keep the place afloat but it kept the place going nonetheless and the facility began to prove itself a solid investment as it provided cures for many toxins that would plague the Leaf Village and its people.
For Amarante however, this wasn't nearly enough. She felt as thought the facility could do more for the nation, it just wasn't given the necessary funding or freedom. It was then that she was elected as Hokage, a replacement for the former Hokage Gosei and his successor. Upon this new installation the Hokage funneled more and more money into this facility though only a small portion went toward research, the rest went toward something more sinister. She created in this facility a secret prison complex designed to hold the more sensitive captives of the nation like prisoners of war, high profile captives, and/or political prisoners. This made the facility a vital part of the Leaf Vilalge's defense network though before resigning from the position of Hokage she turned over jurisdiction to the Konoha Military Police so that her own successor would know nothing of the place. This way, Amarante could operate under the radar of the Hokage and detain people in secret so as to have her own delegation of freedom.
The aim of this facility was to find cures for any ailment that may be inflicted upon the Land of Fire and it began to prove itself very successful after just a short while however in these times of peace the military began to funnel money out of the facility, seemingly having forgotten the nightmares of the past. The research facility was on the verge of shutting down operations before ever reaching its full potential however a saviour for the facility would come at a truly unexpected time. Soon after being promoted to the position of Police Chief, Amarante of the Leaf, would begin diverting the resources of the Konoha Military Police into the Lab. It was only enough to just barely keep the place afloat but it kept the place going nonetheless and the facility began to prove itself a solid investment as it provided cures for many toxins that would plague the Leaf Village and its people.
For Amarante however, this wasn't nearly enough. She felt as thought the facility could do more for the nation, it just wasn't given the necessary funding or freedom. It was then that she was elected as Hokage, a replacement for the former Hokage Gosei and his successor. Upon this new installation the Hokage funneled more and more money into this facility though only a small portion went toward research, the rest went toward something more sinister. She created in this facility a secret prison complex designed to hold the more sensitive captives of the nation like prisoners of war, high profile captives, and/or political prisoners. This made the facility a vital part of the Leaf Vilalge's defense network though before resigning from the position of Hokage she turned over jurisdiction to the Konoha Military Police so that her own successor would know nothing of the place. This way, Amarante could operate under the radar of the Hokage and detain people in secret so as to have her own delegation of freedom.
First Floor
The first floor is the main research level. It serves as an area where scientists can work directly with chemicals and poisons in a controlled environment. An assortment of clean labs are here, isolated from the outside world for the in-case that the toxins are accidentally released to prevent exposure on a larger scale. On hand in this location are a variety of poisons and other toxins for study. There are a total of six laboratories here, each one isolated in itself. Anyone entering these rooms are required to wear lab coats and protective eye wear when handling any equipment. Toward the back of the floor are three offices, two for the many researchers to share, and a large single person office for the floor supervisor. Additionally there is also a small library filled with research books.
Poisons stored here (found in storage):
Bilberry Bush x1 herb
Rank: Nearly Impossible, Small
Type: Herb, Forest, Spring, Eyesight/Poison
Effect: Capable of bestowing dark-vision for the rest of the user's life, or killing them within 1 day's time.
Special: Preparation: 15 days ; Duration: ---
Drawback: User may die.
Description: Picture Bilberry Bush stands about 2 feet high that produces small black berries. The leaves are dark green with black veins. The berries must be mixed with pure alcohol and left to stand for fifteen days, at the end of which time they must be drunk. A successful application will give the user dark-vision for the rest of his life. If not properly prepared application may lead to the death of the person who drinks it, as if they had drank a Very Rare poison, and thus killing the user within 1 day. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 1% chance of finding.
Cost: 90,000 Ryo per herb. 18,000 Ryo per Dosage.
Doshenkana x4 herbs
Rank: Uncommon, Medium
Type: Herb, Forest, Summer, Poison
Effect: A poison that can kill the recipient, and if it doesn't could cause permanent eye damage.
Special: Preparation: 1 hour ; Duration: ---
Drawback: ---
Description: Picture A single stemmed plant that reaches 4 to 6 feet. Flowers in late summer. Found in forest. Hang and dry entire plant, including flowers. Grind to a fine, dull green powder. Yields bitter tasting powder for every dosage of plant. Dosage: taken orally. Within 1 hour, shortness of breath, blurred vision, nausea, leading to convulsions and 70% chance of death within 15 rounds. In non-fatal cases victim requires 2 weeks convalescence. 40% chance of permanent eye damage. Antidotes: Induce vomiting within 30 minutes of consumption. Herb consists 8 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 40% chance of finding.
Cost: 12,500 Ryo per herb. 1,250 Ryo per Dosage.
Dream Weaver x2 herbs
Rank: Uncommon, Tiny
Type: Herb, Forest, Spring, Poison
Effect: An herb that places a person in a Fascinated state for 1 week.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: This six-pedaled flower has almost translucent purple petals. Small thorns grow from its dark green stem, their color going from dark green close to the stem to dark purple at their tip. The dream weaver can be found in the forests and near glades in all temperate climates, as it prefers shade and the moisture common in forests. Consistent with its name, it blooms only at night. Legend has it that the dream weaver are actually the tears of the Nido, goddess of the moon, shed when her mortal lover was killed by her jealous husband Solus, god of the sun. When blooming, the smell of the dream weaver’s scent has a hypnotizing effect on any creature that comes within 10 meters of the flower. A creature must succeed at a save (13) or find itself Fascinated, unable to tear itself away from the pleasant smell; it simply sits down and, as long as nothing disturbs it, will remain until it dies from thirst and starvation (Lasts 1 week).
Limit: Must know Herbal Knowledge for Forest Regions. 30% chance of finding.
Cost: 9,000 Ryo per Herb, 1,800 Ryo per Dosage
Leortevald x1 herb
Rank: Nearly Impossible, Fine
Type: Herb, Forest, Summer, Poison
Effect: An herb that causes euphoria, delusions of heightened senses.
Special: Preparation: 1 hour ; Duration: ---
Drawback: Addictive, withdrawal fatal. Once ingested weekly dosage is necessary to prevent death.
Description: Picture Reaches a maximum height of 6 inches. The leaves have a spongy texture and are covered with downy fuzz. Emits an odour of decay, therefore the common name "corpse plant". Found in forest in deep shade. Crush and ferment entire plant. Concentrate by boiling. Yields fine yellowish crystal for each dosage of the plant. Dosage: taken orally. Mild euphoria, delusions of heightened senses for 15 rounds within 1 round after taking. Herb consists 1 dose.
Limit: Must know Herbal Knowledge for Forest Regions. 1% chance of finding.
Cost: 105,625 Ryo per herb. 52,812 Ryo per Dosage.
Tirageyth x10 herbs
Rank: Common, Fine
Type: Herb, Forest, Spring, Poison
Effect: An herb that causes Euphoria and is highly addictive.
Special: Preparation: 1 hour ; Duration: ---
Drawback: Massive doses may result in coma or death.
Description: Picture A ground cover plant 3 to 6 inches high. Produces a single blue white flower in late spring. Found in forest and woodland in large beds. Dry and chew. Euphoria, lasting 1/2 an hour within 1 round of taking. Addictive. Prolonged use results in brain damage. Herb consists 1 dose.
Limit: Must know Herbal Knowledge for Forest Regions. 65% chance of finding.
Cost: 9,625 Ryo per herb. 4,812 Ryo per Dosage.
Elecampane x2 herbs
Rank: Rare, Small
Type: Herb, Rural, Winter/Spring, Poison
Effect: An herb used to make a person vomit while reducing their strength.
Special: Preparation: 1 hour ; Duration:
Drawback: ---
Description: Picture This plant has a thick root, with leaves that are white on the bottom and green on top, as well as showy yellow flowers. The root may be eaten in which case it will cause the recipient to vomit. This effect, while useful in removing ingested poisons from the system, will leave the recipient weak reducing their TaiJutsu Jutsus by 1 and Strength Rank 5. For this reason it may be used as a mildly debilitating poison. Vomiting lasts for 1 round, but the weakness lasts for 1 hour. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Rural Regions. 15% chance of finding.
Cost: 37,000 Ryo per herb. 7,400 Ryo per Dosage.
Rhubarb x3 herbs
Rank: Uncommon, Small
Type: Herb, Rural, Summer, Poison
Effect: A poison that may create kidney stones, or possible kidney failure and other effects.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: The plant has garish red stems with large dark green leaves. The taste of the stems is a musky sweetness and it is considered less of a herb and more of a vegetable. The leaves taste just like a lettuce and contain enough poison to kill someone if they were to eat too many of them. The leaves numb the stomach, create strange bowl movements, add a dry taste in the mouth, and may create kidney stones, or possible kidney failure. Eating 1 dose releases diarrhea. The lethal dose of it is eating 3 doses. It is critical that the leaves are removed before consuming them. The leaves house dangerous toxic chemicals. The stems can also be cooked as a jam or baked in a pie. The leaves can be preserved in cold oil, if heated in anyway the poison becomes far weaker. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Rural Regions. 20% chance of finding.
Cost: 9,500 Ryo per herb. 1,900 Ryo per Dosage.
Sweetberry Bush x2 herbs
Rank: Uncommon, Small
Type: Herb, All Regions except Arctic/Jungle, Summer, Poison
Effect: A fruit; when eaten causes nausea for a period of time.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: This prickly bush is filled with ripe purplishblack berries the size of a man’s thumb. Sweetberry bush can be found in all temperate climates. The bright purple flowers that bloom in late spring herald the fruit of a sweetberry bush, which ripens in mid- to late-summer. The fruit of the sweetberry bush is indeed quite sweet, a fact that makes it very likely to be eaten by those ignorant of its poisonous qualities. The berries of the sweetberry bush are quite poisonous: Ingested causes Nausea for 15 rounds within 1d4 rounds.
Limit: Must know Herbal Knowledge for All Regions except Arctic/Jungle Regions. 30% chance of finding.
Cost: 11,500 Ryo per Herb, 2,300 Ryo per Dosage
Wlylorafina x2 herbs
Rank: Rare, Medium
Type: Herb, Grassland/Rural, Summer, Poison
Effect: An herb that can cause heart failure and death.
Special: Preparation: 1 hour ; Duration: ---
Drawback: ---
Description: Picture Reaches 4 to 6 feet although specimens of 2 feet are more common. Blooms in mid-summer, the flowers having a rich odour of damp earth. Found in pasture. Extract sap from stem by splitting and boiling. Distill. Yields sour red liquid per dose of plant. Dosage: mix with wine or other liquid and take orally. Within 1 hour causes heart fibrillation leading to failure and death in 50% of victims. Survivors may suffer permanent heart damage. Antidote: Stiltrassa. Herb consists 8 doses.
Limit: Must know Herbal Knowledge for Grassland or Rural Regions. 11% chance of finding.
Cost: 31,000 Ryo per herb. 3,100 Ryo per Dosage.
Gorfang x2 herbs
Rank: Rare, Small
Type: Herb, Underworld, All Seasons, Poison
Effect: A moss that render's the feeling in their extremities to be useless.
Special: Preparation: --- ; Duration:
Drawback: ---
Description: "Dread-beard" is a red or purple moss which nests in dimly lit crannies throughout Underground. Usually it is found in high by places and is out of reach, although it emits a reddish mist which often betrays its niche. This telltale spray also causes sleep, so one must take care when approaching the moss. Even if you evade the mist's effects, however a more loathsome fate may seize you, for the Dread-Beard's juices can be fatal. Moss' moist surface embodies a nerve poison: victims lose feeling in, and use of, extremities (hands and feet). After 10 doses the nerves simply dissolve into a hot pink liquid ultimately killing the victim. The poison's effect is 1 round, while the duration lasts for 15 rounds. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Underworld Regions. 15% chance of finding.
Cost: 35,000 Ryo per herb. 7,000 Ryo per Dosage.
Brugmansia x3 herbs
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.
Codia x17 herbs
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
Bilberry Bush x1 herb
Rank: Nearly Impossible, Small
Type: Herb, Forest, Spring, Eyesight/Poison
Effect: Capable of bestowing dark-vision for the rest of the user's life, or killing them within 1 day's time.
Special: Preparation: 15 days ; Duration: ---
Drawback: User may die.
Description: Picture Bilberry Bush stands about 2 feet high that produces small black berries. The leaves are dark green with black veins. The berries must be mixed with pure alcohol and left to stand for fifteen days, at the end of which time they must be drunk. A successful application will give the user dark-vision for the rest of his life. If not properly prepared application may lead to the death of the person who drinks it, as if they had drank a Very Rare poison, and thus killing the user within 1 day. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 1% chance of finding.
Cost: 90,000 Ryo per herb. 18,000 Ryo per Dosage.
Doshenkana x4 herbs
Rank: Uncommon, Medium
Type: Herb, Forest, Summer, Poison
Effect: A poison that can kill the recipient, and if it doesn't could cause permanent eye damage.
Special: Preparation: 1 hour ; Duration: ---
Drawback: ---
Description: Picture A single stemmed plant that reaches 4 to 6 feet. Flowers in late summer. Found in forest. Hang and dry entire plant, including flowers. Grind to a fine, dull green powder. Yields bitter tasting powder for every dosage of plant. Dosage: taken orally. Within 1 hour, shortness of breath, blurred vision, nausea, leading to convulsions and 70% chance of death within 15 rounds. In non-fatal cases victim requires 2 weeks convalescence. 40% chance of permanent eye damage. Antidotes: Induce vomiting within 30 minutes of consumption. Herb consists 8 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 40% chance of finding.
Cost: 12,500 Ryo per herb. 1,250 Ryo per Dosage.
Dream Weaver x2 herbs
Rank: Uncommon, Tiny
Type: Herb, Forest, Spring, Poison
Effect: An herb that places a person in a Fascinated state for 1 week.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: This six-pedaled flower has almost translucent purple petals. Small thorns grow from its dark green stem, their color going from dark green close to the stem to dark purple at their tip. The dream weaver can be found in the forests and near glades in all temperate climates, as it prefers shade and the moisture common in forests. Consistent with its name, it blooms only at night. Legend has it that the dream weaver are actually the tears of the Nido, goddess of the moon, shed when her mortal lover was killed by her jealous husband Solus, god of the sun. When blooming, the smell of the dream weaver’s scent has a hypnotizing effect on any creature that comes within 10 meters of the flower. A creature must succeed at a save (13) or find itself Fascinated, unable to tear itself away from the pleasant smell; it simply sits down and, as long as nothing disturbs it, will remain until it dies from thirst and starvation (Lasts 1 week).
Limit: Must know Herbal Knowledge for Forest Regions. 30% chance of finding.
Cost: 9,000 Ryo per Herb, 1,800 Ryo per Dosage
Leortevald x1 herb
Rank: Nearly Impossible, Fine
Type: Herb, Forest, Summer, Poison
Effect: An herb that causes euphoria, delusions of heightened senses.
Special: Preparation: 1 hour ; Duration: ---
Drawback: Addictive, withdrawal fatal. Once ingested weekly dosage is necessary to prevent death.
Description: Picture Reaches a maximum height of 6 inches. The leaves have a spongy texture and are covered with downy fuzz. Emits an odour of decay, therefore the common name "corpse plant". Found in forest in deep shade. Crush and ferment entire plant. Concentrate by boiling. Yields fine yellowish crystal for each dosage of the plant. Dosage: taken orally. Mild euphoria, delusions of heightened senses for 15 rounds within 1 round after taking. Herb consists 1 dose.
Limit: Must know Herbal Knowledge for Forest Regions. 1% chance of finding.
Cost: 105,625 Ryo per herb. 52,812 Ryo per Dosage.
Tirageyth x10 herbs
Rank: Common, Fine
Type: Herb, Forest, Spring, Poison
Effect: An herb that causes Euphoria and is highly addictive.
Special: Preparation: 1 hour ; Duration: ---
Drawback: Massive doses may result in coma or death.
Description: Picture A ground cover plant 3 to 6 inches high. Produces a single blue white flower in late spring. Found in forest and woodland in large beds. Dry and chew. Euphoria, lasting 1/2 an hour within 1 round of taking. Addictive. Prolonged use results in brain damage. Herb consists 1 dose.
Limit: Must know Herbal Knowledge for Forest Regions. 65% chance of finding.
Cost: 9,625 Ryo per herb. 4,812 Ryo per Dosage.
Elecampane x2 herbs
Rank: Rare, Small
Type: Herb, Rural, Winter/Spring, Poison
Effect: An herb used to make a person vomit while reducing their strength.
Special: Preparation: 1 hour ; Duration:
Drawback: ---
Description: Picture This plant has a thick root, with leaves that are white on the bottom and green on top, as well as showy yellow flowers. The root may be eaten in which case it will cause the recipient to vomit. This effect, while useful in removing ingested poisons from the system, will leave the recipient weak reducing their TaiJutsu Jutsus by 1 and Strength Rank 5. For this reason it may be used as a mildly debilitating poison. Vomiting lasts for 1 round, but the weakness lasts for 1 hour. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Rural Regions. 15% chance of finding.
Cost: 37,000 Ryo per herb. 7,400 Ryo per Dosage.
Rhubarb x3 herbs
Rank: Uncommon, Small
Type: Herb, Rural, Summer, Poison
Effect: A poison that may create kidney stones, or possible kidney failure and other effects.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: The plant has garish red stems with large dark green leaves. The taste of the stems is a musky sweetness and it is considered less of a herb and more of a vegetable. The leaves taste just like a lettuce and contain enough poison to kill someone if they were to eat too many of them. The leaves numb the stomach, create strange bowl movements, add a dry taste in the mouth, and may create kidney stones, or possible kidney failure. Eating 1 dose releases diarrhea. The lethal dose of it is eating 3 doses. It is critical that the leaves are removed before consuming them. The leaves house dangerous toxic chemicals. The stems can also be cooked as a jam or baked in a pie. The leaves can be preserved in cold oil, if heated in anyway the poison becomes far weaker. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Rural Regions. 20% chance of finding.
Cost: 9,500 Ryo per herb. 1,900 Ryo per Dosage.
Sweetberry Bush x2 herbs
Rank: Uncommon, Small
Type: Herb, All Regions except Arctic/Jungle, Summer, Poison
Effect: A fruit; when eaten causes nausea for a period of time.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: This prickly bush is filled with ripe purplishblack berries the size of a man’s thumb. Sweetberry bush can be found in all temperate climates. The bright purple flowers that bloom in late spring herald the fruit of a sweetberry bush, which ripens in mid- to late-summer. The fruit of the sweetberry bush is indeed quite sweet, a fact that makes it very likely to be eaten by those ignorant of its poisonous qualities. The berries of the sweetberry bush are quite poisonous: Ingested causes Nausea for 15 rounds within 1d4 rounds.
Limit: Must know Herbal Knowledge for All Regions except Arctic/Jungle Regions. 30% chance of finding.
Cost: 11,500 Ryo per Herb, 2,300 Ryo per Dosage
Wlylorafina x2 herbs
Rank: Rare, Medium
Type: Herb, Grassland/Rural, Summer, Poison
Effect: An herb that can cause heart failure and death.
Special: Preparation: 1 hour ; Duration: ---
Drawback: ---
Description: Picture Reaches 4 to 6 feet although specimens of 2 feet are more common. Blooms in mid-summer, the flowers having a rich odour of damp earth. Found in pasture. Extract sap from stem by splitting and boiling. Distill. Yields sour red liquid per dose of plant. Dosage: mix with wine or other liquid and take orally. Within 1 hour causes heart fibrillation leading to failure and death in 50% of victims. Survivors may suffer permanent heart damage. Antidote: Stiltrassa. Herb consists 8 doses.
Limit: Must know Herbal Knowledge for Grassland or Rural Regions. 11% chance of finding.
Cost: 31,000 Ryo per herb. 3,100 Ryo per Dosage.
Gorfang x2 herbs
Rank: Rare, Small
Type: Herb, Underworld, All Seasons, Poison
Effect: A moss that render's the feeling in their extremities to be useless.
Special: Preparation: --- ; Duration:
Drawback: ---
Description: "Dread-beard" is a red or purple moss which nests in dimly lit crannies throughout Underground. Usually it is found in high by places and is out of reach, although it emits a reddish mist which often betrays its niche. This telltale spray also causes sleep, so one must take care when approaching the moss. Even if you evade the mist's effects, however a more loathsome fate may seize you, for the Dread-Beard's juices can be fatal. Moss' moist surface embodies a nerve poison: victims lose feeling in, and use of, extremities (hands and feet). After 10 doses the nerves simply dissolve into a hot pink liquid ultimately killing the victim. The poison's effect is 1 round, while the duration lasts for 15 rounds. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Underworld Regions. 15% chance of finding.
Cost: 35,000 Ryo per herb. 7,000 Ryo per Dosage.
Brugmansia x3 herbs
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.
Codia x17 herbs
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
Books kept here (found in Library):
Book: Textbook: Botany Studies
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
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
Book: Textbook: Agriculture Studies
Rank: "C"
Type: Main, Book, Textbook
Effect: A Textbook that discusses the different ways of growing 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 Agriculture Studies is a multi-volume of books pertaining to the planting and re-growing of plants within a specific Region. 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 Agriculture Forest skill, and gain a +1 Competence bonus to every die roll when learning the skill for Agriculture Forest.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 6,500 Ryo
Book: Textbook: Creature Lore
Rank: "C"
Type: Main, Book, Textbook
Effect: A Texbook that discusses the different types 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 massive volume of 16 books pertaining to the knowledge of Animals, Monsters, and Vermin and what all of these creatures do. 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 Entomology, Animal Lore, and Monster Lore skills for the Forest Region and gain a +1 Competence bonus to every die roll when learning the skill for Entomology, Animal Lore, and Monster Lore skills for the Forest Region.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 5,500 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: Botany Studies
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
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
Book: Textbook: Agriculture Studies
Rank: "C"
Type: Main, Book, Textbook
Effect: A Textbook that discusses the different ways of growing 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 Agriculture Studies is a multi-volume of books pertaining to the planting and re-growing of plants within a specific Region. 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 Agriculture Forest skill, and gain a +1 Competence bonus to every die roll when learning the skill for Agriculture Forest.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 6,500 Ryo
Book: Textbook: Creature Lore
Rank: "C"
Type: Main, Book, Textbook
Effect: A Texbook that discusses the different types 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 massive volume of 16 books pertaining to the knowledge of Animals, Monsters, and Vermin and what all of these creatures do. 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 Entomology, Animal Lore, and Monster Lore skills for the Forest Region and gain a +1 Competence bonus to every die roll when learning the skill for Entomology, Animal Lore, and Monster Lore skills for the Forest Region.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 5,500 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
Components on this floor:
Laboratory, Basic x4
Rank: "C"
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 basic tools to help an analysis in determining what they need while inside the Laboratory. Using this lab gives a single character a +10 circumstance bonus to their appropriate Skill.
Limit: Must be created by a Construction Crafter.
Cost: 30,000 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.
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
Library, Basic
Rank: "C"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A collection of manuscripts, publications, and other materials for reading, viewing, listening, study, or reference.
Special: ---
Drawback: ---
Description: Plain wooden shelves of books fill this room, arranged in any manner you desire. One or two small tables allow people to read the books, and a single lectern allows you to read a book while standing. This library can hold up to two different lots of books on specific subjects. For example, it could contain books on religion and arcana. 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: 5,000 Ryo
Study/Office, Basic x2
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
Study/Office, Fancy
Rank: "A"
Type: Main, Room, 1 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: 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.
Limit: Must be created by a Construction Crafter.
Cost: 25,000 Ryo
Storage, Fancy
Rank: "C"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A room in which things are stored.
Special: ---
Drawback: ---
Description: This room includes shelves of every variety and a finished floor. The superior organization allows more efficient use of space than a basic storage component, so this space has about 3,000 cubic feet of usable storage space. If you need a greater capacity, you can purchase this component multiple times. You can turn a storage space into a vault.
Limit: Must be created by a Construction Crafter.
Cost: 10,000 Ryo
Laboratory, Basic x4
Rank: "C"
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 basic tools to help an analysis in determining what they need while inside the Laboratory. Using this lab gives a single character a +10 circumstance bonus to their appropriate Skill.
Limit: Must be created by a Construction Crafter.
Cost: 30,000 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.
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
Library, Basic
Rank: "C"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A collection of manuscripts, publications, and other materials for reading, viewing, listening, study, or reference.
Special: ---
Drawback: ---
Description: Plain wooden shelves of books fill this room, arranged in any manner you desire. One or two small tables allow people to read the books, and a single lectern allows you to read a book while standing. This library can hold up to two different lots of books on specific subjects. For example, it could contain books on religion and arcana. 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: 5,000 Ryo
Study/Office, Basic x2
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
Study/Office, Fancy
Rank: "A"
Type: Main, Room, 1 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: 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.
Limit: Must be created by a Construction Crafter.
Cost: 25,000 Ryo
Storage, Fancy
Rank: "C"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A room in which things are stored.
Special: ---
Drawback: ---
Description: This room includes shelves of every variety and a finished floor. The superior organization allows more efficient use of space than a basic storage component, so this space has about 3,000 cubic feet of usable storage space. If you need a greater capacity, you can purchase this component multiple times. You can turn a storage space into a vault.
Limit: Must be created by a Construction Crafter.
Cost: 10,000 Ryo
Second Floor
Up on the Second Floor scientists study directly just how toxins and other compounds interact with humans. While this sounds rather sinister and draws up images of cloaks and daggers, its actually a very charitable and necessary part of the study. Many already inflicted individuals either come to this place or are either directed or escorted here for analysis. This allows for scientists to both treat the infected individuals, saving their lives, and discover both better treatments and diagnostic procedures and equipment saving thousands more. There are only four laboratories here as the additional space on this floor is taken by medical bedrooms for the monitoring of live patients, of which there are four rooms. Toward the back is the office of the floor supervisor, a second office for those researching patients, a library, and a storage area for various cures and performance enhancing drugs.
Cures and PE drugs kept here (found in storage):
Blood Clot Pill x10 slots
Rank: “C”
Type: Secondary "3" Per Slot
Effect: A pill that stops bleeding and accelerates the red blood system.
Special: ---
Drawback: ---
Description: The pill is about 1/2 in diameter about roughly the size of a regular Marble, the color of the pill is a bit darken from all the different herbs that were mixed into it. The pill is able to activate somewhat of a chemical reaction in the body that will trigger the Thrombus or also commonly know as (Blood Clot) is the final product of the blood coagulation step in hemostasis a very important part (the cessation of blood loss from a damaged vessel). A thrombus in a large blood vessel will decrease blood flow through the vessel that has been damage. So that the blood will then thicken and form a clot of blood cells and fibrin strands to stop the bleeding when blood vessel is severed.
Limit: Found in Any Hospital Shop
Cost: 500 Each
Soldier Pill x10 slots
Location: Every Region
Preparation: Ingredient include: Ginseng, Gariig. First you will need to take the Gariig found only in desert regions and ground it up with a mortar and pestle. After it has become fine sand like substance, you will need to set up a bowl where you will then place the Ginseng leaf in. After grinding the ginseng up and mixing it with the ground Gariig, you will need to make the two into a pill. To do this you just mix the powders in water then let them dry molding it into a ball/pill like shape.
Special: Can be made by finding things in nature based off of the ingredients rarity, or found within any medical item shop.
Description: Soldier pills are used to increase stamina as well as chakra, but have the downside of once they wear off (after about 3 days) the user will suffer from severe fatigue and anxiety (probably due to the fact that soldier pills are like supercharged speed). Essentially, after taking a soldier pill, whatever chakra/stamina you have remaining is doubled. It does not increase your chakra/stamina past its maximum, and if you take one when you have full endurance it will actually negatively affect you by giving you a mild seizure. For example: you have 40% chakra left, after taking this pill it increases to 80% left.
Drawback: the effects of the pill will wear off after the thread it was used in is over, or 3 travel days, at which point you will suffer from anxiety and fatigue. The fatigue will make it so all of your movement abilities are halved and you will not be able to perform any techniques equal to or higher then your class level. The fatigued effect will wear off after 10 IC posts. If you take a pill when you have full chakra/stamina, then you will suffer from a mild seizure because the excessive hormones within your body will cause an odd overload in some of your systems which will cause a type of shockwave to your brain. The seizure will incapacitate you for 5 posts, and you will still suffer the fatigue drawback caused by taking the pill normally.
Cost: 3,000 each
All-Heale x5 herbs
Rank: Rare, Small
Type: Herb, Forest, Autumn, Heal
Effect: A healing herb against Moderate Wounds.
Special: Preparation: 2 weeks ; Duration: ---
Drawback: ---
Description: Flowers that grow at a size of 3 feet high sprouting purple pedals. When All-heale is mixed in a pint of olive oil and applied to a wound, (one application per day), the recipient will heal even if still working as normal. With rest, the recipient will heal at an incredible rate. All Moderate Wounds within 1d8 hours will be completely healed. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 15% chance of finding.
Cost: 34,500 Ryo per herb, 6,900 Ryo per dosage
Arva x3 herbs
Rank: Rare, Small
Type: Herb, Forest/Wasteland, Summer, Bodily Function
Effect: An herb that increases the recipient's strength.
Special: Preparation: 16 days ; Duration: ---
Drawback: Loss of 10 to 20% of body mass, exhaustion, 20% chance of coma leading in 5% of cases to death. Effects vary with dosage.
Description: Picture A climbing plant that reaches 2 to 3 feet. In late summer several bright red flowers appear on the lower plant, later giving way to round seed pods. Found in woodland and heath. Crush entire plant, mix with 4 parts water and ferment for 16 days. Strain and distill. Yields lavender liquid from each dose of plant. Dosage: taken orally. After 1/2 an hour, increase in metabolic rates, doubling of strength etc. for 1 hour. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest or Wasteland Regions. 11% chance of finding.
Cost: 34,000 Ryo per herb. 6,800 Ryo per Dosage.
Asarabacca x10 herbs
Rank: Very Rare, Large
Type: Herb, Forest, Spring, Sedation
Effect: An herb that makes a person docile and incapable of violence for the day.
Special: Preparation: 1 day ; Duration: ---
Drawback: ---
Description: Asarabacca is a creeping vine that grows up to 10 feet out with many small leaves each on their own small stalk. It also has small purple flowers. These flowers must be brewed up on a fire and left to stand. When administered successfully to someone, they will be rendered docile, and incapable of violence for 1 day. The brew has a distinctive purple color, and bitter taste, so to be given secretly in food, the food must be able to hide these attributes. Herb carries 16 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 10% chance of finding.
Cost: 60,500 Ryo per Herb, 3,025 Ryo per Dosage
Ash Tree x8 herbs
Rank: Uncommon, Large
Type: Herb, Forest, Spring, Bodily Function/Poison Cure
Effect: A tree used to help bring control of fevers. Also capable of helping cure against Uncommon Poisons.
Special: Preparation: 1 day ; Duration: Permanent.
Drawback: ---
Description: Picture A large tree that grows in the size of 15 feet high. The bark of the ash tree must be stripped from its branches and boiled in clear water for 1 day. It should then be drunk as a cure for fevers, especially those caused by diseases such as malaria. It does not cure the cause of the fever but merely brings it under control within 8 hours. The ash tree is sacred to worshipers of Thor, who use its wood to make spears. Ash leaves should be boiled in water and drunk as a cure for Uncommon poisons within 1d8 rounds. Its flowers have no petals. Ash trees are also by tradition used to make stakes for the purposes of killing vampires. This belief stems from Roman times, when Pliny the Elder wrote that all evil things feared Ashwood. herb carries 16 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 50% chance of finding.
Cost: 16,000 Ryo per herb, 800 Ryo per dosage
Athelas x3 herbs
Rank: Rare, Small
Type: Herb, Forest, Autumn, Poison Cure
Effect: An herb used to help cure Rare poisons.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: Also known as “Kingsfoil”. According to legend, the leaves of Athelas when crushed by the hands of a King over the afflicted person are capable of curing anything. A small highly enchanted shrub with dark green leaves divided into 4 parts originally native to cool, temperate coniferous forests, now widely cultivated. A tea brewed from its dark green leaves are capable of curing poison of Rare strength within 1 round. Athelas leaves and fruit are also edible and highly nutritious. Herb consists 2 doses.
Limit: Must know Herbal Knowledge for Autumn Regions. 15% chance of finding.
Cost: 33,500 Ryo per herb, 6,700 Ryo per dosage
Bilberry Bush x1 herb
Rank: Nearly Impossible, Small
Type: Herb, Forest, Spring, Eyesight/Poison
Effect: Capable of bestowing dark-vision for the rest of the user's life, or killing them within 1 day's time.
Special: Preparation: 15 days ; Duration: ---
Drawback: User may die.
Description: Picture Bilberry Bush stands about 2 feet high that produces small black berries. The leaves are dark green with black veins. The berries must be mixed with pure alcohol and left to stand for fifteen days, at the end of which time they must be drunk. A successful application will give the user dark-vision for the rest of his life. If not properly prepared application may lead to the death of the person who drinks it, as if they had drank a Very Rare poison, and thus killing the user within 1 day. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 1% chance of finding.
Cost: 90,000 Ryo per herb. 18,000 Ryo per Dosage.
Bittermourn x2 herbs
Rank: Very Rare, Small
Type: Herb, All Regions, Winter, Longevity
Effect: An herb that increases the life span of a person.
Special: Preparation: 1 hour ; Duration: ---
Drawback: ---
Description: A rare, colourless lichen (fungus) that grows on rocks beneath year-round ice. When crushed and strained, it creates a clear gel at freezing temperatures that melts into liquid when warmer. Imbibing a pint slows the aging process and grants a lifespan of twice normal length. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for a Region. 5% chance of finding.
Cost: 66,000 Ryo per herb. 13,200 Ryo per Dosage.
Black Rose x1 herbs
Rank: Very Rare, Medium
Type: Herb, All Regions, Spring/Summer, Poison Cure
Effect: An herb that is used to remove Very Rare poisons from wounds
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: Found on Rose bushes. This rare rose is easily identified by its black, velvety flower and long white thorns. The thorns are hollow and absorb liquids at a rate of a pint every 5 minutes. The liquid is stored in the plant's fibrous roots. The black rose's roots are often used to draw Very Rare poisons from wounds, or placed under the tongue to absorb alcohol and prevent intoxication. Sometimes victims are tied down and pierced with the thorns to cause prolonged and painful exsanguinations. Drawing poisons out takes 1d4 rounds. Herb consists 8 doses.
Limit: Must know Herbal Knowledge for a Region. 5% chance of finding.
Cost: 59,000 Ryo per herb. 5,900 Ryo per Dosage.
Chervil x2 herbs
Rank: Very Rare, Tiny
Type: Herb, Forest, All Seasons, Heal
Effect: An herb used to help against blood clots.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: The plants grow 40 to 70 centimeters, with tripinnate leaves that may be curly. The small white flowers form small umbels, 2 and a half to 5 centimeters across. The fruit is about 1 centimeter long, oblong-ovoid with a slender, ridged beak. Chervil is used to dissolve Blood Clots, which can help to prevent complications caused by injury. The clots are dissolved within 1d4 turns. Herb consists 2 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 10% chance to find.
Cost: 61,500 Ryo per herb; 20,500 Ryo per dosage
Cow Parsnip x1 herb
Rank: Uncommon, Medium
Type: Herb, Forest, All Seasons, Bodily Function
Effect: An herb used capable of curing insanity.
Special: Preparation: 6 weeks ; Duration: ---
Drawback: ---
Description: The Cow Parsnip is a tall herb, reaching to heights of over 2 meters. It has the characteristic flower umbels of the carrot family , about 20 centimeters across; these may be flat-topped, as in the picture at right, or more rounded, and are always white. The leaves are large, up to 40 centimeters across, divided into lobes. The stems are stout and succulent. Cow parsnip has small leaves covered with tiny hairs. These hairs must be made into a salve. Cow parsnip will cure madness for a short period (8 hours). Repeated application over a 2 week period may (GMs discretion) cure insanity altogether. Herb consists 8 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 50% chance of finding.
Cost: 14,500 Ryo per herb; 1,450 Ryo per dosage
Deadly-Nightshade x25 herbs
Rank: Common, Medium
Type: Herb, Forest, Summer, Sedation/Bodily Function
Effect: An herb used to place people to sleep for a long duration. Capable of making someone insane.
Special: Preparation: 1 week ; Duration: ---
Drawback: ---
Description: Picture This plant can grow up to 5 feet tall. It has soft green spreading leaves, and purple flowers and berries. The berries must be left to stand in water for a week and the distillation drunk. Deadly nightshade will put someone to sleep for 1d4 days. They cannot be woken. A d20 roll must also take place. A roll of 1 will kill them, a roll of 20 will render them insane. Herb consists 8 doses.
Limit: Must know Herbal Knowledge for Forest Regions.75% chance of finding.
Cost: 16,500 Ryo per herb. 1,650 Ryo per Dosage.
Elvish Galingale x2 herbs
Rank: Uncommon, Medium
Type: Herb, Arctic/Forest, Spring/Summer, Bodily Function.
Effect: An herb used to increase the blood flow within the body.
Special: Preparation: 1 week ; Duration:
Drawback: ---
Description: Elvish Galingale grows to about 5 feet in height. It has a triangular stem on which grows a tuft of grass like flowers. The roots are boiled and left to stand for a week and the resulting decoction is then drunk. This herb increases the flow of blood. This is very useful when a person is cold. However if a person is bleeding, either internally or externally, or is wounded it will double the speed of loss of blood. Its effect lasts 8 hours. Herb consists 8 doses.
Limit: Must know Herbal Knowledge for Arctic/Forest Regions. 35% chance of finding.
Cost: 14,500 Ryo per herb. 1,450 Ryo per Dosage.
Garden Flax x12 herbs
Rank: Uncommon, Small
Type: Herb, Forest, Spring/Summer, Bodily Function
Effect: An herb allowing a person to feel no pain.
Special: Preparation: 1 hour ; Duration: ---
Drawback: ---
Description:
Picture The brown seeds of this herb (which has deep blue flowers) if chewed remove all pain from a characters wounds. It will also prevent a character from feeling anything. He could walk through a fire and feel no pain. They will however still go through body damage and could die, while under the influence of this herb. The character does not notice minor bruises or scratches. It was widely believed in medieval times that if the seeds of this plant were strewn across a vampires path the vampire would be unable to proceed further, until it had counted every seed. At the GMs discretion this may be a use for this herb in Events. The herb's effects last for 1/2 an hour. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 55% chance of finding.
Cost: 12,500 Ryo per herb. 2,500 Ryo per Dosage.
Goat's Rue x7 herbs
Rank: Uncommon, Small
Type: Herb, Forest, Summer, Poison Cure
Effect: An herb used to cure Uncommon Poisons.
Special: Preparation: 2 weeks ; Duration: ---
Drawback: ---
Description: Picture This herb will cure any Uncommon poison if ingested within 1 hour of the poisoning. It takes 1d8 rounds for the herb to be effective. Any damage already taken, including death, remains. Goat’s Rue grows to about 3 feet tall. It has hollow branches and pale whitish blue flowers that hang down in spikes. The flowers must be dried before use. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 60% chance of finding.
Cost: 9,500 Ryo per herb. 1,900 Ryo per Dosage.
Kylathar x3 herbs
Rank: Rare, Medium
Type: Herb, Forest, Summer/Autumn, TaiJutsu Enhancement
Effect: An herb that enhances the user's TaiJutsu abilities but in a random way.
Special: Preparation: 1 day ; Duration: ---
Drawback: ---
Description: The Kylathar or Changeberry is a strange plant indeed. Anyone who eats the yellow, soft, plum sized fruits instantly has two random exchanges; gain 1 rank in Attack and Defense in TaiJutsu, or gain 1 rank to prediction jutsus and 1 extra movement; anything is possible (the GM should determine which statistics are exchanged or rolling a 1d2). Eating more of the berries will simply cause more stats to be randomly exchanged. The fruits will spoil and rot within 2 days after plucking unless dried. The bush itself grows about 2 meters high, with long, dusty green leaves, which are slightly sawed. The flowers grow in groups of 4 to 8, and are yellowish white with orange edges. The flowers grow in late spring, the fruits are ripe in autumn. This will last for only 1d8 rounds. Herb consists 8 doses.
Limit: Must know Herbal Knowledge for Regions. 10% chance of finding.
Cost: 36,500 Ryo per herb. 3.650 Ryo per Dosage.
Laishaberries x3 herbs
Rank: Very Rare, Small
Type: Herb, Forest, Summer/Autumn, Heal/Poison Cure
Effect: An herb capable of healing Serious wounds and curing dangerous poisons.
Special: Preparation: 1 day ; Duration: ---
Drawback: ---
Description: Laishaberries, also known as fruit of silence, grow on dark green, knee-high bushes. The leaves of the bushes are hard and waxy, and stay on long into autumn, sometimes even into winter. Concealed under the leaves, the red, cherry sized berries grow. In spring and early summer, the bush grows small, fragrant, wax blue flowers. The berries, which are equally fragrant, begin as hard white fruits, turning soft, red, and juicy as they ripen. The berries taste quite bland themselves, although they can be used to add a special taste to all kinds of jellies. When ripe, the berries can be eaten raw, and will heal serious wounds, and will cure Very Rare Poisons within 1d8 rounds. However, they will also render the eater mute for 20 minutes for each berry eaten. Also, if more than 5 or 6 berries are eaten at a time, a user will have severe stomach cramps. A jelly made from the berries themselves loses silencing powers (and the danger of cramps) of the fresh berries. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 10% chance of finding.
Cost: 62,500 Ryo per herb. 12,500 Ryo per Dosage.
Land Caltrops x2 herbs
Rank: Uncommon, Small
Type: Herb, Forest, Summer, Poison Cure
Effect: An herb that removes venomous poisons from a wound.
Special: Preparation: 1 hour ; Duration: ---
Drawback: ---
Description: It is a creeper that is about 2 to 3 feet long having branches spread all over, leaves are in pairs of 5 to 8 and is of irregular shape. Flowers are small and yellow colored. Fruits are round and possess 5 to 12 compartments and each compartment contains a seed. The seeds contain aromatic oil. Roots are 4 to 5 inch long, brown in color and bear a sweet aroma. The plant flowers in early winters followed by fruiting. If applied to a snake bite within 1 round, it will draw out the poison. Some very venomous snakes give bites that are incurable by this method, and so the herb has no effect against ‘instant death’ poisons. It may (at a GMs discretion) provide protection against other, non-fatal animal poisons. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 60% chance of finding.
Cost: 10,500 Ryo per herb. 2,100 Ryo per Dosage.
Leortevald x1 herb
Rank: Nearly Impossible, Fine
Type: Herb, Forest, Summer, Poison
Effect: An herb that causes euphoria, delusions of heightened senses.
Special: Preparation: 1 hour ; Duration: ---
Drawback: Addictive, withdrawal fatal. Once ingested weekly dosage is necessary to prevent death.
Description: Picture Reaches a maximum height of 6 inches. The leaves have a spongy texture and are covered with downy fuzz. Emits an odour of decay, therefore the common name "corpse plant". Found in forest in deep shade. Crush and ferment entire plant. Concentrate by boiling. Yields fine yellowish crystal for each dosage of the plant. Dosage: taken orally. Mild euphoria, delusions of heightened senses for 15 rounds within 1 round after taking. Herb consists 1 dose.
Limit: Must know Herbal Knowledge for Forest Regions. 1% chance of finding.
Cost: 105,625 Ryo per herb. 52,812 Ryo per Dosage.
Mandrake x2 herbs
Rank: Rare, Tiny
Type: Herb, Forest, Spring, Sedation
Effect: A powerful sleeping agent.
Special: Preparation: 4 weeks ; Duration: ---
Drawback: ---
Description: The root of this herb sends the recipient to sleep. The sleep will last 8 hours, during which time the person cannot be woken except by a neutralize poison, technique, or potion. The root is said to bear a resemblance to the naked male form, hence its name. The plant has several dark green leaves which are about 1 foot long. The purple flowers of the plant are bell shaped. The root of the plant must be boiled on the night of a full moon and left to sit for an entire month before use. According to Ancient Egyptian legend, the sun god, Ra, sent Mathor to earth to punish mankind. Mathor’s slaughter was so intense, that Ra took pity on man, and forced Mathor to drink the blood of his victims mixed with Mandrake root. He fell asleep and when he awoke was unable to remember why he had come to earth, and so the slaughter was ended. Herb consists 2 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 15% chance of finding.
Cost: 37,000 Ryo per herb. 12,333 Ryo per Dosage.
Pipeweed: Pine Tree (Special) x2 herbs
Rank: Rare, Huge
Type: Herb, Forest, Autumn, Sedation
Effect: An herb capable of keeping the user awake.
Special: Preparation: 2 weeks ; Duration: ---
Drawback: ---
Description: Pines are evergreens with long, needle-shaped leaves. This is however a special Pine Tree. The female flowers of the tree are called cones. It is tougher to smoke because you smoke off something about as hard as a rock, but when in contact with fire it melts and can be smoked pretty easily once in its “oozy” state. To speed up the fire ignition people often put paper in it to make it start faster. That’s why it was called hot chimney. Also it provides the smoker with an inner heat. The taste is very sweet. It also keeps the smoker from going to sleep, it was often smoked around a hot chimney fire to stay up late and tell stories. Nowadays it is less frequently seen but is still a little popular within the bards and storytellers. The herb lasts for 8 hours. Herb consists 32 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 15% chance of finding.
Cost: 38,000 Ryo per herb. 950 Ryo per Dosage.
Rose Campion x3 herbs
Rank: Rare, Small
Type: Herb, Forest, Summer, Poison Cure
Effect: An herb used to cure Rare ingested poisons.
Special: Preparation: 3 weeks ; Duration: ---
Drawback: ---
Description: Rose Campion is an erect, many-branched biennial, or short-lived perennial with softly wooly silver-gray leaves and stems. The plant gets 2 to 3 feet tall with a spread of 1 to 2 feet. The leaves are in opposing pairs on the stem and oval shaped; basal leaves have petioles (leaf stems) and are 4 to 6 inches long; stem leaves do not have petioles and are smaller, 2 to 4 inches long. This herb will protect against Rare Scorpion stings for 1d4 days. It will protect against only 1 sting. It works within 1 round. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 15% chance of finding.
Cost: 38,500 Ryo per herb. 7,700 Ryo per Dosage.
Saffron x2 herbs
Rank: Uncommon, Tiny
Type: Herb, Forest, Autumn/Winter, TaiJutsu Enhancement
Effect: An herb capable of increasing the user's movements for a short period of time while decreasing them after effects have been performed.
Special: Preparation: 1 week ; Duration: ---
Drawback: ---
Description: After aestivating in spring, the plant sends up 5 to 11 narrow and nearly vertical green leaves, each up to 40 centimeters in length. Upon flowering, plants average less than 30 centimeters in height. The plant has a tuberous root, and large purplish flowers with yellow-red centers. The pistils of the flower must be pounded into a paste which is left to dry for 1 week. The resulting powder is taken as snuff. This herb raises the user's movements by 1 for 1 hour. After which the user loses 2 movements for 2 hours. Herb consists 2 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 60% chance of finding.
Cost: 13,500 Ryo per herb. 4,500 Ryo per Dosage.
Scented Mayweed x2 herbs
Rank: Rare, Small
Type: Herb, Forest, Summer, Eyesight/Heal
Effect: An herb capable of healing eyesight damage.
Special: Preparation: 1 day ; Duration: ---
Drawback: ---
Description: Scented mayweed grows to a height of about 2 feet. It has erect and branching stems. It has small leaves, white flowers with a yellow center. The flowers must be crushed, emitting a pungent odor and should then be applied to the eyes in order to heal Moderate damage to them within 1d4 rounds. If used within a day of the injury, they can prevent blindness. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 15% chance of finding.
Cost: 36,000 Ryo per herb. 7,200 Ryo per Dosage.
Suaeysit x40 herbs
Rank: Uncommon, Small
Type: Herb, Forest, Autumn, Chakra Enhancement
Effect: An herb that increases the user's chakra techniques.
Special: Preparation: 1 week ; Duration: ---
Drawback: ---
Description: A dark black mushroom with grayish markings along the undersides, this fungus grows in shadowed forests in cool to cold climes. Suaeysit mushrooms can be eaten directly or dried and ground into tinctures or otherwise prepared. The mushrooms give the imbiber a rush of energy, clearing the mind and raising the spirits. It increases the user's Chakra Techniques by 1 rank for 8 hours. After which will decrease all Chakra Techniques for an additional 8 hours. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 20% chance of finding.
Cost: 14,500 Ryo per herb. 2,900 Ryo per Dosage.
Sweet Treefoile x2 herbs
Rank: Rare, Small
Type: Herb, Forest, Spring/Summer, TaiJutsu Enhancement
Effect: An herb capable of reducing fallen damage.
Special: Preparation: 2 weeks ; Duration: ---
Drawback: ---
Description: A small green herb with long leaves baring small violet flowers at the tip. This herb will reduce the effectiveness of falling damage by 1 rank for 15 rounds after taken. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 15% chance of finding.
Cost: 36,000 Ryo per herb. 7,200 Ryo per Dosage.
Tempin x5 herbs
Rank: Rare, Huge
Type: Herb, Forest, Summer, Poison Cure
Effect: An herb capable of healing poisons off of bites and stings.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: A bushy climbing vine with tubular yellow flowers, the leaves and flowers of tempin can be boiled and made into a poultice that will draw out Rare and weaker poisons from bites and stings and allow the wound to heal cleanly and without complications within 15 rounds. Herb consists 32 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 15% chance of finding.
Cost: 38,000 Ryo per herb. 950 Ryo per Dosage.
Teranya x2 herbs
Rank: Very Rare, Tiny
Type: Herb, Forest, Summer, Eyesight
Effect: An herb that helps cure bad eyesight caused by all sources.
Special: Preparation: 1 hour ; Duration: ---
Drawback: ---
Description: Picture 15 to 25 inches high. When bruised the leaves emit an acidic odour. Found in woodland and forest. Crush and ferment leaves. Strain. Yields blue green bitter liquid for each dosage of plant. Dosage: place in eyes. Will cure, with 40% effectiveness, blindness due to disease, cataracts, age etc. Useless for blindness due to accident or blindness from birth. In advanced cases may only partially restore sight. On healthy eyes will sometimes increase ocular sensitivity, sometimes to painful levels. Herb consists 2 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 4% chance of finding.
Cost: 51,500 Ryo per herb. 17,166 Ryo per Dosage.
Terbas x1 herb
Rank: Very Rare, Tiny
Type: Herb, Forest, Spring, Heal
Effect: A powerful healing item capable of healing nerve damage.
Special: Preparation: 1 hour ; Duration: ---
Drawback: ---
Description: A low-growing plantain relative originally native to mild, temperate deciduous forests, now cultivated. It has dark green, 4 to 6 inch leaves and grows up to 2 feet. The leaf of this plant must be applied to the site of nerve damage. If successful, it will heal Serious nerve damage within 1 day's worth time. Herb consists 2 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 10% chance of finding.
Cost: 58,000 Ryo per herb. 19,333 Ryo per Dosage.
Tirageyth x150 herbs
Rank: Common, Fine
Type: Herb, Forest, Spring, Poison
Effect: An herb that causes Euphoria and is highly addictive.
Special: Preparation: 1 hour ; Duration: ---
Drawback: Massive doses may result in coma or death.
Description: Picture A ground cover plant 3 to 6 inches high. Produces a single blue white flower in late spring. Found in forest and woodland in large beds. Dry and chew. Euphoria, lasting 1/2 an hour within 1 round of taking. Addictive. Prolonged use results in brain damage. Herb consists 1 dose.
Limit: Must know Herbal Knowledge for Forest Regions. 65% chance of finding.
Cost: 9,625 Ryo per herb. 4,812 Ryo per Dosage.
Blood Clot Pill x10 slots
Rank: “C”
Type: Secondary "3" Per Slot
Effect: A pill that stops bleeding and accelerates the red blood system.
Special: ---
Drawback: ---
Description: The pill is about 1/2 in diameter about roughly the size of a regular Marble, the color of the pill is a bit darken from all the different herbs that were mixed into it. The pill is able to activate somewhat of a chemical reaction in the body that will trigger the Thrombus or also commonly know as (Blood Clot) is the final product of the blood coagulation step in hemostasis a very important part (the cessation of blood loss from a damaged vessel). A thrombus in a large blood vessel will decrease blood flow through the vessel that has been damage. So that the blood will then thicken and form a clot of blood cells and fibrin strands to stop the bleeding when blood vessel is severed.
Limit: Found in Any Hospital Shop
Cost: 500 Each
Soldier Pill x10 slots
Location: Every Region
Preparation: Ingredient include: Ginseng, Gariig. First you will need to take the Gariig found only in desert regions and ground it up with a mortar and pestle. After it has become fine sand like substance, you will need to set up a bowl where you will then place the Ginseng leaf in. After grinding the ginseng up and mixing it with the ground Gariig, you will need to make the two into a pill. To do this you just mix the powders in water then let them dry molding it into a ball/pill like shape.
Special: Can be made by finding things in nature based off of the ingredients rarity, or found within any medical item shop.
Description: Soldier pills are used to increase stamina as well as chakra, but have the downside of once they wear off (after about 3 days) the user will suffer from severe fatigue and anxiety (probably due to the fact that soldier pills are like supercharged speed). Essentially, after taking a soldier pill, whatever chakra/stamina you have remaining is doubled. It does not increase your chakra/stamina past its maximum, and if you take one when you have full endurance it will actually negatively affect you by giving you a mild seizure. For example: you have 40% chakra left, after taking this pill it increases to 80% left.
Drawback: the effects of the pill will wear off after the thread it was used in is over, or 3 travel days, at which point you will suffer from anxiety and fatigue. The fatigue will make it so all of your movement abilities are halved and you will not be able to perform any techniques equal to or higher then your class level. The fatigued effect will wear off after 10 IC posts. If you take a pill when you have full chakra/stamina, then you will suffer from a mild seizure because the excessive hormones within your body will cause an odd overload in some of your systems which will cause a type of shockwave to your brain. The seizure will incapacitate you for 5 posts, and you will still suffer the fatigue drawback caused by taking the pill normally.
Cost: 3,000 each
All-Heale x5 herbs
Rank: Rare, Small
Type: Herb, Forest, Autumn, Heal
Effect: A healing herb against Moderate Wounds.
Special: Preparation: 2 weeks ; Duration: ---
Drawback: ---
Description: Flowers that grow at a size of 3 feet high sprouting purple pedals. When All-heale is mixed in a pint of olive oil and applied to a wound, (one application per day), the recipient will heal even if still working as normal. With rest, the recipient will heal at an incredible rate. All Moderate Wounds within 1d8 hours will be completely healed. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 15% chance of finding.
Cost: 34,500 Ryo per herb, 6,900 Ryo per dosage
Arva x3 herbs
Rank: Rare, Small
Type: Herb, Forest/Wasteland, Summer, Bodily Function
Effect: An herb that increases the recipient's strength.
Special: Preparation: 16 days ; Duration: ---
Drawback: Loss of 10 to 20% of body mass, exhaustion, 20% chance of coma leading in 5% of cases to death. Effects vary with dosage.
Description: Picture A climbing plant that reaches 2 to 3 feet. In late summer several bright red flowers appear on the lower plant, later giving way to round seed pods. Found in woodland and heath. Crush entire plant, mix with 4 parts water and ferment for 16 days. Strain and distill. Yields lavender liquid from each dose of plant. Dosage: taken orally. After 1/2 an hour, increase in metabolic rates, doubling of strength etc. for 1 hour. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest or Wasteland Regions. 11% chance of finding.
Cost: 34,000 Ryo per herb. 6,800 Ryo per Dosage.
Asarabacca x10 herbs
Rank: Very Rare, Large
Type: Herb, Forest, Spring, Sedation
Effect: An herb that makes a person docile and incapable of violence for the day.
Special: Preparation: 1 day ; Duration: ---
Drawback: ---
Description: Asarabacca is a creeping vine that grows up to 10 feet out with many small leaves each on their own small stalk. It also has small purple flowers. These flowers must be brewed up on a fire and left to stand. When administered successfully to someone, they will be rendered docile, and incapable of violence for 1 day. The brew has a distinctive purple color, and bitter taste, so to be given secretly in food, the food must be able to hide these attributes. Herb carries 16 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 10% chance of finding.
Cost: 60,500 Ryo per Herb, 3,025 Ryo per Dosage
Ash Tree x8 herbs
Rank: Uncommon, Large
Type: Herb, Forest, Spring, Bodily Function/Poison Cure
Effect: A tree used to help bring control of fevers. Also capable of helping cure against Uncommon Poisons.
Special: Preparation: 1 day ; Duration: Permanent.
Drawback: ---
Description: Picture A large tree that grows in the size of 15 feet high. The bark of the ash tree must be stripped from its branches and boiled in clear water for 1 day. It should then be drunk as a cure for fevers, especially those caused by diseases such as malaria. It does not cure the cause of the fever but merely brings it under control within 8 hours. The ash tree is sacred to worshipers of Thor, who use its wood to make spears. Ash leaves should be boiled in water and drunk as a cure for Uncommon poisons within 1d8 rounds. Its flowers have no petals. Ash trees are also by tradition used to make stakes for the purposes of killing vampires. This belief stems from Roman times, when Pliny the Elder wrote that all evil things feared Ashwood. herb carries 16 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 50% chance of finding.
Cost: 16,000 Ryo per herb, 800 Ryo per dosage
Athelas x3 herbs
Rank: Rare, Small
Type: Herb, Forest, Autumn, Poison Cure
Effect: An herb used to help cure Rare poisons.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: Also known as “Kingsfoil”. According to legend, the leaves of Athelas when crushed by the hands of a King over the afflicted person are capable of curing anything. A small highly enchanted shrub with dark green leaves divided into 4 parts originally native to cool, temperate coniferous forests, now widely cultivated. A tea brewed from its dark green leaves are capable of curing poison of Rare strength within 1 round. Athelas leaves and fruit are also edible and highly nutritious. Herb consists 2 doses.
Limit: Must know Herbal Knowledge for Autumn Regions. 15% chance of finding.
Cost: 33,500 Ryo per herb, 6,700 Ryo per dosage
Bilberry Bush x1 herb
Rank: Nearly Impossible, Small
Type: Herb, Forest, Spring, Eyesight/Poison
Effect: Capable of bestowing dark-vision for the rest of the user's life, or killing them within 1 day's time.
Special: Preparation: 15 days ; Duration: ---
Drawback: User may die.
Description: Picture Bilberry Bush stands about 2 feet high that produces small black berries. The leaves are dark green with black veins. The berries must be mixed with pure alcohol and left to stand for fifteen days, at the end of which time they must be drunk. A successful application will give the user dark-vision for the rest of his life. If not properly prepared application may lead to the death of the person who drinks it, as if they had drank a Very Rare poison, and thus killing the user within 1 day. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 1% chance of finding.
Cost: 90,000 Ryo per herb. 18,000 Ryo per Dosage.
Bittermourn x2 herbs
Rank: Very Rare, Small
Type: Herb, All Regions, Winter, Longevity
Effect: An herb that increases the life span of a person.
Special: Preparation: 1 hour ; Duration: ---
Drawback: ---
Description: A rare, colourless lichen (fungus) that grows on rocks beneath year-round ice. When crushed and strained, it creates a clear gel at freezing temperatures that melts into liquid when warmer. Imbibing a pint slows the aging process and grants a lifespan of twice normal length. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for a Region. 5% chance of finding.
Cost: 66,000 Ryo per herb. 13,200 Ryo per Dosage.
Black Rose x1 herbs
Rank: Very Rare, Medium
Type: Herb, All Regions, Spring/Summer, Poison Cure
Effect: An herb that is used to remove Very Rare poisons from wounds
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: Found on Rose bushes. This rare rose is easily identified by its black, velvety flower and long white thorns. The thorns are hollow and absorb liquids at a rate of a pint every 5 minutes. The liquid is stored in the plant's fibrous roots. The black rose's roots are often used to draw Very Rare poisons from wounds, or placed under the tongue to absorb alcohol and prevent intoxication. Sometimes victims are tied down and pierced with the thorns to cause prolonged and painful exsanguinations. Drawing poisons out takes 1d4 rounds. Herb consists 8 doses.
Limit: Must know Herbal Knowledge for a Region. 5% chance of finding.
Cost: 59,000 Ryo per herb. 5,900 Ryo per Dosage.
Chervil x2 herbs
Rank: Very Rare, Tiny
Type: Herb, Forest, All Seasons, Heal
Effect: An herb used to help against blood clots.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: The plants grow 40 to 70 centimeters, with tripinnate leaves that may be curly. The small white flowers form small umbels, 2 and a half to 5 centimeters across. The fruit is about 1 centimeter long, oblong-ovoid with a slender, ridged beak. Chervil is used to dissolve Blood Clots, which can help to prevent complications caused by injury. The clots are dissolved within 1d4 turns. Herb consists 2 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 10% chance to find.
Cost: 61,500 Ryo per herb; 20,500 Ryo per dosage
Cow Parsnip x1 herb
Rank: Uncommon, Medium
Type: Herb, Forest, All Seasons, Bodily Function
Effect: An herb used capable of curing insanity.
Special: Preparation: 6 weeks ; Duration: ---
Drawback: ---
Description: The Cow Parsnip is a tall herb, reaching to heights of over 2 meters. It has the characteristic flower umbels of the carrot family , about 20 centimeters across; these may be flat-topped, as in the picture at right, or more rounded, and are always white. The leaves are large, up to 40 centimeters across, divided into lobes. The stems are stout and succulent. Cow parsnip has small leaves covered with tiny hairs. These hairs must be made into a salve. Cow parsnip will cure madness for a short period (8 hours). Repeated application over a 2 week period may (GMs discretion) cure insanity altogether. Herb consists 8 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 50% chance of finding.
Cost: 14,500 Ryo per herb; 1,450 Ryo per dosage
Deadly-Nightshade x25 herbs
Rank: Common, Medium
Type: Herb, Forest, Summer, Sedation/Bodily Function
Effect: An herb used to place people to sleep for a long duration. Capable of making someone insane.
Special: Preparation: 1 week ; Duration: ---
Drawback: ---
Description: Picture This plant can grow up to 5 feet tall. It has soft green spreading leaves, and purple flowers and berries. The berries must be left to stand in water for a week and the distillation drunk. Deadly nightshade will put someone to sleep for 1d4 days. They cannot be woken. A d20 roll must also take place. A roll of 1 will kill them, a roll of 20 will render them insane. Herb consists 8 doses.
Limit: Must know Herbal Knowledge for Forest Regions.75% chance of finding.
Cost: 16,500 Ryo per herb. 1,650 Ryo per Dosage.
Elvish Galingale x2 herbs
Rank: Uncommon, Medium
Type: Herb, Arctic/Forest, Spring/Summer, Bodily Function.
Effect: An herb used to increase the blood flow within the body.
Special: Preparation: 1 week ; Duration:
Drawback: ---
Description: Elvish Galingale grows to about 5 feet in height. It has a triangular stem on which grows a tuft of grass like flowers. The roots are boiled and left to stand for a week and the resulting decoction is then drunk. This herb increases the flow of blood. This is very useful when a person is cold. However if a person is bleeding, either internally or externally, or is wounded it will double the speed of loss of blood. Its effect lasts 8 hours. Herb consists 8 doses.
Limit: Must know Herbal Knowledge for Arctic/Forest Regions. 35% chance of finding.
Cost: 14,500 Ryo per herb. 1,450 Ryo per Dosage.
Garden Flax x12 herbs
Rank: Uncommon, Small
Type: Herb, Forest, Spring/Summer, Bodily Function
Effect: An herb allowing a person to feel no pain.
Special: Preparation: 1 hour ; Duration: ---
Drawback: ---
Description:
Picture The brown seeds of this herb (which has deep blue flowers) if chewed remove all pain from a characters wounds. It will also prevent a character from feeling anything. He could walk through a fire and feel no pain. They will however still go through body damage and could die, while under the influence of this herb. The character does not notice minor bruises or scratches. It was widely believed in medieval times that if the seeds of this plant were strewn across a vampires path the vampire would be unable to proceed further, until it had counted every seed. At the GMs discretion this may be a use for this herb in Events. The herb's effects last for 1/2 an hour. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 55% chance of finding.
Cost: 12,500 Ryo per herb. 2,500 Ryo per Dosage.
Goat's Rue x7 herbs
Rank: Uncommon, Small
Type: Herb, Forest, Summer, Poison Cure
Effect: An herb used to cure Uncommon Poisons.
Special: Preparation: 2 weeks ; Duration: ---
Drawback: ---
Description: Picture This herb will cure any Uncommon poison if ingested within 1 hour of the poisoning. It takes 1d8 rounds for the herb to be effective. Any damage already taken, including death, remains. Goat’s Rue grows to about 3 feet tall. It has hollow branches and pale whitish blue flowers that hang down in spikes. The flowers must be dried before use. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 60% chance of finding.
Cost: 9,500 Ryo per herb. 1,900 Ryo per Dosage.
Kylathar x3 herbs
Rank: Rare, Medium
Type: Herb, Forest, Summer/Autumn, TaiJutsu Enhancement
Effect: An herb that enhances the user's TaiJutsu abilities but in a random way.
Special: Preparation: 1 day ; Duration: ---
Drawback: ---
Description: The Kylathar or Changeberry is a strange plant indeed. Anyone who eats the yellow, soft, plum sized fruits instantly has two random exchanges; gain 1 rank in Attack and Defense in TaiJutsu, or gain 1 rank to prediction jutsus and 1 extra movement; anything is possible (the GM should determine which statistics are exchanged or rolling a 1d2). Eating more of the berries will simply cause more stats to be randomly exchanged. The fruits will spoil and rot within 2 days after plucking unless dried. The bush itself grows about 2 meters high, with long, dusty green leaves, which are slightly sawed. The flowers grow in groups of 4 to 8, and are yellowish white with orange edges. The flowers grow in late spring, the fruits are ripe in autumn. This will last for only 1d8 rounds. Herb consists 8 doses.
Limit: Must know Herbal Knowledge for Regions. 10% chance of finding.
Cost: 36,500 Ryo per herb. 3.650 Ryo per Dosage.
Laishaberries x3 herbs
Rank: Very Rare, Small
Type: Herb, Forest, Summer/Autumn, Heal/Poison Cure
Effect: An herb capable of healing Serious wounds and curing dangerous poisons.
Special: Preparation: 1 day ; Duration: ---
Drawback: ---
Description: Laishaberries, also known as fruit of silence, grow on dark green, knee-high bushes. The leaves of the bushes are hard and waxy, and stay on long into autumn, sometimes even into winter. Concealed under the leaves, the red, cherry sized berries grow. In spring and early summer, the bush grows small, fragrant, wax blue flowers. The berries, which are equally fragrant, begin as hard white fruits, turning soft, red, and juicy as they ripen. The berries taste quite bland themselves, although they can be used to add a special taste to all kinds of jellies. When ripe, the berries can be eaten raw, and will heal serious wounds, and will cure Very Rare Poisons within 1d8 rounds. However, they will also render the eater mute for 20 minutes for each berry eaten. Also, if more than 5 or 6 berries are eaten at a time, a user will have severe stomach cramps. A jelly made from the berries themselves loses silencing powers (and the danger of cramps) of the fresh berries. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 10% chance of finding.
Cost: 62,500 Ryo per herb. 12,500 Ryo per Dosage.
Land Caltrops x2 herbs
Rank: Uncommon, Small
Type: Herb, Forest, Summer, Poison Cure
Effect: An herb that removes venomous poisons from a wound.
Special: Preparation: 1 hour ; Duration: ---
Drawback: ---
Description: It is a creeper that is about 2 to 3 feet long having branches spread all over, leaves are in pairs of 5 to 8 and is of irregular shape. Flowers are small and yellow colored. Fruits are round and possess 5 to 12 compartments and each compartment contains a seed. The seeds contain aromatic oil. Roots are 4 to 5 inch long, brown in color and bear a sweet aroma. The plant flowers in early winters followed by fruiting. If applied to a snake bite within 1 round, it will draw out the poison. Some very venomous snakes give bites that are incurable by this method, and so the herb has no effect against ‘instant death’ poisons. It may (at a GMs discretion) provide protection against other, non-fatal animal poisons. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 60% chance of finding.
Cost: 10,500 Ryo per herb. 2,100 Ryo per Dosage.
Leortevald x1 herb
Rank: Nearly Impossible, Fine
Type: Herb, Forest, Summer, Poison
Effect: An herb that causes euphoria, delusions of heightened senses.
Special: Preparation: 1 hour ; Duration: ---
Drawback: Addictive, withdrawal fatal. Once ingested weekly dosage is necessary to prevent death.
Description: Picture Reaches a maximum height of 6 inches. The leaves have a spongy texture and are covered with downy fuzz. Emits an odour of decay, therefore the common name "corpse plant". Found in forest in deep shade. Crush and ferment entire plant. Concentrate by boiling. Yields fine yellowish crystal for each dosage of the plant. Dosage: taken orally. Mild euphoria, delusions of heightened senses for 15 rounds within 1 round after taking. Herb consists 1 dose.
Limit: Must know Herbal Knowledge for Forest Regions. 1% chance of finding.
Cost: 105,625 Ryo per herb. 52,812 Ryo per Dosage.
Mandrake x2 herbs
Rank: Rare, Tiny
Type: Herb, Forest, Spring, Sedation
Effect: A powerful sleeping agent.
Special: Preparation: 4 weeks ; Duration: ---
Drawback: ---
Description: The root of this herb sends the recipient to sleep. The sleep will last 8 hours, during which time the person cannot be woken except by a neutralize poison, technique, or potion. The root is said to bear a resemblance to the naked male form, hence its name. The plant has several dark green leaves which are about 1 foot long. The purple flowers of the plant are bell shaped. The root of the plant must be boiled on the night of a full moon and left to sit for an entire month before use. According to Ancient Egyptian legend, the sun god, Ra, sent Mathor to earth to punish mankind. Mathor’s slaughter was so intense, that Ra took pity on man, and forced Mathor to drink the blood of his victims mixed with Mandrake root. He fell asleep and when he awoke was unable to remember why he had come to earth, and so the slaughter was ended. Herb consists 2 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 15% chance of finding.
Cost: 37,000 Ryo per herb. 12,333 Ryo per Dosage.
Pipeweed: Pine Tree (Special) x2 herbs
Rank: Rare, Huge
Type: Herb, Forest, Autumn, Sedation
Effect: An herb capable of keeping the user awake.
Special: Preparation: 2 weeks ; Duration: ---
Drawback: ---
Description: Pines are evergreens with long, needle-shaped leaves. This is however a special Pine Tree. The female flowers of the tree are called cones. It is tougher to smoke because you smoke off something about as hard as a rock, but when in contact with fire it melts and can be smoked pretty easily once in its “oozy” state. To speed up the fire ignition people often put paper in it to make it start faster. That’s why it was called hot chimney. Also it provides the smoker with an inner heat. The taste is very sweet. It also keeps the smoker from going to sleep, it was often smoked around a hot chimney fire to stay up late and tell stories. Nowadays it is less frequently seen but is still a little popular within the bards and storytellers. The herb lasts for 8 hours. Herb consists 32 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 15% chance of finding.
Cost: 38,000 Ryo per herb. 950 Ryo per Dosage.
Rose Campion x3 herbs
Rank: Rare, Small
Type: Herb, Forest, Summer, Poison Cure
Effect: An herb used to cure Rare ingested poisons.
Special: Preparation: 3 weeks ; Duration: ---
Drawback: ---
Description: Rose Campion is an erect, many-branched biennial, or short-lived perennial with softly wooly silver-gray leaves and stems. The plant gets 2 to 3 feet tall with a spread of 1 to 2 feet. The leaves are in opposing pairs on the stem and oval shaped; basal leaves have petioles (leaf stems) and are 4 to 6 inches long; stem leaves do not have petioles and are smaller, 2 to 4 inches long. This herb will protect against Rare Scorpion stings for 1d4 days. It will protect against only 1 sting. It works within 1 round. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 15% chance of finding.
Cost: 38,500 Ryo per herb. 7,700 Ryo per Dosage.
Saffron x2 herbs
Rank: Uncommon, Tiny
Type: Herb, Forest, Autumn/Winter, TaiJutsu Enhancement
Effect: An herb capable of increasing the user's movements for a short period of time while decreasing them after effects have been performed.
Special: Preparation: 1 week ; Duration: ---
Drawback: ---
Description: After aestivating in spring, the plant sends up 5 to 11 narrow and nearly vertical green leaves, each up to 40 centimeters in length. Upon flowering, plants average less than 30 centimeters in height. The plant has a tuberous root, and large purplish flowers with yellow-red centers. The pistils of the flower must be pounded into a paste which is left to dry for 1 week. The resulting powder is taken as snuff. This herb raises the user's movements by 1 for 1 hour. After which the user loses 2 movements for 2 hours. Herb consists 2 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 60% chance of finding.
Cost: 13,500 Ryo per herb. 4,500 Ryo per Dosage.
Scented Mayweed x2 herbs
Rank: Rare, Small
Type: Herb, Forest, Summer, Eyesight/Heal
Effect: An herb capable of healing eyesight damage.
Special: Preparation: 1 day ; Duration: ---
Drawback: ---
Description: Scented mayweed grows to a height of about 2 feet. It has erect and branching stems. It has small leaves, white flowers with a yellow center. The flowers must be crushed, emitting a pungent odor and should then be applied to the eyes in order to heal Moderate damage to them within 1d4 rounds. If used within a day of the injury, they can prevent blindness. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 15% chance of finding.
Cost: 36,000 Ryo per herb. 7,200 Ryo per Dosage.
Suaeysit x40 herbs
Rank: Uncommon, Small
Type: Herb, Forest, Autumn, Chakra Enhancement
Effect: An herb that increases the user's chakra techniques.
Special: Preparation: 1 week ; Duration: ---
Drawback: ---
Description: A dark black mushroom with grayish markings along the undersides, this fungus grows in shadowed forests in cool to cold climes. Suaeysit mushrooms can be eaten directly or dried and ground into tinctures or otherwise prepared. The mushrooms give the imbiber a rush of energy, clearing the mind and raising the spirits. It increases the user's Chakra Techniques by 1 rank for 8 hours. After which will decrease all Chakra Techniques for an additional 8 hours. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 20% chance of finding.
Cost: 14,500 Ryo per herb. 2,900 Ryo per Dosage.
Sweet Treefoile x2 herbs
Rank: Rare, Small
Type: Herb, Forest, Spring/Summer, TaiJutsu Enhancement
Effect: An herb capable of reducing fallen damage.
Special: Preparation: 2 weeks ; Duration: ---
Drawback: ---
Description: A small green herb with long leaves baring small violet flowers at the tip. This herb will reduce the effectiveness of falling damage by 1 rank for 15 rounds after taken. Herb consists 4 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 15% chance of finding.
Cost: 36,000 Ryo per herb. 7,200 Ryo per Dosage.
Tempin x5 herbs
Rank: Rare, Huge
Type: Herb, Forest, Summer, Poison Cure
Effect: An herb capable of healing poisons off of bites and stings.
Special: Preparation: --- ; Duration: ---
Drawback: ---
Description: A bushy climbing vine with tubular yellow flowers, the leaves and flowers of tempin can be boiled and made into a poultice that will draw out Rare and weaker poisons from bites and stings and allow the wound to heal cleanly and without complications within 15 rounds. Herb consists 32 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 15% chance of finding.
Cost: 38,000 Ryo per herb. 950 Ryo per Dosage.
Teranya x2 herbs
Rank: Very Rare, Tiny
Type: Herb, Forest, Summer, Eyesight
Effect: An herb that helps cure bad eyesight caused by all sources.
Special: Preparation: 1 hour ; Duration: ---
Drawback: ---
Description: Picture 15 to 25 inches high. When bruised the leaves emit an acidic odour. Found in woodland and forest. Crush and ferment leaves. Strain. Yields blue green bitter liquid for each dosage of plant. Dosage: place in eyes. Will cure, with 40% effectiveness, blindness due to disease, cataracts, age etc. Useless for blindness due to accident or blindness from birth. In advanced cases may only partially restore sight. On healthy eyes will sometimes increase ocular sensitivity, sometimes to painful levels. Herb consists 2 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 4% chance of finding.
Cost: 51,500 Ryo per herb. 17,166 Ryo per Dosage.
Terbas x1 herb
Rank: Very Rare, Tiny
Type: Herb, Forest, Spring, Heal
Effect: A powerful healing item capable of healing nerve damage.
Special: Preparation: 1 hour ; Duration: ---
Drawback: ---
Description: A low-growing plantain relative originally native to mild, temperate deciduous forests, now cultivated. It has dark green, 4 to 6 inch leaves and grows up to 2 feet. The leaf of this plant must be applied to the site of nerve damage. If successful, it will heal Serious nerve damage within 1 day's worth time. Herb consists 2 doses.
Limit: Must know Herbal Knowledge for Forest Regions. 10% chance of finding.
Cost: 58,000 Ryo per herb. 19,333 Ryo per Dosage.
Tirageyth x150 herbs
Rank: Common, Fine
Type: Herb, Forest, Spring, Poison
Effect: An herb that causes Euphoria and is highly addictive.
Special: Preparation: 1 hour ; Duration: ---
Drawback: Massive doses may result in coma or death.
Description: Picture A ground cover plant 3 to 6 inches high. Produces a single blue white flower in late spring. Found in forest and woodland in large beds. Dry and chew. Euphoria, lasting 1/2 an hour within 1 round of taking. Addictive. Prolonged use results in brain damage. Herb consists 1 dose.
Limit: Must know Herbal Knowledge for Forest Regions. 65% chance of finding.
Cost: 9,625 Ryo per herb. 4,812 Ryo per Dosage.
Books kept here (found in Library):
Book: Textbook: Botany Studies
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
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
Book: Textbook: Agriculture Studies
Rank: "C"
Type: Main, Book, Textbook
Effect: A Textbook that discusses the different ways of growing 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 Agriculture Studies is a multi-volume of books pertaining to the planting and re-growing of plants within a specific Region. 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 Agriculture Forest skill, and gain a +1 Competence bonus to every die roll when learning the skill for Agriculture Forest.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 6,500 Ryo
Book: Textbook: Creature Lore
Rank: "C"
Type: Main, Book, Textbook
Effect: A Texbook that discusses the different types 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 massive volume of 16 books pertaining to the knowledge of Animals, Monsters, and Vermin and what all of these creatures do. 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 Entomology, Animal Lore, and Monster Lore skills for the Forest Region and gain a +1 Competence bonus to every die roll when learning the skill for Entomology, Animal Lore, and Monster Lore skills for the Forest Region.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 5,500 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: Botany Studies
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
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
Book: Textbook: Agriculture Studies
Rank: "C"
Type: Main, Book, Textbook
Effect: A Textbook that discusses the different ways of growing 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 Agriculture Studies is a multi-volume of books pertaining to the planting and re-growing of plants within a specific Region. 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 Agriculture Forest skill, and gain a +1 Competence bonus to every die roll when learning the skill for Agriculture Forest.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 6,500 Ryo
Book: Textbook: Creature Lore
Rank: "C"
Type: Main, Book, Textbook
Effect: A Texbook that discusses the different types 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 massive volume of 16 books pertaining to the knowledge of Animals, Monsters, and Vermin and what all of these creatures do. 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 Entomology, Animal Lore, and Monster Lore skills for the Forest Region and gain a +1 Competence bonus to every die roll when learning the skill for Entomology, Animal Lore, and Monster Lore skills for the Forest Region.
Limit: These items may be bought inside any Book Shop within the Region. 25% chance finding Outside Region.
Cost: 5,500 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
Components on this floor:
Bedrooms, Fancy x4
Rank: "S"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: Two connecting rooms with fancy accessories.
Special: ---
Drawback: ---
Description: This area contains two smaller bedrooms with a connecting door. Each room has a bed that rests on a handsome frame and includes a mattress made of cotton batting. The sheets are of fine cotton, and the blankets are wool. Each room has a finely carved bureau and a handsome wardrobe. A bell rests on a bed stand next to each bed so that the occupants can easily call for the servants. In addition, there’s an upholstered bench and a small writing desk. 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: 40,000 Ryo
Chakra Laboratory, Fancy x1
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
Alchemical Laboratory, Fancy x1
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 x2
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, Basic
Rank: "C"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A collection of manuscripts, publications, and other materials for reading, viewing, listening, study, or reference.
Special: ---
Drawback: ---
Description: Plain wooden shelves of books fill this room, arranged in any manner you desire. One or two small tables allow people to read the books, and a single lectern allows you to read a book while standing. This library can hold up to two different lots of books on specific subjects. For example, it could contain books on religion and arcana. 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: 5,000 Ryo
Storage, Fancy
Rank: "C"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A room in which things are stored.
Special: ---
Drawback: ---
Description: This room includes shelves of every variety and a finished floor. The superior organization allows more efficient use of space than a basic storage component, so this space has about 3,000 cubic feet of usable storage space. If you need a greater capacity, you can purchase this component multiple times. You can turn a storage space into a vault.
Limit: Must be created by a Construction Crafter.
Cost: 10,000 Ryo
Study/Office, Fancy x2
Rank: "A"
Type: Main, Room, 1 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: 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.
Limit: Must be created by a Construction Crafter.
Cost: 25,000 Ryo
Bedrooms, Fancy x4
Rank: "S"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: Two connecting rooms with fancy accessories.
Special: ---
Drawback: ---
Description: This area contains two smaller bedrooms with a connecting door. Each room has a bed that rests on a handsome frame and includes a mattress made of cotton batting. The sheets are of fine cotton, and the blankets are wool. Each room has a finely carved bureau and a handsome wardrobe. A bell rests on a bed stand next to each bed so that the occupants can easily call for the servants. In addition, there’s an upholstered bench and a small writing desk. 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: 40,000 Ryo
Chakra Laboratory, Fancy x1
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
Alchemical Laboratory, Fancy x1
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 x2
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, Basic
Rank: "C"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A collection of manuscripts, publications, and other materials for reading, viewing, listening, study, or reference.
Special: ---
Drawback: ---
Description: Plain wooden shelves of books fill this room, arranged in any manner you desire. One or two small tables allow people to read the books, and a single lectern allows you to read a book while standing. This library can hold up to two different lots of books on specific subjects. For example, it could contain books on religion and arcana. 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: 5,000 Ryo
Storage, Fancy
Rank: "C"
Type: Main, Room, 1 Stronghold Space, Craftsman Room
Effect: A room in which things are stored.
Special: ---
Drawback: ---
Description: This room includes shelves of every variety and a finished floor. The superior organization allows more efficient use of space than a basic storage component, so this space has about 3,000 cubic feet of usable storage space. If you need a greater capacity, you can purchase this component multiple times. You can turn a storage space into a vault.
Limit: Must be created by a Construction Crafter.
Cost: 10,000 Ryo
Study/Office, Fancy x2
Rank: "A"
Type: Main, Room, 1 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: 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.
Limit: Must be created by a Construction Crafter.
Cost: 25,000 Ryo
Prison Complex/Entrance
The entrance to the research facility is also the entrance to the prison complex that is hidden in the building. By the very door entrance is the office for the warden who oversee's the prison. From here he monitors everyone who both enters the prison and the Defense Lab. The prison is hidden beneath the stairs to the second floor by a secret door. Once inside the actual prison there is yet another office for the guard supervisor in charge of ensuring no one escapes. A total of ten cells are here, each capable of hold only two individuals at a time though usually only one person per cell. This is not a large prison complex, rather a complex for people whose confinement the KMP Chief would rather not have made public.
Components:
Study/Office, Fancy x2
Rank: "A"
Type: Main, Room, 1 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: 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.
Limit: Must be created by a Construction Crafter.
Cost: 25,000 Ryo
Door, Secret (Advanced)
Rank: "A"
Type: Main, Room, 0 Stronghold Space, Door
Effect: Secret passages are hidden routes used for stealthy travel.
Special: ---
Drawback: ---
Description: A Advanced Secret Door adds a +60 against a person's Observation check to notice the Secret Door.
Limit: Must be created by a Construction Crafter.
Cost: +8,000 Ryo
Door, Secret (Pristine)
Rank: "A"
Type: Main, Room, 0 Stronghold Space, Door
Effect: Secret passages are hidden routes used for stealthy travel.
Special: ---
Drawback: ---
Description: A Advanced Secret Door adds a +70 against a person's Observation check to notice the Secret Door.
Limit: Must be created by a Construction Crafter.
Cost: +10,000 Ryo
Prison Cell x10
Rank: "C"
Type: Main, Room, 0.5 Stronghold Space, Craftsman Room
Effect: A cell in a prison, in which a prisoner is locked.
Special: ---
Drawback: ---
Description: This cell includes iron shackles on the walls and hay mattresses strewn about. You can shackle up to six Medium-size prisoners in a communal cell. Alternatively, you can replace the communal cell with independent jail cells. In this arrangement, each prison cell component includes two to four small cells each capable of holding one or two Medium-size creatures. If you need a greater capacity, purchase this component multiple times. The standard prison cell comes with six sets of manacles with wretched locks capable of binding a Medium-size creature (May Purchase better Locks). A Small creature takes up half the space in a prison cell as a Medium-size creature. Manacles for Small creatures cost the same as for Medium-size creatures. Tiny and smaller creatures take up one-fourth the space, and their manacles cost 10 times normal. A Large creature takes up twice the space of a Medium-size creature, and a Huge creature four times the space. (Must Purchase Larger Manacles if needed). Generally, you can’t keep Gargantuan or larger creatures in a simple prison cell, though by buying enough components you could get a large enough space.
Limit: Must be created by a Construction Crafter.
Cost: 5,000 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
Study/Office, Fancy x2
Rank: "A"
Type: Main, Room, 1 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: 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.
Limit: Must be created by a Construction Crafter.
Cost: 25,000 Ryo
Door, Secret (Advanced)
Rank: "A"
Type: Main, Room, 0 Stronghold Space, Door
Effect: Secret passages are hidden routes used for stealthy travel.
Special: ---
Drawback: ---
Description: A Advanced Secret Door adds a +60 against a person's Observation check to notice the Secret Door.
Limit: Must be created by a Construction Crafter.
Cost: +8,000 Ryo
Door, Secret (Pristine)
Rank: "A"
Type: Main, Room, 0 Stronghold Space, Door
Effect: Secret passages are hidden routes used for stealthy travel.
Special: ---
Drawback: ---
Description: A Advanced Secret Door adds a +70 against a person's Observation check to notice the Secret Door.
Limit: Must be created by a Construction Crafter.
Cost: +10,000 Ryo
Prison Cell x10
Rank: "C"
Type: Main, Room, 0.5 Stronghold Space, Craftsman Room
Effect: A cell in a prison, in which a prisoner is locked.
Special: ---
Drawback: ---
Description: This cell includes iron shackles on the walls and hay mattresses strewn about. You can shackle up to six Medium-size prisoners in a communal cell. Alternatively, you can replace the communal cell with independent jail cells. In this arrangement, each prison cell component includes two to four small cells each capable of holding one or two Medium-size creatures. If you need a greater capacity, purchase this component multiple times. The standard prison cell comes with six sets of manacles with wretched locks capable of binding a Medium-size creature (May Purchase better Locks). A Small creature takes up half the space in a prison cell as a Medium-size creature. Manacles for Small creatures cost the same as for Medium-size creatures. Tiny and smaller creatures take up one-fourth the space, and their manacles cost 10 times normal. A Large creature takes up twice the space of a Medium-size creature, and a Huge creature four times the space. (Must Purchase Larger Manacles if needed). Generally, you can’t keep Gargantuan or larger creatures in a simple prison cell, though by buying enough components you could get a large enough space.
Limit: Must be created by a Construction Crafter.
Cost: 5,000 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
Each storage area and prison cell is locked with the following:
Lock, Impossible (Overview)
Rank: "S"
Type: Secondary, 0 per Slot, Gadget, Mechanical, Lock
Effect: Locks that are Impossible in Quality.
Special: ---
Drawback: ---
Description: Locks with the Impossible Quality have a check modifier against the user's skill of -80%. Combination Locks: Impossible Locks have 9 Combination possibilities.
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 13,000 Ryo Each
Deadbolt Lock (Overview)
Rank: "C"
Type: Main, Gadget, Mechanical, Lock
Effect: A dead bolt, dead lock or deadbolt is a locking mechanism distinct from a spring bolt lock because a deadbolt cannot be moved to the open position except by rotating the lock cylinder.
Special: ---
Drawback: ---
Description: A deadlock, if it is cylinder operated, may be either single cylinder or double cylinder. A single cylinder deadlock will accept a key on one side of the lock, but is operated by a twist knob on the other side. Double cylinder locks will accept a key on both sides and therefore do not require (and often do not have) any twist knob. This prevents unwanted unlocking of the door by forced access to the interior twist knob (via a nearby window, for example). Some locks also have a "lockable" knob: there a key is always needed on one side (usually external), and a twist knob can be used on the other (internal), unless a button has been pressed, in which case a key is also needed on the (internal) side. Vertical deadbolts resist jimmying, in which an intruder inserts a pry bar between the door and the jamb and attempts to pry the bolt out of the door. Deadbolt Lock difficulty is dependent only on the Lock Quality. Deadbolt Locks have 1 lock; add the cost of the lock to the cost of the quality of the lock found in lock qualities. The Lock price is calculated as a Tiny object. Calculating price for larger locks are as followed; Small x.05; Medium x1; Large x2; Huge x4; Gargantuan x8; Colossal x16.
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 4,000 Ryo Each
Lock, Impossible (Overview)
Rank: "S"
Type: Secondary, 0 per Slot, Gadget, Mechanical, Lock
Effect: Locks that are Impossible in Quality.
Special: ---
Drawback: ---
Description: Locks with the Impossible Quality have a check modifier against the user's skill of -80%. Combination Locks: Impossible Locks have 9 Combination possibilities.
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 13,000 Ryo Each
Deadbolt Lock (Overview)
Rank: "C"
Type: Main, Gadget, Mechanical, Lock
Effect: A dead bolt, dead lock or deadbolt is a locking mechanism distinct from a spring bolt lock because a deadbolt cannot be moved to the open position except by rotating the lock cylinder.
Special: ---
Drawback: ---
Description: A deadlock, if it is cylinder operated, may be either single cylinder or double cylinder. A single cylinder deadlock will accept a key on one side of the lock, but is operated by a twist knob on the other side. Double cylinder locks will accept a key on both sides and therefore do not require (and often do not have) any twist knob. This prevents unwanted unlocking of the door by forced access to the interior twist knob (via a nearby window, for example). Some locks also have a "lockable" knob: there a key is always needed on one side (usually external), and a twist knob can be used on the other (internal), unless a button has been pressed, in which case a key is also needed on the (internal) side. Vertical deadbolts resist jimmying, in which an intruder inserts a pry bar between the door and the jamb and attempts to pry the bolt out of the door. Deadbolt Lock difficulty is dependent only on the Lock Quality. Deadbolt Locks have 1 lock; add the cost of the lock to the cost of the quality of the lock found in lock qualities. The Lock price is calculated as a Tiny object. Calculating price for larger locks are as followed; Small x.05; Medium x1; Large x2; Huge x4; Gargantuan x8; Colossal x16.
Limit: These type of items may be bought inside any Gadget Shop.
Cost: 4,000 Ryo Each
First Floor Floor Plan
Second Floor Floor Plan