Felicity the Bunny's Crafting Corner

Felicity is from this post:

And here are her weapons, thought they might be good to be posted here if people wanted to use them in their games.


#Mundane Armor & Items


#Mundane Weapons


#Extraordinary Weapons
###“The Wicked”'s Wooden Leg
Wealth Level 10 [uncraftable]
Club, Advantage 3 to attacks, Choose between Forceful or Entropy damage, Life Drain
When wielded by someone of the bloodline of Ortha ‘The Wicked’ the item is also Unfailing (rolls of 1 = the max value instead and explode) and gives a +1 to Might and +3 to Will


#Extraordinary Armor and Wearables
###Ruby Medallion of Fireball || Fire Based Auto-Targeting Earpiece || Ruby Crystal Matrix
Wealth Level 2/4/5
Advantage 1/2/3 to Energy(Fire) attacks made with Area(Cube)


#Extraordinary Items
###Shrapnel Ammo || Shatter Tip Ammo
Wealth Level 2/3
Gain an area attack of a 10’/15’ Cone at point of impact

###Enlarging Potion || Enlarging Syringe || Enlarging Breath Strip
Wealth Level 2/3
Grow up to 2x/4x your size for 1 minute.

###Enhance Attribute Potion || Enhance Attribute Disposable Earpiece || Enhance Attribute Nanorobotics
Wealth Level 2/4/5
Gain Advantage 1/2/3 to your Attribute. Possible to stack at a risk, lasts 1-4 hours.

###Krund’s Unfaltering Root || Krund’s Unfaltering Heart Patch
Wealth Level 3/4/5
Upon falling unconscious (0 HP), the user will receive a jolt of 2d6/2d10/3d8 healing to stay up.

3 Likes

#Mundane Armor & Items (Better Layout in Progress)

#Mundane Weapons (Better Layout in Progress)

###Extending Spear
Two-Handed, Close Ranged (throwing), Forceful
Area (Line 1), Reach, Slow

Cost = 1 + 1 [Area (Line 1)] + 1 [Reach] - 1 [Slow] = 2 WL

###Improved Extending Spear
Two-Handed, Close Ranged (throwing), Forceful
Area (Line 2), Reach, Swift

Cost = 1 + 2 [Area (Line 2)] + 1 [Reach] + 1 [Swift] = 5 WL

#Extraordinary Weapons (Better Layout in Progress)

###Black Death Spear
Weapon (Extending Spear), Deadly 1, Damage (Entropy)
The blade is so finely sharpened, one shutters by just bringing it close to their skin. It gleams an ebony color, and sometimes, one might swear they could see black smoke around it

It grants a total of Advantage 2 (1 from deadly, 1 from 2-handed), and can deal either Forceful or Entropy damage.

Cost = 0 (Weapon) + 3 (Deadly 1) + 0 (Damage) = 3 WL

###Improved Black Death Spear
Weapon (Improved Extending Spear), Deadly 3, Damage (Entropy)
The blade is so eerily sharpened, the blade almost seeming to vanish into blackness if you stare too long. It gleams an ebony color, and sometimes, one might swear they could see black smoke around it

It grants a total of Advantage 4 (3 from deadly, 1 from 2-handed), and can deal either Forceful or Entropy damage.

Cost = 0 (Weapon) + 5 (Deadly 3) + 0 (Damage) = 5 WL

###Jagged Bunny Tooth Spear
Weapon (Improved Extending Spear), Bolster 3, Persistent (Bolster), Damage (Entropy)
The blade is a little happier than the other one, a soft pink color. It seems to vibrate in a way to encourage the wielder to strike better. It gleams an ebony color, and sometimes, one might swear they could see black smoke around it

It grants the Bolster 3 (advantage 1) boon and the weapon sustains it itself, and can deal either Forceful or Entropy damage.

Cost = 0 (Weapon) + 2 (Bolster 3) + 3 (Persistent) = 5 WL

###Black Blood Armor
Armor (Breastplate, Heavy), Life Drain (5)
Wanting to create something that can aid the wearer, she focused the energies to allow the armor to grant the user Life Drain even if they do not normally have the ability to do so

Wearer can use the armor to invoke Life Drain (with attribute 5 [2d6], needing CR 20).

Cost = 0 (Armor) + 2 (Bane @ 5) = 2 WL

###Improved Black Blood Armor
Armor (Breastplate, Heavy no Slow[WL 4]), Life Drain (5), Persistent (Life Drain)
Wanting to create something that can aid the wearer, she focused the energies to allow the armor to grant the user Life Drain even if they do not normally have the ability to do so, and in a way that they don’t have to focus on it.

Wearer has Life Drain active as long as they wear the armor. Using a Minor action they can deactivate it, and then re-activate with a Minor action.

Cost = 0 (Armor) + 2 (Bane @ 5) + 3 (Persistent) = 5 WL


"The Wicked"'s Wooden Leg

Fantasy Fluff (click to see) *It would take a discerning eye to notice the power lying within this potent wooden leg. However, it isn’t suprising this goes unnoticed, as most eyes that have seen this item have done so as it came crashing down upon them while wielded by Krund, the Half-Orc Barbarian, thus ending their life and possible pursuit of investigating what appears like a simple club.*

Originally this roughly hewn wooden leg was worn by the Great Barbarian Shaman, Ortha ‘The Wicked’. As time passed, the wood absorbed the sheer power and force that was Ortha. This warped and made the simple wooden leg far more powerful. Wielded by anyone, they will soon discover it holds far more to it than a simple club. Wielded by a descendant of Ortha, however, it the true legendary nature of this club will be revealed.

###♦♦♦Base Item >Advantage 3 to attacks, Choose between Forceful or Entropy damage, Life Drain
Cost: 10 WL [Uncraftable] (Click to view details of the item) **Properties**
  • +0 = Weapon (Club[Forceful, Swift, Versatile])
  • +5 = Deadly 3
  • +0 = Damage (Entropy)
  • +3 = Persistent
  • +2 = Life Drain 5

###:diamonds::diamonds::diamonds::diamonds:Legendary Item

When wielded by someone of the bloodline of Ortha ‘The Wicked’ the item is also Unfailing (rolls of 1 = the max value instead and explode) and gives a +1 to Might and +3 to Will

#Extraordinary Armor and Wearables


Ruby Medallion of Fireball

Fantasy Fluff (click to see) *This spherical ruby is rather dull looking in color, though its cut is of exceptional quality. When the wearer invokes a fireball, however, it begins to glow from the center, a bright flame bursting throughout the ruby.*
##Fire Based Auto-Targeting Earpiece
Modern Fluff (click to see) *This specialized earpiece is designed to sync with fire based weapons. It quickly helps calculate the best aiming matrix and relays the information to the wearer.*
##Ruby Crystal Matrix
Sci-fi Fluff (click to see) *At first glance, this finely cut ruby appears to be nothing more than decoration. Within it are microscopic circuitry and fire and heat energy pods that sync up with the wearer. The ruby crystal can be placed on any piece of equipment, or even a creature, and will auto-sync with it to allow enhanced use of fire based attacks*
###♦Base Item >The wearer gains **Advantage 1** to any *Energy(Fire)* attacks made with *Area(Cube)*.
Cost: 2 WL (Click to view details of the item) **Properties:**
  • +1 = Bolster 3 (Energy[Fire])
  • +3 = Persistent
  • -2 = Special (Only to Area[Cube] & Fire)
  • Might need to be 3 WL depending on setting
###♦♦Improved Item >The wearer gains **Advantage 2** to any *Energy(Fire)* attacks made with *Area(Cube)*.
Cost: 4 WL (Click to view details of the item) **Properties:**
  • +3 = Bolster 6 (Energy[Fire])
  • +3 = Persistent
  • -2 = Special (Only to Area[Cube] & Fire)
  • Might need to be 5 WL depending on setting
###♦♦♦Superior Item >The wearer gains **Advantage 3** to any *Energy(Fire)* attacks made with *Area(Cube)*.
Cost: 5 WL (Click to view details of the item) **Properties:**
  • +4 = Bolster 8 (Energy[Fire])
  • +3 = Persistent
  • -2 = Special (Only to Area[Cube] & Fire)
  • Might need to be 6 WL depending on setting

1 Like

#Extraordinary Items


Shrapnel Ammo

Sci-fi/Modern Fluff (click to see) *This ammo can be made in a variety of sizes to fit a number of different weapons. It is crafted in such a manner that upon striking a surface a second internal explosion will happen, sending out fragments of the ammo.*
##Shatter Tip Ammo
Fantasy Fluff (click to see) *This ammo looks to be of poor quality upon first glance. The tip has numerous cracks running along its surface, and is actually the genius of its design. Within this tip either arcane energies or a crafty mixture of black powder resides so that once it strikes a surface an explosion happens. This causes the tip to shatter outwards and hit a broader area.*
###♦Base Item >User can load this ammo into their weapon and it adds an area damage of a 10' cone once it hits the intended target.
Cost: 2 WL (Click to view details of the item) **Properties:**
  • +2 = Area 2 (Cone 10’)
  • -1 = Expendable
  • +1 = Augmenting
  • Might need to be 3 WL due to rarity or material expenses
###♦♦Improved Item >User can load this ammo into their weapon and it adds an area damage of a 15' cone once it hits the intended target. Harder to find because of the cost and once use aspect.
Cost: 3 WL (Click to view details of the item) **Properties:**
  • +3 = Area 3 (Cone 15’)
  • -1 = Expendable
  • +1 = Augmenting
  • Might need to be 4 WL due to rarity or material expenses
  • This item might be hard to justify because of the cost and then loss of the item when used

Enlarging Potion

Fantasy Fluff (click to see) *This viscous fluid seems to surge to fill the vial that contains it, then shrinks back to about half the space.*
##Enlarging Syringe
Modern Fluff (click to see) *This creepy concoction seems to surge to fill the vial that contains it, then shrinks back to about half the space.*
##Enlarging Breath Strip
Sci-fi Fluff (click to see) *This thin strip of gritty material seems to stretch out to twice its thickness before shrinking back to the smaller size. In addition it has a lovely scent that is sure to improve the quality of your breath.*
**Special Ingredients**
  • In order to create this potion (or shot/pill/etc), you must have the proper base liquid. A purified water with no minerals (distilled water).
  • For other campaign settings, this could be a pure mineral of some sort for a pill
  • The GM is free to assign negative effects due to use (or overuse) of this item.
  • Other narrative consquences may occur such as tearing of clothing or destruction of building as the character grows in size.

###:diamonds:Base Item

The user of this item will immediately grow up to twice their size (to the next size category), but retain all of their appearance and abilities (no other effects from shapeshift). At the GM’s descretion, all of their equipment may also enlarge and may gain Advantage 1 (for example, an axe may now be considered a two-handed axe in size). This effect lasts for 1 minute.

Cost: 2 WL (Click to view details of the item) **Properties:**
  • +1 = Shapeshift 3
  • -1 = Consumable
  • +3 = Persistent
  • -1 = Special (reduced time)
###♦♦Improved Item >The user of this item will immediately grow up to quadruple their size (up to 2 size categories), but retain all of their appearance and abilities (no other effects from *shapeshift*). At the GM's descretion, all of their equipment may also enlarge and may gain Advantage 1 or 2 (for example, an axe may now be considered a two-handed axe in size). This effect lasts for 1 minute.
Cost: 3 WL (Click to view details of the item) **Properties:**
  • +2 = Shapeshift 4
  • -1 = Consumable
  • +3 = Persistent
  • -1 = Special (reduced time)

Enhance (Extraordinary Attack) Potion

Fantasy Fluff for Fire (click to see) *This opaque red fluid bubbles constantly with blues and whites rising to the top. It constantly feels warm to the touch. An honest seller/crafter will inform the customer that they should only take 1 in a 4 hour period of time. Side effects from taking too much include, but are not limited to: Internal Burns, Painful defecation, and Self-Combustion, to name a few.*
##Enhance (Extraordinary Attack) Disposable Earpiece
Modern Fluff (click to see) *This specialized earpiece is designed to sync with fire based weapons. It quickly helps calculate the best aiming matrix and relays the information to the wearer. For faster use and simplicity of design, the earpiece is specialized to only one attack type. The battery lasts a variable amount of time, and to protect the patent it self-destructs at the end of its use. More than one *can* be linked together for faster processing, but the additional use of battery can be dangerous to the user.*
##Enhance (Extraordinary Attack) Nanorobotics
Sci-fi Fluff (click to see) *These specialized nano-robots have been programmed to aid the user in a particular field of attacking. Due to the risks of too many nano-robots being in the system at a time, they are designed to leave and then self-destruct once their energy sources are spent, which can vary depending on how much bio-electricity the absorb from the body. Taking more than 1 application of these nano-robots may increase a users effectiveness, but the potential risk is something to consider.*

The length of time this item lasts is determined by the users fortitude (or other applicable Attribute as determined by the GM) as follows:
1 hour +
CR 12 = 1 hour (2 total)
CR 16 = 2 hour (3 total)
CR 20 = 3 hour (4 total)
Do not take more than 1 in a 4 hour period of time. If more than 1 is taken before 4 hours have passed, any number of the following may occur as determined by the GM:

  • Persistent Damage 6 (1d8)
  • Persistent Damage 2 (1d4) as Lethal Damage
  • 1 level of Fatigued
  • Incapacitated until the item has worked its way through the system (4 hours)
  • Additional Advantage
  • Anything else the GM can think of as relative

Consuming more than 2 within 4 hours most certainly can result in Finishing Blows as the GM sees fit.

Special Ingredients

  • In order to create this item, you must have the proper base ingredient. A purified water with no minerals (distilled water), sanitized batteries, etc.

  • For other campaign settings, this could be a pure mineral for some sort for a pill

  • May substitute any other Energy type (Ice, Water, Wind, Electricity, etc), or others (Entropy) for what this item Bolsters. May also enhance Might or Agility in some circumstances.

###:diamonds:Base Item

The user of this item receives Advantage 1 to all Energy(Fire) [or other selected Extraordinary Attribute] based actions (Attacks and Invocations).

Cost: 2 WL (Click to view details of the item) **Properties**
  • +1 = Bolster 3 (Extraordinary Attribute [Specify Energy Type if used])
  • +3 = Persistent
  • -1 = Consumable
  • -1 = Special (Reduced Time)
  • Might need to be 3 WL depending on setting
###♦♦Improved Item >The user of this item receives **Advantage 2** to all Energy(Fire) [or other selected Extraordinary Attribute] based actions (Attacks and Invocations).
Cost: 4 WL (Click to view details of the item) **Properties**
  • +3 = Bolster 6 (Extraordinary Attribute [Specify Energy Type if used])
  • +3 = Persistent
  • -1 = Consumable
  • -1 = Special (Reduced Time)
  • Might need to be 3 WL depending on setting
###♦♦♦Superior Item >The user of this item receives **Advantage 3** to all Energy(Fire) [or other selected Extraordinary Attribute] based actions (Attacks and Invocations).
Cost: 5 WL (Click to view details of the item) **Properties**
  • +4 = Bolster 8 (Extraordinary Attribute [Specify Energy Type if used])
  • +3 = Persistent
  • -1 = Consumable
  • -1 = Special (Reduced Time)
  • Might need to be 3 WL depending on setting

Krund's Unfaltering Root

Fantasy Fluff (click to see) *This normal looking Ack-zac root, appearing almost like jerky, is far from normally. A special mixture of Orc'ish spices allows this root to stay in a person's system far longer than normal food. The special weave of Arcane or Extraordinary, however, turns this hard to stomach ration into a stabilizing concoction. Upon consuming this famously named root, a person will receive a jolt of inspiration right as they are falling unconscious in order to stay away. Some have even claimed to see an image of Krund himself yelling at them about their weakness for falling, though that is probably just hallucinations.*

##Krund’s Unfaltering Heart Patch

Modern & Sci-fi Fluff (click to see) *This patch, placed over the heart of the user, detects the heartbeat and stress state. Upon detecting that the user has fallen unconscious, it will send a jolt of energy and a small dose of adrenaline to keep them awake. However, the patch only lasts for a finite time of monitoring before it runs out of juice. There have been reports of side effects where users have had hallucinations of a hulking humanoid figure with tusks jutting up from his mouth.*

The length of time this item lasts can be determined by the users fortitude/will/peresence (or other applicable Attribute as determined by the GM) as follows:
4 hours +
CR 12 = 2 hours (6 total)
CR 16 = 4 hours (8 total)
CR 20 = 6 hours (10 total)
CR 22 = 8 hours (12 total)
CR 24 = 10 hours (14 total)

Once the item as been expended, or if the time has expired, it can no longer be used to aid the user.

In addition, the user may experience a hallucination (phantasm) that gives them Disadvantage 2 for all Perception related checks for 4 hours after the item has surged healing into their body. The GM may feel free to grant a Legend Point if the player role-plays up the Phantasm.

Special Ingredients

  • In order to create this item, you must have the proper base ingredient. The GM will determine how accessible these materials are in your Compaign.

###:diamonds:Base Item

Upon falling to 0 HP (unconscious), the user receives a jolt of HP back into their system of 2d6.

Cost: 3 WL (Click to view details of the item) **Properties**
  • +2 = Heal 5 (2d6)
  • +2 = Autonomous
  • -1 = Consumable
  • +2 = Reliable
  • -2 = Special (Cursed [Phantasm = Krund half-orc], affects Perception)
  • The GM may cause this to be only a -1, raising the WL by 1

###:diamonds::diamonds:Improved Item

Upon falling to 0 HP (unconscious), the user receives a jolt of HP back into their system of 2d10.

Cost: 4 WL (Click to view details of the item) **Properties**
  • +3 = Heal 7 (2d10)
  • +2 = Autonomous
  • -1 = Consumable
  • +2 = Reliable
  • -2 = Special (Cursed [Phantasm = Krund half-orc], affects Perception)
  • The GM may cause this to be only a -1, raising the WL by 1

###:diamonds::diamonds::diamonds:Superior Item

Upon falling to 0 HP (unconscious), the user receives a jolt of HP back into their system of 3d8.

Cost: 5 WL (Click to view details of the item) **Properties**
  • +4 = Heal 8 (3d8)
  • +2 = Autonomous
  • -1 = Consumable
  • +2 = Reliable
  • -2 = Special (Cursed [Phantasm = Krund half-orc], affects Perception)
  • The GM may cause this to be only a -1, raising the WL by 1

1 Like

Added an exploding bullet

changed name to Shrapnel Ammo, and added Enlarging Potions, Minor and Major

Added Enhance Fire (Energy/Entropy) Potions Minor/Major/Greater

Vast improvement in layout, plus linkage.

Still working on finishing new layout for the Weapons and 2 pieces of armor, but have it down now.

Also provided 3 different Genres for most of the items to fit Fantasy/Modern/Sci-fi. In a few instances Modern & Sci-fi might be the same.

Going to include a link in posts soon that “goes back to top” as well.

I am considering just putting future new items in “Replies”, and just have the master list link to it, not decided yet though.

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added in

Krund’s Unfaltering Root (or Heart Patch) to help keep you in the fight!

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added in Krund’s weapon: