GM Card Crafting Recipes

# Craftable GM Cards

This page is dedicated for different types of roleplay items or consumables that can be crafted and how to do so.

Crafting attempts must be witnessed by a staff member, such as a ST/FL/GM, and resources for the attempt collected by them prior to the attempt.

## **Disguises**

Disguises are worn to conceal one's identity or to deceive with a false identity.

**Fabric Disguises** are sewn together and require meticulous hand-eye coordination and patience, as well as skill in dyes and embroidery.

**Armor Disguises** are crafted from metal with muscle and sweat, reshaping the forms in fire and under the weight of a hammer.

**Glamour Disguises** are illusion based, either faking an existing outfit to appear as another color, shape, or material, or falsely presenting that there's an outfit there to begin with. These illusionary garbs are easier to deceive with, but dissolve at the end of the scene, or if their magick is dispelled.

Directions: Roll Stealth + Fitness for a fabric or armor disguise (or Magick for a glamour disguise). Combine the results and refer to the chart to determine the quality of the disguise. If you roll a critical fail on either die, the attempt is botched and the resources wasted. If you roll a critical success on one or both die, the disguise gets a bonus to the resulting quality.

## **Stalker Sandals**

Roll 2 dice, then combine the results. Rolling a 1 on either die results in a failed attempt.

(Fitness)
(Knowledge/Faith/Nature)
to activate effect.

## Prosthetics

Create new limbs to replace missing limbs, sometimes with added functionality. ( ͡° ͜ʖ ͡°)

(Knowledge/Fitness)
or Tinkertech 3
* 2-12: +1
* 13-18: +2
* 19-23: +3
* 24-27: +4
* 28-30: +5
* Natural 20: +5

(add Machina or Tinkertech Level to total)
Note: Can replace existing arm. (Requires Medical 2)
Can be used to traverse vessels in Vessel Combat, or catch falling characters.
Consume 50 Mineral per use: +X when attempting to target with your grapple hook, up to 30m. Also extends the range of your hook by 1 square in Vessel Combat.

## Charms

Create charms that provide temporary benefits. By consuming aether, the effect lasts until the end of scene, unless stated otherwise. These items can be taken if you are knocked out, captured, or detained.

(Knowledge/Faith/Nature)
Enchantment 1
+ 100 Aether
* 2-12: +1
* 13-18: +2
* 19-23: +3
* 24-27: +4
* 28-30: +5
* Natural 20: +5

(add Abjuration Level to total)
 Foolproof Charm
Enchantment 1
+ 100 Aether
* 2-12: +1
* 13-18: +2
* 19-23: +3
* 24-27: +4
* 28-30: +5
* Natural 20: +5

(add Transmutation Level to total)

## **Demon Circles**

The circles are used to contain and trap demons for the purposes of communication, bargaining, or rituals.

(Knowledge/Faith/Nature)
* Hexcraft 3
* 2-8: X=2
* 9-14: X=3
* 15-19: X=4
* 20: X=5
 * Demonology 2
* Hexcraft 3
* 2-7: X=2
* 8-13: X=3
* 14-19: X=4
* 20: X=5
 * Demonology 3
* Hexcraft 3
* 2-6: X=2
* 7-12: X=3
* 13-19: X=4
* 20: X=5
maintaining the circle.

## Abjuration Barriers

These shields are used outside of CBS combat to prevent RP and Dice-Combat damage or effects from hitting or happening.

## Familiars

These are creatures summoned forth to do the bidding of their summoner. Familiars can be linked to a person or structure. Non-sentient familiars that exceed a range of 30 meters from their link-source are incapable of doing more than rudimentary tasks, for example they are incapable of spying or relaying information. Sentient familiars are incapable of exceeding this range without explicit permission from their summoner, and allowing such grants the elemental (typically an imp or demon) significantly more free will to act on their own intentions, rather than the motives of their summoner... such is not recommended without significantly abundant loyalty, bribery, blackmail, or threat.

## Golems

These are beings formed from materials to serve as loyal creations.

## Vessels

These crafts are utilized for transportation and mobile conflict. For more information on how to use vessels in Grid-Combat, refer to the Vessel Combat page.

### **Group Fleet Limitations**

Vessel crafting requests are capped per 3-month period, per group:

* 1 Large or Gargantuan vessel per 3-month period.
* 2 Medium vessels per 3-month period.
* 3 Small or Tiny vessels per 3-month period.

Groups are restricted to 1 Gargantuan Vessel at any time, and if destroyed, they must wait until the next 3-month period to rebuild a new one.

3-month period is defined as:

* Jan-Feb-Mar
* Apr-May-Jun
* Jul-Aug-Sep
* Oct-Nov-Dec

### **Construction**

The Construction DC must be met with a series of cumulative solo or group D20 rolls, using skills relevant to crafting:

* Knowledge (Blueprint reading, relaying directions, using magick)
* Fitness (Lifting heavy material, transporting resources, hammering)
* Other skills may be utilized as deemed relevant by the staff present

* **Preparing Materials** - Measure and cut material, such as planks or metal sheets.
* **Transporting Materials** - Bringing the materials from from storage to the construction site, or to designated workers.
* **Framing** - The internal framing is built first to represent the shape of the vessel.
* **Planking** or **Welding** - to form the hull over the frame.
* **Installation** - installing masts, sails, machinery, wiring, piping.

Characters willing to help with the construction may be allowed to roll, as determined by the player requesting the construction attempt.

A player gets an additional bonus to their roll equal to the number of **other** unique players participating and helping with the overall construction. (i.e. other people than yourself intending to roll dice during the construction attempt)

* Example 1 (Player tries to build a small ship alone, they roll 3 dice with no bonus to their modifiers.)
* Example 2 (Player tries to build a small ship, with one other person helping. They each get a +1 to their rolls in addition to their modifiers.)

* Rolling a Natural 1 means that roll is not counted towards the cumulative goal.
* Rolling a Natural 20 means that you may allow any player to reroll one of their attempts. Alternatively, you may instead refund 100 resources from the cost of the construction. (You may decide at any point during the construction.)

If the construction requester would like to allow more people to participate in the construction, add 1 roll and +15 DC per additional person rolling.

Resources are submitted to the staff member witnessing the event, prior to the attempt.

### **Failed Construction**

If the attempt fails to reach the DC, something narratively goes wrong during construction that postpones or prevents completion (a work accident occurs, tools or parts get damaged or become lost, something vital isn't measured correctly and doesn't fit, there's a leak or an engine/turbine/crystal/motor malfunctions, sections fall apart, something explodes/catches on fire, etc)

Half the resources would need to be submitted to staff again before construction may resume, (A lack of resources may require the completion of the construction to resume at another time) and the DC lowers by 15 (to represent the vessel already being partially constructed)

Second failure: Requires 1/4th of the original resource cost and the DC lowers by 10.

Third failure: Requires 1/8th of the original resource cost and the DC lowers by 5.

Fourth failure: Requires 1/8th of the original resource cost and the DC lowers by 0.

### **Monthly Changes**

Balance changes do not penalize vessels already constructed, the stats on existing GM cards remain accurate until the vessel is destroyed or until relevant parts have been replaced.

###### -End of September 2023 Patch

* Technology Gun Re-balance: Machina ships are the slowest, but have the largest range and accuracy.
* Tinkertech ships have the baseline cannons you'd expect on most ships, and provide no special bonus.
* Aethertech ships are the fastest with the most firepower, but are meant to be the most fragile and most challenging to repair on the fly.

* Tinkertech cannons: 1 gun per gunner, 0 accuracy, range 2 (nerfed accuracy by 1)
* Aethertech guns: 2 guns per gunner, 1 accuracy, range 2 (nerfed accuracy by 1)
* Machina guns: 1 gun per gunner, 2 accuracy, range 3 (buffed accuracy by 2)

* Capacity removed from vessels with decks, largely unneeded & unused mechanic. Only needed for beasts or small vessels with limited cockpit space.

###### -End of October 2023 Patch

* Goblintech, Dark Aethertech, and Necrotech vessels added
* Prices of Vessels recalculated.
* Added Gargantuan size ship stats
* Added descriptions and tech tree passives to encourage each ship-line has a unique flavor and feel in combat.

###### -End of December 2023 Patch

* Allow for ship modules and guns sacrificed during construction to be purchased and replaced later, at a higher cost.

###### -End of January 2024 Patch

* Buffed Machina passive.
* WIP - Construction will require a variety of different rolls to represent the building process. (Pending Dice Mod rework)
* WIP - Allow ships to be upgraded in size

### **Common Vessels**

Common vessels are the bread and better of Malm, comprising most of the common merchants and pirates of the open seas and primitively forged roadways, such as wagons, carts, boats, and ships.

**Tech Tree Passive:** Allies attempting to board this vessel add +2 to their attempt. Allies on board this vessel receive +2 to avoid being pushed, pulled, shoved, stumbling, or falling from this vessel.

### **Tinkertech Vessels**

Tinkertech vessels are the common folk's contraptions, their testament to ingenuity and creativity, utilizing balloons, propellers, wings, magick, enchantments, all contained within the confines of wood and simple metal constructs. Many merchants, guilds, and pirates will have access to some form of tinkertech creation to ferry their goods and services.

Many of such vessels are based off of or inspired by prior inventions or common vessels, and as such have many of the same strengths and weakness, often flammability. Otherwise, these are baseline vessels that are neither lacking nor exceptional, except what the crew invests into it.

**Tech Tree Passive:** Allies attempting to board this vessel add +2 to their attempt. Allies on board this vessel receive +2 to avoid being pushed, pulled, shoved, stumbling, or falling from this vessel.

### **Aethertech Vessels**

Aethertech vessels siphon aether from the environment to fuel their inventions, with the exception of soul aether from living creatures. Aethertech is still controversial, as siphoning from the world is still detrimental if done in excess, potentially causing environmental destruction or aetheric imbalances.

Despite this, it is undeniable that Aethertech produces results, as some of the sleekest, fastest, most devastating creations in Malm. However, their high level construction requires expertise in meticulous and precise repairs, which they may require, being some of the lightest and least armored vessels.

**Tech Tree Passive**: Repair Supplies may take the form of infused crystals, and 1 may be sacrificed as a Ship Action by a gunner or pilot to increase the vessel's Awareness or Speed by +1 for that turn. Alternatively, the vessel's damage can be changed to another type for that turn.

### **Machina Vessels**

Machina vessels are slow, heavily armored, steampunk style war vessels of thick steel and other alloys. They are more resistant to gunfire and physical assaults from monsters, which bounces off their metal exterior. While their weight and size makes them slow to traverse and maneuver, their guns are designed for long range artillery fire with militaristic accuracy.

**Tech Tree Passive:** The Pilot may sacrifice 1 Repair Supply to increase the vessel's Speed by 2 for that turn.

### **Goblintech Vessels**

Goblintech vessels are fascinating creations of garbage, mashed together chunks of wreckage, recycled parts that shouldn't fit together, inefficient fuel-guzzling, pollution spewing, hunks of haphazard floating metal that should have no right functioning... but somehow do with goblin style stubbornness and cheeky ingenuity. It just works... barely.

**Tech Tree Passive**: Any listed beneficial numerical stat can be sacrificed during construction to reduce the cost of a goblintech vessel, rather than just Guns or Modules. Additionally, the Pilot may have the vessel lose 1 Hull to increase their Speed by 1 for that turn.

### **Dark Aethertech Vessels**

Dark Aethertech, introduced by the dark elves, is similar to Aethertech, but utilizes soul aether to fuel its inventions. This aether is stronger, but more fleeting than other aether sources, requiring the use of many sacrifices or long-term prisoners to keep the devices fueled, often considered illegal and/or immoral.

**Tech Tree Passive**: Repair Supplies may take the form of prisoners, and 1 may be sacrificed (or siphoned to near-death) as a Ship Action by a gunner or pilot to increase the vessel's Awareness or Speed by +1 for that turn. Alternatively, an allied NPC unit on board may be sacrificed instead for the same effect.

### **Necrotech Vessels**

Necrotech creations are an amalgamation of corpses and metalwork, a type of Frankenstein-like mashing of flesh and welding and sometimes necromancy. Such creations are often visibly horrific and considered heavily immoral and illegal, due to the exploitation of the dead and/or utilization of unlicensed illegal magick.

Such vessels are typically difficult to repair in the heat of battle, due to their strange formation and combinations. However, these vessels make up some of the most unique, albeit questionable, creations, and are often considered disposable due to their commonly found and exploited components.

**Tech Tree Passive**: 1 Hull may be sacrificed by the Pilot, and may be done in addition to their Ship Action, to spawn undead NPC's on that vessel. The vessel must already have had such undead NPC's present. The amount of spawned NPCs is determined by the size of the ship:

* Tiny - 1 NPC
* Small - 1 NPC
* Medium - 2 NPC
* Large - 2 NPC
* Gargantuan - 3 NPC

## Vessel Modules

The following is a guideline for Module construction. Modules are add-ons for vessels that allow them to accomplish things outside the normal expectations, such as special ammunition, prototype weapons, special engine designs, enchanted devices, etc.

 DC
 Rolls
+1 for extra person rolling.

* Stat value is determined by point value, such as the range, awareness bonus, and number of shots of a gun module, or the added hull integrity of plated armor or shields.
* Bonuses for each unique participant apply, as does the benefits or penalties of critical success or failure rolls.
* Resource Cost will be split into portions based on material logically needed to craft it, as determined by GM.
* Zill Cost will be required, equal to half the total resource cost.
* Depending on the module's function, it may require Knowledge Prerequisites, such as Enchantment or Tinkertech, as determined by GM.

## Taming

The following is a list of various animals that might be tamed and how they might stack up in a combat scenario.

### Tame DC:

This cumulative DC must be reached with successive Nature rolls to complete a successful taming session. The resource Cost is spent for every attempt, and the result of each roll is subtracted from the total until taming is completed.

If a character does not have enough material to finish the taming in one attempt, the beast remains untamed and a separate attempt to finish the process must occur on a subsequent day.

Searching/Hunting/Taming must be witnessed by a staff member, such as a ST/FL/GM, so that resources may be collecting and roll attempts may be recorded.

Critical Failure: That roll result doesn't count towards the cumulative total.

Critical Success: The beast is granted +1 Growth to be spent upon taming completion to increase an applicable stat.

### Beast Tamers

Individuals can tame beasts for the benefit of others, or for profit. Once a beast is tamed, it is allowed to gift, loan, barter, or sell the beast GM card, and it is assumed the beast is conditioned well-enough to accept its new owner's commands just as well as the one that tamed it.

The holder of the GM card determines who their beast is loyal to, and who the beast recognizes, is friendly towards, and allows to ride it recreationally or during an emergency.

During a conflict, if the beast's GM card holder is incapacitated or unperceived by their beast, they may allow another character to ride and control their beast's actions for the remainder of the scene, or until they are perceived and restored from incapacitation. The beast's GM card holder may otherwise control their unridden beast to act independent of a rider, regardless of the GM card holder's current status, so long as they are acting upon the following simplistic logic:

* Carry out owner's most recent order/s (protect, guard, flee, escort, go home, fight, search, etc)
* Defend self
* Hide
* Seek food
* Seek owner
* Protect owner or ally
* Retaliate against a target that harmed it or an ally
* Retaliate against a target blocking its path to retreat or the path to an ally.
* Fight for dominance, only while above half HP
* Flee in self-preservation

### Beast Adaptation

Some beasts may appear a certain way when fought or encountered out in the wild, but when tamed may adapt to their new condition, and adopt traits they didn't have before, and abandon traits they did have. For example, a wyvern experienced in the wild that demonstrates a variety of abilities, such as a fire breath or poison tail, may change once captured, and may adapt towards a specific identity, such as leaning towards becoming a fire wyvern or an earth wyvern.

### Character Size Differences

Tiny characters, such as faeries, may treat normal sized animals as giant versions, such as insects or bats, utilizing them as mounts. Doing so requires 1/4th of the listed resources. Such mounts have their speed reduced to 1, increasing their DC by 2 for each reduction. Tiny mounts do no damage to normal sized mounts or vessels.

### Maturation

Eggs or offspring of beasts may be found, claimed, or adopted from the wild, or taken in after being abandoned. Such beasts are not suitable for battle, neither as a fighting companion, nor as a mount, until they reach maturity. Taming a beast from a young age requires half the Tame DC, and half the resource cost, but one must wait for them to reach maturity before they offer any significant aid in a scene, apart from companionship or distractions.

### Locale

Many beasts appear naturally in certain climates and environments. The first step to taming a beast is locating one, and if you're not searching the right area, you have zero chance to find the beast you're seeking. The Nature DC to locate a beast is based on how exotic, rare, or elusive a given beast might be to find, even if you're looking in the right spot.

### Nature Rarity

This Nature DC may be attempted once per event by each character participating in a search/hunting party. If nobody meets the DC, they are unable to locate the beast they are looking for that day, and instead may encounter some other beast, terrain hazard, weather hazard, or story event as determined by the ST or GM present.

Some beasts are tamed in a different manner, either through pacts or reanimation, and utilizes Knowledge, Faith, or Nature to wield magick to forge a bond with such a companion. Such rituals may require advanced knowledge and an applicable target, such as the remains of a dead beast.

### Density

This number determines how many of a given beast may be found during any given search or hunt. Common animals or pack animals may be found in herds and abundant groups, whereas mythical or endangered beasts may be near impossible to find and singular. This number is rolled or determined at the beginning of the hunt by the ST or GM present.

### Keywords

Gallop - Once per scene, you may double this beast's speed for one turn.

Swoop - This beast may move 1 extra grid-square, if descending through the air.

Venom - If this beast damages another beast or character, that beast or character's awareness is reduced by 1 until healed or cleansed, or until the end of the scene. This effect stacks.

Ram - This beast gets +1 Awareness to its first attack for each grid-square it moved before attacking.

Grapple: +X - This beast may use one of its attacks to grab another similar sized beast or character, or smaller, instead of dealing damage, adding the variable amount to the total rolled.

Consume: X - This beast may spend resources (to a staff member) to trigger an effect during its turn.

Heal - This beast may regain a lost point of Health, up to its max Health.

X Platformer - This beast has enough surface area to construct upon, allowing a number of gun emplacements depending on the beast's size.

* Small - 2 guns
* Medium - 4 guns
* Large - 6 guns