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Black Meridian Ore is a dull black mineral commonly found in mining regions across multiple luminants. In its raw state it has no beneficial effects. When consumed directly it only creates strong cravings and mild sickness.
The ore becomes useful only after refinement. When ground into powder and combined with other substances - alcohol, fungal cultures, mining chemicals, or biological extracts - it produces stimulants with short-term effects. These mixtures are illegal in most Authority territories.
The Skaven only knows **1 formula** at the start of the campaign. Additional variants are learned through experimentation, level progression, or finding notes from other miners and smugglers.
---
# Core Drug Crafting System
### Required Materials
To create a dose, the player needs:
* **1 unit Black Meridian Ore (powdered)**
* **1 reagent**
Reagents determine the variant produced. Examples include:
- Alcohol distillate
- Tunnel fungus cultures
- Industrial solvent
- Blood samples
- Chemical stabilizers
- Ether-infused materials
The player must know the correct formula to produce the intended variant.
---
### Crafting Procedure
Drug crafting can be performed during:
- Long Rest
- Campfire
Crafting time: **10 minutes per dose**
A character may carry multiple prepared doses (up to 5)
---
# Drug Use
Using a dose requires a **Bonus Action**.
After consumption:
- The drug activates immediately
- The effect lasts **3 rounds**
Each variant provides both benefits and drawbacks. The exact bonuses depend on the formula used. Only **one variant may be active at a time**.
Consuming another dose while a previous one is active:
- Ends the current drug effect
- Applies the new effect
- Adds an additional +1 toxicity
---
# Toxicity System
Black Meridian mixtures are unstable and harmful in large amounts. The character has a **Toxicity Meter**.
### Toxicity Gain
Each dose adds:
* **+2 Toxicity**
The meter resets to **0 after a Long Rest**.
### Toxicity Thresholds
**0 – 3 Toxicity**
No penalties.
**4 – 5 Toxicity**
Body strain begins.
- Posture Regain **-1**
**6 – 7 Toxicity**
Serious side effects.
- Movement Speed **-1.5 meters**
- Posture Regain -1
- Dodge Throws lose **Advantage**
**8+ Toxicity**
Overdose risk begins.
* Every time another dose is consumed at this level the player must roll a **Constitution check**.
* Failure triggers an **Overdose Event**.
---
# Overdose System
When an overdose occurs, the body cannot handle the stimulant load.
Immediate effects:
- **Lose all remaining Posture**
- Become **Staggered**
- Take **1d6 Necrotic damage**
The active drug effect ends immediately.
After the overdose resolves:
- Toxicity resets to **3**
- The character cannot consume another dose for **3 rounds**
If another overdose occurs in the same encounter:
- HP immediately drops to **1**
- Character becomes **Incapacitated** under normal incapacitation rules.
---
# Variants
All variants use the same base ingredient:
**1 unit Black Meridian Ore (powdered)**
The second ingredient determines the variant. More complex reagents create stronger mixtures but are harder to obtain.
All variants:
- Activate immediately on consumption
- Last **3 rounds**
- Apply **+2 Toxicity**
- Only one variant may be active at a time
The Skaven beagins with **Variant I**.
# Variant I - Tunnel Brew _(Starting Variant)_
**Reagent:** Cheap alcohol or fermented fungus
**Effect**:
- Movement Speed **+1.5 meters**
- Posture Regain **+1**
**Drawback**:
- Intelligence checks -1
- Dexterity checks -1
Heart rate increases slightly and breathing becomes faster. It keeps the user alert but does not heavily strain the body.
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* Assassin type
* Dodge focus
* Addicted to super crack
* Variants?
* Supercharge [[AXIOM-07 “DEVIANTCORE”]]?
* Light weapons
* Explosives (Legalize Nuclear Bombs)
* Self-produced poison
* Black death/Plague?
* Containment Measure
* Mantras
* Shadow-wizard-money-gang?
* Death
* Cancer Touch
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The Skaven grew up in **Iron Meridian**, a massive industrial city controlled by the Central Authority. The city is built around factories, smelters, and mining operations. Most Skaven there survive by stealing food, selling information, or doing dangerous work no one else wants.
He spent most of his early life in the lower districts, living off scraps and theft. Skaven communities in the city are unstable. Groups form and break apart quickly, and fights over territory are common. Learning to run, hide, and stab faster than the other rat was usually enough to survive.
Eventually he was caught stealing from a warehouse owned by the Authority. Instead of executing him, they sent him to the mines outside the city. Cheap labor was more useful. The mines produced a strange ore. Workers called it **Black Meridian Ore**. The Authority banned its consumption because miners kept getting sick or unstable after handling it. The Skaven discovered something different.
If the ore was ground into powder and mixed with other substances, for example alcohol, fungus cultures, certain chemicals used in minings, it produced a stimulant. The raw ore itself did nothing except create strong cravings, but mixtures created powerful temporary effects.
Miners sometimes traded these mixtures secretly. The Skaven learned how to refine them better than most. That is where his addiction started. Over time he learned to produce multiple **variants** of the drug by mixing the ore with different reagents.
The Skaven was considered too problematic to keep in the mines. He was caught with refined ore mixtures and blamed for distributing them. Instead of executing him, the overseers sold him to a merchant broker. Skaven are sometimes used as cheap meat cargo in long-distance shipments. Smaller races are easy to transport and not considered valuable enough to protect.
---
### Core Stats
**Health (HP): 13**
**Posture: 11**
Posture Regain per Turn:
- **1 + (Fortitude Modifier ÷ 2, rounded down)**
**Ether Capacity: 14**
Ether Regain per Turn:
- **1 + (Willpower Modifier ÷ 2, rounded down)**
**Sanity: 8**
**Base Movement Speed: 10.5 meters**
---
### Attribute Stats
**Strength: 15**
**Dexterity: 13**
**Fortitude: 14**
**Intelligence: 12**
**Willpower: 11**
**Charisma: 7**
---
### Physical AC
- **Blunt AC:** 5
- **Slash AC:** 5
- **Pierce AC:** 5
### Elemental AC
- **Fire AC:** 0
- **Lightning AC:** 5
- **Force AC:** 5
- **Necrotic AC:** 5
- **Gas AC:** 10
- **Holy AC:** 0
- **Blood AC:** 5
- **Ice AC:** 5
---
### Dodge Capability
- **Dodge Throws at Advantage.**
- Successful Dodge movement increases from **3 -> 4.5 meters**.
### Parry Capability
- **Parry Throws at Disadvantage.**
- Counterattack damage from Parries reduced by **–1**.
### Small Frame
- Gain **+1.5 meters movement speed** in confined spaces.
- **Knockback moves you +1.5 meter further.**
- Count as **Small** for grapple, pull, drag and shove interactions.
### Addict
* Your body has adapted to Black Meridian stimulants.
* While under the effect of a Black Meridian drug:
- Gain **+1 Posture Regain**
- Gain **+1.5 meter Movement Speed**
- Withdrawal begins after **24 hours** without a dose.
### Withdrawal
If the Skaven goes **24 hours without consuming a dose**, withdrawal begins.
- Movement Speed **-3 meters**
- Posture Regain **-2**
- Ether Regain **-2**
- Lose **1 sanity** every hour.
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The Skaven carries a rare infection known among miners as **Meridian Rot**. It is believed to originate from contaminated biological material that was exposed to Black Meridian ore deposits deep in Authority mines.
The disease spreads only through **highly concentrated bodily fluids**. Casual contact is not enough. Infection requires open wounds and a significant amount of contaminated fluid.
For most races the infection progresses quickly and kills within weeks. Skaven physiology slows its progression significantly. The disease remains in an **early dormant stage**, allowing the Skaven to survive while still carrying the pathogen.
The Skaven’s long-term motivation is to eventually **remove or cure the infection**. Until then, the infection changes how his body chemistry behaves.
One side effect is that his saliva becomes chemically unstable. When exposed to air it reacts with oxygen and biological tissue, allowing him to produce **reactive venom**.
---
# Core Mechanic - Venom Coating
The Skaven can coat his weapon using infected saliva.
### Apply Venom
**Action:** Bonus Action
**Target:** One weapon currently held
The venom remains active for:
- **3 successful hits**
- or **3 rounds**, whichever comes first
After that the coating breaks down and must be reapplied. Only **one weapon** may be coated at a time. Applying venom does not cost Ether.
### Venom Charges
The Skaven can produce a limited number of coatings before the infection becomes unstable.
**Venom Charges:**
- Base charges: **2 per combat**
- Charges refresh after **Short Rest**
Using a charge represents producing enough infected saliva to coat a weapon.
---
# Infection Stage System
The plague slowly evolves over time. It has **four stages**, each unlocking stronger venom effects. The Skaven begins at **Stage I (Dormant Carrier)**. Progression is narrative and tied to the campaign.
### Stage I - Dormant Carrier
The infection exists but is mostly suppressed by Skaven biology.
When a venom-coated weapon hits:
- Apply **Rot Poison** to the target for **2 rounds**
Rot Poison:
- Target takes **1 damage at the start of its turn**
- Target suffers **–1 Posture Regain**
---
## Stage II - Reactive Infection
The pathogen adapts to the host. The saliva becomes more chemically aggressive.
Venom Charges increase:
- **3 charges per combat**
Rot Poison becomes stronger:
- **2 damage per round**
- **–1 Posture Regain**
- Target suffers **–1 Constitution checks**
---
## Stage III - Symbiotic Carrier
The infection begins feeding off the host’s bloodstream. At this stage the Skaven can control venom more precisely.
Venom Charges:
- **3 per combat**
Venom coating lasts:
- **4 hits instead of 3**
Rot Poison now applies:
- **2 damage per round**
- **–1 Posture Regain**
- **–1 Dodge Throw**
The infection interferes with reflexes.
---
## Stage IV - Mutated Strain
The plague has adapted almost completely to the Skaven. Removing it becomes extremely difficult.
Venom Charges:
- **4 per combat**
Rot Poison becomes **Virulent Rot**:
- **3 damage per round**
- **–2 Posture Regain**
- **–1 Dodge Throw**
- If the target becomes **Staggered**, poison damage doubles for that round.
---
# Infection Risk
Because the venom comes from a living infection, it can theoretically spread.
However transmission requires:
- Open wound
- Repeated exposure
- Large quantity of infected fluid
In combat this rarely happens.
DMs may choose to apply infection if:
- The Skaven deliberately infects someone
- Someone consumes the venom
- A character is exposed repeatedly
For most encounters it remains a combat toxin rather than a contagious disease.
---
# Biological Strain
Producing venom repeatedly irritates the infection.
If the Skaven uses **all venom charges in one encounter**, he suffers:
- **–1 Constitution checks until the end of combat**
due to inflammation around infected tissue.
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# Variant II - Iron Vein
**Reagent:** Trace of industrial metals or mining dust
**Effect**:
- Physical AC **+5 (Blunt, Slash, Pierce)**
- Gain **+1 Constitution** for the duration
**Drawback**
- Movement Speed **-1.5 meters**
- -1 to dodge throws
- -1 to parry throws
Blood thickens slightly and muscles tighten, making the body more resistant to impact but slower to react.
# Variant III - Sparkshot
**Reagent:** Spark gland or any mantra spark
**Effect**:
- Attack Throws **+1**
- Dexterity **+1**
**Drawback**
- Lightning AC becomes 0
The nervous system becomes overstimulated. Reaction speed increases, but the body becomes sensitive to electrical shocks.
# Variant IV - Grave Dust
**Reagent:** Animal blood or corpse residue
**Effect**:
- Regain **+10 HP immediately**
- Increase Max HP by 5 for the duration
- Necrotic AC **+15**
**Drawback**
- Posture Regain **-1**
- Posture damage taken +50%
The mixture slows blood flow and reduces pain response. The body becomes tougher but sluggish.
# Variant V - Frostbite
**Reagent:** Frost fungus or Frost gland
**Effect**
- Ice AC **+15**
- Max posture **+2**
**Drawback**
- Movement Speed **–1.5 meters**
Body temperature drops slightly. Muscles stiffen but become resistant to cold.
# Variant VI - Smoke Lung
**Reagent:** Industrial solvent
**Effect**:
- Gas AC **+20**
- Gain **Advantage on Constitution saving throws**
**Drawback**
- Constitution checks **–1**
The lungs fill with irritating vapors that temporarily harden the respiratory system but make breathing uncomfortable.
# Variant VII - Bloodrush
**Reagent:** Vial of Blood
**Effect**:
- Strength **+2**
- Melee damage **+1**
- Melee penetration **+5**
- Melee chip damage **+5**
**Drawback**:
- Blood AC **becomes 0**
Adrenal glands overproduce stress hormones. Muscles become stronger but blood vessels weaken.
# Variant VIII - Gale Step
**Reagent:** Stratus orb or galestone (powder)
**Effect**:
- Movement Speed **+3 meters**
- Dodge Throws gain **+1**
**Drawback**
- Physical AC **–5**
Muscles twitch constantly, forcing rapid movement but reducing the ability to brace against attacks.
# Variant IX - Etherwake
**Reagent:** Ether crystal
**Effect**:
- Ether Regain **+1**
- Ether Capacity **+5**
**Drawback**:
- Sanity loss from hostile environments increases by **1**
- Willpower -1
The brain becomes highly sensitive to etheric currents, improving control but stressing the mind.
# Variant X - Gravefire
**Reagent:** Charred bone dust
**Effect**:
- Necrotic AC **+30**
- Regain +2 Health immediately
- Regain 1 Health per round
- Gain **+2 damage against staggered targets**
**Drawback**
- **All elemental AC except necrotic drops to 0
Cell regeneration accelerates slightly but makes tissue unstable when exposed to heat.
# Variant XI - Predator Instinct
**Reagent:** Alpha/Crimson megalodaunt hide/blood or gland extract
**Effect**:
- Dexterity **+2**
- Advantage on Stealth Throws
**Drawback**
- Charisma **–2**
Heightens aggression and predatory instincts. The user becomes socially hostile and erratic.
# Variant XII - Black Pulse
**Reagent:** Dead biomass
**Effect**:
- Posture **+3**
- Posture Regain **+2**
**Drawback**
- Every round roll a **Constitution check**.
- Failure causes **1d4 necrotic damage**.
The heart begins pumping rapidly, flooding muscles with oxygen. The strain causes small internal damage.
# Variant XIII - Super Meridian Crack
**Reagent:** Stabilized Black Meridian crystal
This mixture was never used in the mines. It was developed by smugglers experimenting with concentrated ore.
**Effect**:
- Strength **+2**
- Dexterity **+2**
- Movement Speed **+3 meters**
- Max Posture **+3**
**Drawback**:
At the end of the 3-round duration:
- Take **1d6 Necrotic damage**
- Gain **+2 additional Toxicity**
All body systems accelerate simultaneously. Muscles and nerves operate far beyond normal limits, which causes internal damage once the effect fades.
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# Batch II - Structural Blasting
**Required Tool:** Reinforced Casing Kit
Allows shaping stronger containers for directional blasts.
### Trigger Unlocked
**Impact Trigger**
- Explodes immediately when it hits a surface or target.
### Bombs Unlocked
**Concussion Bomb**
* Crafting:
- Blasting powder
- Clay casing
* Explosion radius: **4.5 meters**
* Damage:
- **1d6 Blunt damage**
* Additional effect:
* Targets must make **DC 12 Constitution check**
* Failure:
- Target is **Staggered for 1 round**
**Collapse Charge**
* Crafting:
- Blasting powder
- Reinforced metal casing
* Radius: **1.5 meters**
* Damage:
* **1d10 Blunt damage**
* Additional effects:
- **+5 posture damage**
- **Ignores AC and Shields**
- Deals double damages to structures
---
# Batch III - Chemical Charges
**Required Tool:** Chemical Mixing Kit
Allows stabilizing gases and volatile compounds.
### Trigger Unlocked
**Pressure Trigger**
- Placed on the ground
- Detonates when stepped on
- Requires **1 Action to place**
### Bombs Unlocked
**Gas Bomb**
* Crafting
- Blasting powder
- Glass container
- Chemicals
* Creates a **gas cloud radius 4.5 meters**
* Duration: **3 rounds**
* Targets inside cloud:
- Take **1d4 Gas damage per round**
- Constitution checks suffer **–1 penalty**
**Incendiary Bomb**
* Crafting
- Blasting powder
- Oil
- Glass casing
* Explosion radius: **3 meters**
* Damage:
- **2d4 Fire damage**
* Targets hit must roll **Dexterity check**
* Failure:
* Apply **Burning for 2 rounds**
---
# Batch IV - Advanced Detonators
**Required Tool:** Ether Ignition Module
Allows remote triggering using ether sparks.
### Trigger Unlocked
**Ether Spark Trigger**
- Bomb can be placed instead of thrown
- Detonate using **Bonus Action**
- Costs **2 Ether**
- Maximum distance: **12 meters**
### Bomb Unlocked
**Scatter Bomb**
* Crafting:
- Blasting powder
- Multi-pellet casing
* Explosion radius: **4.5 meters**
* Damage:
- **1d4 Pierce damage (3 separate hits)**
* Each hit resolves separately against armor.
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*Unlocked by level. Packs alternate 1 / 2 / 1 / 2.*
---
## Level 1 (Pack: 1)
### T01 - Improvised Demolition
_(Passive unlock – explosives crafting becomes available even if not equipped)_
When equipped:
- Bomb Throw Range **+3 meters**
- Bomb Damage **+1**
- Carry Capacity **+1 Bomb**
---
## Level 2 (Pack: 2)
### T02 - Fast Coating
- Applying Venom becomes **Free Action (1/round)**
- Venom Coating duration **+1 hit**
### T03 - Tunnel Runner
- Movement Speed **+1.5 meters**
- Dodge movement distance **+1.5 meters**
- Gain **+1 initiative**
---
## Level 3 (Pack: 1)
### T04 - Dirty Fighting
- Attacks against **Poisoned targets** deal **+2 damage**
- Gain **+2 posture damage** against poisoned targets
---
## Level 4 (Pack: 2)
### T05 - Quick Fuse
- Fuse bombs detonate **immediately at the end of your turn** instead of next round
### T06 - Skaven Persistence
- When reduced below **50% HP**, gain **+1 Posture Regain** and **+1.5 meters Movement Speed**
---
## Level 5 (Pack: 1)
### T07 - Venom Saturation
- Venom effects last **+1 round**
- Venom effects also drain 1 posture each round
---
## Level 6 (Pack: 2)
### T08 - Scrap Armor
- **Blunt AC +5**
- **Slash AC +5**
- **Pierce AC +5**
- Gain **+1 Posture**
### T09 - Chain Detonation
- Bombs exploding within **4.5 meters** of another bomb cause that bomb to detonate immediately
---
## Level 7 (Pack: 1)
### T10 - Sewer Stalker
- Advantage on **Stealth Throws** in dim or dark environments
- Movement Speed **+1.5 meters** while hidden
- First attack while hidden gains +10 Penetration and Chip Damage
---
## Level 8 (Pack: 2)
### T11 - Reactive Dodge
- When successfully Dodging, gain **+1 Posture**
- Once per round, Dodging an attack also **reduces the attacker’s Posture by 1****
### T12 - Venom Pressure
- Venom damage also applies **+1 posture damage**
---
## Level 9 (Pack: 1)
### T13 - Bomb Technician
- Crafting time for explosives **reduced to 5 minutes**
- When crafting a bomb, have a 50% chance to craft one more
- Bomb crafting **never critically fails**
---
## Level 10 (Pack: 2)
### T14 - Bomb Satchel
- Carry Capacity **+2 Bombs**
### T15 - Venom Penetration
- Attacks against poisoned targets gain **+5 AC penetration**
- Venom damage **ignores Gas AC and Necrotic AC**
---
## Level 11 (Pack: 1)
### T16 - Rat Reflexes
- Dodge Throws gain **+1**
- Gain **+1 initiative**
---
## Level 12 (Pack: 2)
### T17 - Toxic Resilience
- **Gas AC +10**
- **Necrotic AC +10**
### T18 - Efficient Coating
- Venom Charges **+1 per combat**
- First venom coating each combat costs **no charge**
---
## Level 13 (Pack: 1)
### T19 - Opportunistic Strike
- Attacks against **Staggered targets** add your doubled riposte modifier instead.
---
## Level 14 (Pack: 2)
### T20 - Blast Control
- Damage taken from **your own bombs reduced by 50%**
- Damage taken from **all bombs reduced by 25%**
### T21 - Pressure Bombing
- Bombs deal **+3 posture damage**
---
## Level 15 (Pack: 1)
### T22 - Plague Carrier
- Venom damage **+2**
- When a poisoned enemy dies, their corpse explodes in a 3 meter radius. Anyone inside must make a DC 14 Constitution throw.
- On fail: They are applied with venom, as if they were attacked by you.
- Can only happen once per round.
---
## Level 16 (Pack: 2)
### T23 - Fleet Escape
- After successfully Dodging, gain **+1.5 meters movement speed** until end of turn
- The first dodge you make each round costs no reaction
### T24 - Hardened Body
- **Blunt AC +5**
- **Pierce AC +5**
- Gain **+8 HP**
---
## Level 17 (Pack: 1)
### T25 - Bomb Specialist
- Bomb Throw Range **+4.5 meters**
- Bomb damage **+1**
---
## Level 18 (Pack: 2)
### T26 - Rapid Deployment
- You may **throw a bomb as a Bonus Action once per combat**
- Bomb throwing does **not provoke reactions**
### T27 - Lethal dose
- First venom hit each combat lasts **twice as long**
- First venom hit deals **+2 damage**
---
## Level 19 (Pack: 1)
### T28 - Desperate Survivor
- When reduced to **1 HP**:
- Gain **+2 Posture Regain** for 2 rounds
- Gain **+3 meters movement speed** for 2 rounds
---
## Level 20 (Pack: 2)
### T29 - Master Demolitionist
- Bomb Damage **+2**
- Bomb radius **+1.5 meters**
- Bombs deal **+2 posture damage**
### T30 - Apex Scavenger
- Movement Speed **+3 meters**
- Posture Regain **+1**
- Dodge Throws **+1****
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The Skaven learned basic blasting techniques while working in Authority mining tunnels. Explosives were used to clear rock and collapse unstable shafts. Over time he learned how to modify blasting powder into small portable charges.
This system becomes available once the character acquires the **Improvised Demolition** talent.
---
# Crafting Requirements
Crafting explosives requires a **basic demolition toolset**:
- Fuse cutter
- Ignition flint
- Metal shaping tools
- Powder storage containers
Crafting must be done during short rests or long rests
Crafting time: **10 minutes per explosive**
Maximum carried explosives: **4**
Explosives degrade after **24 hours** if unused.
---
# Using Explosives
**Throwing a bomb:** Action
Range: **9 meters**
Bombs land where thrown unless intercepted. Bombs follow standard damage resolution rules. Damage types are resolved normally and reduced by armor values where applicable. Explosions cannot be parried but may be avoided by successful dodges.
---
# Trigger Types
Explosives require a trigger mechanism.
### Fuse Trigger
Delay before explosion.
- Detonates **at the start of the next round**
- Can be kicked or thrown again before detonation
---
# Bomb Types
Different bomb types use different casing and filler mixtures.
**Fragmentation Bomb**
* Crafting
- Blasting powder
- Scrap metal casing
* Explosion radius: **3 meters**
* Damage:
- **2d6 Pierce damage**
* Additional effect:
- Targets suffer heavy bleed buildup
---
# Carry Limit
The Skaven can carry:
* **Maximum 4 bombs**
Carrying more increases instability.
If carrying **5 or more bombs**:
- Any critical failure on Dexterity checks or attack rolls causes **one bomb to detonate**.