vault backup: 2026-03-12 12:16:42
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# Variant II - Iron Vein
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**Reagent:** Trace of industrial metals or mining dust
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**Effect**:
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- Physical AC **+5 (Blunt, Slash, Pierce)**
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- Gain **+1 Constitution** for the duration
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**Drawback**
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- Movement Speed **-1.5 meters**
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- -1 to dodge throws
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- -1 to parry throws
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Blood thickens slightly and muscles tighten, making the body more resistant to impact but slower to react.
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# Variant III - Sparkshot
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**Reagent:** Spark gland or any mantra spark
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**Effect**:
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- Attack Throws **+1**
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- Dexterity **+1**
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**Drawback**
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- Lightning AC becomes 0
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The nervous system becomes overstimulated. Reaction speed increases, but the body becomes sensitive to electrical shocks.
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# Variant IV - Grave Dust
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**Reagent:** Animal blood or corpse residue
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**Effect**:
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- Regain **+10 HP immediately**
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- Increase Max HP by 5 for the duration
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- Necrotic AC **+15**
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**Drawback**
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- Posture Regain **-1**
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- Posture damage taken +50%
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The mixture slows blood flow and reduces pain response. The body becomes tougher but sluggish.
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# Variant V - Frostbite
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**Reagent:** Frost fungus or Frost gland
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**Effect**
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- Ice AC **+15**
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- Max posture **+2**
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**Drawback**
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- Movement Speed **–1.5 meters**
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Body temperature drops slightly. Muscles stiffen but become resistant to cold.
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# Variant VI - Smoke Lung
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**Reagent:** Industrial solvent
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**Effect**:
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- Gas AC **+20**
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- Gain **Advantage on Constitution saving throws**
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**Drawback**
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- Constitution checks **–1**
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The lungs fill with irritating vapors that temporarily harden the respiratory system but make breathing uncomfortable.
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# Variant VII - Bloodrush
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**Reagent:** Vial of Blood
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**Effect**:
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- Strength **+2**
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- Melee damage **+1**
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- Melee penetration **+5**
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- Melee chip damage **+5**
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**Drawback**:
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- Blood AC **becomes 0**
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Adrenal glands overproduce stress hormones. Muscles become stronger but blood vessels weaken.
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# Variant VIII - Gale Step
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**Reagent:** Stratus orb or galestone (powder)
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**Effect**:
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- Movement Speed **+3 meters**
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- Dodge Throws gain **+1**
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**Drawback**
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- Physical AC **–5**
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Muscles twitch constantly, forcing rapid movement but reducing the ability to brace against attacks.
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# Variant IX - Etherwake
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**Reagent:** Ether crystal
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**Effect**:
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- Ether Regain **+1**
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- Ether Capacity **+5**
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**Drawback**:
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- Sanity loss from hostile environments increases by **1**
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- Willpower -1
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The brain becomes highly sensitive to etheric currents, improving control but stressing the mind.
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# Variant X - Gravefire
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**Reagent:** Charred bone dust
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**Effect**:
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- Necrotic AC **+30**
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- Regain +2 Health immediately
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- Regain 1 Health per round
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- Gain **+2 damage against staggered targets**
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**Drawback**
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- **All elemental AC except necrotic drops to 0
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Cell regeneration accelerates slightly but makes tissue unstable when exposed to heat.
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# Variant XI - Predator Instinct
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**Reagent:** Alpha/Crimson megalodaunt hide/blood or gland extract
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**Effect**:
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- Dexterity **+2**
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- Advantage on Stealth Throws
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**Drawback**
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- Charisma **–2**
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Heightens aggression and predatory instincts. The user becomes socially hostile and erratic.
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# Variant XII - Black Pulse
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**Reagent:** Dead biomass
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**Effect**:
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- Posture **+3**
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- Posture Regain **+2**
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**Drawback**
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- Every round roll a **Constitution check**.
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- Failure causes **1d4 necrotic damage**.
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The heart begins pumping rapidly, flooding muscles with oxygen. The strain causes small internal damage.
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# Variant XIII - Super Meridian Crack
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**Reagent:** Stabilized Black Meridian crystal
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This mixture was never used in the mines. It was developed by smugglers experimenting with concentrated ore.
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**Effect**:
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- Strength **+2**
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- Dexterity **+2**
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- Movement Speed **+3 meters**
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- Max Posture **+3**
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**Drawback**:
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At the end of the 3-round duration:
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- Take **1d6 Necrotic damage**
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- Gain **+2 additional Toxicity**
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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
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**Required Tool:** Reinforced Casing Kit
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Allows shaping stronger containers for directional blasts.
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### Trigger Unlocked
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**Impact Trigger**
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- Explodes immediately when it hits a surface or target.
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### Bombs Unlocked
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**Concussion Bomb**
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* Crafting:
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- Blasting powder
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- Clay casing
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* Explosion radius: **4.5 meters**
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* Damage:
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- **1d6 Blunt damage**
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* Additional effect:
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* Targets must make **DC 12 Constitution check**
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* Failure:
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- Target is **Staggered for 1 round**
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**Collapse Charge**
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* Crafting:
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- Blasting powder
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- Reinforced metal casing
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* Radius: **1.5 meters**
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* Damage:
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* **1d10 Blunt damage**
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* Additional effects:
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- **+5 posture damage**
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- **Ignores AC and Shields**
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- Deals double damages to structures
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---
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# Batch III - Chemical Charges
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**Required Tool:** Chemical Mixing Kit
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Allows stabilizing gases and volatile compounds.
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### Trigger Unlocked
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**Pressure Trigger**
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- Placed on the ground
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- Detonates when stepped on
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- Requires **1 Action to place**
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### Bombs Unlocked
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**Gas Bomb**
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* Crafting
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- Blasting powder
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- Glass container
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- Chemicals
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* Creates a **gas cloud radius 4.5 meters**
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* Duration: **3 rounds**
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* Targets inside cloud:
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- Take **1d4 Gas damage per round**
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- Constitution checks suffer **–1 penalty**
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**Incendiary Bomb**
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* Crafting
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- Blasting powder
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- Oil
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- Glass casing
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* Explosion radius: **3 meters**
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* Damage:
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- **2d4 Fire damage**
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* Targets hit must roll **Dexterity check**
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* Failure:
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* Apply **Burning for 2 rounds**
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---
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# Batch IV - Advanced Detonators
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**Required Tool:** Ether Ignition Module
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Allows remote triggering using ether sparks.
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### Trigger Unlocked
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**Ether Spark Trigger**
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- Bomb can be placed instead of thrown
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- Detonate using **Bonus Action**
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- Costs **2 Ether**
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- Maximum distance: **12 meters**
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### Bomb Unlocked
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**Scatter Bomb**
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* Crafting:
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- Blasting powder
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- Multi-pellet casing
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* Explosion radius: **4.5 meters**
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* Damage:
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- **1d4 Pierce damage (3 separate hits)**
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* Each hit resolves separately against armor.
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*Unlocked by level. Packs alternate 1 / 2 / 1 / 2.*
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---
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## Level 1 (Pack: 1)
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### T01 - Improvised Demolition
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_(Passive unlock – explosives crafting becomes available even if not equipped)_
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When equipped:
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- Bomb Throw Range **+3 meters**
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- Bomb Damage **+1**
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- Carry Capacity **+1 Bomb**
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---
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## Level 2 (Pack: 2)
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### T02 - Fast Coating
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- Applying Venom becomes **Free Action (1/round)**
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- Venom Coating duration **+1 hit**
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### T03 - Tunnel Runner
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- Movement Speed **+1.5 meters**
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- Dodge movement distance **+1.5 meters**
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- Gain **+1 initiative**
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---
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## Level 3 (Pack: 1)
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### T04 - Dirty Fighting
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- Attacks against **Poisoned targets** deal **+2 damage**
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- Gain **+2 posture damage** against poisoned targets
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---
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## Level 4 (Pack: 2)
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### T05 - Quick Fuse
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- Fuse bombs detonate **immediately at the end of your turn** instead of next round
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### T06 - Skaven Persistence
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- When reduced below **50% HP**, gain **+1 Posture Regain** and **+1.5 meters Movement Speed**
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---
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## Level 5 (Pack: 1)
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### T07 - Venom Saturation
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- Venom effects last **+1 round**
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- Venom effects also drain 1 posture each round
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---
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## Level 6 (Pack: 2)
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### T08 - Scrap Armor
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- **Blunt AC +5**
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- **Slash AC +5**
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- **Pierce AC +5**
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- Gain **+1 Posture**
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### T09 - Chain Detonation
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- Bombs exploding within **4.5 meters** of another bomb cause that bomb to detonate immediately
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---
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## Level 7 (Pack: 1)
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### T10 - Sewer Stalker
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- Advantage on **Stealth Throws** in dim or dark environments
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- Movement Speed **+1.5 meters** while hidden
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- First attack while hidden gains +10 Penetration and Chip Damage
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---
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## Level 8 (Pack: 2)
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### T11 - Reactive Dodge
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- When successfully Dodging, gain **+1 Posture**
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- Once per round, Dodging an attack also **reduces the attacker’s Posture by 1****
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### T12 - Venom Pressure
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- Venom damage also applies **+1 posture damage**
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---
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## Level 9 (Pack: 1)
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### T13 - Bomb Technician
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- Crafting time for explosives **reduced to 5 minutes**
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- When crafting a bomb, have a 50% chance to craft one more
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- Bomb crafting **never critically fails**
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---
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## Level 10 (Pack: 2)
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### T14 - Bomb Satchel
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- Carry Capacity **+2 Bombs**
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### T15 - Venom Penetration
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- Attacks against poisoned targets gain **+5 AC penetration**
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- Venom damage **ignores Gas AC and Necrotic AC**
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---
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## Level 11 (Pack: 1)
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### T16 - Rat Reflexes
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- Dodge Throws gain **+1**
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- Gain **+1 initiative**
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---
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## Level 12 (Pack: 2)
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### T17 - Toxic Resilience
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- **Gas AC +10**
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- **Necrotic AC +10**
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### T18 - Efficient Coating
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- Venom Charges **+1 per combat**
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- First venom coating each combat costs **no charge**
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---
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## Level 13 (Pack: 1)
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### T19 - Opportunistic Strike
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- Attacks against **Staggered targets** add your doubled riposte modifier instead.
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---
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## Level 14 (Pack: 2)
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### T20 - Blast Control
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- Damage taken from **your own bombs reduced by 50%**
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- Damage taken from **all bombs reduced by 25%**
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### T21 - Pressure Bombing
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- Bombs deal **+3 posture damage**
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---
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## Level 15 (Pack: 1)
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### T22 - Plague Carrier
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- Venom damage **+2**
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- When a poisoned enemy dies, their corpse explodes in a 3 meter radius. Anyone inside must make a DC 14 Constitution throw.
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- On fail: They are applied with venom, as if they were attacked by you.
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- Can only happen once per round.
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---
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## Level 16 (Pack: 2)
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### T23 - Fleet Escape
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- After successfully Dodging, gain **+1.5 meters movement speed** until end of turn
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- The first dodge you make each round costs no reaction
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### T24 - Hardened Body
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- **Blunt AC +5**
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- **Pierce AC +5**
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- Gain **+8 HP**
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---
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## Level 17 (Pack: 1)
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### T25 - Bomb Specialist
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- Bomb Throw Range **+4.5 meters**
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- Bomb damage **+1**
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---
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## Level 18 (Pack: 2)
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### T26 - Rapid Deployment
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- You may **throw a bomb as a Bonus Action once per combat**
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- Bomb throwing does **not provoke reactions**
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### T27 - Lethal dose
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- First venom hit each combat lasts **twice as long**
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- First venom hit deals **+2 damage**
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---
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## Level 19 (Pack: 1)
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### T28 - Desperate Survivor
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- When reduced to **1 HP**:
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- Gain **+2 Posture Regain** for 2 rounds
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- Gain **+3 meters movement speed** for 2 rounds
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---
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## Level 20 (Pack: 2)
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### T29 - Master Demolitionist
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- Bomb Damage **+2**
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- Bomb radius **+1.5 meters**
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- Bombs deal **+2 posture damage**
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### T30 - Apex Scavenger
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- Movement Speed **+3 meters**
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- Posture Regain **+1**
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- Dodge Throws **+1****
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