vault backup: 2026-03-12 12:16:42

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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****