# 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 - Sparks of Lightning **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 - Gravedust **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 - Smoked Lung **Reagent:** Artificial 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 Humanoid 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 - Galetrip **Reagent:** Stratus orb or galestone (powder) **Effect**: - Movement Speed **+3 meters** - Dodge Throws gain **+1** **Drawback** - Physical AC **-10** 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 - Bonfire **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 other elements. # Variant XI - Primal 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 **1d8 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.