TEXT: Crossbows, Crafting, and Ka-ZOT!
  Supplemental Edges and Rules for
  and other 
  Sean Patrick Fannon
  
  Time to Share Some Cool Ideas
  In the course of working on the Guidebooks and Black Lantern Reports for Shaintar, as well as 
  running the ongoing globally-shared campaign that is Shaintar: Justice and Life, a lot of requests 
  came forth from game masters and players for certain kinds of rules or information. This minor 
  supplement is a collection of some of that material, shared both in the interest of getting it out to 
  all Shaintar and Savage Worlds fans, as well as to invite your feedback for when it goes to final 
  publication.
  (OK, sure, it's also to get some revenue in the door. I do work on this kind of thing full-time, after 
  all...)
  Consider what follows to be "advanced Beta material." It's pretty well worked out and 
  established, but it may be subject to alteration before final publication in whichever Guidebook it 
  winds up in.
  The first things you will find below are centered around the oft-unloved crossbow wielder; GMs 
  may find crossbows a much more popular choice of weaponry in their games now.
  Next up, the fans of alchemists will be fairly giddy with their new options, both for making 
  potions a much less onerous task and for the new stuff they can do. A much broader and very 
  helpful system for overall crafting (tinkering, etc.) is also presented, one that will make it 
  relatively easy to knock out some downtime stuff-building for alchemists and everyone else.
  Finally, the long-awaited basics for actually taking up the practice of arcmancy are at last 
  revealed. For this, I must apologize to Shaintar game masters everywhere...
  Thanks for picking this up, and thanks for your continued support of Shaintar, Evil Beagle 
  Games, and all things Savage.
  Crossbows - More Than Brute Force
  In fantasy games, the bow tends to get a lot of love. Crossbows, however, are just as 
  interesting where ranged weapons are concerned, and I've had more than a few players 
  wondering where the love is for their favored form of far-reaching death. The following 
  Edges are meant to represent what happens when someone really delves into the mastery 
  of crossbows. 
  Crossbow Soldier
  Requirements: Seasoned, Agility d6, Strength d8, Fighting d6, Trademark Weapon 
  (Crossbow)
  Those who select a crossbow of solid build and construction; who love and respect and 
  care for their weapon; and who master the nuances of pull and heft and just how to slam the 
  stock into the bridge a nose - these are the men and women who are more than troops with 
  crossbows as ranged weapons. These are Crossbow Soldiers.
  The Crossbow Soldier suffers only a -1 Multiple Action Penalty when reloading and firing 
  their chosen crossbow on a single Round. As well, they can use the crossbow in melee with 
  no penalties and not be considered Unarmed (Str+d4 damage).
  
  Order of the Closed Eye (First Degree)
  Requirements: Seasoned, Agility d6, Marksman, Notice d6, Shooting d8, Stealth d6; 
  Only usable with crossbows
  One of the more specialized military orders in the Kingdom of Olara, the Order of the 
  Closed Eye is looked down upon by most rank-and-file Olaran soldiers. Experienced and 
  wise commanders, however, greatly appreciate having a handful of the Order's members 
  available for "tactical flexibility." The Order specializes in stealthy maneuvers and 
  pinpoint accuracy to eliminate key enemy targets. 
  In other words, these are the crossbow snipers of the Olaran military.
  This Edge grants a +1 to all Shooting rolls with a crossbow when the firer is either prone 
  or has the weapon braced on a surface. This bonus stacks with Marksman.
  Order of the Closed Eye (Second Degree)
  Requirements: Veteran, Order of the Closed Eye (First Degree), Woodsman, Stealth d8
  In the outdoors, a sufficiently advanced member of this Order can be a truly deadly sniper 
  to contend with.
  The character must remain stationary in order to use this Edge. Before making a Shooting 
  roll, the sniper rolls a Stealth check, opposed by the target's Notice. On a success, he 
  gains the Surprise bonus (+2 to the Shooting roll, +2 to the damage). With a raise, he 
  gains the Drop (+4 Shooting, +4 damage). 
  Once this Edge is used from a specific location, all enemies gain a +2 on their Notice 
  checks to search for the shooter and oppose their Stealth checks. This bonus increases to 
  +4 if the shooter fires again without moving, then +6 if the shooter fires again without 
  moving for a third shot.
  If the shooter spends an entire Round doing nothing but moving and hiding in a new 
  location, they can reset the bonuses back to zero for the searchers.
  Order of the Closed Eye (Third Degree) 
  Requirements: Heroic, Order of the Closed Eye (Second Degree), Notice d8, Shooting 
  d10
  The deadliest of the deadly when it comes to crossbows, such masters gain a d10 for 
  Raise damage, instead of a d6.
  
  For the Love of Alchemists
  I've been asked, in short, to make Alchemists more fun to play, especially at starting 
  levels. Here's what I've come up with. 
  The Crafting of Concoctions
  For now, abandon the standard rules as supplied in Shaintar: Legends Arise. Refer to the 
  document Making Things in Shaintar (below) for faster, kinder, and more enjoyable rules 
  that apply to the making of Potions.
  Minor Formulae - “Poppers”
  All Alchemists know how to make these minor effect concoctions, called “Poppers” for the dual 
  meaning of either popping one in your mouth or the “pop” sound most make when you fling them 
  on the ground (or at someone). Small and lightweight, the ranges for throwing one of these is 3/6/
  12 (potion bottles usually have a range of 5/10/20).
  For the cost, time, and effort it takes to craft a single Novice Rank potion (one Work-Time Unit, 
  per the Making Things rules), an Alchemist can make five of these (in any chosen combination):
  •
  Alacrity Draught: Imbibing this grants a +1 to any Agility related checks for 3 rounds. It 
  also grants +1 Pace for that time.
  •
  Curative Confection: Ingesting this grants an immediate Vigor check (at current Wound 
  Penalties) to heal a single Wound.
  •
  Energy Chew: A character chewing on one of these temporarily removes the effect of a 
  single Fatigue level for up to ten minutes. The Fatigue returns after that time, however, 
  and must be dealt with by whatever normal means are required (based on how it was first 
  attained). Those chewing an Energy Chew also gain +1 to recover from Shaken while it's 
  in effect.
  •
  Fish Food: Eating this grants 1 minute of the ability to breath underwater. As well, the 
  consumer gains a d4 Swimming (or a die raise if they already have it).
  •
  Flash-Smoke: Hurling this to the ground creates an Obscure effect over a Small Burst 
  Template, which lasts for a single round. This usually makes for a great opportunity to 
  get away fast.
  •
  Focus Draught: Imbibing this grants a +1 to any Smarts or Spirit related checks for 3 
  rounds.
  •
  Power Draught: Imbibing this grants a +1 to any Vigor or Vigor related checks for 3 
  rounds.
  •
  Stinger: Anyone hit with one of these (usually via Throwing) must make a Vigor check 
  (-2 if hit with a raise) or be Shaken.
  •
  Thunderbit: This hits the ground (or target) with a loud bang, causing 2d4 damage over 
  a Small Burst Template. This is not Heavy Damage, and a raise only adds an additional 
  d4 (not d6).
  
  Edges
  New and clarified Edges for Alchemists
  Quick Draw
  This Edge can be applied to quickly retrieving concoctions as well as weapons. If only 
  applied to alchemy preparations, the Alchemist may take it with only a d6 in Agility; if 
  they ever raise their Agility to d8, they may then apply Quick Draw to weapons as well.
  McGyver
  Those with the Alchemist Edge may take this Edge straight from the book, if they meet 
  the requirements. It functions just as it reads, representing their understanding of the 
  natural and mystical properties of everything around them (and how to exploit those 
  properties).
  Able Bottle Hurler
  Requirements: Agility d6, Throwing d8
  The character has a keen sense of the heft and weight of bottles, as well as their 
  aerodynamic qualities. They reduce all range penalties when throwing a bottle by 1.
  Expert Bottle Hurler
  Requirements: Seasoned, Able Bottle Hurler
  Truly practiced, the character reduces all range penalties when throwing bottles by 2. 
  They also reduce range penalties when throwing anything else by 1.
  
  Making Things in Shaintar
  For those who want to handle between-scenario crafting, artifice, alchemy, and other 
  such projects, this is an alternate set of rules meant to give a “quick-and-easy” approach 
  in place of the Day in the Life: Gaming the Downtime system. It's based on similar 
  principles, but the GM can run through it fairly quickly with each player who is working 
  on such projects without having to devote the round-robin game play time that Day in the 
  Life requires.
  Step 1: Determine Available Work-Time Units
  Everything takes Work-Time Units, which are an abstraction of actual time, assets, 
  resources, and other intangible aspects that relate to the opportunity to get work done. By 
  default, a Work-Time Unit is a four-hour block, but players should not be able to argue 
  for “more hours” based on the simple passing of time. Eating, resting, menial tasks, and 
  dozens of other things that eat up real time (but never make it on screen in the movie) are 
  assumed to intractably eat any time that cannot be spent on projects. As well, assets and 
  resources only stretch so far.
  For every week the Game Master wants to allow to pass without interruption, roll on the 
  following table to determine how many Work-Time Units are available for project work 
  in that week. The die roll does not Ace! The table also indicates modifiers to all die rolls 
  in the Project Management phase.
  Prevailing Conditions
  Die Roll
  Mods
  On the road or in the field
  d4-2
  -4
  In a village or rest stop
  d4
  -2
  In a town or organizational outpost
  d4+1
  -0
  In a city, fortress, university, dedicated facility
  d6
  +2
  Moderate support, assistance, good work space
  +1
  +1
  Excellent support, assistance, premium work 
  space
  +2
  +2
  Savant (for Alchemy and Artifice)
  +1
  -
  Maestro (for Alchemy and Artifice)
  +2
  -
  
  In urban or mostly civilized settings, the following Traits may be rolled to gain additional 
  WTUs. Only one of each type of roll can be made, though others with the same Trait may roll 
  Complimentary checks to enhance the result. Each success and raise grants one additional Work-
  Time Unit: Persuasion, Resource, Streetwise
  As well, in such a setting the Connections Edge adds +1 to the initial WTU Die Roll. Trader 
  adds +2, and Merchant raises the die type rolled (d6 in a village or town, d8 in a city). Scrounger 
  grants a free re-roll of the WTU die roll (take the better of the two).In rural and wilderness 
  settings, the following Traits may be rolled, following the same rules: Notice, Survival, 
  TrackingNotice and Tracking can only grant a total of +1 WTU each; there's no limit for 
  Survival.
  In all settings, the GM may allow appropriate Knowledge Skills to be used as well.
  
  Step 2: Project Management
  This is where a particular character picks a Project and gets to work on it. The following table 
  establishes how many Work-Time Units will be required; the Skill or Skills required; prevailing 
  modifiers; and total number of Successes to complete a Project. If a Project doesn't achieve the 
  the number of Successes initially, additional WTUs (same amounts required for initial Project) 
  may be expended (if they are available) for more rolls.
  Project
  WTU
  Skill(s)
  Successes
  Potions (up to Veteran)
  1 per 3 ESS
  Alchemy
  1
  Potions, Heroic
  1 per 2 ESS
  Alchemy
  2
  Potions, Legendary
  1 per 1 ESS
  Alchemy
  3
  Artifice, Minor Qualities
  2
  Knowledge (Craft x), 
  Knowledge (Magic)
  2 each
  Artifice, Powers & Edges
  5
  Knowledge (Craft x), 
  Knowledge (Magic)
  3 each
  Tinkering (Journeyman 
  Wright device)
  1
  Repair
  2
  Tinkering (Master Wright 
  device)
  2
  Repair
  3
  Craft/Smith (up to Expensive)
  2
  Knowledge (Craft x) or 
  Repair
  1
  Craft/Smith, Exorbitant
  4
  Knowledge (Craft x) or 
  Repair
  3
  Craft/Smith, Priceless
  12
  Knowledge (Craft x) or 
  Repair
  5
  The permanent ESS costs for Artifice imbuing Powers and Edges is still required as per 
  Legends Unleashed. 
  
  Step 3: Resource Management
  This is where the character determines how much of their Resources were expended in 
  completing the Project. This is based on the Resource Die system, and all the rules there 
  apply (including others being able to assist and reduce losses). An important note here is 
  that, once everyone possibly involved in bankrolling a Project is down to a d4 Resource 
  Die, no further Projects can be undertaken until Resource is regained.
  At the end of each week where Projects were undertaken, the lead character (or whoever 
  is “bankrolling” the Projects) rolls their Resource Die, with the following modifiers based 
  on what was created that week: 
  Project
  Resource Die Mod
  Potions (up to Veteran)
  -0
  Potions, Heroic
  -2
  Potions, Legendary
  -4
  Artifice, Minor Qualities
  -2
  Artifice, Powers & Edges
  -6
  Tinkering (Journeyman Wright device)
  -1
  Tinkering (Master Wright device)
  -3
  Craft/Smith (up to Expensive)
  -2
  Craft/Smith, Exorbitant
  -4
  Craft/Smith, Priceless
  -6
  Other characters who are not engaged in Projects at the same time may do a Cooperative 
  Roll to support each of these rolls. 
  On a Failure, the character's Resource Die goes down two levels. If others Cooperated, 
  the loss is only one level.
  On a Success, the character's Resource Die goes down one level. If others Cooperated, 
  there is no loss.
  On a Raise, no Resource loss is suffered.
  
  Arcmancy: The Crystalpunk Magi-Tech Style
  For years, players of Shaintar have been wondering when they might gain full access to 
  the powers and capabilities of Arcmancy and the Arcfire-driven devices that shift the 
  nature of any battlefield. Thanks to the greatly-increased presence of Builders in Shaintar, 
  in service both to the Merchant and their own agendas, the critical mass is achieved 
  that now non-Builders are starting to figure out how to do this stuff. Whether through 
  captured Builders or expatriates seeking to undo the damage of their people, the Southern 
  Kingdoms now have places where the form is being studied and practiced. As well, some 
  folks are just smart or clever enough to work it out for themselves. 
  Arcmancy should remain rare in Shaintar, regardless of the capacity for PCs to learn 
  it now. It's a new form, and as can be read below, a very dangerous one as well. Game 
  masters should feel completely free to disallow anyone taking this style of magic until 
  they are prepared to deal with its consequences.
  Arcmancer (Professional Edge)
  Requirements: Novice, Smarts d8+, Arcmancy d6+, Repair d6+, Knowledge: Magic d6+
  The mysterious and ancient style of magic known by very few as Arcmancy has been lost for 
  millennia. Generally, it is known only to the equally mysterious Builders who only recently 
  have begun appearing in Shaintar, traveling from Norcan Darr (though some scholars 
  believe there may be other lands beyond the Veil that have practitioners). In some extremely 
  rare cases, a native of Shaintar comes across enough materials and documents to form an 
  understanding of this powerful lost art.
  The Arcmancer begins with the Arcane Background (Weird Science) Edge. The arcane skill 
  is called Arcmancy and is Smarts based. Arcmancers begin knowing 2 Powers, each imbued 
  in a device that has its own pool of 10 Power Points (Essence). It is permissible for more than 
  one Power to be in the same item; however, each Power draws from its own pool of Essence, 
  and those pools cannot be shared (they are drawing from a separate array of crysalites – See 
  Arcane Background: Arcmancy, below). Typical arcfire devices include rods, staffs, belts, 
  gauntlets, goggles, and boots.
  Note that Arcmancers do not inherently have the Detect Arcana Power and must build it into 
  a device, like any Power.
  In addition to the normal issues with Malfunctions (as per Weird Science in the core 
  Savage Worlds rules), a critical failure (1's on both dice) means the device erupts in an 
  Arcfire explosion, doing 1d6 damage for every two remaining Power Points in it (round 
  up; maximum 4d6) over a Large Burst template. The person wielding the device suffers an 
  additional d6.
  An Arcmancer may qualify to take the Arcane Artificer and Master Artificer Edges, using 
  Knowledge (Craft Crysalites) as their crafting requirement; the former edge is renamed 
  Arcfire Engineer when an Armancer takes it, and the latter, Master Engineer. As well, 
  Arcmancers can take the Dwarven Racial Edges Apprentice Wright, Journeyman Wright, 
  Master Wright, and Legendary Wright; they may ignore the Keeper of the Old Ways 
  requirement for the first one, but they must have a d8+ in Smarts and Repair.
  
  Arcfire Trained (Professional Edge)
  Requirements: Smarts d6+, Does not have the All Thumbs Hindrance
  This highly specialized Edge cannot be attained unless the Hero has someone who is either an 
  Arcmancer or is also Arcfire Trained (and has some experience under their belt) who can teach 
  the techniques and understanding required. 
  A character must be Arcfire Trained in order to use any Arcmancy-created device. Without this 
  Edge, the device simply will not work for them. Note that having this Edge does not mean the 
  Hero automatically has the needed Skill; an Arcfire device that shoots the Bolt Power requires 
  Shooting, but one that grants the Deflection Power requires the Arcmancy Skill to operate. An 
  Arcfire Trained Hero without the Skill will either have to roll the default d4-2 or have someone 
  who has the Skill turn on the device for them.
  Note that Arcmancers are automatically considered Arcfire Trained.
  Arcane Background: Arcmancy
  In almost all ways, Arcmancy works just like Weird Science from the core Savage Worlds rules, 
  but there are some stylistic and genre differences. Consider it “steampunk,” but with crystals 
  and fiery-electrical discharges rather than involving steam and pure electricity. The raw ore, 
  crysarium, is the essential ingredient for all Arcmancy devices, though to be of any use, the ore 
  must be refined into specialized crystals called crysalites. Each crysalite is crafted to a purpose, 
  so one such crystal is not inherently interchangeable with another. 
  Crysalites are exceedingly rare in Shaintar; fortunately, a skilled Arcmancer can do the necessary 
  refinements of crysarium to create the specific crystals he needs for his devices. Such things take 
  both time and money; GMs should use the same rules for Alchemists creating potions when an 
  Arcmancer creates a new device (see the Making Things rules above).
  Arcmancy devices are lined with crysalites in various patterns, both internally and externally on 
  the devices. Arcmancy devices tend to be shaped and oriented towards their function – weapons, 
  goggles, suits of armor, belts, boots, and so forth. Metal is a key part of almost all Arcmancy 
  items, usually involving a mix of copper, iron, and steel.
  Virtually all Arcmancy devices have a visible effect when used, and the main part of this display 
  involves the energy known as Arcfire – visually, a kind of fiery lightning, seemingly possessing 
  the traits of both forms of energy. When a weapon fires the Bolt Power, or sets off a Blast, this 
  energy is pure Arcfire. Deflection fields are wild arrays of sparking Arcfire surrounding the 
  protected target, and so forth. 
  As might be expected, Arcfire does have the capacity to set things on fire, though not to the 
  same degree as pure fire or Flame. When an object is hit by Arcfire, roll a d8; on an 8, anything 
  combustible will catch fire.
  The Powers that are available to Arcmancers are: Analyze Foe, Arcane Shield, Armor, Barrier, 
  Blast, Blind, Bolt, Boost Trait (STR, VIG, and AGI, and their Linked Skills only), Burrow, Burst, 
  Clairvoyance, Conceal Arcana, Damage Field, Darksight, Deflection, Detect Arcana, Dispel, 
  Drain Power Points, Entangle, Environmental Protection, Farsight, Fly, Havoc, Intangibility, 
  Invisibility, Jet, Legerdemain, Light, Lower Trait (same restrictions as Boost Trait), Mind's Eye, 
  Obscure, Phantasms, Pummel, Quake, Quickness, Silence, Smite, Speed, Stun, Telekinesis, and 
  Teleport.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Suzerain/Savage Worlds - Suzerain - Crossbows, Crafting, and Ka-ZOT!.pdf