Roster :
By Species :
Humans - 188 (1 Child, 14 Other Minors)
Dungeon - 1 (1 Child)
Camracondas - 61 (12 Children)
Strider - 1
Drone - 1
Mongausse - 1
Paper Dragon - 3 (2 Children)
Shellaxy - 9
Ratroach - 2
Stuff Animal - 1
Raincloud - 1
Infomorph | Assignment - 3
Infomorph | Navigator - 2
Infomorph | Authority - 12 (12 Non-Sophont)
Digital/Arcane AI - 0
By Primary Non-Delver Role :
Recovery - 22 humans, 6 camracondas, 1 navigator
Response - 80 humans, 19 camracondas, 12 authorities
Research - 26 humans, 1 assignment, 3 camracondas
Rogues - 8 humans, 1 camraconda
Ritual - 2 humans, 1 camraconda
Misc staff - 11 humans
Internship Program - 14 humans
Children - 1 human, 12 camracondas, 1 dungeon
Affiliated Dependants - 20 humans, 19 camracondas
Available blue orbs :
Manipulate Asphalt
Source : Telepad
Charges : 14
Function : Allows moving and shaping asphalt. As with most blues, concentration improves the detail available, but even without that, a large amount of brute force is available on demand.
Separate Alloy
Source : Unknown
Charges : 9
Function : Splits an alloyed metal into its component ingredients with an almost perfect purity. Will always attempt to ‘pull’ the smaller components out of the larger mass.
Create Plan
Source : Office chair that healed back pain before becoming broken.
(Davis’ note : I said I was sorry)
Charges : 13
Function : Adds a short term tactical plan to the minds of anyone you are working with. The plan appears to be able to go out to three steps of action, you must have at least an idea of a plan first, so the name is actually a misnomer, and there is no feedback on whether anyone is following the plan outside of mundane communication.
Note : This is actually a size three blue, and is one of the only ones we’ve ever found. Absorbing it is barely possible even for the people who are good at that, and using it causes at minimum headaches and nosebleeds. Use with caution.
Break Electronic
Source : Pen that wrote in outlined text
Charges : 7
Effect : Breaks a targeted electronic device. Device does not need to be on. If nothing is targeted, it will *find* an electronic device. Range unclear.
Refit
Source : Unknown
Charges : 12
Effect : Shapes a piece of clothing or armor to fit the chosen person. Does not work on most animals, does not add or remove material. *Does* work on SQ items, retaining their magic and making them easily usable by camracondas.
List Of Status Quo Items :
Format : Unlock condition, highest available level in the Order, uses to level (increase per level), recharge time (improvement per level), maximum stored charges (increase per level)
Note : Order-made copies of SQ items start with only one ability at level 1. They also appear to improve requiring fewer uses, but this takes time when low-level recharge times are high. Highest held levels often come from SQ originals.
Bracer
-Stockpile “Bladed Weapon Impact” : Always Available
25, 100 (+300), 12 Hours (-30 Minutes), 10 (+5)
Creates a highly visible dome of light that negates the energy of an incoming attack of the set type. Bladed weapons by default.
At Level 8, unlocks the ability to toggle this to be automatic.
-Battlefield Alteration : Unlocks at Stockpile Level 3
8, 500 (+50), 4 Hours (-10 Minutes), 5 (+1)
Changes the designated attack for Stockpile. Attacks must be things that have passed within the range of the bracer to have blocked, and are occasionally asyncronatic with each other (You can select ‘car’, but not ‘bullet’, you must select individual caliber of bullet. Selecting ‘gun’ will stop being physically struck with a gun, not being shot.)
At level 3, unlocks the ability to toggle this to be automatic
Greave
-Knight’s Stance : Always available
81, 500 (+300), -/-, -/-
While wearing the greave, the wearer experiences a passive correction to their stance to prevent tripping, being off balance, or out of position. This correct *appears* to cap out at half a degree of shift for each level.
Also somewhat uniquely, this power does not use charges, and continues to level up as it is worn, equating to what appears to be one point per hour worn.
-Armorer Vault : Unlocks at Knight’s Stance 20
12, 200 (+100), 4 Hours (-10 Minutes), 10 (+5)
When triggered, manipulates the body into a strike using the greave as the intended impact point, generating a set amount of force regardless of the strength of the wearer. Can target any point up to three meters away, and the effects *of the motion* will not cause physical harm to the wearer.
Bracelet
-Bind Firearm : Always available
3, 10 (+80), 250 days (-10 days), 1 (+.5)
Connect the bracelet to a discrete projectile weapon, allowing use of further abilities. Weapon cannot use purely mechanical energy to fire, and must be capable of firing multiple rounds before reloading.
-Cluster Shot : Unlocks at Bind Firearm Level 2
54, 1000 (+1000), 3 Hours (-5 Minutes), 3 (+2)
Fires three rounds from the bound weapon simultaneously. Uses loaded ammunition, and fired rounds ‘shunt’ each other away from overlapping in space after fired, but generally hit the same target within ~1 inch.
Every 30 levels adds one to the cluster.
-Munitions Dump : Unlocks at Cluster Shot Level 20
25, 200 (+200), 8 Hours (-20 Minutes), 20 (+5)
Fully reloads the magazine of the bound weapon with the most common last loaded munition. Material appears to be created from nothing, but will not duplicate anything below an arbitrary quality.
At level 20, unlocks the ability to toggle this to activate automatically when ammunition is depleted.
-Friendly Fire : Unlocks at Cluster Shot Level 40 and Munitions Dump Level 25
2, 100 (+250), 4 Hours (-10 Minutes), 10 (+2)
Causes the next shot made with the weapon to be physically incapable of interacting with anyone thought of as friendly, or a noncombatant. This includes for potentially useful means (pushing someone, e.g.,)
Glove (Left)
-Break Wood : Always Available
16, 100 (+100), 2 Days (-20 Minutes), 5 (+2)
When triggered, checks if the next object the glove comes into contact with is wood. If it is, the applied force is magnified, with none of the extra force affecting anything that isn’t the wood contacted.
-Shatter Stone : Unlocked at Break Wood Level 5
12, 100 (+100), 2 Days (-20 Minutes), 5 (+2)
When triggered, checks if the next object the glove comes into contact with is stone. If it is, the applied force is magnified, with none of the extra force affecting anything that isn’t the stone contacted. Applied force is focused in a way that makes it likely for the stone to break into small pieces at high speed.
-Melt Iron : Unlocked at Break Wood Level 10 and Shatter Stone Level 5
5, 100 (+100), 2 Days (-20 Minutes), 5 (+2)
When triggered, checks if the next object the glove comes into contact with is iron (including primary iron alloys such as steel). If it is, the applied force is highly magnified and converted to heat, with none of the heat affecting anything that isn’t the iron contacted. Heat is self-sustaining for one second per level.
-Annihilate Bone : Unlocked at Break Wood Level 15, Shatter Stone Level 10, and Melt Iron Level 5
2, 100 (+100), 2 Days (-20 Minutes), 5 (+2)
When triggered, checks if the next object the glove comes into contact with is bone. If it is, one ounce per level of bone is removed. From existence.
(Reed’s Note : We say ‘magnified’, because if you just tap something, it doesn’t break it. The harder you hit, the more power you get out of this. Initial testing with copies using the wood setting do seem to make it look like higher levels cause more of a kick, too.)
Brooch
-Purify Food : Always Available
10, 20 (+20), 2 Days (-2 Hours), 10 (+10)
When triggered, removes contaminants including harmful microbes from target amount of food. The range for this one is weird, but seems to follow the rule that it easily scales up in size if you’re hitting the same type of thing. For example, you could purify a hundred pounds of lettuce, but only twenty pounds of mixed salad, and half that if you add chicken. Additionally, this *works on water*, and will purify up to *14,000* gallons of water with a single charge.
-Bind Processor : Unlocks at Purify Food Level 10
1, 5 (?), 60 Days (?), 1 (?)
Binds the brooch to a processor.
(Nik’s Note : Don’t @ me)
Hair Pin
-Index Documents : Always Available
12, 20 (+30), 20 Hours (-22 Minutes), 10 (+3)
Organizes a set of up to 3+level documents into the most efficient pattern, first based on existing organizational systems, and if those are not available, then on the mindset of the user. A “document” can include multiple pages or pieces of similar media, but if used on a single document, it will sort the pages.
-Complete Document : Unlocked at Index Document 5
3, 10 (+10), 14 Days (-40 Minutes), 3 (+1)
Fills out a document with missing information, using all available information the user has access to. Will not editorialize.
Earring
-Avoid Hostility : Always Available
16, 300 (+200), 3 days (-15 minutes), 4 (+1)
When activated, the wearer appears to become more difficult to detect by anyone who means them legitimate harm, and harder to target. This obfuscation of targeting seems to be increased with the power’s level, and extends to both mundane and magical effects, including both aiming at with a firearm or pulling information about with a red totem. The effect lasts roughly five minutes per level of the power.
The story has been illicitly taken; should you find it on Amazon, report the infringement.
At level 10, this unlocks the ability to be set to automatically activate when needed, though it occasionally activates for no discernable reason. (Reed’s Note : This is either because we’re accidentally ‘aiming’ emails at each other, or because outside forces are trying to spy on us, and it’s not clear which, but the option is on the table that we’re haunted)
-Optical Invisibility: Unlocked at Avoid Hostility 5
7, 400 (+400), 5 days (-25 minutes), 6 (+1)
When activated, warps light around the wearer such that they become mostly invisible to the human eye. This only effects light in what is commonly considered the visual range, and can be bypassed by seeing in infrared, microwave, or any of the other common options available to the Order. Unconfirmed, but time could be one minute per level.
-Perfected Strike : Unlocked at Avoid Hostility 10 and Optical Invisibility 5
6, 50 (+150), 12 hours (-5 minutes), 10 (+3)
When activated, the user’s next attempt to strike something will be automatically corrected to maximize the force of impact or the damage done to the target, as well as correcting to be closer to where the user wanted the strike to land. This does not function for any form of strike that does not have continuous contact with the user, such as a gun or a thrown weapon, but it also does not require actual personal violence to trigger and can be used during construction to properly fit lumber cuts.
At level 5, this further changes to include a potential causal violation, allowing strikes that could not have hit to make contact, altering the current position of the user with no drawbacks as long as it is within roughly two inches per level.
Crown
-Spirit Ignition : Always Available
14, 5000 (+1000), 8 Days (-2 Hours), 20 (+.25) (Estimates based on SQ version, not a pure copy)
(Davis’ Note : Fuck this thing. We don’t know what it’s doing, only what it does. What follows is a list of *known* effects)
Improves ability to focus
Adds one charge to absorbed blues
Adds one point to ongoing Sewer lessons (does not give associated knowledge)
Reduces chronic pain
Helps with light or noise sensitivity
Helps with generalized anxiety disorder
Compacts stored Velocity (reduces the amount available to be used, but making whatever spell it is used on more potent)
Returns stored Breath (oxygenates blood, boosts heart rate, clears sinuses)
Increases desire to write or consume poetry (maybe)
Winter’s Climb Spells :
Breath :
Breath is a measure of power usable to fuel the spells granted by the Mountain dungeon. A person with a Breath cap will slowly regenerate it as they continue to breathe normally, and it does not appear to sap anything from them at the time.
*Using* Breath causes dizziness, a drop in body temperature, and chest pains.
Order members who have oxygen requirements below that of a baseline human will find that their Breath regenerates slower than normal, but that the effects of its use are also lessened.
Breath is gained by ascending Winter’s Climb, with your cap being determined by the highest you have been. 1 at 0‘, +1 at 30’, +1 at 90’, +1 at 180’, and so on. You will not gain a higher Breath limit if you do not go higher than you did previously.
Available Spelltexts :
-Thermodynamic Tunnel
Five Breaths, Permanent
Links two points in space in a way so that heat is constantly shifted from one to the other. The tunnel is one way, permanent, and relative to the Earth.
-Fractal Avalanche
Two Breaths, Seconds
Splits you into multiple mirrored copies (two to six, at your discretion) of yourself, performing the same physical actions and recombining when the duration expires. Angle and direction can be changed freely across copies. Copies are physical extensions of ‘you’, and are not individual people, only your own body repeated. Extra breath can be used to extend the time.
-Iced Veins
One Breath, Instant
Converts cold or frozen water into blood. If used while in contact with a living organism that uses blood, the created substance can be safely made inside the organism. The colder the water used, the more control over the outcome, with ice automatically matching the blood type of the recipient.
-Mountain Of The Self
Ten Breaths, Instant
For roughly half a second, nothing can kill you. Inertia still functions, but you cannot be moved by anything you do not wish to move you. Force that comes in contact with you is repulsed directly back at its source, you become completely non-conductive (to anything you do not wish to conduct), and thermally neutral. Invincibility, but only for a moment.
Route Horizon Spells :
Spells from Route Horizon are gained by collecting scraps of maps from within the dungeon, and finding places where those maps connect or overlap. The larger an area of map can be connected, the more expensive and more powerful the spell will be. It is not yet clear if it is possible to add more map segments once a spell is generated.
Delvers report that during creation, they experienced a personal vision of a darkened globe, with lines lit up that highlight the patch of the planet that their spell’s maps represent. There is no known way to see this again without gaining another spell, and no testing on what happens if the area of two existing spells overlaps.
All spells are generated with the delver having full knowledge of what it can do, and its cost in Velocity. As map chunks are consumed upon use, no currently known spells can be replicated.
Velocity:
Velocity is a measure of power usable to fuel the spells granted by the Route Horizon dungeon. A person with a Velocity pool will regenerate it as they move at high speeds, with an increasing curve of required speed depending on how much velocity is already present. Velocity levels under 5 regenerate easily within a few hours of normal urban driving, while velocity over 10 often requires dedicated stretches moving at 60+ miles an hour.
Unlocking a Velocity pool requires the use of an artifact found within Route Horizon. The object is shaped like a large rough gear, and can be absorbed by focusing on the sensation of motion. These objects can be split between delvers.
Known Spells :
-Maker’s Hand Upon The Wheel (James)
Velocity : 1/minute
Improves fine control relative to current velocity. This includes both control of a vehicle, and ability to conceptualize details, multitask, and engage in the creative process.
-An Eye Of Steel And Glass (Eleanor)
Velocity : 4
Provides an instant list of the material inventory of a room, including the ability to internalize the nature of all objects observed, and to conceptualize where a given object is in physical space. Lasts roughly ten seconds.
-An Engine Hums Eternal (Eleanor)
Velocity : 6
Doubles the current speed of a vehicle the caster is in control of. Reaction time and motor function are temporarily increased if needed to maintain control.
-The Road Leads Ever Forward (Eleanor)
Velocity : 26
Provides clear information on what steps could be taken to ensure continued life of the caster in the near future. If no clear option is present, the spell will begin making small changes to the past in order to facilitate survival. Mental control on the spell can be exerted to extend this to other nearby people.
-Pooled and Paved and Set (Dorothy, ex-Horizonist)
Velocity : 5, +1/minute
Reduces the material stability of nearby asphalt, while proportionally increasing the stability of designated objects. Vehicles are easiest, but also works on buildings or even living beings.
-Siphon (Dorothy, ex-Horizonist)
Velocity : 1
Allows simple manipulation of up to a liter of gasoline, oil, or diesel. Manipulation lasts as long as focus does, or until the liquid is ‘let go’. Escalating costs in velocity can be added to increase the volume moved.
-A Citizen Of Travel (Kirk, ex-Horizonist)
Velocity : 12
Renders a stretch of an upcoming journey ‘safe’, in a way that has not been measured, and is possibly paracausal. According to Kirk, it removes possibilities for accidents.
List Of Known Potions :
—Lacerti Expus (Potion of Exercise)
-Ingredients
1 part Sap
12 parts wood pulp
24 parts water
6 parts Degree brand deodorant (Sport variety, not Extreme Sport)
-Directions
Blend wood pulp and water for exactly 3 minutes to create slurry. (Speed and type of blender do not matter)
Mix all ingredients, heating to 120f
Let cool
-Effect
A one ounce dose compresses ~36-72 hours of natural at-rest recovery and hypertrophy of the muscular system into a 20 minute span of time. The sensation of recovery is frontloaded, causing relief to feel close to instantaneous, though the effect does continue for the full duration. Only affects muscles, sinew, and cartilage, and only functions on damage self-inflicted through the heuristic of ‘exercise’.
—Draught of Vaporus Entis (Oxygenation Potion)
-Ingredients
1 part Sap
50 parts hard water
40 parts sawdust (oak or elm only)
-Directions
Heat sap to at least 200f
Pour sap into sawdust, stir by hand
Add water over 5 minute period
Let cool
-Effect
A one ounce dose causes the blood of the imbiber to remain at an oxygen saturation level of 98% under normal conditions, dropping to an absolute minimum of 87% should the imbiber’s lungs entirely cease and the imbiber be completely submerged in water. This lasts for exactly two hours and one minute, and cannot be extended by drinking additional doses while under the effect.
—Lexical Elixir (Reading Potion)
-Ingredients
1 part Sap
3 parts dictionary
3 parts textbook (printed after 2006)
3 parts raspberry syrup
20 parts milk
-Instructions
Read the sections of the books to be used
Grind books by hand
Mix ingredients together at low speed
-Effect
A one ounce dose causes a marked improvement in reading speed and comprehension, as well as focus while reading. Effect lasts for forty minutes per dose, and does not appear to have negative side effects for drinking multiple doses at once to extend time. Also causes reduced focus on non-reading topics; do not mention during sale.
—Adonis Dermaterium (Skin Fix)
-Ingredients
1 part Sap
1 intact goat heart
Water (enough to submerge goat heart in using a 9 inch wide cylinder)
-Directions
Inject sap into heart
Submerge heart in water
Let sit overnight
Remove heart, bottle water for sale
Dispose of heart.
-Effect
A four ounce dose removes blemishes, unwanted moles, acne, small cuts and scrapes, and visual indications of bruising from skin. Potion also encourages tightening of loose skin, leading to reduced wrinkling, especially around eyes, hands, and stomach. Potion also causes others to perceive skin as healthy and attractive, which lasts for one week after imbibing.
—Dreamers Draught (Okay, this one can stay)
-Ingredients
1 part Sap
1 part espresso
4 parts gunpowder
4 parts orange juice
-Directions
Must be produced in single units
Mix ingredients (espresso must be hot)
Split into two doses
-Effect
When imbibed, the drinkers of each dose will, the next time within forty hours that they enter REM sleep at the same time, find themselves occupying the same dream. This induces a form of lucid dreaming, allowing for communication and interaction. This also partially assist with REM sleep and restful mess.
Recipe is inefficient and low-margin. Not for production.
—Feast Indulgence (Why did some of these get good names and others are bad Latin?)
-Ingredients
1 part Sap
20 parts water
20 parts citric acid
1 ounce silver (do not reuse)
-Directions
Mix sap into water in large container, stir slowly
Pour citric acid over silver to add while stirring
Let stand for one hour
-Effect
A one ounce dose alters the metabolism and stomach acid of the imbiber, allowing them to process food at a rapid rate. For the next eighty minutes, anything consumed will be digested thirty times faster than normal, with the body attempting to maximize its nutritional and energy value, while avoiding weight gain, heightened cholesterol or blood sugar, or nausea.
—Spectra Ada Mallius (Ghost Juice)
-Ingredients
1 part Sap
4 parts water (tap)
8 parts water (lake)
8 parts water (rain)
6 parts sparrow blood
10 parts sugar (beet or cane, *no substitutes*)
-Directions
Mix tap and lake water in container
Allow natural rainwater to fall into container, careful measuring is required. Take steps to avoid contamination
Mix sap, blood, and sugar into slurry.
Add slurry into water, stir by hand using wooden tool
-Effect
A one ounce dose confers twenty minutes of effect, and can be stacked indefinitely with minimal side effects. Allows the imbiber to exercise manual control over how corporeal their physical body is, including allowing objects to pass through them without harm, or to move through solid walls without issue. This effect can be extended to objects the imbiber has been in continuous contact with for at least one hour, such as clothing, but any break in contact loses this ability.
—Anima Media
-Ingredients
Available with security authorization
-Directions
Available with security authorization
-Effect
Kills the imbiber, erasing their sense of self, and creating a new life form within their body that has a copy of their existing memories. The new life form is a physical object within the body, has complete control of the host body, and can mimic its previous owner perfectly, but maintains that they are not the same as the original.
No reliable information exists as to why this was developed. But evidence points to it being created on commission, and only being sold as a civilian product after it ‘failed’ to produce the desired result. No answers available as to who commissioned it.
Ignus Termina (‘Hand Grenade’) (Nate would like it known that we can’t call it that.)
-Ingredients
1 part Sap
6 parts black powder
19 parts water
-Directions
Mix slowly for at least five minutes
Chill to 40f
-Effect
A one ounce dose will, for six minutes, cause heightened temperatures across the body, with increases scaled up depending on how hot an area already is. During this period, the body is modified to withstand internal temperatures up to 300f. At a threshold of 220f, any significant impact will cause a detonation on the scale of two pounds of TNT, though with a dramatically increased thermal output. This drains the majority of the heat from the body.
This is, almost always, lethal to the imbiber. It is not advised to use this elixir without a way to mitigate the effects of an explosion inside your own body.
Orda Allous Vapor
-Ingredients
1 part Sap
2 parts iron oxide thermite
2 parts shredded wheat
10-30 parts water
-Directions
Heat water to boil
Mix sap into thermite
Add shredded wheat to water, stir until dissolved
Add termite and sap mixture to water
Reduce heat, let simmer for twelve minutes
-Effect
A quarter ounce dose will render the imbiber’s outer layer of skin heavily resistant to impacts for a period of six minutes. It will also reduce the ability to feel strong emotions, and while this can promote clear thought during a crisis, it does not appear to improve logical reasoning skills. The amount of water used can, within certain bounds, increase the potency of both effects. This substance can also be consumed in aerosolized form to prolong the effect as long as it is continually inhaled, though the longer the effect persists, the longer aftereffects will last. Aftereffects include stiff skin, light sensitivity, lack of sensations of taste and touch, and occasional heart failure.
Test Batch CX-114 (Lung Purifier)
-Ingredients
1 part Sap
60 parts unleaded gasoline
20 parts powdered tobacco
45 parts distilled water
-Directions
Mix ingredients
Test before storing for use
Failure occurs seemingly at random
-Effect
A half ounce dose restores the imbibers lungs to full working capacity, removing scars, blockages, toxins, and cancer. It is unknown if this would heal physical trauma, further test subjects are required.
(Reed’s Note : So. This is it. A cure for lung cancer, and we can make it in pretty high quantities. One fruit from the tree can turn into two or three gallons of this, if we’re lucky. But then, there’s that instruction attached. Failure at random. That’s crap; nothing fails at random. All of these potions are stupid, and seem detached from anything symbolic or meaningful. It seems like total coincidence that this one needs tobacco to help the lungs. But maybe it’s not. One of them needs a goat heart, for fuck’s sake.
We’re looking into this. We’re going to figure it out. Does it want us to do it under the full moon? Does it hate when we wear denim? Is it just whether or not the tree feels good that day? I dunno. But we’ll figure this out.
Contact Research with suggestions at [email protected])