You are poetry in motion, water flowing in the flesh and moonlight walking. Lesser mortals stumble from place to place and call that good, but your weakest movements are full of grace. It does not matter that you are bereft of wings, because, all the same, you may still be said to fly.
Many rations are commonly wrapped in corn or squash leaves, and clams can be pickled in the shell for easy transportation. Both corn and rice may be included so that you can “pop” on a hot surface and have something to eat while you’re waiting for your rations to cook up. Where a nutritive supplement is needed, rations will usually include algae or seaweed cakes, which can be eaten as-is or dissolved in water for broth.
Additional food info, plus hunger rules, below the cut.
- Fatcakes. Patties of dried and beaten meat, berries, and rendered fat. Especially in the West, some fatcakes use corn flour in addition to, or instead of, meat. They may be eaten raw, boiled, or fried. Lasts for several months, or up to a year if kept cool.
- Grot grub. This is a popular (or at least widespread…) ration found underground. It is composed of strips of meat (bats, mice, or crab and fish from underground lakes) that have been salted, smoked, and pickled in cave slime. Where available, it may instead be preserved in honey, which, in the Veins, is less often the sort of bee with which surface-dwellers are familiar with, but rather a “vulture bee” which makes its honey from the stuff of corpses.
- Gutpowder. Meat and fruit can be dried and ground into a long-lasting powder that can be eaten as-is or mixed with water to make soup. Squash blossoms may be included to thicken the soup.
- Hot pot: Butter beans and climbing beans, meat, and pomatoes, usually dried and meant to be rehydrated as a soup. Its name comes from the customary inclusion of pickled chilis or pepper berries, whose initial sweetness leads to a short but intense heat.
- Journeycake. Corn meal, fruit (usually berries), nut butter, and mashed squash, mashed and mixed together and pressed into a bar or “cake.”
- Soup glew. A little something from the Empires Beyond the Sea: “scrap meat” is boiled, strained, and boiled some more until you get a pasty jelly residue, which is air dried, cut, and powdered with flour. Stonebread crumbles and dried, diced vegetables are commonly added at some point in the process, because they’ll be reconstituted when the soup glew is boiled in water and, well, made into soup.
- Stewdle. Take one eel or snake, salt thoroughly, and then stuff it with cornmeal, squash, and a bit of seaweed before hot-smoking it. Most travelers prefer to eat them in the pot, but they lend themselves to being roasted over the fire just as easily.
- Trotters mix: Nuts, dried fruit, and small pieces of cheese that have been pressed, dried, cut, and dried again over a fire. The cheese has a very tough consistency, similar to stonebread, and, like stonebread, must be moistened before it can be chewed (because of their size, a piece of stonecheese can be moistened in the mouth while one walks).
- Waybread. Basically a handheld pie: bread filled with fat, fruit, and meat, all chopped and dried and sometimes pickled in cider brine.
- Whitepaste. Cured roe, rendered fat, berries, and the bulbs and stems of plants, ground and packed together to form, well, a white paste that is usually eaten raw. Also called white fatcakes.
“Grit and Flesh” is something that other systems have already experimented with, and I like how it looks. The Mountain at the End of the World has gotten rid of a couple of stats, and I sort of like how that looks, too.
Here’s what I’m thinking: Get rid of Constitution and replace it with Flesh. Grit can come along, too, but Flesh is the important part. Whenever you would roll Constitution, instead you roll Flesh—but when you take damage to Flesh, then you’re going to have a lower bonus.
The Hunter is about being observant and avoiding observation. You may be a hunter of beasts or a hunter of men, or, for that matter, an explorer who simply knows that the best way to stay alive is to remain unnoticed and, when that fails, hit things from a very far distance.
Up till now I’ve been content to use Arnold K.’s Alchemy and Oozes PDF as is, because it’s got an even hundred potions and that’s enough for most purposes, but I’m working on a “junkie alchemist” class and need a set of potions whose effects can not just be made shorter or longer but stronger or weaker, and which have withdrawal effects to boot.
Potency: Some potions are stronger than others. If a potion grants a flat numerical effect, then lesser potency will halve the effect and greater potency will double the effect. If the potion involves a die roll, then lesser potency will downgrade the die (e.g. 1d6 to 1d4) and greater potency will upgrade the die (e.g. 1d6 to 1d8).
Downgrading and upgrading: If a die is downgraded from 1d2 then it becomes 1, and if it is downgraded from 1 then it becomes 0. If a die is upgraded from 1d12 then it becomes 1d12+1d2, then 1d12+1d4, and so on.
Variants: For the sake of being condensed, a lot of potions have just been listed as a variant rather than given their own entry. Assume that they work the same as the base potion except where specified otherwise.