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Prototyping is an important part of Sburb, as it affects the powers granted to your enemies, and the nature of your sprite. It is difficult to put rules to this, as it can be incredibly varied, but here is a basic template that can be used (GMs are encouraged to ignore these rules entirely if needed, creating their own templates to apply to the base characters).

    • Increase attributes of prototyped character (Sprite, Imp, Black King etc) by two points, in a similar way to character creation. This can be done in two ways; either increasing one attribute by two die types, or two separate attributes by one die type each. If this sends attributes over d12, mark the attribute down as d12+1, d12+2, etc.

    • Choose an appropriate Edge or Monstrous Ability to apply to the prototyped character, based on the attributes of the item or individual prototyped.
For example, say the player chooses to prototype a stuffed eagle. The GM rules that eagles are very agile, and decides any imp who receives the eagleís prototyping gains an increase in two die types to Agility. As well, Eagles can obviously fly, so the GM rules that all Imps gain the Flight Monstrous Ability.
This template doesnít ground breakingly change generic Imps, or the sprite, but consider the fact the Black King and Queen will have ALL of the prototypings applied. In a standard four player session, thatís eight points their already formidable stats will be increased by, and four Edges or Monstrous Abilities they gain.

Alchemy is an important part of Sburb, as it is how you produce the majority of your equipment. I wonít waste space here recounting every nuance of how the system works from a narrative standpoint; if youíre playing this you more than likely already know.
The Alchemy mechanics in SBURBage Worlds are heavily abstracted. Making a system that can reliably and enjoyably allow for actual combination of items would be incredibly difficult to do well. And so this system is approached differently. Note that itís still completely expected that you roleplay out Alchemy as combining items; your GM may even wish to reward you for original, clever or funny ideas by reducing the final Grist cost of your item.

Basic Overview
The Basic system of Alchemy is relatively straightforward. Essentially, itís all about adding up Grist costs. You take a basic item, with a base Grist cost set on it, and add different upgrades and downgrades to it, each with either increasing or decreasing the Grist cost of the item.
Grist is not, in gameplay terms, something you have to collect. Slaughtering countless generic enemies for their resources is not something that is conductive to an enjoyable Tabletop experience. Instead, youíre limited by a statistic known as your Grist Cache Limit. Effectively this limits the effectiveness of the items you can make, based on your level.
Note that the GM is encouraged to restrict you from performing Alchemy if you havenít actually been killing any monsters in your adventures. You need to be earning the Grist somehow.
The following table details how much Grist you can expend on an item based on your level.

  1. 10 Grist
  2. 50 Grist
  3. 100 Grist
  4. [First Echilader Step] 500 Grist
  5. 1,000 Grist
  6. [Second Echilader Step] 10,000 Grist; Grist torrent available
  7. 50,000 Grist
  8. 75,000 Grist
  9. 125,000 Grist
  10. [Third Echilader Step] 150,000 Grist
  11. [Fourth Echilader Step] 300,000 Grist
  12. [Fith Echilader Step; God Tier Quest activates] 500,000 Grist
  13. [Sixth Echilader Step] 1M Grist
  14. [Seventh Echilader Step] 10M Grist; Ability to gift Grist in X turns
  15. [Eighth Echilader Step; Max Level] 100M Grist


Leveling will be different than your normal RPG, as Leveling will involve doing different tasks or just diong anything. Everything can give you experience (except walking you pimentos). Experience tables are being worked on as well as all applications