Crafting
Table of content
Crafting
There are four phases of crafting.
- Harvesting -- the act of gathering the necessary materials to craft an item.
- Crafting -- the act of manufacturing the item with the materials acquired. Crafting cannot typically be done out in the field and requires specialized equipment. The exception to the rule is crafting consumables.
- Augmenting -- the act of changing or enhancing an existing item with new materials acquired. Augmenting cannot typically be done out in the field and requires specialized equipment. Most items can be augmented, the exception to the rule is consumables.
- Salvaging -- the act of destroying a magical item in order to salvage its properties. Salvaging cannot typically be done out in the field and requires specialized equipment. Most items can be salvaged, the exception to the rule is consumables.
Harvesting
To Harvest raw materials roll a harvest check against the DC of the creature or resource being harvested (Level * 3) on the first item to be harvested. If the resource was not destroyed in a failed attempt, you may try again. For each subsequent try or item on the harvest list the harvesting task is hindered by two.
| d20 | Result | Details |
|---|---|---|
| 1 | Fail, and | You failed to harvest the item and destroyed the resource |
| 2 to DC-6 | Fail, but | You failed to harvest the item but the node is intact |
| DC-5 to DC-1 | Success, but | Successfully harvested the item but the item level is lowered by one |
| DC to DC+4 | Success | Successfully harvested the item of equal level to the source |
| DC+5 + | Success, and | Successfully harvested the item and the level is raised by one |
Essence
Essence can be harvest from any creature. The essence of a creature is some magical property in which that creature possessed or was capable of in life.
The essence can be extracted instead of a part if you wish to augment this ability onto an existing item without altering the physical form of the item.
Creature Parts
The party has just killed a dragon, and they want to harvest the breath sac, scales and the essence. The dragon was Level 5.
They must roll against a DC of 15 for the breath sac. 1d20: [13] = 13 โ failed breath sac harvest
If they were to try again the task would be a level 7 which is a DC of 21 and impossible without any tags applied to ease the task.
| Creature | Essence | Common | Uncommon | Rare | Legendary |
|---|---|---|---|---|---|
| Humanoid | Mind | eye, bone | blood | heart | brain |
| Animal | Life | flesh, blood | horn | heart | gland |
| Automation | Space, Time | gears, oil | brain | plating | instructions |
| Mechanical | Time, Space | gears, oil | brain | plating | stone |
| Ghost | Death, Shadow | ichor | โ | โ | โ |
| Undead | Death | bone, teeth | congealed blood | undying flesh | undying heart |
| Draconic | Fire | scales, claw | horn | heart | breath sac |
| Ooze/Slime | Water | mucus, membrane | vesicle | โ | acid |
| Insect | Earth, Sound | chitin, eye | pincer | heart | stinger |
| Plant | Life | leaves, roots | seeds | bark | pollen |
| Chimera | Sound | flesh, claws | hide | horn | Primale heart |
| Golem | Earth | stone, plating | gears | heart | lifespark |
| Fiend | Fire, Shadow | flesh, claws | horn | heart | soul |
| Elemental | Air, Earth, Water, Fire | eye, bone | volatile mote | primordial dust | core |
| Fey | Mind, Illusion | hair, flesh | horn | heart | psyche |
| Shadow | Shadow | ethereal ichor, eye | bone | volatile mote | core |
| Alien | Mind, Illusion | flesh, eye | tentacle | heart | main eye |
| Celestial | Light, Life | flesh, eye | horn | heart | soul |
| Giant | Earth | flesh, bone | hide | liver | Titan heart |
| Monstrosity | Fire, Space, Illusion | flesh, claws | horn | heart | Prime bone |
Essence
Air Essence is a [rare] [whispering] [creature part] that [shimmers with invisible currents].
Earth Essence is a [rare] [dense] [creature part] that [feels immovably solid].
Water Essence is a [rare] [fluid] [creature part] that [ripples with shifting depth].
Fire Essence is a [rare] [burning] [creature part] that [glows with inner heat].
Life Essence is a [rare] [vital] [creature part] that [pulses with raw vitality].
Death Essence is a [rare] [cold] [creature part] that [saps warmth and vigor].
Mind Essence is a [rare] [intricate] [creature part] that [thrums with thought and awareness].
Time Essence is a [rare] [fluid] [creature part] that [shifts subtly out of sync].
Space Essence is a [rare] [distorting] [creature part] that [bends perception around it].
Sound Essence is a [rare] [vibrating] [creature part] that [echoes faintly in silence].
Illusion Essence is a [rare] [shimmering] [creature part] that [flickers between forms].
Shadow Essence is a [rare] [darkened] [creature part] that [absorbs nearby light].
Light Essence is a [rare] [luminous] [creature part] that [glows softly in darkness].
Organic
Eye is a [common] [keen] [creature part] that [captures light precisely].
Bone is a [common] [sturdy] [creature part] that [resists breaking under force].
Flesh is a [common] [supple] [creature part] that [stretches without tearing].
Claw is a [common] [hardened] [creature part] that [retains its sharpness].
Horn is a [uncommon] [dense] [creature part] that [can withstand heavy impact].
Heart is a [rare] [vital] [creature part] that [pulses with life energy].
Brain is a [legendary] [complex] [creature part] that [holds extraordinary instinct and memory].
Hair is a [common] [flexible] [creature part] that [shimmers in light].
Teeth is a [common] [hardened] [creature part] that [retains a sharp edge].
Liver is a [uncommon] [dense] [creature part] that [filters impurities efficiently].
Hide is a [uncommon] [tough] [creature part] that [resists cuts and abrasions].
Pincer is an [uncommon] [strong] [creature part] that [closes with great force].
Stinger is a [rare] [barbed] [creature part] that [retains venom after removal].
Scales is a [rare] [overlapping] [creature part] that [deflects impacts effectively].
Glands/Fluids
Blood is a [common] [vital] [creature part] that [pulses with life].
Ichor is a [common] [ethereal] [creature part] that [shimmers strangely].
Acid is an [uncommon] [corrosive] [creature part] that [bubbles subtly].
Undying Heart is a [rare] [resilient] [creature part] that [beats even in death].
Congealed Blood is an [uncommon] [thickened] [creature part] that [retains its form even when removed from the body].
Undying Flesh is a [rare] [resilient] [creature part] that [remains intact long after death].
Gland is a [common] [secretory] [creature part] that [produces subtle compounds].
Mucus is a [common] [slimy] [creature par**t] that [sticks lightly to surfaces].
Vesicle is an [uncommon] [fragile] [creature part] that [swells under pressure].
Breath Sac is a [rare] [elastic] [creature part] that [expands and contracts smoothly].
Constructs
Gears is a [common] [precision] [creature part] that [moves smoothly under strain].
Oil is a [common] [viscous] [creature part] that [shines when light hits it].
Plating is an [uncommon] [reinforced] [creature part] that [resists wear and tear].
Lifespark is a [rare] [volatile] [creature part] that [flickers unpredictably].
Instructions is a [legendary] [coded] [creature part] that [contains intricate operational knowledge].
Stone is a [rare] [dense] [creature part] that [withstands heavy impact].
Magical
Primal Heart is a [legendary] [arcane] [creature part] that [thrums with raw magical energy].
Volatile Mote is an [uncommon] [flickering] [creature part] that [shifts unpredictably in energy].
Primordial Dust is an [uncommon] [ancient] [creature part] that [resonates with elemental forces].
Core is a [rare] [pulsing] [creature part] that [radiates concentrated essence].
Ethereal Ichor is a [rare] [luminous] [creature part] that [flows like liquid light].
Psyche is a [legendary] [complex] [creature part] that [contains consciousness beyond the physical].
Main Eye is a [legendary] [all-seeing] [creature part] that [perceives beyond normal sight].
Primal Heart is a [legendary] [arcane] [creature part] that [thrums with raw magical energy].
Titan Heart is a [legendary] [immense] [creature part] that [beats with unstoppable force].
Prime Bone is a [legendary] [dense] [creature part] that [stores the creatureโs primal strength].
Soul is a [legendary] [ethereal] [creature part] that [lingers with undying presence]
Plants
Leaves is a [common] [veined] [creature part] that [rustles with a subtle life].
Roots is a [common] [fibrous] [creature part] that [clings firmly to surfaces].
Bark is an [uncommon] [toughened] [creature part] that [resists tearing and abrasion].
Seeds is a [uncommon] [resilient] [creature part] that [survives harsh conditions].
Pollen is a [rare] [dusty] [creature part] that [carries latent vitality].
Resources
| d6 | Resource Type | Used in |
|---|---|---|
| 1 | Ore | Armor, Weapons, Items |
| 2 | Wood | Weapons, Traps, Items |
| 3 | Fiber | Armor, Traps, Items |
| 4 | Liquid | Consumables |
| 5 | Plants | Consumables, Traps |
| 6 | Roll again | - |
| d4 | Rarity |
|---|---|
| 1 | Common |
| 2 | Uncommon |
| 3 | Rare |
| 4 | Legendary |
Ore
Armor/Weapon Grade Ore
Copper is a [common] [conductive] [ore] that [is easy to shape].
Iron is a [uncommon] [resilient] [ore] that [holds an edge well].
Mythril is a [rare] [lightweight] [ore] that [is exceptionally strong].
Adamantine is a [legendary] [balanced] [ore] that [is nearly indestructible].
Precious Ore
Silver is a [common] [radiant] [ore] that [reflects hostile magic].
Gold is a [uncommon] [malleable] [ore] that [amplifies enchantments].
Platinum is a [rare] [immutable] [ore] that [anchors powerful magic].
Aetherium is a [legendary] [transcendent] [ore] that [stabilizes magic].
Wood
Oak is a [common] [sturdy] [wood] that [resists splintering].
Pine is a [common] [flexible] [wood] that [is easy to work].
Ironwood is a [uncommon] [dense] [wood] that [is as strong as metal].
Heartwood is a [rare] [vital] [wood] that [retains living essence].
Elderwood is a [legendary] [ancient] [wood] that [remembers].
Fiber
Cotton is a [common] [soft] [fiber] that [is easy to spin].
Flax is a [common] [durable] [fiber] that [that is strong].
Spidersilk is a [uncommon] [tensile] [fiber] that [is stronger than leather].
Twineleafe is a [rare] [flexible] [fiber] that [bends without breaking].
Moonthread is a [legendary] [luminous] [fiber] that [retains ambient magic].
Liquid
Water is a [common] [clear] [liquid] that [forms the basis of life].
Alcohol is a [common] [volatile] [liquid] that [burns easily].
Acid is a [uncommon] [corrosive] [liquid] that [reacts violently].
Essence is a [rare] [mystical] [liquid] that [holds latent magic].
Aether is a [legendary] [luminous] [liquid] that [channels raw magic].
Plants
Medicinal Herbs
Wildflowers are a [common] [soothing] [plant] that [eases minor aches].
Herbs are a [common] [refreshing] [plant] that [revitalizes the senses].
Rootstock is a [uncommon] [calming] [plant] that [promotes mental clarity].
Silverleaf is a [rare] [restorative] [plant] that [accelerates healing].
Lifebloom is a [legendary] [vital] [plant] that [heals grievous wounds].
Poisonous Plants
Berries are a [common] [toxic] [plant] that [cause mild illness].
Nightshade is a [common] [venoumous] [plant] that [induces weakness].
Hemlock is a [uncommon] [potent] [plant] that [causes hallucinations].
Deathbloom is a [rare] [deadly] [plant] that [can kill swiftly].
Soulvine is a [legendary] [cursed] [plant] that [drains vitality].
Magical Properties
Fungi are a [common] [mystical] [plant] that [enhances minor spells].
Wyrdroot is a [common] [enchanted] [plant] that [amplifies spellcasting].
Mistbark is a [uncommon] [elemental] [plant] that [enhances the elements].
Heartbloom is a [rare] [arcane] [plant] that [stores ambient magic].
Aetherstem is a [legendary] [ethereal] [plant] that [channels latent currents].
Crafting
Crafting takes some imagination from the player as there is no real set recipe system for crafting gear. The player decides what the item should do based on the creature (or creatures) the base item came from. If you are playing with a party, the party should agree that it is a viable idea.
To craft an item. You must roll a crafting check against the base items level plus one (DC = (Level + 1) * 3). If you failed the check you may try again hindering the task by 2 for each new attempt.
| d20 | Result | Details |
|---|---|---|
| 1 | Fail, and | You failed to craft the item and you lose the materials |
| 2 to DC-6 | Fail, but | You failed to craft the item but you didn't lose any materials in the process |
| DC-5 to DC-1 | Success, but | Successfully crafted the item but it doesn't do exactly what you wanted |
| DC to DC+4 | Success | Successfully crafted the item and it does what you intended |
| DC+5 + | Success, and | Successfully crafted the item better than expected |
On a successful crafting check create an item sentence. The newly crafted item is Level 1 and if purchased in a story has a starting Cost of 3.
Augmenting
Augmenting is much like crafting, except you are changing the properties of your already crafted item with new and/or different features.
Modify your item sentence.
To augment an item. You must roll a augment check against the items level plus two (DC = (Level + 2) * 3). If you failed the check you may try again hindering the task by 2 for each new attempt.
| d20 | Result | Details |
|---|---|---|
| 1 | Fail, and | You failed to augment the item and you lose the raw material. |
| 2 to DC-6 | Fail, but | You failed to augment the item but you didn't lose any materials in the process |
| DC-5 to DC-1 | Success, but | Successfully augmented the item but it doesn't do exactly what you wanted |
| DC to DC+4 | Success | Successfully augmented the item and it does what you intended |
| DC+5 + | Success, and | Successfully augmented the item better than expected |
On a successful augmenting check add an additional tag to the item. Augmenting an item increases its level by 1 and every 3rd level increases the base cost by 1.
An item can have up to 9 augmentations
Salvaging
To salvage an item. You must roll salvaging check against the items level. If you failed the check you may try again hindering the task by 2 for each new attempt.
| d20 | Result | Details |
|---|---|---|
| 1 | Fail, and | You failed to salvage the item and destroyed it |
| 2 to DC-6 | Fail, but | You failed to salvage the item but it was not damaged |
| DC-5 to DC-1 | Success, but | Successfully salvaged the item but the property is dimished |
| DC to DC+4 | Success | Successfully salvaged the item with the intended property |
| DC+5 + | Success, and | Successfully salvaged the item with two properties |
On a successful salvaging decide what property was salvaged from the item. This property may be applied to an existing item with a Level 5 Augmenting task.