Crafting

Table of content
  1. Crafting
  2. Harvesting
  3. Essence
  4. Creature Parts
  5. Resources
  6. Crafting
  7. Augmenting
  8. Salvaging

Crafting

There are four phases of crafting.

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 creatureโ€™s 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.