Materials, Salvage and Crafting


Materials can be harvested all across Noth, as scavenging, recycling and restoring cycle old technology or reliquaries is a lucrative, and important part of the continued stability of society; from Pennant Archae shapers recycling artefacts into religious items; to Herald Bartolo’s creation of the Long-Range Chemical Cannon.

Very rarely will someone have the complete equipment or knowledge to compete with the craftsmen of cycles past, and even with all the tools in the world, many new inventions, faith-bathed items or tinctures are ad-hoc creations, some with side effects unintended upon completion…

Characters who are sufficiently experienced in the creation of tools and items, and have the components or financial backing to do so, can create a range of magic or non-magical items. To create magically infused items, the crafter must have the spellcaster or similar feature. All characters will also require: 

  • Proficiency in the tools that apply to the item they wish to make;
  • Access to a sufficiently stocked workbench;
  • Meeting the material cost for the item they wish to make.
Material Types

Materials of different qualities can be found all over Noth, and come in 5 different types;

Botanical

Botanical materials include wood, flowers, seeds and leaves of plants and trees.

Organic

Organic materials include the flesh and organs of creatures, both native and otherwise.

Mineral

Mineral materials include metals, stones, gems and most non-organic material.

Spiritual

Spiritual materials might include incense, broken relics, wooden fetishes and holy artefacts.

Technical

Mechanical materials include manufactured parts, circuitry, tinkering equipment and gears.

Material Rarity

Common Materials are found in major cities, and some frontier towns:

  • Local Herbs
  • Quality leathers
  • Metal ingots
  • Incense
  • Tinkering parts


Uncommon Materials are only found in the frontier or exclusive vendors in cities:

  • Non-native plants
  • Bearhide
  • Gems
  • Broken statuettes
  • Complex moving parts

Rare Materials are only found in the most isolated and hidden parts of Noth by the daring:

  • Scapebeast hide
  • Empyria flowers
  • White Filament solution
  • Blessed cerements
  • Circuit boards

Legendary Materials are a life altering find, changing history in their discovery:

  • Flesh of the Outsider Gods
  • Bark of the Hesperetiyehn
  • 5ml of Omnimatter
  • Tears of the Herald of Loss
  • A broken Angle Swallower

Note: Some materials may be considered heretical to even hold, so discretion is advised when players search for or advertise components in public spaces.

Salvaging

Characters may at any point search an area for materials, called salvaging. Salvaging takes into account the location players are looking for materials, and the likelihood of finding higher quality materials. Searching for circuit boards in a local flowerbed is unlikely to turn up anything; searching for legendary materials in the same flowerbed is just as unlikely.

Once the character has determined the location and type of materials to salvage, they use one of the following skills to salvage;

  • Nature for Botanical
  • Survival for Organic
  • Investigation for Mineral
  • Religion for Spiritual
  • Arcana for Technical

Characters then perform their skill check, their roll determining the quality and quantity of materials salvaged. They may be helped by ally NPCs in their salvage. Both characters then roll and the highest roll determines salvage. They then consult the table, and determine the quality of the materials: 

DC Range

Salvage Quality

Salvage Quantity

Value

5 - 10 - 14

Common

1d4 - 1d8

8 -64gp

15 - 17 - 20

Uncommon

1d3 - 1d6

50 - 300gp

21 - 23 - 25+

Rare

1d2 - 1d4

150 - 600gp

N/A

Legendary

1

priceless

If they meet the median DC requirement for a material's rarity, they roll the maximum amount. Players must announce before rolling their intent to salvage lesser quality materials; If they wish to only salvage common materials, any roll above 5 will allow them to do so, but they cannot choose to then salvage a rarer materials type.

Material Cost

Items characters wish to create have materials costs to them. Some of these costs can be bypassed with gold, such as the purchase of ingots from a local smith, or herbs from a Merse clinic.

Common Materials: 10 - 50gp

Uncommon Materials: 100 - 250gp

Rare Materials: 250 - 1000gp

Legendary Materials: - N/A

When crafting an item, its rarity dictates the cost in materials required to create it. The GM can alter the cost requirements at their discretion. Legendary materials will have specific applications in their use at the GM’s discretion.


Item Rarity

Base gp Cost

Low Cost

Median Cost

High Cost

Common

30 - 100gp

3 Common

5 Common

3 Common

1 Uncommon

Uncommon

100 - 500gp

3 Common

1 Uncommon

3 Uncommon

1 Rare

Rare

500 - 1500gp

1 Rare

3 Uncommon

1 Rare

6 Uncommon

2 Rare

Very Rare

1500 - 2500gp

3 Rare

5 Rare

1 Legendary

Legendary

2500 gp+

1 Legendary

5 Rare

1 Legendary

2 Legendary

Crafting

Once a crafter has met all prerequisites, they may begin the construction of their item. The craft of the item takes xd6 hours, where x is the rarity level of the item being crafted to a minimum of 1 hour crafting a common item (rarity 1), and a maximum of 30 hours, or 4 days crafting a Legendary item (rarity 5).

The crafter then performs a skill check with their chosen skill. This skill depends on the artisan tools used and item to be created;

  • A smith may use strength to smelt and beat armour or weapons into shape
  • A jeweller or watchmaker may use dexterity to keep their hands steady
  • A glassblower may use constitution as they toil for hours in a hot workshop
  • An inventor may use intelligence to piece together complex machinery
  • A brewer or poison maker may use wisdom as they create their concoctions
  • A painter or sculptor may use charisma to pour their soul into their work

The crafter adds their proficiency bonus to their skill, and the resulting dice roll determines the success of the items construction;


DC Range

Result

1

A complete failure, nothing can be salvaged from this

5 - 8

The project failed, but half of the materials can be salvaged

9 - 11

You salvage half of the materials. Get advantage on crafting the next item

12 - 14

You are successful, but a complex item may have a hidden downside

15 - 22

You are successful in crafting the item

23 - 25

You are successful, and find you needed less components than you thought

26 - 30+

You are successful, and find a additional benefit bestowed upon it