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Crafting Materials

When attempting to Craft something, you must consume a certain amount of materials to do so. Below is a reference sheet of example TU pricing for Crafting Materials, as well as their weight.

Note that the prices below are only available when purchasing these materials at Character Creation. During the course of a game, crafting components are typically significantly more valuable, and can be more than 10 times the TU prices listed here. The quality of the crafting materials leveraged determines the quality of good you may create. For example, it is difficult, if not impossible, to create magical rings or greater implements out of only poor magical goods.

Table: Crafting Materials

Crafting Goods TU Value Weight (Lbs.) Magical Crafting Goods TU Value Weight (Lbs.)
Poor 1 5 lb. Poor 1 5 lb.
Common 2 2 lb. Common 4 3 lb.
Good 4 1 lb. Good 8 1 lb.
Fine 8 0.5 lb. Fine 16 0.5 lb.
Best 16 - Best 32 -
Firearm Components TU Value Weight (Lbs.) Esoteric Crafting Goods TU Value Weight (Lbs.)
Poor 2 10 lb. Petty 1 -
Common 4 5 lb. Mundane 3 -
Good 7 2 lb. Curious 6 -
Fine 12 1 lb. Mysterious 10 -
Best 20 1 lb. Truth 15 -

Gathering Materials

Crafting, Magical and Esoteric materials can often be gathered from natural (or unnatural) sources in the world. This check will often be a Craft, Profession or even Survival check. This check and how much material is gathered is determined by three factors, Access, Amount and Rate.

Access

Access to a resource determines the base DC for the material. The three levels of access are Easy (DC 5), Average (DC 10) and Difficult (DC 20). If this check hots the DC you always gather at least one material, however exceeding it is determined by the resources Amount

Amount

Amount determines how many materials are acquired through each check. There are three levels of amount, Plentitude, Average and Sparse. Each level determines how many materials you get by exceeding the gather DC. Plentitude level gives one extra material for every 2 exceed, Average gives one extra material for every 5 exceeded and Sparse gives one extra material for every 10 exceeded.

Rate

Rate determines how long each check takes to complete. There are three levels of rate, each with a number of hours. Fast rate requires 4 hours of work, Normal rate requires 8 hours of work and Long requires 12 hours of work.

Gather Cap

All resources have a gather cap as well. This determines the amount of materials that can be extracted from a resource in one day (a single 24 hour period).

Table: Gathering Resources

Access DC Amount Exceed by Rate Hours
Easy 5 Plentitude 2 Fast 4
Average 10 Average 5 Normal 8
Difficult 20 Sparse 10 Long 12