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Harvest (STR/WIS)

You are trained at harvesting resources from a wide array of nodes. Based on what you are trained in this can take on many forms. Further specialization is available based on material of the node.

Common Uses

Alchemic, Crafting, Magical, Structural and Esoteric materials can often be gathered from natural (or unnatural) sources in the world. You may select a specialization based on material.

You may select one type of component each type you select the Harvest skill:

  • Alchemic
  • Culinary
  • Magical
  • Mundane
  • Structural
  • Technology

Material Specializations: Once unlocking a crafting category you may select a material to specialize in which grants a +5 when crafting with that material. An example of materials is listed below.

  • Metal
  • Stone
  • Wood
  • Bone
  • Leather
  • Cloth
  • Chemical
  • Ceramic
  • Paper
  • Biological
  • Exotic (?)

Gathering Materials

Alchemic, 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

Example

A party comes across a field of magical onions and decides to gather them. The GM determines that the Access of these onions is Average and sets the DC to 10. These onions grow in small, remote clusters though and the Amount is set to Sparse. Next the process of gathering these onions is quick and the GM sets the Rate to Fast . The Party can Roll a Survival or Profession (Botanist or Farmer) to gather these materials. Each player may roll separately or work together on a single roll. The GM shares that the Gather Cap of these is 10, which means the most materials they can extract today is 10.

As a result the party elects to have two members gather and the others explore the area. Player one rolls a 22 and Player two rolls a 17. Player one gathers 2 Magical Crafting Goods and Player Two gathers 1. Realizing the onions are quite hard to gather great amounts at once, all party members join in on the onion hunt and choose to take ten. The four party members each gather a single Poor Magical Crafting Good after four hours. So after 8 hours of work so far the party has gathered 7 materials which means 3 more could be gathered. However the party decides to instead simply call it a day and move on from the onion patch.