Components

Components

Components are the elements required to craft any item imaginable. They come in three general categories: material components, refinement components, and power components. Different varieties of items will require different amounts of each, whereas the rarity of an item will depict the exact rarity needed from components. Components may be crafted, harvested, or foraged and found naturally.

Component Types

Material Components

Material components are used to build the structural components of items. Often blades, plating, and framework are made from these. These are the most abundant form of components and the most common components used in crafting. Some items require only material components, though most if not all components require at least 1 material component.

The more powerful material components are, the more durable they are and the more powerful they are. A lot of the time, this also comes with heavier weights. Rarer material components are often required not only for sustaining constant use, but also to capacitate powerful inner-workings of complex items. Some items include powerful cores inside it that emit constant energy, and without a strong material to hold it, the item would destroy itself.

Refinement Components

Refinement components are small pieces that can make an item lighter, smaller, or even more efficient. This can be achieved through highly conductive materials, substances with strong arcane capacity, or even things as powerful as nanotechnology.

The most common forms of refinement components are precious metals and alchemical substrates. Precious metals allow devices to have a more refined electronic structure while more potent alchemical substances are able to capacitate more powerful runes.

Power Components

Power components are the rarest form of component and are not seen in many items, especially those that are more common. Generally, an item does not require one or more power components unless they hold a specific characteristic that requires such. Examples of characteristics that would require them include thermal attacks and sentience.

Power components produce or store usable energy, whether it be mechanical or arcane in nature, to power their larger systems. Long ago, different types of cores and cells were designed specifically for this purpose, small devices that harness the output of different effects, such as chemical reactions and radiation.

Foraging

One of many ways an adventurer may stumble across new components to use in their travels is through foraging. This is the act of spending a long period of time searching for something specific. Such searches are thorough, generally spanning long periods of time and including searching above and beneath the surface when available.

Whenever a creature looks to forage for a component, they must make a test, generally an Awareness test, in a large foragable area. Foragable areas should be large and explorable and the exact amount of time a player is willing to spend foraging should be decided beforehand. The effects of the amount of time they spend will modify their roll.

Foraging Ratings

Every foragable component has a Foraging Rating. When a player attempts to forage for a specific component, the GM will roll that component's Foraging Rating (listed with each foragable component in a table below).

The foraging rating roll will dictate what roll the test, generally an Awareness test, will need to succeed in order to find the given resource. This means that even the rarest of materials may be found with great luck, though the rarer the material, the lower the chance of success.

Upon succeeding the test, the foraging player gains a random amount of the resource (possible amounts also listed with each foragable component). Upon failure, the full time is spent and no resource is found.

Table for reference:

MC: Harvest 1d8 RC: Harvest 1d6 PC: Harvest 1d4
crude 1d4 2d4 3d4
common 3d6 4d6 5d6
extraordinary 5d8 6d8 7d8
rare 7d10 8d10 9d10
legendary 9d12 10d12 11d12
mythical 11d20 12d20 13d20
Homebrew warning

Homebrew

Foraging

Usually player decides what component they want to forage. But how that works realistically? Will they just ignore everything they are not searching for?

As a table rule, I roll all foraging ratings at once and then decide what you can find based on an environment and circumstances.

Time Spent Foraging

A player may spend anywhere from 1 hour to 24 hours foraging for a single type of component. The more time spent, the more likely they are to find the component. In some cases, they may even find it faster than expected.

Below are the available amounts of time one may spend foraging, and how it affects the test made:

Time Spent Favor/Disfavor
1 hour 1 disfavor
4 hours no modifiers
8 hours 1 favor
12 hours 2 favor
24 hours 3 favor

Exceptional Success And Failure

When a player makes a test against a foraging rating and succeeds the roll by double or more, the amount of time they spend searching for it will be reduced.

If the player's test is over double what the foraging rating rolled, they find it in half the time. If the player's test is over triple what the foraging rating rolled, they find it in a third of the time, so on.

In other cases, the component a player is trying to forage may be impossible to find, whether it be depleted or the player be searching in a barren biome. Regardless, the GM should take note of whether or not it is available beforehand.

This information may be disclosed to the player or kept from the player, predominantly based on how much information the character has and GM discretion. If a player attempts to forage for a component that is impossible to find in the given conditions, rolls always fail.

Harvesting

On top of XP, creatures have a number of items and harvestable parts they may offer upon incapacitation or death. Items are easy to obtain from dead creatures and slightly more difficult to obtain from living creatures, but harvestable components do require that the creature be dead or that the creature die in the process of harvesting.

Whenever an attempt is made to harvest from a creature, a test must be made based on the specific circumstance, listed on each creature's stat block. For instance, if a player would like to harvest a creature's bones, they may have to make an Engineering test. If it succeeds the amount listed on the creature's stat block, they are rewarded with more bones than they would have upon failure. This is generally due to either the components being rendered useless or destroyed completely.

What type of harvestable resources a creature will have is based on its final DR. What types of components can be harvested and what type of test that needs to be made is based on the creature body. The rarity of those components are decided by the following, unless otherwise stated:

A harvester may spend variable amounts of time when harvesting from a creature, modifying the DR accordingly.