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General RulesEdit

Harvesting creates resources. In general, you roll a harvesting skill and count up your successes. You get that many units of a tier I resource. If you're harvesting a tier II resource, then you get half that many units of tier II resource rounded up. If you're harvesting a tier III resource you get 1/3 of that many units of tier III resource rounded up. If you're splitting it to get resources from multiple tiers, you round down instead. For example, you roll 5 successes to butcher a cow for leather, a tier II cloth. You get 3 leather. But, realistically, you should some food in there too. So if you get 2 food, that leaves you with 3 leftover successes. But you're rounding down now so you get 1 leather. You should also take the leftover success as an extra point of food. 

The higher the teir of a resource, the better a resource it is.

The skills below list common resources, but if you can think of something else feel free to bring it up to the GM and see if there's a way you can acquire it. The resource lists the most common tiers available. 

Here are the varying types of resources, with some examples of varying tiers. 

Resource Tier I Tier II Tier III
stone limestone, sandstone, common rock schist, basalt, slate, shale obsidian, adamantite, marble, granite
food meat, vegetables, berries none* none*
wood pine, birch, ash yew, mahogany ironwood, sapient pearwod
cloth fabric,  leather, fur silk, spider silk, dragon leather
treasure silver,  gold, platinum, jade ruby, diamond, emerald, orichalc
ores copper, lead, tin iron,  mythril, 
miscellaneous bone, sand, clay, shells, reeds pigments, glass paper
  • food is food. Better food wouldn't be more filling, but would satisfy a person's need for beauty. 

A unit of stone is one cubic meter of rock. A unit of wood is enough to make a solid door from. A unit of cloth is enough to make a shirt or pair of pants from. A unit of treasure is a handful. A unit of ores is enough to make a sword from. Miscellaneous has its own units as you see fit.

SpecificsEdit

TamingEdit

This is a skill that covers most interactions with animals. There are several uses for it.

Animal Handling: Roll this as a social skill to see how well you can interact with an animal, or to assist any animal in carrying out any task, or to tame a wild animal, or to just know about animals. This usually works as a standard action. 

Herd Management: Animals come in groups. So 13 pigs could be written as Pigs: 13. You can breed them, rolling taming and adding successes as extra members of the herd as they breed and grow. Note, herd size varies depending on the type of animal. Chickens: 4 would be about 40 chickens while cows: 4 would probably be 2 cows. An entire beehive is one unit of bees.

Raising: You can cause an animal to grow big and strong. Roll taming to add a number of skill points to the animal equal to successes rolled, which determines how well it learning tricks or growing in potential. You may need to give an animal a custom harvest skill to represent its resource drops. You can pull a single animal out of a herd and start developing it as a minor PC. For example, training a horse to become an effective mount.

Farming

Farming works much like taming, and also is a social skill with sapient plants.  

Forestry: This grants you wood, herbs, and berries. 

Mining: This grants you stones and ores. 

Fishing: This generally gives you fish for food and on rare occasions pearls for treasure.  

Transport: You can roll this for free alongside a work action. Successes rolled allow you to move a number of areas from base for free when harvesting. 

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