# Materials ________________________________________ ________________________________________ ## Main Info ### Basics **Rarity**: - How often people in the world will encounter the material; could also reflect how “legal” a material is to obtain - 5 tiers: - 1 = Common - 2 = Uncommon - 3 = Rare - 4 = Legendary - 5 = Mythic **Type**: - what the material is/is made of - several types: - Metallic = matter made of metallic based minerals - Non-metallic = non-biotic matter made of nonmetallic minerals - Organic = biotic/cellular matter - Synthetic = man-made material - Exotic = matter of unusual properties **Armor:** - Flat damage the material can [[Block]]  - Mainly used for [[Armor]] and items with [[Block]] abilities - Max value:  - 50 (for single damage type) - 100 (for multiple damage types) **Mending Damage**: - The amount of possible damage the item will take if mended **Augments**: - Properties not original to the material - Enchantments: special properties added to material at the cost of the material’s durability ### Durability **Basics** - The material’s ability to withstand damage - Max value: 100  **Item Creation**: - ​Durability on creation equal to 1d100 roll (unless otherwise stated) **​Normal Durability Loss:** - Damage over [[Armor]] = \[-1] durability - Damage over [[Armor]] counts once per instance - This is to make items last longer due to high damage scaling and combo damage **Targeted Item** - Entities can target individual items and wearable pieces of others - When these items take damage they lose 1 durability equal the # of times the damage exceeds the item's [[Block]] amount. - For example, if the damage is 3 times the [[Block]] amount, it loses 3 durability ### Material Properties The original effects within the material itself - Abrasive Touch:  - Rubbing against the material the wrong way will cut you - Deals (\#d\# \[auto \#]) serrated damage - Adaptation: alters self-mods to certain situations - Astral Nature: When dealing damage, roll 1d10 for random Elemental Type 1. [[Cold]] 2. [[Corrosive]] 3. [[Force]] 4. [[Heat]] 5. [[Necrotic]] 6. [[Radiant]] 7. [[Shock]] 8. [[Sound]] 9. [[Toxic]] 10. [[Umbral]] - Burden: - Disadvantage on [[Accuracy]] - Units of Movement per movement action: \[-1] - Burnable: - Able to catch fire - Can be used as fuel - Conductive: - Conducts electricity - Does not block [[shock]] damage - Depletion Death: upon reaching 0 durability, will explode dealing X damage - Empower: - empowers [[Myrr]](M)/[[Psi]](P)/ other(X) abilities; - (+\#d\# \[auto \#]) to abilities - Enchant bonus: When enchanting, 50% chance of 0 Durability loss - Etherbane: able to interfere with certain [[ether]]-fueled/etherbased abilities (ex. phase and shift) - Hydrate: expose material to water for desired effect - Luminious: emits light (state lighting level) - Myrrsync: channels [[Myrr]] to make attacks stronger, draining user myrr - Myrrpool: contains its own usable [[Myrr]] reserve - Non-Ferrous: [[Resistance Chance]] ([[Corrosive]], +\#); non-magnetic - Reflective: 50% incoming damage of type is reflected back to attacker - Regen: able to restore self-[[durability]] - [[Resistance Chance]]: - aka RC - Material RC (treat the same as entity RC) - Value counts as [Modifier] - Static-Sponge: - Absorbs electricity - 50% chance to nullify [[shock]] damage from electricity - Symbiote: - Can bond to a wearer - Effects can be avoided if certain precautions are met - X-Grav: - High: increase gravity - Low: reduces gravity - Anti: 0 gravity resistance ## Regular Materials ### Rarity 1 | Name | Rarity | Type | Armor | Durability | Mend DMG | Properties | Other | | ------------ | ------ | ------------ | ----- | ---------- | ------------------------------------ | -------------------------------------------------------- | ----- | | Silk | 1 | Organic | 1 | 50 | 5d10 | • Burnable<br>• Enchant Bonus | | | Cloth | 1 | Organic | 5 | 30 | 5d10 (3d10 if have material on hand) | • Burnable | | | Leather | 1 | Organic | 10 | 30 | 6d10 | | | | Softwood | 1 | | 10 | 20 | 5d10 (3d10 if have material on hand) | • Burnable | | | Hardwood | 1 | Organic | 30 | 20 | 5d10 | • Burnable | | | Enamel | 1 | Non-metallic | 50 | 5 | 4d20 (2d10 if have material on hand) | | | | HardenedClay | 1 | Non-metallic | 10 | 10 | 5d10 (2d10 if have material on hand) | • Burnable | | | Aluminum | 1 | Metallic | 5 | 5 | 3d10 (1d10 if have material on hand) | • Conductive<br>• RC ([[Corrosive]] \[+20])<br> | | | Tin | 1 | Metallic | 10 | 20 | 3d10 (1d10 if have material on hand) | • Conductive | | | Nickel | 1 | Metallic | 30 | 20 | 4d10 (2d10 if have material on hand) | • Conductive<br>• RC ([[Corrosive]], \[+20])<br><br> | | | Copper | 1 | Metallic | 30 | 30 | 4d10 (2d10 if have material on hand) | • Non-Ferrous (+15)<br>• Conductive<br> | | ### Rarity 2 | Name | Rarity | Type | Armor | Durability | Mend DMG | Properties | Other | | ------ | ------ | -------- | ----- | ---------- | ------------------------------------ | --------------------------------------- | ----- | | Silver | 2 | Metallic | 10 | 30 | 4d10 (2d10 if have material on hand) | • Conductive | | | Gold | 2 | Metallic | 10 | 10 | 3d10 | • Conductive<br>• Enchant Bonus<br> | | | Bronze | 2 | Metallic | 35 | 35 | 4d10 (2d10 if have material on hand) | • Non-Ferrous (+30)<br>• Conductive | | | Iron | 2 | Metallic | 30 | 20 | 4d10 (2d10 if have material on hand) | • Non-Ferrous (+30)<br>• Conductive | | | Chrome | 2 | Metallic | 40 | 20 | 4d10 (2d10 if have material on hand) | • Reflective ([[Radiant]]) | | ### Rarity 3 | Name | Rarity | Type | Armor | Durability | Mend DMG | Properties | Other | | -------- | ------ | -------- | ----- | ---------- | ------------------------------------ | -------------- | ----- | | Steel | 3 | Metallic | 40 | 40 | 3d10 | • Conductive | | | Cobalt | 3 | Metallic | 45 | 30 | 5d10 (4d10 if have material on hand) | | | | Titanium | 3 | Metallic | 50 | 50 | 5d10 (4d10 if have material on hand) | | | ### Rarity 4 | Name | Rarity | Type | Armor | Durability | Mend DMG | Properties | Other | | -------- | ------ | -------- | ----- | ---------- | -------- | --------------------------------------------------------------------- | ----- | | Platinum | 4 | Metallic | 10 | 50 | 3d10 | • Conductive<br>• Enchant Bonus <br>• RC ([[Corrosive]] \[+50]) | | | Tungsten | 4 | Metallic | 50 | 100 | 5d10 | | | ## Special Materials ### Rarity 2 | Name | Rarity | Type | Armor | Durability | Mend DMG | Properties | Other | | -------------------- | ------ | ------------ | ----- | ---------- | -------- | --------------------------------------- | ---------------------------- | | Soft Chitin | 2 | Organic | 10 | 10 | 6d10 | | | | Hard Chitin | 2 | Organic | 20 | 10 | 8d10 | | | | Armored Leather | 2 | Organic | 30 | 20 | 6d10 | | | | Denticled Leather | 2 | Organic | 20 | 20 | 6d10 | • Abrasive Touch (1d10 \[auto5]) | | | Stonewood/ Petricite | 2 | Mon-metallic | 30 | 30 | 7d10 | | | | Lumite | 2 | Non-metallic | 1 | 10 | 9d10 | • Luminous ([[Lighting]]: Dim) | | | Gravitite | 2 | Non-metallic | 5 | 20 | 5d10 | • X-Grav | • Reduces/ Negates gravity | | Azulite | 2 | Non-metallic | 10 | 10 | 1d10 | • Conductive<br>• Static-Sponge<br> | | ### Rarity 3 | Name | Rarity | Type | Armor | Durability | Mend DMG | Properties | Other | | ---------------- | ------ | -------- | ----- | ---------- | ------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------- | | Cave Weaver Silk | 3 | Organic | 10 | 100 | 4d10 | • Burnable | | | Ironwood | 3 | Organic | 50 | 20 | 7d10 (5d10 if have material on hand) | • Burden<br>• Burnable<br>• RC <br>•• [[Bludgeon]] \[+30\[<br>•• [[Heat]] \[+30]<br>•• [[Flame]] \[+60] | • Heat resistant<br>• Long burning<br>• Fire Retardant<br> | | Mycillium | 3 | Organic | 10 | 40 | 2d10 | •   Regen (1d4 per hour out of combat)<br>• Adaptation<br>• Resist ([[Toxic]] \[+50])<br>• Symbiote | •   Adapts ([[GM]] suggestion)<br> | | Veradium | 3 | Organic | 30 | 30 | 8d10 (4d10 if have material on hand) | • RC ([[Radiant]] \[+20])<br>• Regen<br>•• Conditions: [[Drenched]]: Water and [[Lighting]]: Bright<br>•• (1d10 per 5 minutes) | | | Mythril | 3 | Metallic | 20 | 20 | 6d10 | • Empower (M: +2d10 \[auto10])<br>• Myrrsync | | | Ectoplasm | 3 | Exotic | 15 | 10 | 8d10 (3d10 if have material on hand) | • Etherbane | • [[Ether]] that has been adapted to the physical plane | | Adamantium | 3 | Metallic | 30 | 30 | 5d10 | • Burden<br>• [[Immune]]: [[Shock]] | | | Orichalcum | 3 | Exotic | 5 | 15 | 9d10 (1d10 if have material on hand) | • Myrrpool<br>• Myrrsync | • Produces its own Myrr (1d10 per hour) | ### Rarity 4 | Name | Rarity | Type | Armor | Durability | Mend DMG | Properties | Other | | ------------ | ------ | ------------ | ---------------- | ---------- | ------------------------------------ | ----------------------------------------------------------------------------------------------------------------- | ------------------------------------- | | Neural Glass | 4 | Exotic | 10 | 5 | 5d10 | • Empower (P: +2d10 \[auto 10]) | | | Steelleaf | 4 | Organic | 20 (Hydrate: 40) | 40 | 7d10 (4d10 if have material on hand) | Hydrate | | | KrakenHide | 4 | Organic | 100 | 50 | 6d10 | • RC <br>•• [[Cold]] \[+25]<br>•• [[Corrosive]] \[+25]<br>•• [[Heat]] \[+25]<br>•• [[Toxic]] \[+25] | | | Everfrost | 4 | Non-metallic | 30 | 30 | 5d10 (2d10 if have material on hand) | • Damage ([[Cold]])<br>• [[Immune]] ([[Cold]])<br> | • Constantly cold, ice-like mineral | | Phyridium | 4 | Non-metallic | 30 | 30 | 5d10 (2d10 if have material on hand) | • Damage ( [[Heat]])<br>• [[Immune]] ( [[Heat]])<br> | • Constantly hot mineral |