# 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 |