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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Crafting & Treasure / Special Materials

Special Materials

Some items can be made from rare or unusual materials instead of ordinary wood, leather, bone, cloth or metal. A special material grants the finished item one or more traits, properties or rules listed in its entry, and they stay part of the item for as long as it's made of that material. A material can change the item's cost, Craft DC, required tools, setup time or other crafting requirements, as its entry says, and if it can only be used for certain kinds of items, its entry says so.

Unless a rule says otherwise, an item keeps its material's traits and properties if it is later made Masterwork or enchanted with runes. If more than one special material would apply to the same item, the GM decides whether they can be combined; usually an item is made of only one.

Using Special Materials

When you start a project, you can declare that the item is made from a special material if you have enough of it. Use the item's normal statistics and rules unless the material's entry says otherwise. A material never changes an item's category unless its entry says so: a sword of a special metal is still a weapon, and a cloak woven from a rare fiber is still a worn item. If a material grants a trait that overlaps one the item already has, use the stronger or more specific version (GM's call).

Special Materials and Magic Items

Special materials affect the physical item; Masterwork improves its quality; runes add magical properties. A special material can be the base for a Masterwork item and a magic item unless its entry says otherwise.

Reading a Material Entry

Each entry lists its Applicable Items, a short Description, the Traits Granted, its Effects (benefits, penalties, and any change to damage type, Durability, Soak, Hardness, weight or other statistics), its Scaling Profile, its Crafting Requirements (minimum rank, tools, workshop, formula or other prerequisites), its Crafting Modifiers (extra raw material cost, higher DC, longer setup or special handling), its Restrictions (item categories it can't be used for, non-stacking interactions, other exceptions) and, where relevant, its Magic Item Interaction.

Design Standard

Special materials are permanent physical crafting materials that change the finished item itself, distinct from alchemical ingredients and magical runes. A material grants a passive, always-on benefit drawn from the physical nature of what was harvested, the family it came from and any relevant subtype or trait. They should only grant effects that come from a creature's body, construction or lasting supernatural nature, never one-use or consumable effects, or anything better handled by an alchemical concoction.

A special material never grants an activated ability, never needs Strain to work, and never replaces the role of runes. Where a material and a rune share a theme, the material's version is narrower, weaker and always passive; the rune's stays broader, stronger, scalable or activated. Good material effects: durability, preservation, environmental resistance, minor passive protection, handling, grip, structural stability, or narrow passive creature-themed properties. Not material effects: major magical powers, broad offensive riders, on-demand supernatural effects, or marquee abilities that belong on runes. In short, a special material is the item's passive physical identity; runes are its stronger magical escalation.

Scaling

Some materials scale with the level of the finished item (not the wielder), across the item-level bands 0–4, 5–10, 11–16 and 17+. A scaling material improves one step each time the item enters a higher band. A step should do one thing: raise a narrow flat bonus; widen the situations where the material applies; improve a physical statistic such as Hardness, Durability or weight; or add or improve a minor interaction with a matching rune, essence trait or item property. Materials that already scale through the item's own statistics (full Soak instead of half, or a percentage of Durability) usually need no extra scaling text. A material never grants a stronger effect than a same-theme rune.

  • Inherent: already scales through its own effect or the item's statistics; no extra rule unless the entry says otherwise.
  • Flat: +1 to the listed flat bonus each time the item enters a higher band (5, 11 and 17), unless the entry says otherwise.
  • Synergy: at each higher band (5, 11 and 17), improve one listed interaction with a matching rune, essence trait or item property, as the entry describes.
  • Hybrid: scales partly through its own effect and partly through a Flat or Synergy rule, as the entry describes.

Material Summary

Each material is written out in full in the Special Materials compendium.

MaterialApplies toTraitsScalingCost / DCEffect
Aberration Hide (Psychic)Hoods, masks, helms, light armor, veils, worn itemsAberration HideFlat+25%, Craft DC +1.While wearing or using the item, the user gains +1 on saves against telepathy, mind-reading and thought-probing effects.
Aberration Hide (Grasping)Gloves, wraps, boots, belts, shield facings, wrestling gearAberration HideFlat+25%, Craft DC +1.While wearing or using the item, the user gains +1 on checks to Grapple, Escape a Grapple, or keep hold of a creature.
Adhesive MembraneGloves, boots, wraps, grip pads, shield linings, climbing gearAdhesive MembraneFlat+25%, Craft DC +1.While wearing or using the item, the user gains +1 on checks to Climb, keep a grip, or resist being disarmed.
AetherwoodRods, staves, wands, charms, worn items, light weapons, toolsAetherwoodSynergy+25%.Crafting checks to add or upgrade runes on an item made from aetherwood gain 1 level of Advantage.
Animal Bone (Keen-Sensed)Weapon hafts, tool handles, charms, bone fittings, utility gearAnimal BoneFlat+25%, Craft DC +1.While using or wearing the item, the user gains +1 on checks to track creatures or follow wounded prey.
Animal Hide (Thick-Hided)Armor, shields, helms, bracers, weather gear, outer panelsThick-HidedFlat+25%, Craft DC +1.While wearing the item, reduce penalties from ordinary heat, cold, rain and rough terrain by 1 (to a minimum of 0).
Celestial HideArmor facings, mantles, shields, worn icons, cloaks, ceremonial wearCelestial HideFlat+25%, Craft DC +1.While wearing or using the item, the user gains +1 on saves against fear, corruption and despair effects.
Chitin PlateHelmets, bracers, shields, armor panels, light armor, medium armorChitin PlateFlat+25%, Craft DC +1.While wearing or using the item, the user gains +1 on saves against being grabbed, pinned or crushed.
Cold IronWeapons, ammunition, armor, shieldsCold Iron—+25%.Weapons and ammunition count as Cold Iron for weaknesses, resistances, immunities and special defenses. Armor and shields count as Cold Iron when a creature reacts to being struck or touched by them.
Construct PlatingArmor, shields, helmets, bracers, reinforced casingsConstruct PlatingFlat (special)+25%, Craft DC +1.The finished item gains +1 Hardness.
Corrosive SheathCloaks, aprons, gloves, boots, wraps, shield facings, outerwearCorrosive SheathHybrid+25%, Craft DC +1.The item isn't harmed by ordinary acid wear, rust or mildew. If an acid hazard directly contacts the part of the wearer this item covers, the wearer gains +1 on the save against it.
Dragon FangDaggers, spear tips, arrowheads, light weapon fittings, trophy weaponsDragon FangFlat (special)+25%, Craft DC +1.Weapons or ammunition made with it deal +1 damage against Bloodied targets.
Dragon Scales (Fire-Attuned)Armor, shields, bracers, helmets, scale facingsDragon Scales, Fire-Attuned—+50%, Craft DC +2.Protective items made from them use their full Soak against fire instead of half.
DragonboneWeapons, armor, shields, tools, rods, stavesDragonboneFlat (special)+50%, Craft DC +2.The item gains +1 Hardness, and if it has Durability, that increases by 50% (rounded up). Dragonbone weapons count as Dragonbone for weaknesses, resistances, immunities and special defenses, where relevant.
EmberglassWeapons, ammunition, light armor, shields, worn items, charmsEmberglassHybrid+50%, Craft DC +2.Weapons and ammunition deal +1 fire damage on each hit (if the item already deals fire damage, increase that by 1 instead). Armor, shields and other protective items use their full Soak against fire instead of half.
Glamour VeilskinHoods, masks, cloaks, light armor, mantles, worn itemsGlamour VeilskinFlat+25%, Craft DC +1.Decorative veils, trim and layered panels made from it don't add to the base item's Bulk. While wearing the item, the user gains +1 on saves against charm, fascination and allure effects.
Gloom ThreadCloaks, linings, scarves, bow wraps, stealth wear, worn itemsGloom ThreadFlat+25%, Craft DC +1.While wearing or using the item, the user gains +1 on Stealth checks in dim light, shadow or lightly obscured terrain.
Mimetic FilmCloaks, hoods, shield facings, light armor, outer layersMimetic FilmFlat+25%, Craft DC +1.While the wearer is motionless or pressed against a surface, they gain +1 on Stealth checks.
Rending FangDaggers, arrowheads, spear tips, claw fittings, hunting weaponsRending FangFlat (special)+25%, Craft DC +1.Weapons or ammunition made with it deal +1 damage against creatures adjacent to one of your allies.
Rooted BarkShield facings, light armor, bracers, staff wraps, outer panelsRooted BarkFlat+25%, Craft DC +1.While standing on soil, roots, moss or other natural ground, the wearer gains +1 on saves against forced movement.
SilverWeapons, ammunition, jewelry, worn items, charmsSilver—+25%.Weapons and ammunition count as Silver for weaknesses, resistances, immunities and special defenses. Jewelry, charms and worn items made from it can satisfy recipe or ritual requirements that call for silver.
Sky SilkClothing, cloaks, garments, light armor, worn itemsLightweightHybrid+50%, Craft DC +2.The item weighs half as much as normal (to a minimum of negligible). If it grants a magical effect with the Movement trait, or one created with Motion essence, increase one movement distance or Speed bonus from that effect by 5 feet.
Spirit FilamentCharm cords, tassels, veil trim, ritual wraps, prayer knots, worn tokensSpirit FilamentSynergy+25%, Craft DC +1.While wearing or using the item, the user gains +1 on saves against possession, soul-binding and spirit intrusion.
Thorn SpineArrowheads, spear tips, hooks, trap barbs, light weapon fittingsThorn SpineFlat+25%, Craft DC +1.Weapons, ammunition or traps made with it deal +1 damage against creatures that are grabbed, restrained or entangled.
Undead Hide (Preserved)Armor, gloves, masks, belts, wrappings, helmets, shield facingsUndead HideFlat+25%, Craft DC +1.The item never rots, mildews or spoils through ordinary decay. While wearing or using it, the user gains +1 on saves against rot, corpse-taint and disease.
Webspinner SilkRope, nets, cloak trim, bowstrings, binding cord, stitching, worn itemsWebspinner SilkFlat+25%, Craft DC +1.While using or wearing the item, the user gains +1 on checks to bind, lash, anchor or secure gear, and on checks to avoid being knocked loose from a surface.