Once-precious commodities like gold coins and priceless gems are now worthless. The people of the Broken World do not need luxuries; all that matters is survival. They craft, trade, or barter for the things they need. An item’s value depends on its scarcity and utility, with reliable tools and weapons, warm clothes, and fresh food and water always in high demand.
There is little in the way of personal wealth in Broken Weave. Instead, the people of a Haven share what they have with one another, pooling their resources to survive. The Haven uses this communal pool to outfit Survivors tasked with combating a crisis, supply materials for new buildings and fortifications, trade with other Havens, and more.
As well as these common resources, the Broken World is filled with strange flora and fauna with bizarre properties. You can use these unique resources and components to modify your equipment, as explained later in this thread.
RESOURCES
Resources are the closest thing to a currency in Broken Weave. They represent a Haven’s surplus, including food, clean water, medical supplies, construction materials, weapons, armour, and anything else its people can spare.
There is no such thing as personal Resources — people keep what they need to survive and share the rest with their neighbours. Your Haven’s Resources are tracked on the Haven Sheet.
Using Resources
Survivors most often use Resources to acquire new gear and equipment, as shown below. Resources are also used to improve a Haven during The Passage of Time (see Downtime thread) and are depleted when a Haven falls under threat from a new Crisis.
ACQUIRING GEAR
When a Survivor wants a new piece of equipment, such as a sword, a set of tools, or medical supplies, they take it from their Haven’s Resources. Each item in this chapter lists its Resource Cost, Availability, and Crafting DC.
• The Resource Cost represents the item’s drain on a Haven’s supplies and its typical value when trading or adding it to the Haven’s Resources.
• An item’s Availability determines how easy or difficult it is to acquire. Items are listed as Common, Uncommon, Rare, and Very Rare. The Availability table below shows the chance to find an item based on the size of the Haven.
• The Crafting DC of an item is used when a Survivor takes the Craft Equipment Downtime Activity (see page 159).
AVAILABILITY
To acquire a new piece of gear, you must first check its Availability. The Availability of an item is determined by the size of your Haven, as shown on the Availability table. Common items can be found everywhere, Uncommon items are harder to find, Rare items harder still, and Very Rare items can only reliably be found in large Havens.
If the item is available in your Haven, you simply pay the Resource Cost and acquire the item. If there is only a chance it is available, the GM rolls a d100. If the result is equal to or less than the percentage chance listed, you find the item and pay the Resource Cost to acquire it.
If the result exceeds the percentage chance, you can’t find the item. You can try to find the item again after one week, or by taking the Reequip Downtime Activity between Crises.
Example: Arturius’ rusty sword was destroyed defending their Haven, Guardian’s Lament, from a rampaging Monster. Arturius decides they need a more reliable weapon and tells the GM they want to try to find a Forgemade Longsword. A Forgemade Longsword is Rare and Guardian’s Lament has a Population of less than 200, so there is only a 45% chance of finding one. The GM rolls 1d100 and gets a 37 — as luck would have it, the Haven’s Maker has just finished forging a new blade! Arturius reduces the Haven’s Resource by 2 and claims their new weapon.
Availability |
---|
Rarity | <200 | 200-400 | 400-600 | 600-1000 | 1000+ |
Common | Available | Available | Available | Available | Available |
Uncommon | 60% | 75% | 90% | Available | Available |
Rare | 45% | 60% | 75% | 90% | Available |
Very Rare | 30% | 45% | 60% | 75% | 90% |
ABUNDANCE AND SCARCITY
During Haven Creation, you determine the Abundance and Scarcity of certain materials and natural resources around your Haven. Some of these resources, such as salt or sand, will likely have little impact on a Survivor hoping to acquire new equipment. Others, such as metal and wood, could significantly affect the availability of weapons and armour. But the people of the Broken World are resourceful and have learned to make what they need from all manner of things. For this reason, a Haven’s Abundance and Scarcity does not affect how you acquire new gear — if your Haven has a scarcity of metal, what are its weapons made from? These questions fuel roleplay and build your Haven’s story. However, if your group would like your Haven’s Abundance and Scarcity to come into play when sourcing new equipment, you can do one of the following:
• If the item is made from a scarce material, the Resource Cost is doubled. If it is made from an abundant material, the Resource Cost is halved (rounding up).
• When checking for Availability, the GM rolls two d100s. If the item is made from an abundant material, the GM takes the lower result. If the item is made from a scarce material, they take the higher result.
TRADING
When acquiring an item, you can exchange an item you own for the new item, reducing or increasing your Haven’s Resources by the difference in value.
Example: Finlay wants to trade in his shortbow for a longbow. The shortbow has a Resource Cost of 1, and the longbow has a Resource Cost of 2. Finlay acquires his longbow and reduces the Haven’s Resources by 1 (2 − 1 = 1). If he were swapping a longbow for a shortbow, he would increase the Haven’s Resources by 1 instead.
BARTERING
Your Haven has a vested interest in your success and will provide you with the equipment you need if it can. However, other Havens may not be as charitable. When you are trying to acquire equipment in another Haven, you must barter for what you need. You can’t use your Haven’s Resources unless a trade route has been established between the Havens. To barter for equipment, take the steps below:
• What do you want?: Tell the GM what you want. They roll to determine the Availability of the item based on the Haven’s Population (see page 103). If the item can be found in the Haven, you must choose something to trade.
• What are you offering?: Tell the GM what you are willing to trade. They roll to determine the Availability of the item in the Haven you are trading with. If the item is available, the value of your item is equal to its standard Resource Cost. If the item is not available, demand is high and your item’s Resource Cost increases based on its rarity, as shown on the Bartering Value table.
• Make the Trade: If the items being traded are of equal value, the parties make the trade. However, if your item is worth less than expected, you’ll have to offer something else as part of the deal. Likewise, if your item is worth more than you expected, you may wish to ask for something extra to be thrown in. If this happens, the GM once again rolls to determine the Availability and value of the items. Once both parties are happy with what is being exchanged, they hand over the items and finish their trading.
Bartering Value |
---|
Rarity | Resource Cost |
Common | Standard |
Uncommon | +1 |
Rare | +2 |
Very Rare | +3 |
Example: Azza has reached the Haven of Lantern Deep and wants to acquire a set of patchwork plate to protect her on the next leg of her journey. Patchwork plate is Uncommon but Lantern Deep has a population of over 200, so there is only a 75% chance of finding a set. The GM rolls a d100 and gets a 71 — Azza finds a smith willing to trade the armour for items worth 2 Resources or more (the standard cost of patchwork plate).
Azza has a long-hafted axe she no longer needs, and decides to offer it in trade. The axe is Rare, so there is a 60% chance that one can be found in Lantern Deep. The GM rolls an 82 — no such axe exists in the Haven, so the value of the long-hafted axe increases by 2, to a total of 4.
The trader is honest about the axe’s worth, and asks if there is anything else Azza needs. She adds a spool of rope (1 Resource) and a hunting knife (1 Resource) along with the patchwork plate and makes the trade.
Gaining Resources
Havens naturally produce small amounts of surplus over time. People set aside some preserved foods for leaner times; others stockpile construction materials to repair homes after a disaster. Your Haven can gain Resources in the following ways:
• Haven Creation: Your Haven starts with 1d4 Resources per party member.
• Over Time: Your Haven generates additional Resources every four weeks based on its size, as shown on the table in Haven Creation.
• Consolidating Resources: During downtime, the party can consolidate their Resources. Each party member can add any equipment they found or no longer need to the communal pool. The Haven’s Resources increase by the Resource value of the item. For example, returning a forgemade longsword (Resource 2) to the Haven would increase the Haven’s Resources by 2.
• Downtime Activities: Survivors can take Downtime Activities, such as Source Materials, to increase their Haven’s Resources. See the Downtime thread for a list of Downtime Activities.
• Harvesting: You can gain additional Resources by Harvesting creatures. See Harvesting later in this thread.
COMPONENTS
Components are unique resources that are tracked individually due to their special nature or effect. They include a Monster’s poison glands, a rare gemstone, a piece of living metal, etc. These are kept separate from your Resources and are tracked as unique Components on your Haven Sheet.
Components are often used in crafting to add unique Properties to equipment (see page 118). At the GM’s discretion, you can trade Components with other people or Havens in return for Resources.
HARVESTING
Skilled hunters and butchers are vital to a Haven’s longevity. When you kill or find the body of a Beast or Monster, you can attempt to harvest it for Resources or Components. Resources are added directly to the Haven’s Resources, including meat, bone, sinew, and hide. Components are unique creature parts, such as Strongback leather or Blightclaw tentacles. These are most often used when modifying equipment (see later in this thread).
When Harvesting a creature, you must choose whether to gather Resources or Components. If more than one Survivor is Harvesting from the same creature, they must all harvest the same thing — one Survivor can’t harvest Resources while another harvests Components. This is because Harvesting Resources destroys valuable Components and vice versa. The amount of Resources and Components you can gather is based on a creature’s Size, as shown on the Harvesting table. If a creature has been dead for more than a day, you can only harvest half the amount of Resources and Components.
Harvesting Resources and Components from Decayed creatures is incredibly risky. Any Survivor who attempts to harvest from a creature with Decay 10, such as Monsters and Titans, must succeed on a DC 15 Decay Saving Throw or suffer 1 Decay.
Harvesting |
---|
Size | Resources | Components |
Tiny | 0 | 1 |
Small | 1 | 1 |
Medium | 3 | 1 |
Large | 5 | 2 |
Huge | 7 | 3 |
Gargantuan | 9 | 4 |
HARVESTING RESOURCES
To harvest Resources, you must make a DC 10 Dexterity Test using Butcher’s Tools or Hunter’s Tools. The Test takes 20 minutes to complete. On a success, you harvest 1 Resource. On a failure, you destroy the Resource. You can continue to attempt to harvest Resources until you have exhausted all possible Resources, as determined by the creature’s Size.
Multiple Survivors can attempt to harvest Resources simultaneously, each making their own Test. The number of Survivors that can harvest from the same creature is limited by the amount of Resources that can be gained from that creature. For example, three Survivors could each attempt to harvest Resources from a Medium Creature. Alternatively, two Survivors can work together to harvest Resources, reducing the time taken to 10 minutes or gaining Advantage on the Test (the players choose which benefit they gain).
BLOOD IN THE WATER
Harvesting a body is a messy process that will likely spill a lot of blood and may attract predators. Each 20 minutes spent Harvesting has a cumulative 25% chance of attracting a predatory Beast or Monster from the area.
Example: Baskar, a Maker, wants to harvest Resources from the Strongback the party has just killed. The Strongback is Large, so it can yield a total of 5 Resources. Baskar makes a DC 10 Dexterity (Hunter’s Tools) Test and succeeds, securing 1 Resource. He has time, so he tries to harvest more from the Strongback. Unfortunately, he fails his Test, destroying a part of the corpse. The Strongback has 3 Resources remaining, but Baskar knows the party must move on soon. He asks his companions, Azza and Finlay, for help, and they move to aid him. Finlay assists Baskar, giving him Advantage on his Test, while Azza moves to another part of the corpse and makes her own harvesting Test. Both Baskar and Azza succeed on their Tests, securing 1 Resource each. The group has harvested a total of 3 Resources from the Strongback corpse. There is still 1 Resource remaining on the Strongback, but they have already spent an hour harvesting the corpse and must move on before they draw any unwanted attention.
HARVESTING COMPONENTS
To harvest a Component, tell the GM what Component you wish to Harvest and make a Dexterity Test using Butcher’s Tools or Hunter’s Tools. At the GM’s discretion and depending on what you are trying to harvest, you may also be able to use Alchemist’s Tools, Cook’s Tools, or Smith’s Tools. The DC for the Test is equal to 10 + the creature’s Decay. The Test takes 20 minutes to complete. On a success, you harvest the Component. On a failure, you destroy the Component during the extraction process. You can continue to attempt to harvest Components until you have exhausted all possible Components, as determined by the creature’s Size.
Due to its delicate nature, multiple Survivors can’t attempt to harvest Components simultaneously. However, two Survivors can work together to harvest a Component, reducing the time taken to 10 minutes or gaining Advantage on the Test (the players choose which benefit they gain).
Example: The party has just slain a monstrous Blightclaw. Sena, a Sage, knows that the tentacles, claws, and carapace of a Blightclaw can be particularly useful and decides to try to harvest some Components. The Blightclaw is Large, so it can yield a total of 2 Components. Because it is a Monster with Decay 10, the DC to harvest Components is 20 (10 + 10). Sena decides to try to harvest its tentacles first. She makes a DC 20 Dexterity (Butcher’s Tools) Test but gets only an 11. Sena fails and destroys the tentacles in the process, leaving her with nothing to show for 20 minutes of work. She can harvest one more Component from the Blightclaw and decides to try to remove its claws. She knows she needs to be careful but is also in a hurry. Sena asks Lucoye for help to harvest the Component faster. She makes another Test and succeeds, stripping the creature of its claws in just 10 minutes with Lucoye’s aid.
INCOMPLETE CORPSES
There is a good chance Survivors will find corpses in the wild that they did not kill. If the party discovers the corpse of a Monster or Beast partially eaten or destroyed, the GM may reduce the total number of Resources and Components you can harvest.