Skills, Kits and Crafting
Ability Checks
When you try something whose outcome is in doubt, the GM names a skill (or a raw ability) and a DC, and you roll.
d20 + ability modifier + proficiency + kit help + any other bonus
- Proficiency. Add your full proficiency bonus if you are trained in the skill. If you are not, add half of it, rounded down. Everyone has picked up a little of everything on the Frontier.
- Kit help. If you carry a kit that fits the task, it adds +2. If you are also proficient in Craft, it adds your full proficiency bonus instead.
- The right tool. Some tasks are simply done with the right kit in hand, no roll needed: lighting a fire with a fire tube, cutting a snare with a knife. The GM says when.
| Task | DC |
| Easy | 10 |
| Moderate | 13 |
| Hard | 15 |
| Very hard | 18 |
| Nearly impossible | 20 or more |
Trying again
A check that can simply be tried again costs time instead. Every repeatable task says how long one attempt takes: a recipe in its Time column, gathering in parts of the day. A failure spends that time, and you may try again once you have spent it again. The GM can let you take as long as you like, but the days are real: food runs down, encounters are rolled, and whoever was waiting for you keeps waiting.
Helping
An ally can help you with a task only if both of you are proficient in the skill or kit it calls for. If you are, you roll with advantage. An ally can make a Survival check to tend your wounds on your behalf.
The Eight Skills
Acrobatics (Dexterity)
Balance, tumbling, landing a fall, slipping out of a hold, keeping your feet on ice or a pitching deck.
Athletics (Strength)
Climbing, swimming, jumping, shoving, hauling, and breaking a grapple by force.
Craft (Intelligence)
Making and mending. Every crafting check is a Craft check, and with Craft a kit adds your full proficiency bonus instead of +2.
Influence (Charisma)
Persuasion, deception, intimidation and performance. Bargaining, bluffing, steadying a crowd or frightening one.
Lore (Intelligence)
History, the Church and its doctrine, the Spark and the Totems, and the natural world. What you know, and what you can work out from what you know.
Sage (Wisdom)
Perception, insight and investigation. Noticing what is there, reading what a person is not saying, and working out what happened.
Subterfuge (Dexterity)
Stealth and sleight of hand. Moving unseen, lifting a purse, palming a card at a Gambit table.
Survival (Wisdom)
Tracking, foraging and reading the land, handling animals, and treating wounds in the field. Survival is the skill you roll to spend a hit die on a short rest.
Kits
A kit is a set of tools and the training to use them. You can carry a kit you are not trained in, and it still helps your checks. Only training unlocks its recipes.
| Kit | Holds | For |
| Apothecary | Ceramic vials, a heating stone, dried herbs, a bone needle. | Tonics, salves, venoms, powder and shot. |
| Artisan | Fine gravers, a polishing stone, small iron files. | Smithing, ingots, repairs, bone and wood work, reforging weapons. |
| Bushcraft | Flint chisels, hide scrapers, sinew, a fire striker. | Arrows, darts, waterskins, rations, leather, making camp. |
| Frontiersman | Snare wire, trigger pegs, bait tins, a map of game runs. | Traps and snarelines, salvage from a carcass, quiet nights on watch. |
| Mercantile | A ledger, weights, a star-stamped coin scale. | Records, appraisal, knowing what a thing is worth. |
| Performance | A worn deck, a reed flute, carved dice. | Turning a room, running a Gambit table, a night's lodging for a song. |
| Wayfarer | A carved compass rose, measuring sinew, marked hide. | Charting the way and reading the pull of the nearest Totem. |
A companion can carry a kit you lack and lend it to your checks.
Crafting
Nothing is bought on the Frontier that cannot also be made. To craft something you need three things, in order:
- Training in the recipe's kit.
- A station lit where you stand.
- Every ingredient, in the listed amount.
Then, if the recipe has a DC, make a Craft check. A recipe with no DC always works once you have the rest.
A failed check is forgiving. Nothing is used up but the time. You do not get the item, and can try again when the recipe's time has passed once more. Knapping and powder work are the exceptions (see below).
Most recipes take an hour or less of real work. Poisons are slow reductions and take half a day. Weapons and armor take days, and steel takes longest of all: a week at a settled forge for a suit of plate.
Ingredients by kind
Many recipes do not care which plant you use, only what it does. Every alchemy ingredient carries one or more tags:
| Tag | What it does | Examples |
| Healing | Mends, soothes, strengthens. | Yarrow, willow bark, comfrey, bone marrow |
| Toxic | Sickens, numbs, blinds. | Nightshade, foxglove, ragweed pollen |
| Binder | Carries the rest: a base, a medium, a smoke. | Tallow, pine resin, spirits, reed pith |
| Catalyst | Changes the strength or the speed. | Oak gall, leyline water, fresh blood |
A recipe that asks for "any healing ingredient" takes any of them, and two of them can be two different plants. A recipe that asks for "a fat base" or "a smoke medium" lists what will do.
| Ingredient | Kind | Found | Notes |
| Adrenal Gland | Catalyst | off a carcass | A small gland cut from beside the kidney. A drop of it quickens the heart. |
| Arnica | Healing | mountain | A daisy of the high slopes. Worked into a bruise, it draws the deep color out faster than rest alone. |
| Ash Bark | Catalyst | mountain | Bark from a tree that survived a fire, hard and grey. Steeped into a brew, it keeps a volatile mix from turning. |
| Ashbloom Fruit | Toxic | mountain | Small green-yellow fruit that smells faintly sweet and looks like forage. Eaten, a DC 17 Constitution save or 4d6 poison damage, violent sickness, and incapacitated for an hour; on a success, half damage and disadvantage on Strength and Dexterity checks for an hour. |
| Ashbloom Petal | Toxic | mountain | The vivid orange petals of the Ashbloom tree, found in sheltered ravines and crater hollows. Harmless to look at, dangerous to handle. A creature that handles them without care makes a DC 13 Constitution save or takes 1d6 poison damage and has disadvantage on fine work with that hand for an hour. |
| Ashbloom Sap | Toxic | mountain | A milky resin that seeps from any break in the Ashbloom's bark. On bare skin, a DC 15 Constitution save or 2d6 poison damage and poisoned for an hour. In the eyes, blindness until washed with clean water and treated with field salves (Survival DC 14). Harvesting it is a DC 15 Lore or Survival check; failure means contact. |
| Ashbloom Wood | Toxic, Binder | mountain | Near-black heartwood, dense and slow to burn. Its smoke is thick and yellow: each creature within 20 ft makes a DC 15 Constitution save each round or takes 2d6 poison damage and is blinded until the end of its next turn. |
| Beast Liver | Healing | off a carcass | The liver of a healthy beast. Reduced, it is the base of every antidote. |
| Bitterroot | Healing | mountain | A pink-flowered root from the scree slopes. Boiled, it settles a sick stomach. |
| Blackcap Rot | Toxic | forest, dark forest | A sooty cap that grows from dead wood and spoils whatever it touches. It saps the strength from a body slowly. |
| Blindroot | Toxic | forest, dark forest | A pale root that weeps a stinging juice when cut. Burned, its smoke closes the eyes of anything that breathes it. |
| Blisterpod | Toxic | mountain | A seedpod from the plants that take burned ground first. Its juice raises blisters on contact. |
| Bog Myrtle | Healing | lake and marsh | A sweet-smelling shrub of the wet ground. Brewed, it brings a fever down; burned, it keeps the biting flies off. |
| Bone Ash | Catalyst | made or bought | Bone burned white and ground to powder. It sweetens a sour brew and stiffens a glaze. |
| Bone Marrow | Healing | off a carcass | Rich marrow scooped from a split long bone. It feeds a recovering body like nothing else. |
| Bone Mold | Catalyst | mountain, forest, dark forest | A grey fungus that grows on old bones. It hurries rot along in anything it is mixed with. |
| Cattail Pulp | Healing | lake and marsh | The starchy pulp of a cattail root. Packed into a festering wound, it draws the infection out. |
| Charcoal | Binder | made or bought | Hardwood burned slow under a sealed mound until only the black heart is left. The hot, clean fuel a forge needs. |
| Clean Moss | Binder | forest, dark forest | Soft green moss stripped from a north-facing trunk. Packs a wound and holds a poultice in place. |
| Comfrey Root | Healing | forest, dark forest | Black-skinned root, white and slick inside. Pounded to a mash and bound over a bruise or a cracked bone. |
| Core-Steeped Bone | Catalyst | see its entry | Bone from a beast that lived for years inside a Totem's Core Zone, heavy and faintly warm. Ground, it becomes Ashbone Dust. Bone from anywhere else makes only ash. |
| Dandelion Root | Healing | forest, dark forest | Bitter taproot dug from any clearing. A tea of it clears the liver after bad water or worse drink. |
| Death Angel | Toxic | forest, dark forest | A pale, clean, handsome mushroom. One cap is enough to ruin a liver over three bad days. |
| Egg Yolk | Catalyst | off a carcass | Yolk from a wild nest. It binds oil and water into one smooth mix. |
| Etherblossom | Toxic | lake and marsh | A pale, nodding flower that opens only at dusk. Its scent, concentrated, shows a body things that are not there. |
| Fat Tallow | Binder | off a carcass | Rendered beast fat, poured warm and set hard. The base of every salve and a slow, honest fuel. |
| Feverfew | Healing | lake and marsh, forest | Small daisies with a bitter smell. Chewed, they break a fever and ease a pounding head. |
| Fireweed | Healing | mountain | The first green to climb burned ground, magenta against the ash. The young shoots mend what the heat took. |
| Fish Oil | Binder | off a carcass | Oil rendered from fish guts and kept in a sealed jar. It carries a poison onto a blade and a salve into skin. |
| Flax Fiber | Binder | lake and marsh, forest | Retted flax, combed to a soft hank. Binds a dressing and thickens a paste. |
| Foxglove | Toxic | forest, dark forest | Speckled bells on a tall stem. A pinch steadies a weak heart; a little more stops it. |
| Fresh Blood | Catalyst | off a carcass | Blood drawn warm from a kill and kept in a stoppered skin. It strengthens a brew, and it does not keep. |
| Frost Ivy | Toxic | mountain | A pale vine on cold rock, cold to the touch even at noon. It slows the blood in whatever it gets into. |
| Goldenrod | Healing | lake and marsh, forest | Tall yellow plumes along the wet meadows. Dries to a tea that loosens a tight chest. |
| Hemlock | Toxic | lake and marsh, forest | Purple-spotted stalks and lacy white flowers. It numbs from the feet upward. |
| Hide Glue | Binder | made or bought | Hide scraps boiled down to a clear, stiff jelly. It thickens a salve and glues a fletching. |
| Ice Moss | Binder | mountain | A pale moss of the high, cold places. It cools a burn and holds a salve stiff. |
| Juniper Berry | Healing | mountain | Blue-black berries with a resin bite. Steeped, they clean a wound from the inside. |
| Lantern Moss | Healing | leyline | A moss that glows faintly blue in the dark, found only near leylines. Slept beside, it deepens a rest. |
| Leyline Water | Catalyst | leyline | Water drawn where a Totem stains the ground. It holds a faint charge on the tongue and will not sit still in a reaction. |
| Marshmallow Root | Healing | lake and marsh, coast | Pale root from the reed beds, slick when cut. Soothes a raw throat and thickens a draught. |
| Midnight Bloom Flower | Toxic | lake and marsh | A black-violet flower that opens after dark on still water. Its poison does nothing until midnight. |
| Milkweed Sap | Toxic | lake and marsh, forest | White latex that beads from a snapped stalk. Bitter, blistering, and best handled with the hide between it and skin. |
| Mineral Salt | Binder | mountain | Grey salt chipped from a dry seep. Keeps meat, keeps a tincture, keeps a hide from turning. |
| Mireblossom Spore | Toxic | lake and marsh | Fine grey spores from a fungus that blooms on rotting reeds. Breathed in, they set the mind wandering. |
| Nettles | Healing | forest, dark forest | Stinging leaves, gathered with a wrapped hand. Boiled, the sting goes and the strength stays. |
| Nightshade | Toxic | forest, dark forest | Glossy black berries on a drooping stem. Sweet enough to tempt a child, which is how everyone learns to fear it. |
| Oak Gall | Catalyst | jungle, forest | A hard knot grown where a wasp wounded the branch. Ground down, it fixes dye and sharpens a reaction. |
| Peat Char | Catalyst | lake and marsh | Peat cut from the bog and charred black. Mixed into a brew, it lets the effect out slowly. |
| Pine Resin | Binder | forest, dark forest, mountain | Amber sap wept from a scored trunk. Binds a salve, seals a seam, and catches a spark when nothing else will. |
| Plantain Leaf | Healing | forest, dark forest | A broad, ribbed weed that grows wherever people walk. Chewed and pressed to a cut, it draws it clean. |
| Prairie Sage | Binder | lake and marsh, forest | Silver bundles that burn with a clean, sharp smoke. Smudged over a wound or a sickroom, it keeps the rot out. |
| Puffball Spore | Binder | lake and marsh, forest | Brown dust from a ripe puffball. It spreads anything mixed into it through the air. |
| Ragweed Pollen | Toxic | lake and marsh, forest | Yellow dust shaken from late-summer weeds into a cloth. It closes the throat and waters the eyes. |
| Razorleaf | Toxic | mountain | A low shrub whose leaves cut like paper. Its juice keeps a wound from closing. |
| Red Clover | Healing | lake and marsh, forest | Round purple heads in the meadow grass. A tea of them thickens thin blood. |
| Reed Pith | Binder | lake and marsh | The soft white core of a marsh reed. It smolders slowly and carries a smoke wherever the wind takes it. |
| Reishi | Healing | forest, dark forest | A lacquered shelf fungus on old hardwood. Steeped long, it deepens a night's rest. |
| Rotweed | Toxic | lake and marsh | A marsh plant of stillwater pockets and shaded banks. Its stem blackens in the air. Cutthroats and unlicensed apothecaries brew it into Rotweed Extract. |
| Saltpeter | Catalyst | prospecting | Grey crust scraped from cave walls and old middens. The temperamental heart of black powder. |
| Silvervein Moss | Healing | leyline | Moss threaded with metallic filament, found only inside a Totem aura. Glows when bruised and closes a wound clean. |
| Snowcap Fungus | Healing | mountain | A white-capped mushroom that grows at the snow line. Powdered into a wound, it slows the bleeding. |
| Spirits | Binder | made or bought | Clear, harsh grain spirit. It draws a tincture, cleans a wound, and carries a mist. |
| Spruce Needle | Healing | mountain | Green needles stripped from a young spruce. A tea of them keeps the winter sickness away. |
| Stillroot Bark | Toxic | forest, dark forest | Bark from a low shrub that grows in the deep shade. Brewed strong, it puts a body down and keeps it there. |
| Stone Lichen | Catalyst | mountain | Grey crust scraped from a north-facing rock. Slow to gather and stubborn in the pot, but it holds a reaction steady. |
| Sulfur | Catalyst | mountain | Yellow crust scraped from a venting seam. Stinks of struck matches and rotten egg. Half of what makes powder go. |
| Thistle Sap | Toxic | lake and marsh, forest | Milky juice from a cut thistle stem. It raises welts on bare skin and carries an oil into a wound. |
| Totem Vein Powder | Catalyst | leyline | Stone from a leyline's vein, ground fine. A pinch makes any brew stronger, and the Church would like to know where you got it. |
| Turkey Tail | Healing | forest, dark forest | Thin banded fungus fanned along a fallen log. Boiled down, it keeps a fever from taking hold. |
| Veinsap Bloom | Healing | leyline | A red flower whose sap sets like a scab within a breath. Pressed into a wound, it closes it. |
| Venom Sac | Toxic | off a carcass | The intact gland cut from something that bit to kill. Worth more whole than the rest of the carcass to the right buyer. |
| Water Hemlock | Toxic | lake and marsh | The deadliest thing growing in clean water, dressed up as wild carrot. Knowing the root is the only safe way to know it. |
| Wild Carrot Root | Healing | lake and marsh, forest | The true wild carrot, not water hemlock, its deadly double. It puts strength back into tired legs. |
| Wild Herbs | Healing | jungle, forest, lake and marsh | Bitter leaf, resin bud, and root gathered from the understory. The base of every tonic and salve. |
| Willow Bark | Healing | forest, dark forest | Stringy inner bark peeled in spring. Chewed for fever, steeped for the ache that follows a long march. |
| Wormwood | Toxic | forest, dark forest | Silver-grey, deeply lobed, smelling of sage. A little settles the gut. Rendered to an oil, it turns on the nerves. |
| Yarrow | Healing | jungle, forest | Feathered leaf that staunches a wound pressed against it. The first thing a field-healer learns to find. |
Stations
| Station | What it is | Where |
| Workbench | A log, a flat stone, a set of hands. | Anywhere. |
| Apothecary bench | A mortar and a low fire. | Anywhere you can make camp. |
| Field forge | A clay hearth around a salvaged anvil. | Wherever you set one up. It can be crafted and carried. |
| Settled forge | A permanent forge. | In a town or settlement with a smith. The only heat that folds steel or quenches manasteel. |
Recipes
Bushcraft
| Make | From | Yields | Station | Time | DC |
| Waterskin | 2 Hide Scrap | Waterskin | Workbench | 2 hours | none |
| Trail Rations | 1 Wild Herbs, 1 Hide Scrap | Trail Rations | Workbench | 1 hour | 10 |
| Fire Tube | 1 Hardwood, 1 Hide Scrap | Fire Tube | Workbench | 2 hours | 13 |
| Charcoal | 3 Hardwood | 3 Charcoal | Workbench | A day | none |
| Cordage | 3 Plant Fiber | 3 Cordage | Workbench | 1 hour | none |
| Leather | 2 Hide Scrap, 1 Hardwood | 2 Leather | Workbench | 3 days | none |
| Pack Satchel | 2 Hide Scrap, 1 Cordage | Pack Satchel | Workbench | 2 hours | 12 |
| Bone Ash | 1 Bone | 2 Bone Ash | Workbench | 1 hour | none |
| Hide Glue | 2 Hide Scrap | Hide Glue | Workbench | 1 hour | none |
| Torch | 1 Hardwood, 1 fat or pitch | 2 Torch | Workbench | 2 hours | 12 |
| Bark Float | 2 Hardwood, 1 Plant Fiber, 1 Pine Resin | Bark Float | Workbench | 2 hours | 12 |
| Bone Tools | 1 Bone, 1 Sinew | Bone Tools | Workbench | 2 hours | 12 |
| Signal Marker | 1 Bone, 1 Charcoal, 1 Fresh Blood | Signal Marker | Workbench | 2 hours | 12 |
| Makeshift Tent | 3 Hide Scrap, 2 Hardwood, 1 Cordage | Tent | Workbench | 2 hours | 12 |
| Hide Sled | 2 Hide Scrap, 2 Bone, 1 Sinew | Bushcraft Sled | Workbench | 2 hours | 15 |
Bows, slings and hide armor
| Make | From | Yields | Station | Time | DC |
| Arrows | 1 Hardwood, 1 Flint Shard | Arrows | Workbench | 1 hour | none |
| Atlatl Darts | 1 Hardwood, 1 Flint Shard | Atlatl Darts | Workbench | 1 hour | none |
| Shortbow | 1 Hardwood, 2 Sinew | Shortbow | Workbench | A day | 13 |
| Composite Bow | 1 Hardwood, 1 Bone, 2 Sinew, 1 Hide Glue | Composite Bow | Workbench | A day | 16 |
| Longbow | 2 Hardwood, 1 Sinew | Longbow | Workbench | A day | 15 |
| Sling | 1 Hide Scrap, 1 Cordage | Sling | Workbench | 4 hours | none |
| Atlatl | 1 Hardwood, 1 Bone | Atlatl | Workbench | 4 hours | 12 |
| Whip | 2 Leather | Whip | Workbench | 4 hours | 12 |
| Blowgun | 1 Hardwood, 1 Plant Fiber | Blowgun | Workbench | 4 hours | 12 |
| Blowgun Needles | 1 Bone, 1 Plant Fiber | Blowgun Needles | Workbench | 1 hour | none |
| Net | 3 Cordage | Net | Workbench | 4 hours | 12 |
| Leather Armor | 3 Leather, 1 Fat Tallow | Leather Armor | Workbench | 2 days | 13 |
| Padded Armor | 3 Hide Scrap, 2 Plant Fiber | Padded Armor | Workbench | 2 days | 12 |
| Hide Armor | 4 Hide Scrap, 1 Sinew | Hide Armor | Workbench | 2 days | 13 |
| Wooden Shield | 2 Hardwood, 1 Hide Scrap | Wooden Shield | Workbench | 2 days | 12 |
Apothecary: remedies and powder
| Make | From | Yields | Station | Time | DC |
| Healing Tonic | any 2 healing ingredients | Healing Tonic | Apothecary bench | 1 hour | 12 |
| Field Salves | any 2 healing ingredients, a fat base | Field Salves | Apothecary bench | 1 hour | 14 |
| Antitoxin | any 2 healing ingredients, 1 Charcoal | Antitoxin | Apothecary bench | 1 hour | 13 |
| Clearblood Serum | 1 Antitoxin, 1 Venom Sac, any catalyst | Clearblood Serum | Apothecary bench | 1 hour | 16 |
| Powder and Shot | 1 Gunpowder, 1 Lead Scrap | Powder and Shot | Apothecary bench | 1 hour | 15 |
| Gunpowder | 3 Charcoal, 2 Sulfur, 2 Saltpeter | 5 Gunpowder | Apothecary bench | 1 hour | 14 |
| Dusk Venom | 2 Milkweed Sap, 1 Venom Sac, 1 Fat Tallow | Dusk Venom | Apothecary bench | 1 hour | 13 |
| Vapor Balm | 2 Arnica, 1 Goldenrod, 1 Pine Resin | Vapor Balm | Apothecary bench | 1 hour | 14 |
| Hexbark Toxin | 2 Water Hemlock, 1 Nightshade, 1 Oak Gall | Hexbark Toxin | Apothecary bench | 1 hour | 16 |
| Ashbone Dust | 1 Core-Steeped Bone, any healing ingredient | Ashbone Dust | Apothecary bench | 1 hour | 16 |
| Serpent Oil | 1 Venom Sac, a fat base | Serpent Oil | Apothecary bench | 1 hour | 12 |
| Spirits | 2 starchy roots | Spirits | Apothecary bench | 1 hour | 12 |
| Bomb Arrow | 1 Arrows, 1 Gunpowder, 1 Pine Resin, 1 Cordage | Bomb Arrow | Apothecary bench | 1 hour | 17 |
Powder work is done downwind and far from sparks. A Bomb Arrow is the one recipe that punishes a failure: fail by 5 or more and it goes off in your hands.
Apothecary: poisons
| Make | From | Yields | Station | Time | DC |
| Rotweed Extract | 1 Rotweed, any binder | Rotweed Extract | Apothecary bench | 4 hours | 10 |
| Viper's Fume | 1 Venom Sac, 1 Puffball Spore | Viper's Fume | Apothecary bench | 4 hours | 11 |
| Wailsmoke | any 2 toxic ingredients, a smoke medium | Wailsmoke | Apothecary bench | 4 hours | 13 |
| Slickveil Oil | 1 Milkweed Sap, 1 Thistle Sap, an oil | Slickveil Oil | Apothecary bench | 4 hours | 13 |
| Blindsap Oil | 1 Ashbloom Sap, 1 fish oil or thistle sap | Blindsap Oil | Apothecary bench | 4 hours | 14 |
| Etherblossom Mist | 1 Etherblossom, 1 Mireblossom Spore, 1 Spirits | Etherblossom Mist | Apothecary bench | 4 hours | 15 |
| Blindroot Gas | 1 Blindroot, 1 Ragweed Pollen, 1 Pine Resin | Blindroot Gas | Apothecary bench | 4 hours | 15 |
| Stillroot Brew | 1 Stillroot Bark, 1 Nightshade, 1 Spirits | Stillroot Brew | Apothecary bench | 4 hours | 15 |
| Blackrot Sap | 1 Blackcap Rot, 1 Bone Mold, 1 rotting flesh or bone | Blackrot Sap | Apothecary bench | 4 hours | 16 |
| Chokebloom Resin | 1 Ashbloom Wood, 1 Pine Resin, 1 Puffball Spore | Chokebloom Resin | Apothecary bench | 4 hours | 16 |
| Midnight Bloom | 1 Midnight Bloom Flower, 1 Foxglove, 1 Pine Resin | Midnight Bloom | Apothecary bench | 4 hours | 17 |
Toxins are slow, careful reductions. What each one does is in Equipment and Coin.
Frontiersman
| Make | From | Yields | Station | Time | DC |
| Snare Trap | 1 Hardwood, 1 Bone | Snare Trap | Workbench | 1 hour | 12 |
| Pitfall Cover | 2 Hardwood, 2 Plant Fiber | Pitfall Cover | Workbench | 1 hour | 13 |
| Deadfall Trap | 3 Hardwood, 1 Cordage | Deadfall Trap | Workbench | 1 hour | 15 |
| Ward Effigy | 2 Bone, 1 Charcoal, 1 Pine Resin | Ward Effigy | Workbench | 1 hour | 15 |
Wayfarer
| Make | From | Yields | Station | Time | DC |
| Marked Trail Map | 1 Hide Scrap | Marked Trail Map | Workbench | 2 hours | 12 |
Artisan: materials, kits and repairs
| Make | From | Yields | Station | Time | DC |
| Sling Stones | 1 Flint Shard | Sling Stones | Workbench | 1 hour | none |
| Iron Ingot | 2 Iron Scrap, 1 Charcoal | Iron Ingot | Field forge | 4 hours | 12 |
| Steel Ingot | 2 Iron Ingot, 2 Charcoal | Steel Ingot | Settled forge | A day | 15 |
| Manasteel Ingot | 2 Manasteel Ore, 1 Mana Shard | Manasteel Ingot | Settled forge | A day | 18 |
| Bellows | 3 Leather, 2 Worked Parts, 1 Hardwood | Bellows | Workbench | 2 hours | 13 |
| Field Forge | 1 Bellows, 3 River Clay, 1 Salvaged Anvil | Field Forge | Workbench | A day | 14 |
| Iron Shortsword | 1 Obsidian Blade, 2 Iron Ingot | Iron Shortsword | Field forge | 4 hours | 13 |
| Iron Warspear | 1 Flint Warspear, 2 Iron Ingot | Iron Warspear | Field forge | 4 hours | 13 |
| Bushcraft Kit | 1 Leather, 2 Cordage, 1 Hardwood | Bushcraft Kit | Workbench | 2 hours | 14 |
| Apothecary Kit | 1 Leather, 2 Bone, 1 Wild Herbs | Apothecary Kit | Workbench | 2 hours | 15 |
| Frontiersman Kit | 2 Cordage, 2 Sinew, 1 Bone | Frontiersman Kit | Workbench | 2 hours | 14 |
| Hide Barding | 2 Leather, 2 Cordage | Hide Barding | Workbench | 2 days | 14 |
| Saddlebags | 2 Leather, 1 Cordage | Saddlebags | Workbench | 2 hours | 13 |
Artisan: knapping, carving and shaping
| Make | From | Yields | Station | Time | DC |
| Obsidian Blade | 1 Obsidian Nodule, 1 Hardwood | Obsidian Blade | Workbench | 2 hours | 15 |
| Obsidian War Knives | 2 Obsidian Nodule, 1 Bone | Obsidian War Knives | Workbench | 2 hours | 15 |
| Obsidian Macuahuitl | 2 Obsidian Nodule, 1 Hardwood, 1 Pine Resin | Obsidian Macuahuitl | Workbench | 2 hours | 15 |
| Obsidian Spear | 1 Obsidian Nodule, 1 Hardwood, 1 Sinew | Obsidian Spear | Workbench | 2 hours | 15 |
| Vein-Obsidian Blade | 1 Vein-Obsidian, 1 Hardwood | Vein-Obsidian Blade | Workbench | 2 hours | 17 |
| Flint Knife | 1 Flint Shard, 1 Bone | Flint Knife | Workbench | 2 hours | 13 |
| Flint Shortsword | 2 Flint Shard, 1 Hardwood | Flint Shortsword | Workbench | 2 hours | 15 |
| Flint Scimitar | 2 Flint Shard, 1 Hardwood, 1 Pine Resin | Flint Scimitar | Workbench | 2 hours | 15 |
| Flint Battleaxe | 2 Flint Shard, 1 Hardwood, 1 Sinew | Flint Battleaxe | Workbench | 2 hours | 15 |
| Flint Greataxe | 3 Flint Shard, 2 Hardwood, 1 Sinew | Flint Greataxe | Workbench | 2 hours | 15 |
| Flint Warspear | 1 Flint Shard, 2 Hardwood, 1 Sinew | Flint Warspear | Workbench | 2 hours | 15 |
| Stone Hand Axe | 1 Flint Shard, 1 Hardwood, 1 Sinew | Stone Hand Axe | Workbench | 4 hours | 12 |
| Hardwood Spear | 1 Hardwood, 1 Flint Shard | Hardwood Spear | Workbench | 4 hours | 12 |
| Hardwood Staff | 2 Hardwood | Hardwood Staff | Workbench | 4 hours | none |
| Greatclub | 3 Hardwood | Greatclub | Workbench | 4 hours | none |
| Bone Club | 2 Bone | Bone Club | Workbench | 4 hours | none |
| Antler Club | 2 Bone, 1 Cordage | Antler Club | Workbench | 4 hours | 12 |
| Bone Javelin | 2 Bone | Bone Javelin | Workbench | 4 hours | 12 |
| Bone War Axe | 3 Bone, 1 Hardwood, 1 Sinew | Bone War Axe | Workbench | 4 hours | 15 |
| Bone Punching Dagger | 1 Bone, 1 Cordage | Bone Punching Dagger | Workbench | 4 hours | 12 |
| Bone Punching Claws | 2 Bone, 1 Cordage | Bone Punching Claws | Workbench | 4 hours | 13 |
| Stone Mace | 2 Flint Shard, 1 Hardwood | Stone Mace | Workbench | 4 hours | 12 |
| Stone Light Hammer | 1 Flint Shard, 1 Hardwood, 1 Cordage | Stone Light Hammer | Workbench | 4 hours | none |
| Stone Warhammer | 2 Flint Shard, 1 Hardwood, 1 Sinew | Stone Warhammer | Workbench | 4 hours | 13 |
| Stone War Maul | 4 Flint Shard, 2 Hardwood, 1 Sinew | Stone War Maul | Workbench | 4 hours | 13 |
Artisan: smithing
Iron work needs a field forge; steel needs a settled one. An iron bar is a great deal of money on the Frontier (see The Price of Iron), and these recipes eat them.
| Make | From | Yields | Station | Time | DC |
| Plated Barding | 2 Iron Ingot, 1 Leather | Plated Barding | Field forge | 3 days | 16 |
| Iron Dagger | 1 Iron Ingot, 1 Leather | Iron Dagger | Field forge | A day | 13 |
| Iron Handaxe | 1 Iron Ingot, 1 Hardwood | Iron Handaxe | Field forge | A day | 13 |
| Iron Javelin | 1 Iron Ingot, 1 Hardwood | Iron Javelin | Field forge | A day | 13 |
| Light Hammer | 1 Iron Ingot, 1 Hardwood | Light Hammer | Field forge | A day | 13 |
| Iron Mace | 2 Iron Ingot, 1 Hardwood | Iron Mace | Field forge | A day | 13 |
| Sickle | 1 Iron Ingot, 1 Hardwood | Sickle | Field forge | A day | 13 |
| Iron Spear | 1 Iron Ingot, 2 Hardwood | Iron Spear | Field forge | A day | 13 |
| Punching Dagger | 1 Iron Ingot, 1 Leather | Punching Dagger | Field forge | A day | 13 |
| Punching Claws | 2 Iron Ingot, 1 Leather | Punching Claws | Field forge | A day | 14 |
| Hurlbat | 1 Iron Ingot | Hurlbat | Field forge | A day | 15 |
| Darts | 1 Iron Ingot, 1 Hardwood | 10 Dart | Field forge | 1 hour | 13 |
| Battleaxe | 2 Iron Ingot, 1 Hardwood | Battleaxe | Field forge | A day | 15 |
| Flail | 2 Iron Ingot, 1 Hardwood | Flail | Field forge | A day | 15 |
| Glaive | 2 Iron Ingot, 2 Hardwood | Glaive | Field forge | A day | 15 |
| Greataxe | 3 Iron Ingot, 2 Hardwood | Greataxe | Field forge | A day | 15 |
| Halberd | 3 Iron Ingot, 2 Hardwood | Halberd | Field forge | A day | 15 |
| Lance | 2 Iron Ingot, 3 Hardwood | Lance | Field forge | A day | 15 |
| Iron Longsword | 2 Iron Ingot, 1 Leather | Iron Longsword | Field forge | A day | 15 |
| Steel Longsword | 2 Steel Ingot, 1 Leather | Steel Longsword | Settled forge | 3 days | 16 |
| Iron Greatsword | 3 Iron Ingot, 1 Leather | Iron Greatsword | Field forge | A day | 15 |
| Steel Greatsword | 3 Steel Ingot, 1 Leather | Steel Greatsword | Settled forge | 3 days | 17 |
| Iron Maul | 4 Iron Ingot, 2 Hardwood | Iron Maul | Field forge | A day | 15 |
| Morningstar | 2 Iron Ingot, 1 Hardwood | Morningstar | Field forge | A day | 15 |
| Pike | 2 Iron Ingot, 3 Hardwood | Pike | Field forge | A day | 15 |
| Iron Rapier | 2 Iron Ingot, 1 Leather | Iron Rapier | Field forge | A day | 15 |
| Steel Rapier | 2 Steel Ingot, 1 Leather | Steel Rapier | Settled forge | 3 days | 17 |
| Iron Scimitar | 2 Iron Ingot, 1 Leather | Iron Scimitar | Field forge | A day | 15 |
| Steel Scimitar | 2 Steel Ingot, 1 Leather | Steel Scimitar | Settled forge | 3 days | 16 |
| Trident | 2 Iron Ingot, 2 Hardwood | Trident | Field forge | A day | 15 |
| War Pick | 2 Iron Ingot, 1 Hardwood | War Pick | Field forge | A day | 15 |
| Warhammer | 2 Iron Ingot, 1 Hardwood | Warhammer | Field forge | A day | 15 |
| Light Crossbow | 1 Iron Ingot, 1 Hardwood, 1 Sinew, 1 Worked Parts | Light Crossbow | Field forge | A day | 15 |
| Hand Crossbow | 1 Iron Ingot, 1 Hardwood, 1 Sinew, 1 Worked Parts | Hand Crossbow | Settled forge | 3 days | 17 |
| Heavy Crossbow | 2 Iron Ingot, 2 Hardwood, 1 Sinew, 1 Worked Parts | Heavy Crossbow | Field forge | A day | 16 |
| Crossbow Bolts | 1 Iron Ingot, 1 Hardwood | Crossbow Bolts | Field forge | 1 hour | 13 |
| Flintlock Pistol | 2 Iron Ingot, 1 Hardwood, 2 Worked Parts | Flintlock Pistol | Settled forge | 3 days | 18 |
| Flintlock Rifle | 3 Iron Ingot, 2 Hardwood, 2 Worked Parts | Flintlock Rifle | Settled forge | 3 days | 18 |
| Studded Leather | 1 Iron Ingot, 3 Leather | Studded Leather | Field forge | 3 days | 14 |
| Chain Shirt | 4 Iron Ingot, 1 Leather | Chain Shirt | Field forge | 3 days | 15 |
| Scale Mail | 6 Iron Ingot, 3 Leather | Scale Mail | Field forge | 3 days | 15 |
| Breastplate | 5 Steel Ingot, 1 Leather | Breastplate | Settled forge | 4 days | 16 |
| Half Plate | 8 Steel Ingot, 2 Leather | Half Plate | Settled forge | A week | 17 |
| Chain Mail | 8 Iron Ingot, 2 Leather | Chain Mail | Field forge | 3 days | 16 |
| Splint Armor | 10 Iron Ingot, 3 Leather | Splint Armor | Field forge | 3 days | 16 |
| Full Plate | 12 Steel Ingot, 3 Leather | Full Plate | Settled forge | A week | 18 |
| Buckler | 1 Iron Ingot, 1 Hardwood | Buckler | Field forge | 3 days | 13 |
| Iron Shield | 2 Iron Ingot, 2 Hardwood | Iron Shield | Field forge | 3 days | 14 |
Knapping
Flint and obsidian are knapped with an antler billet, a small stone hammer and a leather pad for the hand. An arrowhead takes ten or fifteen minutes, a knife or a spearhead an hour or two.
Knapping does not forgive the way other crafting does:
| Result | What you get |
| Fail by 5 or more | The blank shatters. The stone is lost. |
| Fail by 1 to 4 | It works, but the edge is imperfect: -1 damage until it is re-knapped. |
| Success | A clean edge. |
| Natural 20 | A razor edge: +1 damage for its first three hits. |
Obsidian cuts deeper than flint and chips sooner.
| Edge | Damage | Chips after |
| Arrowhead or dart | +0 | One hit. It breaks. |
| Knife or dagger | +0 | Three light uses (skinning, cutting hide), or one hard one (bone, armor). |
| Spear tip | +0 | Two thrusts, or one heavy blow. |
| Axe head | +1 | One or two strikes. |
| Blade or macuahuitl | +1 | One to three strikes. It can shatter if parried by metal. |
A chipped edge loses its bonus and takes -1 damage until it is re-knapped, at the same DC. Each re-knap shortens the blade; after two or three, it is too small to use.
Obsidian is found in volcanic ground, old lava flows, and glacial deposits. Finding a vein or scattered nodules is a DC 12 Survival check, 14 outside volcanic ground. On a natural 1, a shard splinters for 1d4 slashing. Vein-Obsidian forms only in mana-saturated flows and shows faint hexagonal glyphs in the glass; it holds its edge twice as long.
Hunting and Gathering
Gathering takes a part of the day: the morning, the afternoon, or the night, the same parts the GM rolls encounters for. Each traveler makes one check, of one kind, for each part they spend on it, and a part spent gathering is not spent on the road. Ground gets picked over: each check after the first in the same place on the same day is at +2 DC. Working at night outside a Totem's aura is at disadvantage, unless you see in the dark.
Foraging
Search for herbs, roots and other useful plants. Roll Survival.
| Ground | In a Totem's aura | Outside |
| Easy (lush, known land) | DC 8 | DC 12 |
| Moderate (mixed terrain) | DC 10 | DC 14 |
| Hard (rocky, arid, sparse) | DC 12 | DC 16 |
| Extreme (barren, cursed, toxic) | DC 14 or more | DC 18 to 20 |
- Success: 1d2 usable components.
- Success by 5 or more: 1d4, and something rare to the region: a root, a spore, a fungus.
- Failure by 5 or more: spoiled or toxic material. Handling it may sicken you.
Hunting
Track and take game. Roll Survival. Subterfuge or a way with animals may give advantage.
| Ground | In a Totem's aura | Outside |
| Easy (plains, known herds) | DC 10 | DC 13 |
| Moderate (wooded, semi-wild) | DC 12 | DC 15 |
| Hard (mountains, flooded) | DC 14 | DC 17 |
| Extreme (chaotic, Hollowed land) | DC 16 or more | DC 20 or more |
- Success: one small animal (a day of meat), or a crafting pelt, or a trail to bigger game.
- Success by 5 or more: large game, or the trail of an alpha.
- Failure by 5 or more: you scare off the game, or draw something worse.
Harvesting a carcass
After a kill, a Medium or larger beast can be butchered for meat and material. Roll Survival, once for a Medium beast and more for bigger ones.
| Size | Checks | Time | Takes |
| Medium | 1 | 10 to 15 minutes | Up to 2 kinds of material |
| Large | 2 | 30 minutes | Up to 4 |
| Huge | 3 | 1 hour | Up to 6, and needs tools |
| Gargantuan | 4 or more | 2 hours or more | Spoils if not preserved |
| Where | DC |
| Inside a Totem's aura | 10 |
| Outside | 13 |
| Hollowed land | 15 or more, and the flesh may be tainted |
On a success by 5 or more the material is pristine. On a failure by 5 or more it is ruined, or worse.
What a beast yields depends on what it is.
| Material | Mammal | Reptile | Bird | Used for |
| Pelt or fur | Yes | Clothing, warmth, trade. | ||
| Scales | Yes | Armor, reinforcing tools. | ||
| Feathers | Yes | Fletching, charms. | ||
| Claws or talons | Yes | Yes | Yes | Weapon tips, trade. |
| Teeth or fangs | Yes | Yes | Yes | Crafting, tokens. |
| Horns or tusks | Yes | Handles, carving, idols. | ||
| Bone | Yes | Yes | Yes | Tools, grinding. |
| Blood | Yes | Yes | Yes | Alchemy, tracking scents. |
| Marrow | Yes | Yes | Salves, rituals. | |
| Glands | Yes | Yes | Poisons, lures. | |
| Organs | Yes | Yes | Yes | Catalysts, mana infusions. |