Materials Template

Materials are what are used to create items.


Material Name, Worked/Unworked, Mass
(Hardness, Durability, Toughness)
(Density, Ductility)
(States of Matter Temperatures 1, 2, 3, 4)
Description: [ Appearance: A small part of the description should specifically note the appearance of the material itself. Its coloration, reflective nature, and so forth. ]
Special Properties:

Material Base Properties

Used Design Points

Base Material Design Points are a set standard minimum for all materials. These points may be spent on Base Hardness, Base Durability, Base Toughness. Earned Material Design Points come from increasing the density of a material, and may be spent on Earned Ductility, State of Matter Temperatures, or Special Properties.

Base Hardness

The Base Hardness of a material is part of how resistant to scratches and abrasions it is, and also affects sharpness when worked. By default, when unworked a material's sharpness is 1/4th of its hardness. The Base Hardness of a Material is its Constant Defense. When increasing a base material's density further through assorted means, its CD will increase proportionately, up to a maximum of an additional 80%. Every time a material takes damage, hardness reduces the damage dealt without reducing the hardness of the material, and every time damage hits durability it again hits hardness before continuing on to toughness and durability again, if able to exceed the hardness once more, and so forth.

Base Durability

Durability is how resistant a material is to minor damage prior to chipping and breakage, and is the material's HP. If damage does not exceed the constant defense, however, the material and anything protected by it is unharmed. Durability is generally highly desired, but more costly than density. Every thickness unit causes the durability to increase.

Base Toughness

Toughness is the protective nature of a material and its ability to support its own mass and beyond, and is equivalent to the material's EP. Every thickness unit causes the toughness to increase.


All values for Durability and Toughness are affected by the thickness of the material used. The default values are for 1 Thickness, which is 0.5 mm thick.

Base Density

Density is mass divided by volume.
The higher base density a material has, the heavier it will respectively feel, and the more points will be available for other properties. When increasing a base material's density further through assorted means, its other properties save Toughness and Durability will increase proportionately, up to a maximum of an additional 80%.


Ductility is the more flexible a material is, versus being brittle if lower. The more ductile a material is, the more different recipes it may be used in without sacrificing quality for stylistic choice. When density is increased from base, ductility reduces but hardness increases, and when it is decreased from base, ductility increases but hardness decreases. Material ductility is the sum of the Base Ductility and the Earned Ductility. Base Ductility is calculated as Durability / Hardness, rounded down to the nearest whole number with 1 as minimum, multiplied by 10, and may not be invested into directly using Base Material Design Points. Earned Ductility is gained from spending Earned Material Design Points to further increase Base Ductility.

Base Workability

How workable something is will always be dependent on the method of working it. Base Workability is how well a material may be hammered, rolled, or drawn. Malleable materials can be formed cold using stamping or pressing, whereas brittle materials may be cast or thermoformed. When density is increased from base, workability decreases, and when density is decreased, workability increases. // This will be moving to item creation instead, as per:

"Workability is part of item crafting instead, with a base amount per type of thing created, using/lack of appropriate tool, etc. The more materials used, the higher it increases for the skill needed to create it. The higher the ductility of the primary material, the more workability increases. Certain items may require a base minimum of a property, special or otherwise, such as a bow requiring a minimum ductility for proper function."

States of Matter Temperatures

The States of Matter Temperatures detail how slow a material may be to a physical or chemical change, such as melting, boiling, condensing, burning, or other changes.

Solid State Temperature is the temperature maximum it may be to remain solid. It is considered the 1st state.
Liquid State Temperature is the temperature maximum it may be to remain liquid. It is considered the 2nd state.
Gas State Temperature is the temperature maximum it may be to remain gas. It is considered the 3rd state.
Plasma State Temperature is anything above the Gas State Temperature. It is considered the 4th state.

Other Special Properties

Damage Types

The damage type of an item is based on its shape, and most materials either have blunt or piercing damage by default when unworked.

Protection Types

The shape of a material may make it have a default protection type against a particular damage type.

Base Infusions

Base infusions detail what common uses it ties to for abilities and alchemy by default or commonality.

Domain Infusion Default

A material may have two domain infusions by default that detail how well it works for abilities of those domains.

Source Infusion Default

A material may have two source infusions by default that detail how well it works for abilities of those sources.

Alchemical Essence Commonality

A material may have three Alchemical Essence Commonalities by default that detail how it is typically perceived symbolically for alchemy.
An entity may use it for other purposes if they mentally associate it with one different essence for some reason.
It will, however, only replace one of the three common essence perceptions and cannot replace one if it already has that symbol in it, so those using different symbolism should be wary.

Pollutive Quality

Mutative Quality

Other Special Properties

Biome Commonality

Biome Rarity

The lower the prominence of a material in a biome, the rarer it is, and the harder to locate.

Biome Population Demand

The higher a demand is of a material in a given biome, the more valuable it will be, even in its unworked form.

Point Evaluation

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