Harvest is a new move anyone can preform. It shows your character has an interest in collecting strange and unique prizes from dead things. It allows you to take pieces of fallen enemies such as antlers, pelts, eyeballs, teeth or even more exotic bits. These may be kept as trophies, sold to interested merchants, sacrificed to your god, or even crafted into more exotic paraphernalia.
You are skilled at salvaging material and trophies from fallen foes.
To a harvest a dead creature roll + Wis and the tell the GM what parts you are attempting to harvest. On a 10+ you gain something useful and valuable. On a 7-9 you get what you are looking for, but its not is a good a condition as you hoped. On a miss you are messy as hell, but didn’t salvage anything worth keeping (at least not to others) and you might have drawn some unwanted attention. If the creature is something very powerful and famous , such as a dragon, you can harvest a truly unique and precious item on a 12 +.
Harvested parts may be kept as is, sold to an appropriate vendor, sacrificed to your god, or used as materials in crafting. See examples below:
- When kept as they are, harvested parts may be art items within themselves, such as simply keeping a animals head for display. Harvested parts can also be substituted for other items, per the GM’s approval, such as allowing a player to collect viles of blood from a hellhound (creating alchemists fire) or using the glowing horn of a unicorn as an ever-burning torch.
- When hoping to sell harvested materials PCs should keep in mind that not every shop manager is looking to buy a gryphons talon or naga hide. More exotic materials may have to transported to major cities before a buyer can be found.
- When used as crafting materials or sacrifices tell the DM what you are doing with the items and they will tell you what result you can expect before you use them up.
- Larger creatures may be able to be harvested more than once at the GMs discretion.