Crafting
Equipment can be crafted based on a Design (e.g. a schematic, blueprint, or prototype) that acts as a basis for the item’s construction.
Each Design has its own properties:
- Quality denotes the maximum output Quality of the crafted item.
- Modifiers: descriptions of bonuses and/or penalties granted on its use
- Requirements: typically materials, needed before crafting can begin
A crafting action taken over a reasonable amount of time using a relevant Skill roll, is made to craft an item based on a Design. On success, the crafted item is created with the Quality equal to the roll result or the Design’s Quality—whichever is lower. On a critical, use the higher.
Complications for crafting rolls can describe the possibility of wasting materials, taking extra time, introducing some flaw, etc. Difficulty is set based on environmental factors, quality of materials, working conditions, or attention to work.
Modifiers are outlined in categories, describing the crafted item’s inherent differences from similar items. The GM specifies the details at Design creation.
- Duration: how long the effect persists
- Manner: how the item is perceived or used in the moment
- Method: how the effect is delivered or triggered
- Power: how strongly or reliably the core effect lands
- Resilience: what the item costs to use or how it holds up over time
- Scope: who or what the effect reaches
Weather
For a given location and season, assign three ratings:
- Average Humidity as a percentage of relative humidity (
1–100) - Average Temperature as roughly degrees Fahrenheit (
1–100) - Instability as an estimate of how dynamic the weather is (
1–10)
You’ll also track a moving value: Pressure, which starts at 0.
Each day, roll d100 twice:
- Precipitation: roll between Pressure and Average Humidity.
- ≤ Average Humidity: mostly cloudy with rain
- > Average Humidity: clear or partly cloudy, no rain
- Critical: heavy clouds, substantial rain
- Fumble: no clouds, bone dry
- ≤ Pressure: storm clouds gather
- Temperature: roll between Pressure and Average Temperature.
- ≤ Average Temperature: a warm day
- > Average Temperature: a cool day
- Critical: a warm front
- Fumble: a cool front
- ≤ Pressure: strong winds pick up
- If both rolls ≤ current Pressure: a storm breaks. Reset Pressure to
0. - Pressure grows:
- If no storm broke, increase Pressure by Instability.
- If either roll ended in
0, double that increase.
If you want exact temperatures in degrees Fahrenheit:
- Derive once per location/season:
- Base Spread:
(100 - Average Humidity) / 2 - Swing:
Base Spread / 2
- Base Spread:
- Then each day:
- High:
Average Temp + Swing * (Avg Temp - Temp Roll) / 100 - Spread:
Base Spread - Swing * (Avg Humidity - Precip Roll) / 100 - Low:
High - Spread
- High: