Basic rules for gear, their properties, and how to craft items are covered here. For items involved in combat, such uses are also covered in Combat. For special rules for damage, see also Conditions.
All crafted items have a tier, representing the level of technology and types of materials used in its construction, as well as its durability. When crafting an item, tier is useful for determining max bonus (equal to the tier), and the tier of the tools and crafting materials needed.
Makeshift (T0): these are items made from junk, such as a boar's tusk used as a carving knife or a rock as a hammer. For this tier, no tools are needed (though they can be useful), and a craft test to make a T0 item may only take moments or minutes versus an hour or more per test (as crafting a T0 club involves finding something that roughly works and perhaps trimming/snapping off a few branches, for example).
Primitive (T1): these are items made from animal parts (bone, hide, sinew, teeth, etc.), wood or other primitive materials, i.e. stone-age tools. Although T0 tools may be used (essentially just natural items chosen to do the job), at this tier or higher, a craft check may represent an hour's worth of effort. This is the highest tier covered with the common version of the craft skill.
Crude (T2): these are items made from processed materials such as leather, weaker metals (tin, copper, bronze, etc.), wood, etc..
Regular (T3): these are items that may be made by a smith, using wood, leather, or metal (such as iron). This is the highest tier possible with the trained version of the craft skill, an appropriate tools may involve a forge or whatever tech is needed to work the materials. Crude chemistry (such as primitive gunpowder) may be available, if the GM wishes.
Fine (T4): these are items that may be made by a talented smith, using high quality wood, leather, or metal (such as iron or steel). This tier includes the early industrial age, if the GM wishes.
Masterwork (T5): these are items that may be made by a master smith, using fine materials, metal (such as steel), or more advanced materials. This tier includes all modern advancements in tech, though depending on the campaign world it might be 1940s tech or 2020s tech. This is the highest tier possible with the specialty version of the craft skill, meaning a T5 item needs a perfect success to upgrade to T6.
Legendary (T6): these are items that may be made by a legendary smith using the finest, most advanced materials. Also represents tech levels beyond the modern age. Alternatively in some high-magic or high-tech campaigns, special technology or tools may allow T6 items to be made, bumping the specialty skill up to max T6.
Items that provide a modifier to skill tests involving their use list the quality bonus beside the item name. A garbage (-3) sword, for example, would be listed as "sword -3," a typical sword (+0) would be "sword," while a superior sword (+2 for example) would be "sword +2." The maximum quality bonus possible is equal to its tier, i.e. a T4 sword could only have a maximum quality of +4, while a set of T1 tools could only have a maximum quality of +1.
Quality runs from garbage (-3), inferior (-2), poor (-1), typical (+0) to superior (+1 or more).
All items have size categories similar to creatures, but where an item size is equal to the creature using it (such as an S3 item used by an S3 creature) would be something they could carry and often wield with one arm. This means the size of an item indicates either its rough dimensions or weight. For example, for a normal-sized human:
Tiny (S0): smallest size category, could carry hundreds (or much more) with one arm, assuming it's bundled. Examples include a lighter, sling-stones, a coin, etc..
Little (S1): if bundled, could carry dozens with one arm, typical examples are pocket knives, grenades, crossbow bolts, etc..
Small (S2): can carry several with one arm, typical size for weapons such as short swords, light clubs, long knives, etc.. An example of something smaller but heavy, like a heavy grenade (might have the dimensions of a little object but the weight of a short sword - such an item would be classified as Small (S2) rather than Little (S1)).
Normal (S3): a bulk or mass that can easily be carried in one arm, typically the average size of a weapon, such as an axe, sword, mace, etc..
Large (S4): a mass or bulk heavy enough to tax one arm, may take two arms to handle effectively. Weapons include two-handed swords, heavy versions of normal weapons, and most polearms.
Huge (S5): heavy enough to tax both arms, only the strongest could hope to wield such weapons, or so unwieldy that its even tricky with two hands. Weapons include pikes and lances. Something small but very heavy/unwieldly (like a travel forge) would also fit size Huge (S5), even though its dimensions might be that of a small (S2) object.
Massive (S6): heavy enough to tax several people working together to lift and carry such a load.
Gargantuan (S7): heavy enough to tax dozens of people working together, assuming they could position in such a way to handle such a load.
Colossal (S8): heavy enough to tax hundreds of people working together, using ropes/pullies/etc..
Mythical (S9): largest size category, would take the strength of thousands of people (or even much more) to move it.
Rather than use a system that tracks weight, we use theater of mind and some common-sense restrictions on how much a character could carry/easily access in combat versus loads packed away or bundled for travel.
For creatures of a different size from normal-sized (S3, like humans) use similar rules scaled to these rules. For example, huge giants (S5) would treat huge items as "normal-sized," i.e. they could easily carry and wield it with one arm.
Rather than painstakingly choosing components for a craft, like detailing the type and shape of wood, feathers, and tips necessary to make a bundle of arrows or the specific materials needed to forge an iron sword, this system uses generalized components called crafting materials, as resources used to create items. Characters may purchase crafting materials or gather their own. Most raw materials gathered from the wild begin at Tier 0, but through crafting tests can be worked into higher tiers.
To craft a normal-sized (S3) T3 bow, for example, may require a normal-sized (S3) bundle of T3 crafting materials (details for material costs are found in the crafting rules below).
For items that have either base wounds or stun damage, we use a damage code similar to the size code, with a "D" instead of "S". For example, a normal-sized weapon calibrated for normal-sized targets would be size S3 with its damage code at D3 (stands for normal-sized damage). For each step up (i.e. damaging a larger-sized target), lose 1d6 per size difference, and for each step down (targeting a smaller target) would gain 1d6 per size difference.
Tiny (D0): smallest size category, this would be the base damage for tiny creatures, like the sting of a bee.
Little (D1): base damage of a little creature like a rat or small dog.
Small (D2): base damage of small creatures, such as dogs.
Normal (D3): base damage of normal sized creatures with natural weapons, such as a large wolf, or a human with a light weapon.
Large (D4): base damage of large creatures like a horse or tiger, or a human wielding a sword or axe (the force multiplier makes them hit at one size larger).
Huge (D5): base damage of huge creatures like elephants or a t-rex, or a human wielding the heaviest weapons possible.
Massive (D6): base damage of massive creatures like whales or diplodocus dinosaurs.
Gargantuan (D7): base damage of gargantuan creatures like the larger whales or the largest dinosaurs.
Colossal (D8): base damage of colossal creatures, like the blue whale, the largest creature to ever live on earth.
Mythical (D9): base damage of mythical creatures, like godzilla or Cthulhu.
Damage codes for weapons or attacks list the number of dice, the damage size, and whether the damage is wounds or S. For example, a sword that does 2D3W would be read as 2d6 at damage size 3, with W signalling the damage is wounds. If that weapon were to hit a small (S2) creature, the damage code would be 3D2W versus that creature (+1d6 for D2). If that weapon were to hit a large (S4) creature, it would be 1D4W. See Combat for more details.
Rather than range increments needing calculations to determine modifiers, this system seeks to streamline "how far away is the target." It replaces numbers with simple descriptors. To hit a target beyond the weapon's range, impose Inferior +1 for each range category higher (up to the max of two range categories, but siege weapons are locked into their base range). Beyond that, assume the target is out of reach, though for some weapons the GM may make an exception (allowing Inferior 3+ checks).
Nearby (0-2m) - nearly within arm's reach (less than 2 meters). This is a typical fighting range for normal-sized combatants with normal-sized (reach) weapons.
Close (2-4m) - just a few paces away (within 4 meters) - a typical human at this distance could close to melee by walking in a combat turn.
Short (4-10m) - several paces away (within 10 meters) - a typical human at this distance could close to melee by jogging in a combat turn.
Long (10-50m) - typically the limits of non-aerodynamic throwing weapons (within 50 meters) - a typical human at this distance could close the distance to melee by sprinting in one or two combat turns - their base sprint is 16m, +4m per Success of Three on the Run test.
Extensive (50-100m) - roughly the length of a football field.
Extreme (100-500m) - the limit of most handheld weapons (up to 5 football fields).
Siege (500m-1km) - the limit of lower-tech siege weapons, like a catapult or ballista (within 1 kilometer).
Cannon (1-3km) - the limit of heavier siege weapons, like a cannon or trebuchet (within a few kilometers).
Artillery (3-50km) - the limit of gunpowder artillery guns (within 50 km).
Rocket (50-100km) - the limit of unguided rockets (within 100 km).
Missile (100-500km) - the limit of simpler missiles (within 500 km).
Large Missile (500-1,000km) - the limit of larger missiles(within 1,000 km).
Intercontinental Missile (1,000-10,000km) - the limit of the largest, multi-stage, sub-orbital missiles (within 10,000 kilometers).
Some items have restrictions to use effectively, typically in the form of stat requirements. For each unmet stat requirement, the user suffers Inferior +1 to all tests involving that item. Heavier weapons, for example (weapons that do more than one die of damage), for each stat requirement unmet, impose a cumulative Inferior +1 to tests involving this weapon and -3 to defense.
For 2D weapons: FIN, STR, and BOD at +1 are needed.
For 3D weapons: FIN, STR, and BOD at +2 are needed.
Armor, by contrast, imposes penalties based on how heavy it is.
For 2D armor: -1 FIN
For 3D armor: -2 FIN
Gear may have traits, which can alter the damage it does or protects against, types of damage, special abilities and such. Trait options may be found in the crafting rules for each type of gear.
When any piece of gear, such as an item, armor, structure or vehicle, has its quality reduced (see Durability in Combat), an appropriate craft or build skill may be used with some materials to repair the damage. The material cost is one bundle of crafting/building materials two size categories smaller than the item being repaired (-2S), per +1 restored to quality. For example, a small (S2) knife getting repaired would take one tiny (S0) bundle of crafting materials, if +3 was repaired, those three tiny bundles would combine into one little bundle (S1).
Jury-Rig: to temporarily return function to a damaged item, the GM might allow a jury-rig test (if it makes sense), typically without components (or with -3S or more versus the standard -2S for repairs, again the GM makes the call). This test involves temporary repairs that restore functionality but are fragile. On the upside, this test is made at Superior +1 (it's easier to restore functionality if unconcerned about resiliency), and, if the GM allows, may be attempted in a fraction of the time needed for proper repairs. Multiple attempts are possible at the GM's discretion, but each time the previous jury-rig is removed while the tester tries again (no stacking jury-rigs). On the downside, quality restored in this manner is temporary - the jury-rigged quality may be used for any other test, but for Durability tests use the true quality. For example, say a T3 wagon +0 has been damaged, becoming wagon -3 (garbage). With a trained build test, let's say the jury-rig recovers +2, moving its apparent quality to wagon -1. it functions, but the next time a Durability test is needed, the quality will be -3 instead of its apparent -1.
To repair a jury-rigged item, the jury-rig must be removed to make way for proper repairs.
Repair Test
Material Cost = -2S of item in components per +1 restored
Build/Craft Skill + Tool Tier + Material Tier + Current Quality -2x Item Tier
Per Success of Two: +1 Quality (till repaired)
GM determines how long a repair test might take, based on both the tier of the item (its complexity) and its size.
Suggested Timescales:
Tiny (S0) - craft 5 minutes, build 30 minutes
Little (S1) - craft 10 minutes, build 1 hour
Small (S2) - craft 30 minutes, build 2 hours
Normal (S3) - craft 1 hour, build 4 hours
Large (S4) - craft 2 hours, build 8 hours
Huge (S5) - craft 4 hours, build 1 day
Massive (S6) - craft 8 hours, build 1 week
Gargantuan (S7) - craft 1 day, build 1 month
Colossal (S8) - craft 1 week, build 1 year
Mythical (S9) - craft 1 month, build 1 decade
Items covers gear not typically used offensively or defensively, such as backpacks, tools, and art. Creating such items are covered in Crafting Items.
Example (tool)
Name +Quality | Tier | Size | Traits
Utility Knife +1 | T4 | S1
Step One: select the item tier. This determines the minimum tools (-1T) and crafting materials (minimum +0T) needed, sets the Threshold for the craft and the maximum item bonus possible.
Step Two: select the size of the item.
Item Size (for normal-sized creatures):
Huge (S5) - typically the largest/longest items such a creature could use without assistance, such as a long ladder. Note that something small but very heavy (requiring a strong pair of hands to carry), such as a travel forge, may fall into this category.
Large (S4) - heavier/longer items that typically need two hands to use effectively, such as a collapsible tent that could hold four people or a large backpack.
Normal (S3) - tools and items small enough to be wielded one-handed and similar, such as a crowbar or a backpack.
Small (S2) - longer knives for utility (like a butcher's cleaver) or a kit for cleaning/repairing armor, weapons, or tools.
Little (S1) - pocket knives or smaller kits such as a sewing kit.
Tiny (S0) - smallest objects, from the microscopic to something the size of a coin.
Crafting Materials: the amount of crafting materials needed is a bundle of such materials equal to the size of the item. For example, a normal-sized item needs a normal-sized bundle of crafting materials. To convert a bundle of a different size into the necessary components, for each step up, divide by three, for each step down, multiply by three. For example, a large (S4) project would need one of three bundles broken up from a huge bundle, or require 3 normal-sized bundles, 9 small bundles, 27 little bundles, or 81 tiny bundles. A huge (S5) bundle could be broken into 3 large bundles, 9 normal bundles, 27 small bundles, 81 little bundles, or 243 tiny bundles.
Step Three: the item typically serves a single function, such as a tent spike, or perhaps several functions, like a sewing kit. Some items, for example a utility knife, has no traits (typically), as its use and function are clear - it may be used in a Craft test, Cook test, used to open the side of a tent, and so on. Items that have a special use may have a trait.
Traits:
Shield - purely defensive by nature, this item grants a bonus to defensive skills based on the size of the shield. This item uses the Shield skill. If the Shield trait offers a bonus to defense, note it in the traits, for example an S2 buckler that grants +1 to the Shield skill will have the trait listed as Shield(+1). For normal-sized creatures:
S0 (-3) - grants +0 to the Shield skill, an armored ring or button.
S1 (-2) - grants +0 to the Shield skill, typical examples include a strong bracelet or knuckle guards.
S2 (-2) - grants +1 to the Shield skill, large bracers, bucklers, small worn or carried shields, may still wield weapons with both hands while using this shield.
S3 (-3) - grants +2 to the Shield skill, typical shields that may provide protection to 1/3 of the body.
S4 (-4) - grants +3 to the Shield skill, these are the heaviest tower shields that can be wielded by a normal-sized creature.
Kit (trained) - some skills require special tools to perform, like a healer's kit or alchemy lab. Work with the gm to determine the necessary size and tier of the kit. This version works with trained skills. For example, a first aid kit.
Kit (Specialty) - some skills require special tools to perform, like a healer's kit or alchemy lab. Work with the gm to determine the necessary size and tier of the kit. This version works with specialty skills. For example, a set of surgeon's tools.
The craft test is rolled with the following modifiers: craft skill plus the tier of the crafting tools (minimum one tier below desired craft, meaning T0 may be made without tools) plus the tier of materials (minimum equal tier to desired craft), minus twice the tier of desired craft. Note the Craft Skill may suffer further penalties from options chosen in the crafting process, such as traits.
extended Craft Test:
Craft Skill + Tool Tier + Material Tier - 2x Item Tier
Threshold = 4 + (2 x Item Tier)
Blunder: failure, try again at -1T or scrap project and lose 2/3 materials
Failures hit Threshold: failure (1/3 materials lost)
Successes hit Threshold: success, failures impact quality of craft (see below)
Threshold with no Failures: perfect success OR +1T Craft Check (once only)
Degree of success is determined by how many failures are made during the crafting. If no failures were made, either the crafter can choose to start over by crafting the same item one tier higher (modifiers and required materials stay the same, but the final product will be +1T and Threshold will increase), or they can stop with a perfect success.
Item bonus runs a range from a positive bonus equal to the tier of the item (so T0 max is +0, T4 max is +4, etc.) down to -3 (garbage item, the worst possible that still technically functions). To calculate worst-to-best results for the quality of the item, compare the number of failures to the Threshold:
Garbage (-3): always the most number of failures possible without failing the craft, one beneath the Threshold.
Inferior (-2): two failures beneath the Threshold (one less than garbage).
Poor (-1): failures add to more than half Threshold to three beneath the Threshold (one less than inferior).
Typical (+0): failures up to half Threshold, below superior work.
Superior (+1 or more): Take the maximum item bonus and subtract failures. If a positive value remains, that is the item bonus.
Examples: A T0 item has a threshold of 4, meaning 3 failures is garbage (-3), 2 failures is inferior (-2), 1 failure is poor (-1), and no failures is the max (+0). For a T3 item with a threshold of 10, garbage (-3) is 9 failures, inferior (-2) is 8 failures, poor (-1) is 6-to-7 failures, typical (+0) is 3-to-5 failures, superior (+1) is 2 failures, superior (+2) is 1 failure, and perfect (+3) is no failures.
Weapons cover gear used to inflict wounds or stun on opponents.
Example (sword)
Name +Quality | Tier | Size | Damage | Range (if any) |Traits
Katana +1 | T4 | S3 | 2D3W | Cut
Example (club)
Baseball Bat | T2 | S3 | 1D3W, 1D3S | Smash
Example (bow)
Crossbow | T4 | S3 | 2D3W | Long | Pierce
In the first example above, the katana is a superior +1 (granting +1 to attack/defense tests), a Tier 4 weapon, normal size (S3, so can be wielded one-handed by a human), and the damage is 2d6W for a normal-sized creature (D3), similar to the base damage of a large creature using natural weapons (like the kick of a horse or bite of a tiger), reflecting the mechanical advantage of swords, with the Cut trait, meaning grievous injuries may result in a Bleed.
For typical weapons for normal-sized (S3) wielders, here are some examples:
Huge (S5) weapons:
Pike or Lance [ T4 | S5 | 3D3W | Pierce ]
Bullwhip [ T1 | S5 | 1D3W, 2D3S ]
Large (S4) weapons:
Halberd [ T4 | S4 | 3D3W | Cut or Pierce ]
Greatsword or Greataxe or Glaive [ T4 | S4 | 3D3W | Cut ]
Spear [ T3 | S4 | 2D3W | Pierce ]
Great Maul [ T3 | S4 | 2D3W, 1D3S | Smash ]
Quarterstaff [ T2 | S4 | 1D3W, 1D3S | Smash ]
Normal (S3) weapons:
Sword or Axe [ T4 | S3 | 2D3W | Cut ]
Rapier or Shortspear [ T4 | S3 | 2D3W | Pierce ]
Mace [ T3 | S3 | 2D3W, 1D3S | Smash ]
Club [ T1 | S3 | 1D3W, 1D3S | Smash ]
Flogger [ T1 | S3 | 2D3S ]
Small (S2) weapons:
Shortsword or Hatchet [ T4 | S2 | 1D3W | Cut ]
Stiletto or spike [ T4 | S2 | 1D3W | Pierce ]
Small club [ T1 | S2 | 1D3W | Smash ]
Sapper [ T1 | S2 | 1D3S ]
Little (S1) weapons:
Pocket knife [ T4 | S1 | 1D2W | Cut ]
Tiny (S0) weapons:
Ring Needle [ T4 | S0 | 1D1W | Cut ]
Step One: select the weapon tier. This determines the minimum tools (-1T) and crafting materials (minimum +0T) needed, sets the Threshold for the craft and the maximum item bonus possible.
Step Two: select the size of the weapon. Both the size and style of weapon determine both the maximum amount and types of damage it can inflict. Weapon size also impacts the amount of raw materials needed to make one.
Weapon Size (for normal-sized creatures):
Huge (S5) - typically the largest/longest weapons, such as pikes and lances.
Large (S4) - heavier/longer weapons that typically need two hands to wield effectively, such as quarterstaves, great swords, great axes, and glaives. Heavy bows/crossbows also fall under this category.
Normal (S3) - swords and axes small enough to be wielded one-handed and similar, though for bows and crossbows, two hands are needed to effectively wield the weapon.
Small (S2) - long knives, short swords, hatchets and such.
Little (S1) - pocket knifes, shuriken and such.
Tiny (S0) - tiniest that can draw blood or wound, like a ring needle for pricking skin or a surgical scalpel with a blade the size of a fingernail.
Crafting Materials: the amount of crafting materials needed is a bundle of such materials equal to the size of the weapon. For example, a normal-sized weapon needs a normal-sized bundle of crafting materials. To convert a bundle of a different size into the necessary components, for each step up, divide by three, for each step down, multiply by three. For example, a large (S4) project would need one of three bundles broken up from a huge bundle, or require 3 normal-sized bundles, 9 small bundles, 27 little bundles, or 81 tiny bundles. A huge (S5) bundle could be broken into 3 large bundles, 9 normal bundles, 27 small bundles, 81 little bundles, or 243 tiny bundles.
Step Three: select the style of weapon - Cut, Pierce, Smash, Stun, or Ranged (for dedicated ranged weapons, thrown weapons use default style). This determines the basic function of the weapon, what damage types (if any) it possesses, and distribution of damage between wounds and stun. If the weapon is ranged, add the following modifiers.
Ranged Weapons (including melee weapons that can be thrown) are adjusted as follows:
Throw (T0+, penalty -1) - these weapons are simply hurled by a creature. Common examples include rocks, grenades, knives, spears, etc..
Sling (T1+, penalty -1) - these weapons are thrown with mechanical assistance, such as slings, bolas, and atlatls. Increase throw range category by one.
Bow (T2+, penalty -2) - spring-thrown projectiles fall under this category, such as elastic slingshots, bows, and crossbows.
Ballistic (T3+, penalty -4) - projectiles accelerated via chemical explosives or other means, such as bullets, rockets, missiles, etc.. Increase damage +1D.
Throwing Ranges: Size sets the basic range, note that sling weapons increase range category by one, i.e. a S3 thrown range of Short increases to Long for sling weapons.
Nearby (0-2m) - S5+
Close (2-4m) - S4
Short (4-10m) - S3
Long (10-50m) - S2 or less
Bow Ranges:
Short (4-10m) - S2 or less
Long (10-50m) - S3
Extensive (50-100m) - S4
Step Four: select base damage for wound and stun, restricted by both the style and size of the weapon (assuming a typical melee weapon). Cut and Pierce weapons have all damage go to wounds and typically do 0D3S, Smash weapons split damage between wound and stun, favoring wound. For example, 3D would be divided as 2D3W and 1D3S. Stun weapons are similar to Smash weapons with damage divided among wounds and stun, favoring stun.
For melee and ranged weapons such as bows and crossbows. For ballistic weapons, see Crafting Ballistics below.
Huge (S5) - max of 3D3, craft penalty per 1D is -1
Large (S4) - max 3D3, craft penalty per 1D is -1
Normal (S3) - max 2D3, craft penalty per 1D is -2
Small (S2) - max 1D3, craft penalty per 1D is -3
Little (S1) - max 1D3, craft penalty per 1D is -4
Tiny (S0) - max 0D3
So, A huge or large weapon with 3D3 would add a penalty of -3 to the check, a normal weapon would have -2 for 1D or -4 for 2D, a little weapon -4 for 1D, and tiny weapons are so small they have no base damage (relying on successes to wound or stun when used as a weapon).
Step Five: select any additional traits for the weapon, which may further impact its stats. Weapons automatically get one damage trait, such as Cut, Rupture, Smash, Stun, or Ranged, at no penalty (for ranged weapons, choose one depending on the weapon, for example slings might have Smash, bows and crossbows Pierce, while firearms would have Ballistic). The penalty costs listed are for secondary damage types. Note a weapon with multiple types, for example Cut and Rupture, the damage in step four was selected for the first/primary style of weapon: additional damage types are secondary effects the user may choose when wounding with this weapon.
Damage Traits:
Cut (-3) - base damage is typically wounds, and if used to cause grievous injury to creatures, could trigger a Bleed.
Pierce (-3) - base damage is typically wounds, and if used to cause grievous injury to creatures, could trigger a Rupture, damaging organs, reducing the Body stat.
Smash (-3) - base damage is typically split as evenly as possible between stress and wounds, and if used to cause grievous injury to creatures, could trigger a Crush, breaking bones and damaging a physical stat (typically FIN or STR).
Burn (-4) - base damage is wounds but does equal amounts of stress, and burn stress damage is treated as wound damage for the purpose of healing and recovery. If used to cause grievous injury to creatures, could trigger a Burning, causing additional Burn damage each round until a save is made or the burn managed. Acid is effectively chemical burning so acidic or corrosive weapons may be treated as Burn damage.
Blast (-4, typically T4+) - base damage is wounds but does equal amounts of stress. If used to cause grievous injury to creatures, could trigger a Bleed, Rupture, Crush, or Burning (GM's choice, though player's description of attack may influence the outcome).
Ballistic (-4, typically T4+) - base damage is wounds. When trying to incapacitate, could trigger a Bleed or Crush. If used to cause grievous injury to creatures, could trigger a Bleed, Rupture, or Crush (GM's choice, though player's description of attack may influence the outcome).
Toxin (varies) - base damage is wounds, stress, or a combination of both, depending on the toxin, and it may have additional features that damages stats or has persistent effects.
Traits:
Parry (-2) - this weapon is defensive in nature, granting it +1 to defensive skills.
Shield (-4) - very defensive in nature, this weapon gains +2 to defensive skills and can use the Shield skill. Note that purely defensive shields are treated as items and are made using craft item. This feature would be used to create shields that double as weapons.
The craft test is rolled with the following modifiers: craft skill plus the tier of the crafting tools (minimum one tier below desired craft, meaning T0 may be made without tools) plus the tier of materials (minimum equal tier to desired craft), minus twice the tier of desired craft. Note the Craft Skill may suffer further penalties from options chosen in the crafting process, such as higher damage and additional traits.
extended Craft Test:
Craft Skill + Tool Tier + Material Tier - 2x Weapon Tier
Threshold = 4 + (2 x Weapon Tier)
Blunder: failure, try again at -1T or scrap project and lose 2/3 materials
Failures hit Threshold: failure (1/3 materials lost)
Successes hit Threshold: success, failures impact quality of craft (see below)
Threshold with no Failures: perfect success OR +1T Craft Check (once only)
Degree of success is determined by how many failures are made during the crafting. If no failures were made, either the crafter can choose to start over by crafting the same weapon one tier higher (modifiers and required materials stay the same, but the final product will be +1T and Threshold will increase), or they can stop with a perfect success.
Item bonus runs a range from a positive bonus equal to the tier of the item (so T0 max is +0, T4 max is +4, etc.) down to -3 (garbage item, the worst possible that still technically functions). To calculate worst-to-best results for the quality of the item, compare the number of failures to the Threshold:
Garbage (-3): always the most number of failures possible without failing the craft, one beneath the Threshold.
Inferior (-2): two failures beneath the Threshold (one less than garbage).
Poor (-1): failures add to more than half Threshold to three beneath the Threshold (one less than inferior).
Typical (+0): failures up to half Threshold, below superior work.
Superior (+1 or more): Take the maximum item bonus and subtract failures. If a positive value remains, that is the item bonus.
Examples: A T0 item has a threshold of 4, meaning 3 failures is garbage (-3), 2 failures is inferior (-2), 1 failure is poor (-1), and no failures is the max (+0). For a T3 item with a threshold of 10, garbage (-3) is 9 failures, inferior (-2) is 8 failures, poor (-1) is 6-to-7 failures, typical (+0) is 3-to-5 failures, superior (+1) is 2 failures, superior (+2) is 1 failure, and perfect (+3) is no failures.
Step One: select the weapon tier. This determines the minimum tools (-1T) and crafting materials (minimum +0T) needed, sets the Threshold for the craft and the maximum item bonus possible.
Step Two: select the size of the weapon. Both the size and style of weapon determine both the maximum amount and damage it can inflict. Weapon size also impacts the amount of raw materials needed to make one.
Weapon Size (for normal-sized creatures):
Huge (S5) - typically the largest/longest weapons, such heavy guns that require tripods to use.
Large (S4) - heavier/longer weapons that typically need two hands to wield effectively, such as long rifles or heavy assault rifles.
Normal (S3) - guns that can be wielded one-handed by typically are used two handed, like assault rifles or simple rifles.
Small (S2) - guns that can be used one-handed, heavy pistols, SMGs and such.
Little (S1) - pistols and such.
Tiny (S0) - single-shot guns that could be concealed in the palm of the hand.
Crafting Materials: the amount of crafting materials needed is a bundle of such materials equal to the size of the weapon. For example, a normal-sized weapon needs a normal-sized bundle of crafting materials. To convert a bundle of a different size into the necessary components, for each step up, divide by three, for each step down, multiply by three. For example, a large (S4) project would need one of three bundles broken up from a huge bundle, or require 3 normal-sized bundles, 9 small bundles, 27 little bundles, or 81 tiny bundles. A huge (S5) bundle could be broken into 3 large bundles, 9 normal bundles, 27 small bundles, 81 little bundles, or 243 tiny bundles.
Step Three: select base damage, restricted by the size of the weapon. This is essentially the caliber of the bullet and the length of the barrel - longer barrels/bigger bullets equates to higher damage/range for each size category.
For ballistic weapons:
Huge (S5) - 4D3W at -2, 5D3W at -3, 6D3W at -4
Large (S4) - 3D3W at -2, 4D3W at -3, 5D3W at -4
Normal (S3) - 2D3W at -2, 3D3W at -3, 4D3W at -4
Small (S2) - 1D3W at -2, 2D3W at -3, 3D3W at -4
Little (S1) - 1D3W at -2, 2D3W at -3
Tiny (S0) - 1D3W, craft penalty is -4
So, A huge weapon with 5D3W would add a penalty of -3 to the check, a normal weapon would have -2 for 2D3W or -4 for 4D3W, etc..
Step Four: determine the range of the weapon.
Ballistic Ranges:
Short (4-10m) - 1D or less
Long (10-50m) - 2D
Extensive (50-100m) - 3D
Extreme (100-500m) - 4D
Siege (500m-1km) - 5D+
Step Five: select any additional traits for the weapon, which may further impact its stats. Weapons automatically get Ballistic as a trait.
Damage Traits:
The craft test is rolled with the following modifiers: craft skill plus the tier of the crafting tools (minimum one tier below desired craft, meaning T0 may be made without tools) plus the tier of materials (minimum equal tier to desired craft), minus twice the tier of desired craft. Note the Craft Skill may suffer further penalties from options chosen in the crafting process, such as higher damage and additional traits.
extended Craft Test:
Craft Skill + Tool Tier + Material Tier - 2x Weapon Tier
Threshold = 4 + (2 x Weapon Tier)
Blunder: failure, try again at -1T or scrap project and lose 2/3 materials
Failures hit Threshold: failure (1/3 materials lost)
Successes hit Threshold: success, failures impact quality of craft (see below)
Threshold with no Failures: perfect success OR +1T Craft Check (once only)
Degree of success is determined by how many failures are made during the crafting. If no failures were made, either the crafter can choose to start over by crafting the same weapon one tier higher (modifiers and required materials stay the same, but the final product will be +1T and Threshold will increase), or they can stop with a perfect success.
Item bonus runs a range from a positive bonus equal to the tier of the item (so T0 max is +0, T4 max is +4, etc.) down to -3 (garbage item, the worst possible that still technically functions). To calculate worst-to-best results for the quality of the item, compare the number of failures to the Threshold:
Garbage (-3): always the most number of failures possible without failing the craft, one beneath the Threshold.
Inferior (-2): two failures beneath the Threshold (one less than garbage).
Poor (-1): failures add to more than half Threshold to three beneath the Threshold (one less than inferior).
Typical (+0): failures up to half Threshold, below superior work.
Superior (+1 or more): Take the maximum item bonus and subtract failures. If a positive value remains, that is the item bonus.
Examples: A T0 item has a threshold of 4, meaning 3 failures is garbage (-3), 2 failures is inferior (-2), 1 failure is poor (-1), and no failures is the max (+0). For a T3 item with a threshold of 10, garbage (-3) is 9 failures, inferior (-2) is 8 failures, poor (-1) is 6-to-7 failures, typical (+0) is 3-to-5 failures, superior (+1) is 2 failures, superior (+2) is 1 failure, and perfect (+3) is no failures.
Armor covers gear used to protect the user against damage types. Before damage is applied to the user, take the difference between armor and weapon damage (typically wounds, but user can apply some armor dice to stun instead). Traits determine what types of damage the armor protects from.
Example (heavy armor)
Name +Quality | Tier | Size | Damage | Traits
Plate Mail +1 | T4 | S4 | 3D3 | Cut, Pierce, Smash, FIN(-2)
Example (standard armor)
Chainmail Skirt | T4 | S3 | 2D3 | Cut, Pierce, FIN(-1)
Example (light armor)
Leather Vest | T1 | S2 | 1D3 | Cut, Pierce
Step One: select the armor tier. This determines the minimum tools (-1T) and crafting materials (minimum +0T) needed, sets the Threshold for the craft and the maximum item bonus possible.
Step Two: select the size of the armor. Both the size and style of armor determine how protective it can be. Armor size also impacts the amount of raw materials needed to make one.
Armor Size (for normal-sized creatures):
Large (S4) - armor that favors protection over maneuverability, the heaviest/bulkiest form of armor that can be worn without mechanical assistance. A full suit of plate mail or heavy layers of hide, for example.
Normal (S3) - armor that strikes a balance between protection and maneuverability.
Small (S2) - light armor that favors maneuverability over protection.
Little (S1) - bits of armor that favor particular body parts, like arm bracers or a helm.
Crafting Materials: the amount of crafting materials needed is a bundle of such materials equal to +1 the size of the armor. For example, a normal-sized suit of armor needs a large-sized bundle of crafting materials. To convert a bundle of a different size into the necessary components, for each step up, divide by three, for each step down, multiply by three. For example, a large (S4) material cost would need one of three bundles broken up from a huge (S5) bundle, or require 3 normal-sized bundles, 9 small bundles, 27 little bundles, or 81 tiny bundles. A huge (S5) bundle could be broken into 3 large bundles, 9 normal bundles, 27 small bundles, 81 little bundles, or 243 tiny bundles.
Step Three: select the style of armor - Cut, Pierce, or Smash. This determines the basic function of the armor, what damage types it protects against. Additional traits may protect against other forms of damage.
Step Four: select base protection, restricted by both the style and size of the armor.
Large (S4) - max 3D3, craft penalty per 1D is -1
Normal (S3) - max 2D3, craft penalty per 1D is -2
Small (S2) - max 1D3, craft penalty per 1D is -3
So, large armor with 3D3 would add a penalty of -3 to the check, normal armor would have -2 for 1D or -4 for 2D, small armor -3 for 1D, and little armor -4 for 1D.
Step Five: select any additional traits for the armor, affecting which additional damage types it resists.
Traits:
Damage Types: armor may have a free trait to protect against one of the three basic damage types (Cut, Pierce, and Smash).
Cut (-3) - protects against slashing weapons like swords and axes.
Pierce (-3) - protects against piercing weapons like rapiers and arrows.
Smash (-3) - protects against smashing weapons like maces and clubs.
Burn (T2+, -3) - protects against fire damage. Requires Cut, for example burn-resistant armor might have Cut (as base) and Burn traits.
Ballistic (T3+, -4) - bulletproof armor requires Pierce, for example a bulletproof vest might have Pierce (as base) and Ballistic traits.
Blast (T4+, -5) - this type requires Smash, for example blast armor might have Smash (as base) and Blast traits.
Light Armor (1D) - favors maneuverability over protection, with unrestrained movement and minimal weight while still providing some protection.
Normal Armor (2D) - FIN(-1) is a "free" trait medium armor has, reducing the finesse stat by one. Some maneuverability is sacrificed for much better protection compared to light armors.
Heavy Armor (3D) - FIN(-2) is a "free" trait heavy armor has, reducing the finesse stat by two. This is at the heavy/cumbersome end of the spectrum, where maximum protection matters most. The reduced maneuverability and speed earns substantial protection.
The craft test is rolled with the following modifiers: craft skill plus the tier of the crafting tools (minimum one tier below desired craft, meaning T0 may be made without tools) plus the tier of materials (minimum equal tier to desired craft), minus twice the tier of desired craft. Note the Craft Skill may suffer further penalties from options chosen in the crafting process, such as higher damage resistance and additional traits.
extended Craft Test:
Craft Skill + Tool Tier + Material Tier - 2x ArmorTier
Threshold = 4 + (2 x Armor Tier)
Blunder: failure, try again at -1T or scrap project and lose 2/3 materials
Failures hit Threshold: failure (1/3 materials lost)
Successes hit Threshold: success, failures impact quality of craft (see below)
Threshold with no Failures: perfect success OR +1T Craft Check (once only)
Degree of success is determined by how many failures are made during the crafting. If no failures were made, either the crafter can choose to start over by crafting the same weapon one tier higher (modifiers and required materials stay the same, but the final product will be +1T and Threshold will increase), or they can stop with a perfect success.
Item bonus runs a range from a positive bonus equal to the tier of the item (so T0 max is +0, T4 max is +4, etc.) down to -3 (garbage item, the worst possible that still technically functions). To calculate worst-to-best results for the quality of the item, compare the number of failures to the Threshold:
Garbage (-3): always the most number of failures possible without failing the craft, one beneath the Threshold.
Inferior (-2): two failures beneath the Threshold (one less than garbage).
Poor (-1): failures add to more than half Threshold to three beneath the Threshold (one less than inferior).
Typical (+0): failures up to half Threshold, below superior work.
Superior (+1 or more): Take the maximum item bonus and subtract failures. If a positive value remains, that is the item bonus.
Examples: A T0 item has a threshold of 4, meaning 3 failures is garbage (-3), 2 failures is inferior (-2), 1 failure is poor (-1), and no failures is the max (+0). For a T3 item with a threshold of 10, garbage (-3) is 9 failures, inferior (-2) is 8 failures, poor (-1) is 6-to-7 failures, typical (+0) is 3-to-5 failures, superior (+1) is 2 failures, superior (+2) is 1 failure, and perfect (+3) is no failures.
For ranged projectile weapons (not throwing weapons), ammo is needed. Rather than keeping track of each bullet, bolt, or arrow, such weapons have an ammo test and ammo count. One ammo count represents several pieces of ammunition. Whenever the weapon is used (an attack test), an ammo test is needed. Should the ammo test fail, one batch of ammo is lost. Backup weapons may typically have an one batch of ammo, while primary weapons may have two or three batches. This is noted by Ammo(test): X, where "test" is the bonus on a 3d6 test to avoid reducing the ammo count, and "X" is the current number of ammo batches. Each time the ammo test fails, ammo batch count is reduced by one. At batch count zero, the weapon has run out of ammunition.
Ammo test depends on the tier of the ranged weapon, which serves as a bonus to the test, i.e. T3 ammo would make ammo test at +3, a T0 ammo would make the test at +0. Some weapon traits may allow for further ammo modifiers.
Alternate idea: single value for ammo, failures reduce ammo until it runs out. Easier than dealing with counts of ammo. Let's rework and see if that works better.
Ammo Test = 3d6 + Ammo Tier
Failure: reduce ammo count by one
Example (a few bundles of arrows)
(Number of batches) Name | Tier | Size | Traits
(3) Arrows | T4 | S3
This example represents 3 bundles of arrows for an S3 bow (with +4 on its ammo test)
Ammunition is made in batches (the number in a batch determines the threshold), and could either be standard ammo (no modifiers to the ranged weapon, so it does base damage), or special ammo (stats or effects are added to the weapon when this ammo is used).
Step One: select the ammo tier. This determines the minimum tools (-1T) and crafting materials (minimum +0T) needed, sets the Threshold for the craft and the maximum item bonus possible.
Step Two: select the size of the ammo, which is the same as the size of the weapon the ammo is intended for. Ammo size also impacts the amount of raw materials needed to make one batch.
Crafting Materials: the amount of crafting materials needed is a bundle of such materials equal to the size of the ammo/weapon. For example, a normal-sized bow needing a bundle of normal-sized arrows needs a normal-sized bundle of crafting materials. To convert a bundle of a different size into the necessary components, for each step up, divide by three, for each step down, multiply by three. For example, a large (S4) material cost would need one of three bundles broken up from a huge (S5) bundle, or require 3 normal-sized bundles, 9 small bundles, 27 little bundles, or 81 tiny bundles. A huge (S5) bundle could be broken into 3 large bundles, 9 normal bundles, 27 small bundles, 81 little bundles, or 243 tiny bundles.
Step Three: this step can be skipped for standard ammo, as traits are used in crafting specialized ammo.
Traits: standard ammo has no traits, but if the crafter wishes to make special ammo, here are some traits that may be chosen for crafting ammo, with the modifier to the target number and any restrictions due to tier or type. Players are encouraged to come up with their own traits, limited by whatever penalties and restrictions the GM imposes. For example, a player asking for a more advanced form of armor piercing (AP) might contend with a higher tier restriction and bigger penalty.
Stun (-Tier, T1+) - ammo that does -1D wounds and +1D stun.
Cut (-1, T1+) - ammo with the Bleed trait.
Frag (-2, T2+) - ammo designed to fragment on impact, dumping more damage into unarmored foes. If a target is unarmored, grants +1D wounds.
AP (-2, T3+) - ammo with an armor-piercing value, ignores 1D of armor, but treat tier difference as size difference, i.e. AP ammo of T4 hitting a T3 armor would overcome 2D, while AP ammo of T4 hitting T5 armor would have 0D armor ignored.
The craft test is rolled with the following modifiers: craft skill plus the tier of the crafting tools (minimum one tier below desired craft, meaning T0 may be made without tools) plus the tier of materials (minimum equal tier to desired craft), minus twice the tier of desired craft. Note the Craft Skill may suffer further penalties from options chosen in the crafting process, such as additional traits.
extended Craft Test:
Craft Skill + Tool Tier + Material Tier - 2x AmmoTier
Threshold = 4 + (2 x Ammo Tier)
Blunder: failure, try again at -1T or scrap project and lose 2/3 materials
Failures hit Threshold: failure (1/3 materials lost)
Successes hit Threshold: success, failures impact quality of craft (see below)
Threshold with no Failures: perfect success OR +1T Craft Check (once only)
Degree of success is determined by how many failures are made during the crafting. If no failures were made, either the crafter can choose to start over by crafting the same weapon one tier higher (modifiers and required materials stay the same, but the final product will be +1T and Threshold will increase), or they can stop with a perfect success.
Item bonus runs a range from a positive bonus equal to the tier of the item (so T0 max is +0, T4 max is +4, etc.) down to -3 (garbage item, the worst possible that still technically functions). To calculate worst-to-best results for the quality of the item, compare the number of failures to the Threshold:
Garbage (-3): always the most number of failures possible without failing the craft, one beneath the Threshold.
Inferior (-2): two failures beneath the Threshold (one less than garbage).
Poor (-1): failures add to more than half Threshold to three beneath the Threshold (one less than inferior).
Typical (+0): failures up to half Threshold, below superior work.
Superior (+1 or more): Take the maximum item bonus and subtract failures. If a positive value remains, that is the item bonus.
Examples: A T0 item has a threshold of 4, meaning 3 failures is garbage (-3), 2 failures is inferior (-2), 1 failure is poor (-1), and no failures is the max (+0). For a T3 item with a threshold of 10, garbage (-3) is 9 failures, inferior (-2) is 8 failures, poor (-1) is 6-to-7 failures, typical (+0) is 3-to-5 failures, superior (+1) is 2 failures, superior (+2) is 1 failure, and perfect (+3) is no failures.