Basic rules for structures and vehicles (structures that move), their properties, and how to build structures are covered here.
All crafted structures have a tier (same as items), representing the level of technology and types of materials used in its construction, as well as its durability. When building a structure, 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 builds made from junk, such as a shelter made from fallen branches, a large chunk of driftwood used as a raft, or a fallen tree used as a battering ram. For this tier, no tools are needed (though they can be useful), and a build test to make a T0 build take perhaps one tenth the time to create (as building a T0 shelter involves finding something that roughly works and perhaps trimming/snapping off some branches and arranging a lean-to, for example). Hunter-gatherer tech.
Primitive (T1): these are items made from animal parts (bone, hide, sinew, teeth, etc.), wood, stone, or other primitive materials, i.e. stone-age builds. Although T0 tools may be used (essentially just natural items chosen to do the job), at this tier or higher, a build check may represent an hour's worth of effort. This is the highest tier covered with the common version of the build skill.
Crude (T2): these are builds made from processed materials such as worked stone or wood, weaker metals (tin, copper, bronze, etc.), etc.. Think tech from the Bronze Age.
Regular (T3): these are builds that may involve processed materials (similar to lower tiers) enhanced, perhaps with metals (like iron) or with enhanced methods, and may involve simple mechanical devices to enhance functionality, such as chains or gears. This is the highest tier possible with the trained version of the build skill, and appropriate tools may involve a forge or whatever tech is needed for construction. Iron Age tech, such as that found in medieval Europe, would fall under this tier.
Fine (T4): similar to T3 with the inclusion of more advanced metals (like steel), and some builds may be entirely metal. This tier includes the early industrial age, if the GM wishes.
Masterwork (T5): 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 build skill, meaning a T5 build needs a perfect success to upgrade to T6.
Legendary (T6): these are builds that may be made by a legendary builder using the finest, most advanced materials and technology. Also represents tech levels beyond the modern age. Alternatively in some high-magic or high-tech campaigns, special technology or tools may allow T6 builds to be made, bumping the specialty skill up to max T6.
Builds that provide a modifier to skill tests involving their use list the quality bonus beside the item name. For builds that have no use with skills, the quality still gives a sense of how well it serves its function. A garbage (-3) shelter, for example, would be listed as "shelter -3" (the GM might describe it as falling apart and barely functional), a typical shelter (+0) would be "shelter," while a superior shelter (+2 for example) would be "shelter +2." The maximum quality bonus possible is equal to its tier, i.e. a T4 vehicle could only have a maximum quality of +4, while a T1 wagon 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 builds have size categories similar to creatures, but where a build size is equal to the creature using it (such as an S3 build used by an S3 creature) would be something that could hold or carry a few of those creatures. This means the size of an build indicates either its rough dimensions or weight. For example, for a normal-sized human:
Tiny (S0): smallest size category, can barely contain one person, such a tent would have the room of a coffin (if that), a motorcycle would be comically small and barely hold its driver, a dingy that could barely contain one occupant, a single escape pod, etc..
Little (S1): as with Tiny, builds this size typically can only hold one person (but much more comfortably), possibly two if they squeeze together. A one-man tent with a bit of elbow and head room, an old-western-style outhouse, a motorcycle, a chariot, a two-person rowboat, portable battering ram, a snub-nosed fighter, etc..
Small (S2): a small structure could hold a few people inside or operated by such, such as a small single-room cabin, a compact car, small wagon, modest battering ram, a four-person boat, an agile fighter jet, etc..
Normal (S3): a single family home, a larger car or personal truck, settler's wagons, modest catapult or ballista, single-mast ship, a light bomber, etc..
Large (S4): an expansive single-family home or small inn, Duce-in-half or dump truck, a trebuchet, three-mast ship, a tramp light freighter, etc..
Huge (S5): an expansive mansion, large inn or modest factory, an 18-wheeler, monstrous siege weapon, a heavy warship, a tank (with few occupants but +2S due to mass), a frigate, etc..
Massive (S6): an apartment complex that could hold several families or a large factory, modern destroyers, capital-class star ships, etc..
Gargantuan (S7): an apartment complex that could hold dozens of families or a massive factory, modern aircraft carriers or super-cargo ships, star destroyers, etc..
Colossal (S8): the largest buildings in modern history, super-star destroyers, etc..
Mythical (S9): largest size category, titanic mind-bending builds like the Death Star.
Rather than use a system that tracks weight, we use theater of mind and some common-sense restrictions on how big and roomy these builds are.
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 builds as "normal-sized," i.e. a structure that could hold dozens of people might comfortable house a few giants (and they may have cramped headspace, in this example).
Size Conversion: when converting from build size to human size, the GM can assume +2S or +3S, depending on the build. For example, the strike of a normal-sized catapult that hits a normal-sized creature (both S3) might be instead treated as an S5 or S6 creature (+2d6 or +3d6 damage), while a barbarian trying to sink a single-mast ship with his battleaxe (all normal-sized) might suffer a -2d6 or -3d6 to their damage.
Rather than painstakingly choosing components for a build, like detailing the type and shape of lumber or concrete necessary to make a structure or the specific materials needed to construct a tank, this system uses generalized components called building materials, as resources used to create builds. Characters may purchase building materials or gather their own. Most raw materials gathered from the wild begin at Tier 0, but through building tests can be worked into higher tiers (with appropriate tools).
To craft a normal-sized (S3) T3 ship, for example, may require a normal-sized (S3) bundle of T3 building materials (details for material costs are found in the building rules below).
For builds used do damage or demolish other builds, 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. See Size Conversion above in the Size rules for switching between character size and building size.
Tiny (D0): smallest size category, this would be the base damage for tiny builds, perhaps equivalent to a small or normal-sized character weapon.
Little (D1): base damage of a portable battering ram.
Small (D2): base damage of modest battering ram or light ballista.
Normal (D3): base damage of a catapult.
Large (D4): base damage of a trebuchet.
Huge (D5): base damage of a cannon.
Massive (D6): base damage of a heavy bomber.
Gargantuan (D7): base damage of the largest conventional bombs or a small nuclear device.
Colossal (D8): base damage of nuclear missiles.
Mythical (D9): base damage of world-killers like the Death Star.
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 catapult 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) structure, the damage code would be 3D2W versus that structure (+1d6 for D2). If that weapon were to hit a large (S4) structure, it would be 1D4W. If the GM determined a two-size difference between the build and creatures, 2D3W would become 2D5W versus people, so a normal-sized character would contend with 4D3W or 4d6 wounds base damage. 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).
The GM might wish to keep Range consistent between characters and builds. For campaigns involving expansive ranges, like a sci-fi campaign involving starships, the GM may opt to scale these rules. For example, for starships they might decide on a x10 multiplier, so Nearby would be 0-20m, Long might be 100-500m, etc..
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 11+ are needed.
For 3D weapons: FIN, STR, and BOD at 12+ are needed.
Armor, by contrast, imposes penalties based on how heavy it is.
For 2D armor: -1 FIN
For 3D armor: -2 FIN
Builds 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 building rules for each type of build.
Structures covers builds not typically used offensively, such as walls, buildings, or even big works of art. Creating such builds are covered in Building Structures.
Example (shack)
Name +Quality | Tier | Size | Traits
Shack +1 | T4 | S1
Vehicles
Step One: select the build tier. This determines the minimum tools (-1T) and building materials (minimum +0T) needed, sets the Threshold for the build and the maximum build quality possible.
Build Tier:
Makeshift (T0) - these structures are little more than natural features with minor alterations, such as a cave for a home or a few felled trees arranged as a barrier.
Primitive (T1) - stone-age structures, i.e. tents of animal hide and/or wood, crude stone dwellings, etc..
Crude (T2) - bronze-age structures, worked stone and wood.
Regular (T3) - iron-age structures.
Fine (T4) - Renaissance or early industrial-age structures.
Masterwork (T5) - modern-day structures.
Legendary (T6) - magical/sci-fi structures.
Step Two: select the size of the build.
Build Size (for normal-sized creatures):
Mythical (S9) - structures that could house millions of people or more.
Colossal (S8) - largest buildings in modern history fall under this category.
Gargantuan (S7) - a complex that could hold hundreds of families.
Massive (S6) - a complex that could hold dozens of families.
Huge (S5) - expansive mansion or modest factory.
Large (S4) - a large home that could house several people.
Normal (S3) - for buildings, a single-family home.
Small (S2) - a structure intended for a few folks.
Little (S1) - a structure that could hold one person comfortably.
Tiny (S0) - smallest structures possible that could still hold a person, perhaps coffin-sized in dimensions, or a large trunk that someone could curl up in.
Building Materials: the amount of building materials needed is a bundle of such materials equal to the size of the build. For example, a normal-sized build needs a normal-sized bundle of building 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 build typically serves a single function, such as a tent for shelter, or perhaps several functions, like a castle. Some builds, for example a shelter, has no traits (typically), as its use and function are clear - it provides shelter from the elements. Builds that have special uses may have traits.
Traits:
Reinforced - purely defensive by nature, this build was designed for war or harsh environments.
S0 (-3) - blah
The build test is rolled with the following modifiers: build skill plus the tier of the building tools (minimum one tier below desired build, meaning T0 may be made without tools) plus the tier of materials (minimum equal tier to desired build), minus twice the tier of desired build. Note the Build Skill may suffer further penalties from options chosen in the building process, such as traits.
extended Build Test:
Build Skill + Tool Tier + Material Tier - 2x Build Tier
Threshold = 4 + (2 x Build 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 Build Check (once only)
Degree of success is determined by how many failures are made during construction. If no failures were made, either the builder can choose to start over by building the same build 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.
Build bonus runs a range from a positive bonus equal to the tier of the build (so T0 max is +0, T4 max is +4, etc.) down to -3 (garbage build, the worst possible that still technically functions). To calculate worst-to-best results for the quality of the build, compare the number of failures to the Threshold:
Garbage (-3): always the most number of failures possible without failing the build, 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 build bonus and subtract failures. If a positive value remains, that is the build bonus/quality.
Examples: A T0 build 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 build 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.
Quality: a note on quality, this provides some story-telling clues for the GM (a superior build is of fine craftsmanship, while a garbage structure looks like its about to fall in on itself), but they may also provide their bonuses for environmental effects, for example the GM may wish the players to make BOD tests while trying to survive a blizzard, and may impose the quality bonus of their shelter on such tests.
Step One: select the build tier. This determines the minimum tools (-1T) and building materials (minimum +0T) needed, sets the Threshold for the build and the maximum build quality possible.
Build Tier:
Makeshift (T0) - driftwood used as a raft, a sheet of bark used as a sled, etc..
Primitive (T1) - stone-age vehicles, i.e. canoes of animal hide and/or dugout wood, a carry sled held between people or drug behind one, etc..
Crude (T2) - bronze-age vehicles, wooden boats and ships, simple wagons, etc..
Regular (T3) - iron-age vehicles, reinforced ships, wagons with shock absorbers, etc..
Fine (T4) - Renaissance or early industrial-age vehicles, metal ships, possibly steam-powered, etc..
Masterwork (T5) - modern-day vehicles, possibly automobiles and aircraft, crude spacecraft.
Legendary (T6) - magical/sci-fi vehicles.
Step Two: select the size of the build.
Build Size (for normal-sized creatures):
Mythical (S9) - capable of hauling millions of people or a mythical load, like the Death Star.
Colossal (S8) - can carry many thousands of people or a colossal load, like superstar destroyers, floating cities, etc..
Gargantuan (S7) - can carry a few thousand people or a gargantuan load, like the heaviest Aircraft Carriers, star destroyers,
Massive (S6) - capable of hauling several hundred people or a massive load, like a train, WW II Aircraft Carriers, capital class starships, etc..
Huge (S5) - capable of hauling a few hundred people or a huge load, like an 18-wheeler, the heaviest of wooden ships, modern navy destroyers, the largest jumbo jets, etc..
Large (S4) - can carry dozens of people or a large load, like duce-n-half trucks, barges, three-mast ships, modern naval frigates, Passenger Jets, etc..
Normal (S3) - capable of caring a few to a dozen people or a normal load, like a modern sedan, extended pick-up truck, settler's wagon, single-mast ship, private jets, stealth bombers, tramp light freighters, etc..
Small (S2) - vehicles that are compact but capable of carrying a few people or a small load, like a Mini, small rowboat, single-axle cart, fighter craft and small bombers, x-wing, etc..
Little (S1) - single-person chariot, 1-2 person dingy, smallest one-man fighter craft, hand glider, a-wing, etc..
Tiny (S0) - smallest vehicles possible that could still hold a person, such as a comically-small motorcycle, a wheel barrel, cramped escape pod, etc..
Building Materials: the amount of building materials needed is a bundle of such materials equal to the size of the build. For example, a normal-sized build needs a normal-sized bundle of building 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: vehicles may be simple, stock versions of themselves, or they may have special features, listed in their traits (if any). Some builds, for example a wheel barrel, has no traits (typically), as its use and function are clear - it can carry a tiny load (up to perhaps the weight of a normal-sized creature).
Traits:
Reinforced - purely defensive by nature, this build was designed for war or harsh environments.
S0 (-3) - blah
The build test is rolled with the following modifiers: build skill plus the tier of the building tools (minimum one tier below desired build, meaning T0 may be made without tools) plus the tier of materials (minimum equal tier to desired build), minus twice the tier of desired build. Note the Build Skill may suffer further penalties from options chosen in the building process, such as traits.
extended Build Test:
Build Skill + Tool Tier + Material Tier - 2x Build Tier
Threshold = 4 + (2 x Build 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 Build Check (once only)
Degree of success is determined by how many failures are made during construction. If no failures were made, either the builder can choose to start over by building the same build 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.
Build bonus runs a range from a positive bonus equal to the tier of the build (so T0 max is +0, T4 max is +4, etc.) down to -3 (garbage build, the worst possible that still technically functions). To calculate worst-to-best results for the quality of the build, compare the number of failures to the Threshold:
Garbage (-3): always the most number of failures possible without failing the build, 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 build bonus and subtract failures. If a positive value remains, that is the build bonus/quality.
Examples: A T0 build 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 build 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.
Quality: a note on quality, this provides some story-telling clues for the GM (a superior build is of fine craftsmanship, while a garbage vehicle is on its last legs and barely functional), but they may also provide their bonuses for the pilot and crew, at the GM's discretion. For example, the GM might let the pilot use the quality bonus when maneuvering the vehicle. Whatever seems reasonable (that the GM agrees to), such as if the players ask to use the vehicle quality bonus to shelter from a storm, for example.
Step One: select the build tier. This determines the minimum tools (-1T) and building materials (minimum +0T) needed, sets the Threshold for the build and the maximum build quality possible.
Build Tier:
Makeshift (T0) - these structures are little more than natural features with minor alterations, such as a cave for a home or a few felled trees arranged as a barrier.
Primitive (T1) - stone-age structures, i.e. tents of animal hide and/or wood, crude stone dwellings, etc..
Crude (T2) - bronze-age structures, worked stone and wood.
Regular (T3) - iron-age structures.
Fine (T4) - Renaissance or early industrial-age structures.
Masterwork (T5) - modern-day structures.
Legendary (T6) - magical/sci-fi structures.
Step Two: select the size of the build.
Build Size (for normal-sized creatures):
Mythical (S9) - structures that could house millions of people or more.
Colossal (S8) - largest buildings in modern history fall under this category.
Gargantuan (S7) - a complex that could hold hundreds of families.
Massive (S6) - a complex that could hold dozens of families.
Huge (S5) - expansive mansion or modest factory.
Large (S4) - a large home that could house several people.
Normal (S3) - for buildings, a single-family home.
Small (S2) - a structure intended for a few folks.
Little (S1) - a structure that could hold one person comfortably.
Tiny (S0) - smallest structures possible that could still hold a person, perhaps coffin-sized in dimensions, or a large trunk that someone could curl up in.
Building Materials: the amount of building materials needed is a bundle of such materials equal to the size of the build. For example, a normal-sized build needs a normal-sized bundle of building 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 build typically serves a single function, such as a tent for shelter, or perhaps several functions, like a castle. Some builds, for example a shelter, has no traits (typically), as its use and function are clear - it provides shelter from the elements. Builds that have special uses may have traits.
Traits:
Reinforced - purely defensive by nature, this build was designed for war or harsh environments.
S0 (-3) - blah
The build test is rolled with the following modifiers: build skill plus the tier of the building tools (minimum one tier below desired build, meaning T0 may be made without tools) plus the tier of materials (minimum equal tier to desired build), minus twice the tier of desired build. Note the Build Skill may suffer further penalties from options chosen in the building process, such as traits.
extended Build Test:
Build Skill + Tool Tier + Material Tier - 2x Build Tier
Threshold = 4 + (2 x Build 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 Build Check (once only)
Degree of success is determined by how many failures are made during construction. If no failures were made, either the builder can choose to start over by building the same build 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.
Build bonus runs a range from a positive bonus equal to the tier of the build (so T0 max is +0, T4 max is +4, etc.) down to -3 (garbage build, the worst possible that still technically functions). To calculate worst-to-best results for the quality of the build, compare the number of failures to the Threshold:
Garbage (-3): always the most number of failures possible without failing the build, 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 build bonus and subtract failures. If a positive value remains, that is the build bonus/quality.
Examples: A T0 build 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 build 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.
Quality: a note on quality, this provides some story-telling clues for the GM (a superior build is of fine craftsmanship, while a garbage structure looks like its about to fall in on itself), but they may also provide their bonuses for environmental effects, for example the GM may wish the players to make BOD tests while trying to survive a blizzard, and may impose the quality bonus of their shelter on such tests.