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My ideas were bad, e-aksenov's had much clearer suggestions:

Part 1: Design 

A long term project, usually 8 segments, based on STUDY. It is either to Invent a new design or to Learn an existing one

If Inventing a New Design:

‣ GM Asks: What type of creation is it (Mundane, Alchemical, Arcane, Spark-Craft) and what does it do? (Player answers.)

‣ Player Asks: What’s the minimum quality level for this item? (GM answers, using Magnitude as guideline.)

‣ GM Asks: What rare, strange, or adverse aspect of this formula or design has kept it in obscurity, out of common usage? (Player answers.)

‣ Player Asks: What drawbacks does this item have, if any? (GM answers.)

If Learning an Existing Design:

‣ Common Creations (p. 226): Do not require special formulas or designs to learn.  

Part 2: Creating the Item requires 1 downtime activity + a Crafting roll 

Dice pool:

‣ 1d for each Tinker action dot.

‣ +1 quality per coin spent.

‣ +1 quality for Workshop crew upgrade.

Result:

‣ 1-3: Quality level is Tier -1.

‣ 4/5: Quality level is equal to Tier.

‣ 6: Quality level is Tier +1.

‣ Critical: Quality level is Tier +2.

Modifying an Existing Item: Requires 1 downtime activity + a Crafting roll, no designing or learning needed

Minimum Tier = item's current Tier + 

‣ +1: Simple, useful modification

‣ +2: Significant modification

‣ +3: Arcane, spark-craft, or alchemical modification

Drawbacks: GM may assign 1-2 Drawbacks to a creation