Fredhawk - QUALITY, COMFORT, & STYLE    Home

QUALITY Scale

QUALITY SCALE
Mod.Quality
-1Bad
0Standard
+1Exquisite
+2Flawless
REACTION TABLE
2d6Reaction
2Worst possible reaction
3, 4Bad reaction
5, 6Poor reaction
7Hesitation
8, 9Fair reaction
10, 11Good reaction
12Best possible reaction

The QUALITY Scale is powerful, with the same impact as Wild Pips and Magickal Effects.

STYLE - Standard Quality

STYLE captures materials, workmanship, fashion, and the social impression which worn Gear makes on others.

Standard Quality (& the Social Impression Table) is used within Cultures (usually Human & Demihuman), not across Species. Cross-species interactions use the 2d6 Reaction Table.

Random NPCs add the subject's Head Slot Equipment Modifier to the Impression roll. Typical NPCs roll a Wild Die for their Favored Slot, and add the relevant Modifier. Specific NPCs will have "tastes" for certain Origins or Details.

SOCIAL IMPRESSIONS
3d6Impression
3Hostile
4Scornful
5Disdainful
6, 7Pessimistic
8, 9Skeptical
10Disinterested
11Hesitant
12, 13Curious
14, 15Interested
16Attentive
17Admiring
18Charmed
STANDARD QUALITIES
Mod.QualityPrice
0Poorx1
+1Middlingx1
+2Fairx2
+3Goodx6
+4Grandx24
+5Finex120
+6Exquisitex1200
+7Flawlessx120k
*Quality Modifier max = current Comfort.
BODY SLOTS
d6SlotExample
6HeadHat
5NeckScarf
4ArmsGloves
3TorsoVest
2LegsPants
1FeetBoots

GEAR - Clothing & Equipment

Qualitymaterials & workmanship
Styledesign/detail/fashion; words evoke appearance and style: Lined, Frilled, Beaded, Runed, etc.
Originspecies or region; sub-origins may apply with Area Knowledge
Typeprimary function; determines attachment & cover Slots. Keyword-Types may have multiple functions implicit.
Extrasany additional functions, magickal or mundane
SAMPLE GEAR
QualityStyleOriginTypeExtras
ExquisiteEtchedStrasburgLong Sword
FineLong-Toe White LeatherFronchWading Boots
GrandFrilled Beaded SilkFronchGown
ExquisiteDryFronchMare
ExquisitePlumedDriscollGreat Helm
ExquisiteRunedDriscollFull Plate
FlawlessRunedDriscollGreat Axe
GoodFeatheredSawtoothSun Hat
FairPatternedGeshiSkirts
GoodOiledSawtoothHigh Boots
FairCuppedSawtoothSaber
FlawlessJeweledFronchRapier

COMFORT

MOUNTS & ANIMALS in a native environment lose one less Comfort from Weather. Animals do not receive the "Hot Meal" bonus, but can consume multiple "Double Portions". However, once an animal has 6+ Comfort, or Zero or less, it will resist activity, and must be Handled to continue Travel.

ELVES: Elvish Meditation only requires 4 hours Rest, allowing more time in Camp. Elves who Rest without Shelter in a Natural Place are considered to have poor Shelter (+1).

DWARVES who Rest under the surface of the earth get +1 Shelter.

DRUIDS who Rest without Shelter may cast Ley Reading at Difficulty 15 for a Magic Shelter bonus.