Mod. | Quality |
---|---|
-1 | Bad |
0 | Standard |
+1 | Exquisite |
+2 | Flawless |
2d6 | Reaction |
---|---|
2 | Worst possible reaction |
3, 4 | Bad reaction |
5, 6 | Poor reaction |
7 | Hesitation |
8, 9 | Fair reaction |
10, 11 | Good reaction |
12 | Best possible reaction |
The QUALITY Scale is powerful, with the same impact as Wild Pips and Magickal Effects.
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.
3d6 | Impression |
---|---|
3 | Hostile |
4 | Scornful |
5 | Disdainful |
6, 7 | Pessimistic |
8, 9 | Skeptical |
10 | Disinterested |
11 | Hesitant |
12, 13 | Curious |
14, 15 | Interested |
16 | Attentive |
17 | Admiring |
18 | Charmed |
Mod. | Quality | Price |
---|---|---|
0 | Poor | x1 |
+1 | Middling | x1 |
+2 | Fair | x2 |
+3 | Good | x6 |
+4 | Grand | x24 |
+5 | Fine | x120 |
+6 | Exquisite | x1200 |
+7 | Flawless | x120k |
*Quality Modifier max = current Comfort. |
d6 | Slot | Example |
---|---|---|
6 | Head | Hat |
5 | Neck | Scarf |
4 | Arms | Gloves |
3 | Torso | Vest |
2 | Legs | Pants |
1 | Feet | Boots |
Quality | materials & workmanship |
---|---|
Style | design/detail/fashion; words evoke appearance and style: Lined, Frilled, Beaded, Runed, etc. |
Origin | species or region; sub-origins may apply with Area Knowledge |
Type | primary function; determines attachment & cover Slots. Keyword-Types may have multiple functions implicit. |
Extras | any additional functions, magickal or mundane |
Quality | Style | Origin | Type | Extras |
---|---|---|---|---|
Exquisite | Etched | Strasburg | Long Sword | |
Fine | Long-Toe White Leather | Fronch | Wading Boots | |
Grand | Frilled Beaded Silk | Fronch | Gown | |
Exquisite | Dry | Fronch | Mare | |
Exquisite | Plumed | Driscoll | Great Helm | |
Exquisite | Runed | Driscoll | Full Plate | |
Flawless | Runed | Driscoll | Great Axe | |
Good | Feathered | Sawtooth | Sun Hat | |
Fair | Patterned | Geshi | Skirts | |
Good | Oiled | Sawtooth | High Boots | |
Fair | Cupped | Sawtooth | Saber | |
Flawless | Jeweled | Fronch | Rapier |
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.