I love Dark Sun.
I love Mad Max.
I love Mörk Borg.
In a valiant effort to combine my love of these things, I’ve been working on a top-secret project with a creator I admire.
During this project, I’ve (as usual) gotten side-tracked a handful of times already, especially by the ideation and scribbling of new house rules.
I thought some of you might like to try these in your game, so here they are:
Rules light system for scavenging/scrapping and a new stat and system for Artifice.
Keep your blades sharp,
- Castle Grief
Scavenging:
Players scavenge for scrap during their adventures, acquiring it based on the location/likelihood as determined by the GM.
Each successful scavenging attempt yields 1d6 scrap.
Artifice Stat:
Artifice (ART) is a new stat representing a player's skill and aptitude for crafting, jury-rigging and modification.
The Artifice stat is rolled like any other and can be increased by “getting better,” and is affected by certain bonuses like plans, tools, workshops, etc.
Artificing Process:
Artificing requires spending scrap and making an Artifice roll, with the required amount of scrap and difficulty rating (DR) varying by tier. These tiers are merely a guideline, and GMs should set DR based on their own judgement.
Tier 1: Requires 5 scrap, DR 12. Covers the creation of basic equipment, weapons, tier 1 armor, etc.
Tier 2: Requires 10 scrap, DR 15. Moderately complex equipment, increasing weapon damage to next hit die, tier 2 armor, etc.
Tier 3: Requires 15 scrap, DR 18. Complex equipment, heavily damaging weapons (up to 2 dice above base, max), tier 3 armor, Noxite infused gear, etc.
The Artifice roll is made using a d20, adding the player's Artifice stat.
Players may receive a +2 bonus to the Artifice roll if they have access to tools. An equipped workshop adds another +3 bonus. Some items are complicated enough, or those utilizing Noxite, and require Plans in order to craft them.
A successful Artifice roll meeting or exceeding the DR indicates a successful artificing attempt.
Negatives to the roll also come into play. If the individual is rushed, doesn’t have the correct tools (some things really need a forge, or other type of specialized gear), and so on, at the GM’s discretion.
Effects of Artificing:
Improving Weapons: Successful artificing attempts increase the damage dice of a weapon by one dice, up to a maximum of 2. (Example, a dagger can never be artificed higher than a d8 damage, but a two-handed sword could be taken to a d20) - care should be exercised here, and DRs should reflect the in-game power of the equipment being attempted.
Enhancing Armor: Successful artificing attempts increase the rating of armor by one tier, up to a maximum of Tier 3/Heavy, if playing with standard MB ruleset. Armor can also be modified to have “attached” equipment and so on - your imagination and dice rolls are really the limit.
Building Equipment: Successful artificing attempts enable the creation of unique equipment based on the player's narrative intent. Together, player and GM determine the item’s level of power or complexity and set a DR and Scrap amount, and go from there.
By utilizing this system, players can scavenge for scrap, utilize their Artifice stat, and engage in artificing to enhance their equipment or create new gear to their heart’s content.
The specific scrap requirements, “special” types of scrap or in-game items needed to build a certain piece of gear, difficulty ratings, and effects of artificing should always be worked out by players and GMs beforehand to avoid game-breaking, but in this Mad Max type setting, that’s not much of a concern. Go nuts. Have fun.