Projects

A project represents a significant endeavor that spans over time, either requiring or encompassing work and effort beyond the scope of a single action. When a player wishes to undertake a project, they describe the objective they aim to achieve and how they attempt to do so. The GM then establishes a project progress track, quantifying the effort required in a series of steps. The size of the project is reflected in the number of slots on this track, with each slot representing a challenge that needs to be overcome. The estimated time is up to the GM to determine.

Project sizes vary and are measured as follows:

Project Size ScaleStepsPeople RequiredEstimated Time
Beyond GarganthuanBigger size+3 steps/levelGreater numbersDecades?
Gigantic Town-sized10-12 stepsCompanyYears
EnormousVillage-sized7-9 stepsMobMonths
LargeBuilding-sized 4-6 stepsGroupWeeks
OrdinaryRoom-sized1-3 stepsIndividualDays

A step is completed and ticked off for every successful challenge faced. Failures complicate the work in some way and remove completed steps instead. 

An accomplished project gets one facet similar to equipment qualities. Triumphantly completed steps allow for more facets embedded in the final result, while catastrophically resolved steps apply disadvantageous facets for the PC or embed hidden ones that have to be discovered to be avoided during use at the discretion of the GM. 

Crafting Project Requirements

A PC can try to craft things and equipment with the right training, tools, and raw materials. To do this, the PC needs the following:

  • Skill – A skill that allows for a specific type of crafting is needed. A GM can determine that a mix of skills is required, and as the project progresses, each skill might be tested for a number of steps. For elixirs, potions, and poisons, either arcane lore, alchemy, or herbalism. For books academics. For objects, alchemy, or craft, depending on the object. For traps or gadgets, academics, beast ken, craft, or trap making. For magic artifacts, arcane lore, alchemy, or craft, depending on the object.
  • Tools – The tools needed to accomplish the project, be it crafting tools, a tailor’s scissors and needles, or a blacksmith’s hammer and anvil. It can also be quill pens, ink, and parchment, or a small cauldron with cooking utensils, or a casket full of magic paraphernalia.
  • Materials – Finally, to craft something, the PC needs raw materials to use for the end result. It could be anything from basic materials, like stone or wood, to more refined materials, like spun wool, linen yarn, tanned leather, metal ingots, or mineral salts, to specially selected ingredients for magic accordance.

Without the proper skills, tools, or materials, any crafting attempts will fail. A substitute might work, as determined by the GM, but it will add a disadvantage to the challenges faced when trying to accomplish the project.  

Project Accomplishments and Qualities

Accomplishments from successful projects are also treated as facets. A project is an extended challenge a character can work on during gameplay and downtime and can, over time, build up great value for the player in terms of advantageous facets. Some examples of what projects could generate could be:

  • A Successfully Created Stone House – Could get a facet, such as spacious, sturdy, or fire-proof
  • A Successfully Forged Dagger – Could get a quality facet, such as lightweight, sharp, or beautiful.  
  • A Successfully Impressed Court – Could provide the PC with a relationship improvements, read more about in the Relationships section below.

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