Lily sat at Eve's table, a series of pine cones and a couple of craft store bags between them. She had picked up a squeeze bottle of red glitter glue to apply to the pine cone in her hand, but she'd stopped, staring just a bit too long at the chips in her black fingernail polish, and finally decided to give up the pretense of everything being okay.
"If it's a bad time, we can talk later."
cibarieum
creation mechanics
item creation mechanic
Players must roll 1d10 in each post where they attempt to create their attuned item. The d10 determines the success or failure of their attempt. Four successes are required to create the item; each post must be filled out.
roll results
1-- A success! Your item has taken a little of your desired trait into itself.
2-- A failure. You have blown up one of your less expensive reagents and caused yourself minor damage.
3-- A failure. Your item has proven resistant to one of your reagents; you will need more power or more reagent to make it work.
4-- A success! Your item has taken a little more of your desired trait into itself.
5-- A failure. Your item has cracked, and must be repaired.
6-- A failure. You have blown up one of your most expensive reagents and done yourself moderate damage. The reagent must be replaced.
7-- A success! Your item has taken a little more of your desired trait into itself.
8-- A failure. You pushed too hard, and the item rejected your attempt to imbue it with its traits.
9-- A success! Your item has taken a little more of your desired trait into itself.
10-- A failure. You didn't push hard enough, and have given yourself a headache.
Players must roll 1d10 in each post where they attempt to create their attuned item. The d10 determines the success or failure of their attempt. Four successes are required to create the item; each post must be filled out.
roll results
1-- A success! Your item has taken a little of your desired trait into itself.
2-- A failure. You have blown up one of your less expensive reagents and caused yourself minor damage.
3-- A failure. Your item has proven resistant to one of your reagents; you will need more power or more reagent to make it work.
4-- A success! Your item has taken a little more of your desired trait into itself.
5-- A failure. Your item has cracked, and must be repaired.
6-- A failure. You have blown up one of your most expensive reagents and done yourself moderate damage. The reagent must be replaced.
7-- A success! Your item has taken a little more of your desired trait into itself.
8-- A failure. You pushed too hard, and the item rejected your attempt to imbue it with its traits.
9-- A success! Your item has taken a little more of your desired trait into itself.
10-- A failure. You didn't push hard enough, and have given yourself a headache.