Farming

The Farming skill is used to primarily grow plants & animals for resource outputs. All Farming is performed as a daily task, & requires 1 month of time to harvest. It should be discussed with GM & party members before starting a Farm for time management reasons. Perhaps the plot, party, or environment (you cannot farm in snow) might not want to wait in one location for a full month.

In general, farming will use the resources of the zone the farm is built in. Meaning that a farm setup in a zone will utilize the local plants & wildlife. This means a farmer can grow food, Cloth Fragments, or both.

Note: Food gathered with this skill still expires after 1 week without preservation (see – Skill – “Cooking”).

Farming uses tool modifiers for outputs as:
No tools = x1
Crude tools = x2
Basic tools = x4

Farming will grant the character a gross monthly output of:
(Farming level x10) x tool multiplier = total units of food and/or cloth fragments
The player may divide the output in any way they wish.
(gross outputs are before wildlife check)

Farming LevelNo ToolsCrude ToolsBasic Tools
1102040
2204080
33060120
44080160
550100200
660120240
770140280
880160320
990180360
10100200400
11110220440
12120240480

Losses From Animals

After the player divides the outputs between food & cloth, there is a roll versus hunting & trapping target numbers in that zone.

There are losses to Farms related to the population of Large & Small animals within the zone that the farm is established. Hunting is generally associated with large animals, which will hunt your corralled local wildlife you are farming for Cloth Fragments. Trapping is generally associated with small animals, which will consume the local plant-life you are farming for food.

Before the harvest of any farm (at the end of each month), a check is rolled for losses due to local wildlife consuming your product. Either the GM or the player must roll versus Large & Small animals.

These rolls are “roll under” checks with unmodified 1d20 rolls.
-For each number rolled over the Hunting target number for that zone, the farmer will lose that many Fragments of cloth.
-For each number rolled over the Trapping target number for that zone, the Farmer will lose that many days of food.

Gross Cloth frags – [(1d20 – Hunting Target number) = Net Cloth frags
Gross days of food – (1d20 – Trapping Target number)] = Net Food
*Ignore any negative numbers when rolling under these target numbers, as rolling under the target number is simply treated as a “success”.

Ready Your Bow

Whenever a Farm loses any outputs from animals;
a character may Hunt (if there are lost cloth fragments) or
Trap (if there is lost food) against a target number of 0(zero) within that zone once
(If both occur, they may Hunt & Trap, once for each).

This buff only changes the target number to zero. All other effects, requirements, increases to target numbers, etc remain the same (see – Skill – “Hunting” & Skill – “Trapping”). The Farmer may do it themselves, or he may employ others to do this for them. Both the Hunting & the Trapping rolls still count as 1 daily task.

This buff extends for 2 days, then disappears. Giving the average Farmer time to solo both if desired while still maintaining their farming daily tasks.

Cloth Fragment(seed)

Cloth Fragment(seed) requires no roll against animals, & only requires 5 days to plant & 5 days to harvest, leaving the middle 20 days open for other tasks. However, Farms using this crop type cannot be grown with food outputs. Meaning, for that month, you will only get that amount (see “Gross Outputs” chart found in the Farming write up) of Cloth fragments. The seeds may be reclaimed after harvest for future farming or to be used in trade. You will always create more seeds than are needed to continue farming this way.

Cloth seeds are sometimes traded. But seeds are rare. For many Farmers who own them, they are treasured. Sometimes cloth seeds may be found in ruins, from a time that has long since passed.