GM Toolkit Add‑Ons#
Era Economy Knobs (Quick)#
- Primal: barter > coin. Iron rare, food common. Relic rumors spike prices ×2.
- Medieval: tithes & tolls; siege raises grain ×3.
- Victorian: coal drives everything; strikes = scarcity; Patent 0 black market ×4.
- Pre‑Modern: ration coupons; U‑boat losses push imports ×2–×3.
- Modern: corporate monopolies; embargo events ±50%.
- Apocalypse: everything scarce; ammo/fuel are currency.
- Space: O₂/water are money; Δv is the real cost.
Quick NPC/Creature Builder (1 Minute)#
- Role & Tier: Minion / Elite / Boss.
- Baseline:
- Minion: DEF 12–14, HP 8–14, Attack +4–6, Damage d6–d8, one trick.
- Elite: DEF 14–16, HP 20–34, Attack +6–8, Damage d8–d12, one Reaction & one Aura.
- Boss: DEF 16–18, HP 40–60, Attack +8–10, Damage d10–2d8, 2 Reactions, 1–2 control moves.
- Era Skin: swap weapons/traits to match era.
- Saves: two strong (+4), two average (+2), one weak (+0).
- Hook: one unique ability tied to faction/theme.
Printable Clocks (4/6/8 wedges)#
- Faction: Prophecy/Coronation/Monopoly/Warfare/Surveillance/Ark/Curtain/Belt/Azure.
- Omen: Followers/Beast/Relic Corruption/Soot/Infection/AI/Hermit/Trojan.
What to Ask for Next#
- A full campaign book for any one era (NPCs, maps, missions, bestiary, loot tables).
- A Nabour trade sheet with worked examples and printable ledgers.
- Item pack recipes per era, balanced to your Price Index.