Title: CUTE Fields Minus References Author: Anonymous Pastebin link: http://pastebin.com/nTZix6if First Edit: Wednesday 8th of October 2014 12:41:27 PM CDT Last Edit: Wednesday 8th of October 2014 12:41:27 PM CDT C.U.T.E. Cherenkov’s Unified Technical Expansions Fields Edition SLSS Rules Addition and Modifications SASS Integration: TBD ________________     Table of Contents     What is C.U.T.E.? Fields Expansion Farming Determining crops Crop families: Crop rotation: Clear the ground Tools and Tool Efficiency Planting Proper Care Land quality (LQ): Weather rolls: Strawberries and other fruits: Grapes: Harvesting Farming Multiplier The Final Calculation Next season Beekeeping - New SLSS Skill Installing Bees Honey Production Swarming Surviving the winter New SLSS Perks Nurture Nature Fear the Reaper Prolific Planter Harried Harvest Three Days and Then the Harvest Five Nights of Fun Plant Spells Seek Plant Identify Plant Heal Plant Shape Plant Hide Path Grass Blade Bless Plants Animate Plant Shuriken Leaf Harvest Medley     ________________             What is C.U.T.E.?         C.U.T.E is my attempt at expanding the rules of Four Cannon in areas where I think the game lacks.  Just like other systems, these are optional and players can choose to adopt them   or not.  Any feedback would be appreciated, both good and bad.  Feel free to leave comments on here, and I will try to get back in a timely manner. Fields Expansion         These rules replace and expand the Farming section of SLSS, as well as gives some new additions for skills and abilities.  Earth ponies finally get plant skills.  These are for   normal crops and not bushes, shrubs, or trees.  Orchard rules will come at a later date, along with rock farming.  A few skills are able to be used by non-earth characters.  Also included   are rules for beekeeping.     Farming Int/Easy          The very fundament of modern society, farming is the activity of growing plants on a large scale, usually for food. Farming defaults to Biology-4 or to Biology (Botany)-2. Running   a successful farm doesn't only require trained farmers, but usually much more unskilled labor to run. One has to plow the fields, sow the crops, make sure those grow right, then harvest   those. Many other things can also pop up while running a farm.  Because we’re in a land of cartoon fun, and to make things simpler, an entire crop cycle last three months, and is determined   per season.  Winter lasts from December to February, during which no crops can be planted.  Spring lasts March through May.  Summer is June through August. Finally, Autumn lasts from   September through November.             Let’s take walk through what has to be done step by step: 1. Determine what crops you would like to produce 2. It’s no easy task to clear the ground 3. Plant the tiny seeds 4. With proper care and sunshine 5. Everyone it feeds     Determining crops         What do you want to grow? Flowers? Wheat? Strawberries? Turnips? Potatoes? There’s a variety of things that you can grow in the magical land of Celebration, Florida the Northern   Frontier Wilds that Four Cannon is a part of.  Each crop is put into a group.  For full effectiveness, most crops require rotation, otherwise they reduce the quality of the land. Crop families: Roots:   potato, eggplant, carrots, beets, tomato, celery, onion Leafy:   broccoli, cabbage, radish, turnips, lettuce Legumes:  beans and peas, clovers Beets:  beet, spinach, thistle, sugarbeet Grass:  grains (oats, wheat, and barley), grass (hay), corn, and pearl cotton Squash family:  cucumber, melon, squashes, pumpkins, and watermelon Strawberries Grapes     Crop rotation:         The bane of the casual player.  This requires planning and foresight before you wish to plant from the same crop family again on the same land.  Failure to do so reduces the soil   quality by a step, which will be described in the Proper Care section.  The easiest thing to do is to set up a rotation of grasses, legumes, and roots or choose a crop that isn’t   strawberries, grasses, or grapes to plant during the summer and plant legumes during both spring and fall seasons.     Strawberries require grasses to be planted after Grasses require roots or squash to be planted after Leafy plants require legumes or go fallow next season. Legumes enrich the soil and suffer no penalties from consecutive plantings. Grapes are a special case and will be discussed in a later section. All others require Legumes to be planted before being planted on the same soil again.     The next two steps, clearing the ground and planting are assumed to take up the first week of the season.  For each week past that, subtract 10% from the final crop yield during the   harvest. Clear the ground         This is labor intensive work we’re doing here.  Long days, physical labor, something not all characters are built for.  Thankfully, with the help of tools, it can be accomplished   faster.  The default formula for tilling a cleared land with a tool is:     Acres/day = 3 x Move x width of implement in meters x tool efficiency (default 0.5); rounded  to the nearest half acre.  If the result ends in .25 or .75, round up.  The max Tool Efficiency   for plowing manually is 0.75.     Each acre plowed costs 1 FP.     Why acres? Because it’s still used to describe a farm of the sweet apple variety, plus most of the material for farming I found uses acres for crop data.  An acre is about the size of an   American football field, from one goal line to the 15 yard line.  It’s 4046.85642 square meters.  A soccer field is about 1.8 acres.     For plowing without a tool, assume tool efficiency is 0.1 and quadruple the FP loss. For previously unplowed terrain, reduce the acres plowed per day by half, minimum of 0.5 acres, but keep the same fatigue point loss.       Clearing the ground can be done up to two weeks before planting without it requiring to be plowed again.     Tools and Tool Efficiency         For farming, a tool up to 1 meter in length requires at least a Strength of 10 to be used properly.  Each additional 0.5 meter increase requires 1 additional point in Strength.  For   each point of strength under the required minimum, double Fatigue Point loss.     After this, referred to as TE, is how effective a tool is at doing its job.  For all farming implements, the default TE is 0.5 and the maximum TE is 0.75.  Most tools require either a   General Smithing and/or a Mechanic roll to be produced, with each increase in quality (+1, +2, etc) giving +0.05 to the final TE.     Planting         After an acre is cleared, it can be planted on.  Again, tools help here.  The equations are simple, but the work is hard.  Round to the nearest half acre.     Using tools: All grains, flowers, grasses, and clover, minus corn: MOV x tool width (meters) x TE x 1.25 All others:        MOV x tool width (meters) x TE     This process consumes 8 Fatigue Points per day.     Without tools: All grains, flowers, grasses, and clover, minus corn: (MOV + STR modifier) / 4 All others:        (MOV + STR modifier) / 8 Planting without tools consumes less fatigue points, at 4 per day.  Each crop is assumed to be in a group of a single acre.  If it’s less, note it on the field form listed at the end of the   document, and modify as necessary. Proper Care         Slightly more complex.  It requires rolls at the beginning of each month to determine weather conditions and how well the crops are growing. Land quality (LQ): The numbers used in calculations assume average ground. Ground can be Very Fertile, Fertile, Average, Bad or Barren. On very fertile ground, plants produce 30% more yield. On fertile, 10%   more is produced. Average ground gives an average yield, while a bad ground reduces yields by 40%, and a barren ground by 90%!  Each time a non-legume crop is harvested, it reduces the land   quality by one step.  If the same type of crop is planted without planting one of the other required crops first, reduce land quality by another step. To raise land quality by one, plant legumes or use fertilizer, at 10 kg per acre.  This can give you up to Fertile ground.  For Very Fertile, a nitrogen-sulfur-potash fertilizer is required   at 30 kg per acre.  Each worker may fertilize 4 acres + their farming skill per day. This requires 1 FP every 2 acres. Letting a land go fallow for a season reduces the requirements of planting a non-legume crop by one crop, determined randomly. Weather rolls:         Isn’t it great that pegasi control the clouds?  Weather rolls affect the quality of the crops produced.  At the start of each month, roll 1d20, modified by a weather team’s average   Weather Manipulation, rounded down, if any team is assigned.  A single team affects an entire farm. Consult the table and write it down.  When it’s time for harvesting, average the three   months together for the Weather Index (WI).  A natural 20 results in a WI multiplier of 2 plus 0.5 for each averaged point of Weather Manipulation.         A farmer may choose to take 10 on this roll if their farm is irrigated.     1       0.1 2       0.5 3       0.65 4       0.7 5       0.75 6       0.8 7       0.85 8       0.9 9       0.95 10      1.0 11      1.0 12      1.05 13      1.10 14      1.15 Each additional point above 14  +0.05           Strawberries and other fruits:         If you’re planting a fruit instead of a vegetable, you may opt to let it continue to grow into next season.  Strawberries and grapes suffer no penalties for consecutive seasons, but   all other field fruits listed do. (tomatoes and the Squash group).  Reduce the land quality by 1 more step each season. In other words, with no fertilizer, a watermelon patch will go from   fertile to bad the second month, and finally barren the 3rd month.  With fertilizer, the crop will go from fertile to average, then to bad the 3rd month.     Grapes:         Even in the land of marshmallow donut holes, these vines are an exercise in frustration, but in the end, you’ll be rewarded with the fruits of your labor.  From seed, it takes 2   years to start producing fruit, with it being available to harvest without destroying the plant starting with the 3rd year.  As long as you keep the ground fertilized, the quality will not   drop to below its initial quality.  The effect of weather rolls operates differently, in that you average all the seasons’ WI, not including winters.  Grafting a new vine gives it one year   until it starts producing fruit, with it being safe to harvest in the second year.     Harvesting         We’re finally at the end of the farming section.  It’s been a long road, but you got through it.  Congratulations.  Harvest time takes place over the course of the last week of the   season.  Anything you can’t get collected is lost, excluding grapes, and the fruits listed in the previous section, if you decided to let them grow into next season.  Unless it’s winter.   Then your fruit is dead, but the plant should come back next season, barring a two season winter. Seriously, this past year was crazy.  For sanity reasons, the effort it takes to harvest is   the same it takes to plant a crop.  Again, tools help here.  Round to the nearest half acre.     Using tools: All grains, flowers, grasses, and clover, minus corn: MOV x tool width (meters) x TE x 1.25 All others:        MOV x tool width (meters) x TE     This process consumes 8 Fatigue Points per day.     Without tools: All grains, flowers, grasses, and clover, minus corn: (MOV + STR modifier) / 4 All others:        (MOV + STR modifier) / 8 Harvesting without tools consumes less fatigue points, at 4 per day.  Each crop is assumed to be in a group of a single acre. Farming Multiplier         This is the reason why you decided to sink points into Farming.  Grow more produce. Rolls are accomplished in one of three ways, it is up to you to determine which you wish to do.     The first is for the entire farm.  One roll for everything.  If you had one shot, one opportunity, to seize everything you ever wanted, one moment, would you capture it or just let it slip?   -Eminem  The second is per type of crop planted on your farm.  The third is per acre.       If you don’t feel like doing math, you may take 10 on any roll and add your Farming skill bonus.  Otherwise, roll 1d20 and add on your Farming skill for the final multiplier.  Either way,   consult the table below.  A natural 20 grants you a modifier of 2, plus 0.05 for each Farming skill point.  Why did your crops fail? Insects? Blight? Ogres? Role-play it out.     1       0 2       0.25 3       0.3 4       0.4 5       0.5 6       0.6 7       0.7 8       0.8 9       0.9 10      1.0 11      1.05 12      1.10         Each additional point beyond 12         +0.05               The Final Calculation Land Quality (LQ) x Weather Index (WI) x Farming Multiplier x Crop Yield = Food Harvested     Crop Yield is below.  This is a change to Ikea’s numbers in that it takes a 2000 Calorie diet for each pony, and standardizes that instead of having two different numbers for winter and   other seasons.  It also changes it in that the amount listed is number of days per person instead of having 10 units feed 400 people or 15 units during the winter, 1 unit now feeds 1   person.  Simpler, but larger numbers.  The basis used is largely 20 bushels per acre.  For produce that isn’t measured in bushels, a box of 50 lbs was assumed most of the time and then   multiplied by 20.     Roots:                                                Leafy: Carrots                 90                        Lettuce                40 Potato                 850                        Cabbage                50 Tomato                  40                        Turnip                 60 Onion                  110                        Radish                 40 Celery                  30                        Broccoli               38         Eggplant                40 Garlic                 200 Legumes:                                        Beet: Beans                  590                        Beet / Sugar beet     100 Peas                   930                        Thistle                90 Clover                  50                        Spinach                26 Squash:                                         Squash                100                        Strawberries           100 Pumpkin                60                        Grapes (mature)        130 Watermelon             70                        Grapes (2nd yr)        100 Cucumber               35 Melon                  29     Grasses: Wheat                      650 Hay                        400 Barley                     760 Oats                       540 Corn                       880 Rice                       870 Pearl Cotton:              640 lbs.     Next season         After all that is done, most of the time you want to save some of the crops for seeds the next time around.  Each crop requires 25% of the base Crop Yield to cover an acre for a new   season.     Beekeeping - New SLSS Skill Int - Average         Honey production is where it’s at, because the game isn’t sweet enough.  This skill is based on your knowledge and ability of handling hives and safely harvesting honey.  It will be   expanded on later, if people want.  To start, you need around 10,000 bees (about 1.36 kg or 3 pounds), a hive, some sugar and water, smoker, a bee veil to protect your face, and gloves.     The hive should be kept at least 4 meters away from loud noises to prevent swarming.  They will still swarm anyway, once the hive is large enough to start a new colony.  This happens once a   year, during the spring.  For every point in beekeeping, you may mange 5 hives effectively. Installing Bees         You will most likely get stung. Roll against a DC of 10, modified by your Beekeeping skill.  On a failure, take 1d10 - Beekeeping points of damage, minimum of 2, but the bees are   installed.  On a success, you only take 1 point of damage.  On a critical success, you take no damage. On a critical failure, not only do you take regular failure damage, but the bees have   escaped. Honey Production         After the first season, the bees will have enough honey to safely keep while you harvest the rest.  Each colony requires 1 acre of flowering plants to produce honey.  Each season,   barring winter, you can safely harvest up to 36 kg of honey (55 units of food) and half a kg of beeswax per hive.  If you take more, the hive will be dead next season.  However, a dead hive   allows you to harvest 5 kg of beeswax.  To not get stung during harvesting for each hive, roll against a DC of 12, modified by your Beekeeping skill.  If you are wearing a suit, add 2 to   your roll. On failure, take 1d3 damage. On critical failure, take 1d6+1 damage.   On critical success, you may harvest an additional 20 units of food and 0.5 kg of wax safely. Swarming         After the first year, a colony may decide that the hive is not big enough and swarm.  If you have any hives already built near the old colony, perform a DC 12, modified by your   beekeeping skill. On success, they move into that hive. On a failure, move onto the next open hive and repeat the roll. On a critical failure, the bees have swarmed away from your hive,   taking every bee in there with it. On a critical success, the swarm was large enough to occupy two new hives. Surviving the winter         The bees must have adequate food and warmth to survive.  The hive will survive when you roll against a DC of 10, modified by your Beekeeping skill.  Add 2 to the roll if you opted   not to harvest the hive during Autumn.     New SLSS Perks These all count as plant spells in determining prerequisites. Nurture Nature Prerequisite: Grasp the Earth         Your crops now yield 1.25x the final amount on your farming roll, or 1.5x if you specialize in Plants. Fear the Reaper Prerequisite: Farming 2         +1 damage to scythe attacks. You may add your Strength modifier to harvesting crops of the grass family. Prolific Planter Prerequisite: Grasp the Earth; Tiered         Double the planting area per day without using tools and reduce the FP loss of planting with tools by 2 FP.  Double this if you specialize in plants.  You may take this perk up to   three times. Harried Harvest Prerequisite: Farming 2         You may double the acres harvested per day, but you are only able to collect 75% of the combined amount.  The rest is lost due to trampling underfoot.  This does not stack with Fear   the Reaper. Three Days and Then the Harvest Prerequisite: Grasp the Earth         Expend 3 FP to get a small plant to sprout from a seed.  Spend an additional 1 FP each day until it reaches maturity on the third day.  You may stop at any time to let it grow   normally. Five Nights of Fun Prerequisites: Grasp the Earth, Three Days and Then the Harvest         Raise a medium sized plant from seed to maturity in five days. Spend 5 FP initially, then 3 FP per day until the 5th day.  You may stop at any time to let it grow normally.     Plant Spells         Earth ponies finally get magic! And it only took more than a year and a half! Oh, and there’s at least one unicorn spell in here, too!  Many of these come from GURPS, of which SLSS   is based off of.  Their names have not changed.     Seek Plant Prerequisite: Grasp the Earth Divination, Regular; Cost: 2         Get the direction and distance of the nearest plant, or one specific plant.  Use long distance modifiers. Any known plant may be excluded if mentioned before casting. Identify Plant Prerequisite: Grasp the Earth, Seek Plant Divination, Regular; Cost: 2         Determine the type and species of any one plant. It also gives basic information about it (edible, poisonous, etc).  A successful casting of this gies +3 to the Physician or   Herbalism skill for determining medical and other special properties of the plant. Heal Plant Prerequisite: Identify Plant Vitamancy, Regular, Area; Cost: 1 per square meter, minimum of 3. Duration: Permanent         Heal plants within the area of current diseases, parasites, and damage.  The plants must still be alive for it to work. Requires 1 minute to cast. Shape Plant Prerequisite: Grasp the Earth, Identify Plant Transmutation, Touch; Cost: 3, 1 per round to maintain. Shape and mold plants and plant material with hooves. Gives +2 to Carpentry and Woodworking skills, or allows the caster to work without any tools at -1 to the skill.  Useful for building   homes, furniture, and repairing bows and shields.  It can be used to remove wooden obstacles at the rate of 10 cubic centimeters per turn.  In combat, it can be used on a foe’s wooden   weapon or armor to deal 2d Int Modifier damage if targeting the weapon or the armor. Hide Path Prerequisite: Heal Plant Vitamance, Regular; Cost: 2 to cast, 1 per round to maintain         Enables the caster, and 1 character per round after to pass through grass, undergrowth, or jungle without leaving any sign, at a speed of up to the caster’s Move.  Any attempt at   tracking the hidden path receives a -8. Grass Blade Prerequisite: Grasp the Earth, Shape Plant Transmutation, Regular; Cost: 1 for every 36 cm (12”) of length, or fraction thereof.  Half of that to maintain. Duration: 1 minute.         This spell transforms a single long blade of grass into a knife or sword with a hilt.  The blade shines the color of the grass used in the sunlight, and appears to be metallic, but   is composed entirely out of vegetation.  Every 36 cm (12”) in length proceeds to shift the weapon produced to the next category.  It goes from knife, to broad sword, to bastard sword, to   great sword. Bless Plants Prerequisite: Grasp the Earth, Heal Plant Vitamancy, Difficult, Area; Cost: 1. Duration: 1 growing season. Causes the plants within a half acre to double the crop yield at the end of the season.  Takes 5 minutes to cast. Cost cannot be reduced below 1 FP. Animate Plant Prerequisite: Seven Plant spells Vitamancy, Difficult; Cost: 3 minimum, half to maintain. Double cost if the plant is to pull itself up and walk on its roots (Move 4). Duration: 1 minute. A plant gains HP equal to double that put into the spell. A sapient plant (INT 6+) may not be animated. Shuriken Leaf Prerequisite: Grasp the Earth, Grass Blade Transmutation, Regular; Cost: 1, raise damage by +d2 cutting or +d1 impaling by spending 3 more energy.         Causes a single leaf to fire itself at a target as if it were a shuriken.  The caster may choose to have a leaf fly off of a tree at a target instead of holding it. Treat it as a   ranged attack from the leaf to the target using the caster’s Ranged Attack Bonus.  This deals 1d2 cutting or 1d2-1 impaling damage depending on the leaf’s shape (GM’s call) Harvest Medley Prerequisite: Grasp the Stars, Telekinesis 2     Vitamancy, Difficult, Area; Cost: special         Crops in the area are collected and piled into any bins available.  Failure leaves the crops where they are. A critical failure ruins the crops, but does not destroy them and drains   1d4+1 FP from the caster.  If the area was under the effect of Bless plants, treat it is a normal failure instead.  To harvest an acre, the caster needs to expend 10 FP and 13 minutes.     Multiple castings increase the chance of critical failure, so increase critical failure by 1 per each additional casting per day.