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The forge (+0 … +9)

A copy's own ladder in three bands - the odds, the bill and the price of every mark - and a provably fair die.

A piece of equipment can be tempered from +0 to +9, and is written that way: Mining Laser II +7. The ladder belongs to one copy for its whole life; a grade is a separate item, bought or found at +0, never made from the grade below (equipment). The attempt is made at a station’s bench: Enter makes it, S chooses whether to spend a seal. Guns are worked at the Arms wing; tools, cargo bays and shield cells at the Mining post. A fitted copy can be worked without unfitting it.

Three bands

Band Marks Opens at On failure
Stamp (Safe) +1 … +3 level 1 the bill burns; the mark stays
Draw (Slip) +4 … +6 level 10 the bill burns; the mark drops one, never below +3
Quench (Break) +7 … +9 level 16 run open: the copy is destroyed. Sealed: the mark drops two, never below +6

A band is a ratchet: once a copy has entered one, no failure takes it back out. The rank screen lists the bands by the code’s names, Safe / Slip / Break.

The ladder

The chance is printed on the ticket before you press anything, and it is a number the server sent. The Stamp band costs credits only; from +4 every attempt takes one element a miner produced and one component that came off a wreck or down a road.

Mark Band Chance Credits Element (type A / type B) Component Bonus at this mark
+1 Stamp 92% 400 - - +0.8%
+2 Stamp 82% 600 - - +1.8%
+3 Stamp 72% 800 - - +3.0%
+4 Draw 62% 1,200 tantalum 2 / cryo_salt 1 focusing_lens 1 +4.7%
+5 Draw 54% 2,000 tantalum 3 / cryo_salt 2 focusing_lens 1 +6.7%
+6 Draw 46% 3,200 tantalum 4 / cryo_salt 3 field_coil 1 +9.0%
+7 Quench 40% 1,500 tantalum 2 / cryo_salt 1 field_coil 1 +11.6%
+8 Quench 34% 4,000 tantalum 3 / cryo_salt 2 field_coil 1 +14.6%
+9 Quench 28% 8,000 iridium 1 / void_glass 1 field_coil 2 +18.0%

Which element a copy asks for is its type’s, so the bill says what the gun is:

Type Element +4 … +8 Element at +9
A - Rapid, Breaker and Siege guns tantalum (iron and platinum rock) iridium
B - Close and Precision guns, Mining tools, Cargo Bay cryo_salt (ice rock only) void_glass
Shield Cell cryo_salt, type B counts iridium

A Siege gun asks twice the element and the same credits. The bonus moves the one number the item is bought for - damage on a gun or tool, space on a bay, shield on a cell - and is capped so that a +9 never outruns three quarters of the step to the next grade. Nothing in the game requires a mark above +3.

The seal

A sealed attempt that fails does not destroy the copy; the mark drops by two. A seal does not change the odds, and it is spent whether the attempt takes or not. It is offered at +7 and above only - below that a failure costs materials, and a seal would be a worse deal than running open. The Arms wing keeps assay_seal on its shelf at 4,000 credits, never sold out; convoy holds on the deep lanes carry them too (convoys); no wreck ever drops one.

Issued gear - the Registry’s own laser, cannon and bay - may be stamped and drawn to +6 and is refused at +7: it is not yours to lose.

The die is provably fair

Every roll is made on the server, keyed on a secret the player has never seen; nothing from the client is in the input. The same attempt always yields the same number - pulling the cable, crashing the server, re-sending the request changes nothing. The SHA-256 of the secret is published while the week runs and the secret after it closes; a player who kept their results can recompute every roll made against them. Every copy carries its own record - attempts and takes - and the account carries lifetime attempts, takes and breaks.

The Naming

At +9, and only there, the same bench offers one more operation. It takes one belt_heart, the rarest thing a rock gives up (elements), and a name of up to 24 characters; it cannot fail, cannot be undone, and is refused on issued gear. The named copy then stands at the counter until a second pilot gives it a hand, and that hand draws one of twelve traits from the witness’s Compact’s four. A trait is a word on the item today; it moves no number.

What is not sold

Temper protection, luck, or a failed attempt’s refund is never sold for real money - in any form. Protection is in the game, bought with credits, and the credits are earned by playing.