> For the complete documentation index, see [llms.txt](https://advanced.rvgames.company/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://advanced.rvgames.company/custom-items.md).

# Design Sequences

*Mothership* doesn't feature traditional character advancement[^1]. Since character advancement is not about "numbers go up" or getting all of the Skills, long-term characters are going to advance via equipment, drugs, conditions, and mutations.

This chapter contains design sequences to help Wardens, players, and designers develop their own custom AI, cybermods, robotics, slickware, and drugs, as well as examples of items created using this framework. Custom projects like these work especially well when used with the [Streamlined Downtime](/house-rules/downtime.md) and [Debt](/house-rules/debt.md) rules in this book.

These design sequences are heuristics, not procedures for generating items. They give you some guidelines and structure to help you think about designing items, but they are ultimately freeform.

## Projects

Projects are the mechanism used by players to develop custom items. Projects are split into Trained, Expert, and Master tiers, in the same way as Skills. Working on a Project works the same as training a Skill, and it takes the same amount of time to build a Project as it would to train a Skill of the same tier.

When using custom projects with *Mothership 1e* as written, the Warden is in charge of when a project is completed in the same way they determine skill training. If you use the provided Character Sheet that brings back the "progress dots" from *Mothership 0.5e*, this process can be entirely player managed[^2]. However, Wardens may also use these design sequences to create items to be discovered or purchased by players, it does not have to be entirely player driven.

[^1]: There are some ways to improve your Saves (and stats if you use the [Debt Rules](/house-rules/debt.md)), as well as gaining Skills. However, it's unlikely that a character will ever live long enough to train every available Skill, and it's more interesting to develop characters with their own specialities.

[^2]: This is why this Character Sheet and method is the one most recommended for if you want to use the [Streamlined Downtime](/house-rules/downtime.md) and [Debt](/house-rules/debt.md) rules or participate in [Solo or Wardenless play](/solo-and-wardenless-play.md).
