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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Materials and Forging Rules</title>
<link rel="stylesheet" href="book-page.css" />
</head>
<h1>Materials and Forging</h1>
<p>
This optional rule is especially fitting for natural fantasy stories, but it
can be integrated into any campaign without any modification.
</p>
<h2>Core Goals of the Rule</h2>
<p>The module has four main goals:</p>
<ul>
<li>
<strong>Define more precise guidelines</strong> for the value of materials
than those provided in the Core Rulebook.
</li>
<li>
<strong>Extend the use of gathered materials</strong> to the creation of
equipment, instead of limiting it to selling, funding Projects or reducing
the Mind Point cost of Rituals.
</li>
<li>
<strong>Provide rules</strong> for characters that want to forge weapons,
armor, shields and accessories. (The Project rules werent meant for this
and they are quite unwieldy for blacksmiths, weaponsmiths, stylists,
goldsmiths, and so on.)
</li>
<li>
<strong>Allow Game Masters</strong> to offer forging materials instead of
complete items when giving rewards. This not only saves time and energy
better spent on designing adversaries and important items, but also
provides a way to reward the Players even when the narrative situation
doesnt lend itself to “classic” rewards such as rare items, Inventory
Points or money.
</li>
</ul>
<div class="obtaining-materials">
<h2>9 OBTAINING MATERIALS</h2>
<p>
The Core Rulebook already suggests that Game Masters include non-equipment
items among rewards (see pages 264265); forging materials follow those
same rules and should be considered part of the sessions rewards. Each
copy of a given material is a single-use item and has a value assigned by
the GM (ideally between
<strong>500 and 3000 zenit</strong>).
</p>
<div class="example-block">
<h3>Example Scenario</h3>
<p>
Four level 12 Player Characters have defeated a colossal insect. An
appropriate reward would amount to 1800 zenit in total, with no single
item worth more than 1000 zenit. Since the group already recovered an
*aegis gorgonis* (800 zenit; see Core Rulebook, page 283) shortly before
the battle, the Game Master offers them a
<strong>titan carapace</strong> (1000 zenit).
</p>
</div>
<p>
The Game Master is free to give materials any name and value, or use the
table from page 78 onward to randomly generate them. The important thing
to remember is that each material has to quite clearly inspire one or more
possible uses.
</p>
</div>
</html>
<!doctype html><html lang="en"> <head> <meta charset="UTF-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0" /> <title>Materials and Forging Rules</title> <link rel="stylesheet" href="book-page.css" /> </head> <h1>Materials and Forging</h1> <p> This optional rule is especially fitting for natural fantasy stories, but it can be integrated into any campaign without any modification. </p> <h2>Core Goals of the Rule</h2> <p>The module has four main goals:</p> <ul> <li> <strong>Define more precise guidelines</strong> for the value of materials than those provided in the Core Rulebook. </li> <li> <strong>Extend the use of gathered materials</strong> to the creation of equipment, instead of limiting it to selling, funding Projects or reducing the Mind Point cost of Rituals. </li> <li> <strong>Provide rules</strong> for characters that want to forge weapons, armor, shields and accessories. (The Project rules werent meant for this and they are quite unwieldy for blacksmiths, weaponsmiths, stylists, goldsmiths, and so on.) </li> <li> <strong>Allow Game Masters</strong> to offer forging materials instead of complete items when giving rewards. This not only saves time and energy better spent on designing adversaries and important items, but also provides a way to reward the Players even when the narrative situation doesnt lend itself to “classic” rewards such as rare items, Inventory Points or money. </li> </ul> <div class="obtaining-materials"> <h2>9 OBTAINING MATERIALS</h2> <p> The Core Rulebook already suggests that Game Masters include non-equipment items among rewards (see pages 264265); forging materials follow those same rules and should be considered part of the sessions rewards. Each copy of a given material is a single-use item and has a value assigned by the GM (ideally between <strong>500 and 3000 zenit</strong>). </p> <div class="example-block"> <h3>Example Scenario</h3> <p> Four level 12 Player Characters have defeated a colossal insect. An appropriate reward would amount to 1800 zenit in total, with no single item worth more than 1000 zenit. Since the group already recovered an *aegis gorgonis* (800 zenit; see Core Rulebook, <a href="/books/natural-fantasy-atlas/#page-283">page 283</a>) shortly before the battle, the Game Master offers them a <strong>titan carapace</strong> (1000 zenit). </p> </div> <p> The Game Master is free to give materials any name and value, or use the table from <a href="/books/natural-fantasy-atlas/#page-78">page 78</a> onward to randomly generate them. The important thing to remember is that each material has to quite clearly inspire one or more possible uses. </p> </div></html>