75 lines
3.3 KiB
HTML
75 lines
3.3 KiB
HTML
<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Forging Rules Reference</title>
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<link rel="stylesheet" href="book-page.css" />
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</head>
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<div class="container">
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<p>
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Since the design and approval process for each item might require a fairly
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long conversation, it’s often a good idea to take care of forging during
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the downtime between sessions. However, it’s important that the group is
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in a situation that lets them rest between the end of a session and the
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start of the next (irrespective of when you decided to play the
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corresponding rest scene).
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</p>
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<p>
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Continuing from the previous example: the group wants to use the titan
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carapace to craft a heavy weapon with the same profile as the Beowulf (see
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<em>Core Rulebook, page 276</em>), but capable of dealing air damage. The
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total cost is <strong>660 zenit</strong>, well within the limit of 720
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zenit derived from the group’s level of 12. The Game Master has no
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objections, so the item can be crafted by expending the material (worth
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1000 zenit – 340 are wasted) and paying 66 zenit to a local weaponsmith.
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The Brynhild will be ready in a few hours!
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</p>
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<p>
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Going strictly by the numbers, this process is far less convenient than a
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standard in-game reward, but it provides the group with the freedom to
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choose which item they create and gain access to. Moreover, finding a true
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rare item, instead of a simple raw material, becomes a very special
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moment, since its value will be slightly higher than anything the group
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might forge on their own.
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</p>
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<h2>9 INTERACTIONS WITH OTHER RULES</h2>
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<p>
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Like most optional rules tied to equipment, forging might raise a few
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questions. Here is a list of answers to the most common ones:
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</p>
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<ul>
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<li>
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<strong>Custom Weapons.</strong> The group can take advantage of the
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forging rules to create any kind of equipment, including custom weapons
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(see page 112). They just need to use the base version of a custom
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weapon in the draft, instead of an item from the basic equipment lists,
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and then apply the rules from page 266 of the Core Rulebook as usual.
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</li>
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<li>
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<strong>Technospheres.</strong> Weapons, armor and shields intended for
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technospheres (see <em>Techno Fantasy Atlas, page 130</em>) follow the
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standard rules for forging, but the only Qualities available are slots
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<span style="font-family: monospace">α</span>,
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<span style="font-family: monospace">β</span>,
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<span style="font-family: monospace">γ</span> and
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<span style="font-family: monospace">δ</span>.
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</li>
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<li>
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<strong>Pilot’s Modules.</strong> Weapon, armor and support modules (see
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<em>Techno Fantasy Atlas, page 160</em>) can be forged using these
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rules. Keep in mind that the base version of weapon and armor modules
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are worth about 500 zenit each (any modifications increase their cost in
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the same way as for rare items), while support modules are worth about
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1000 zenit.
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</li>
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</ul>
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<div class="metadata"></div>
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</div>
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</html>
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