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