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<h1>DESIGNING RARE WEAPONS</h1>
<p>
Weapons are the most complex rare items to design — but this also makes them
one of the more unique and satisfying rewards to give!
</p>
<ol>
<li>
Choose an existing basic weapon from the list on pages 130 and 131. Ignore
the unarmed strike, improvised (melee), and improvised (ranged) weapons.
</li>
<li>
By default, weapons deal physical damage. If you want your weapon to deal
damage of another type (air, bolt, dark, earth, fire, ice, light, poison),
increase its cost by 100 zenit.
</li>
<li>
Finally, you may give the weapon a single Quality chosen from the list on
the right or use the sample abilities as a guideline to come up with a
custom effect. This increases the final cost of the item by a variable
amount.
</li>
</ol>
<h2>Applying Changes</h2>
<p>You may apply any of the following changes:</p>
<ul>
<li>
If the weapon is a two-handed weapon, you may turn it into a one-handed
weapon. If you do, reduce its damage by 4.
</li>
<li>
If the weapon is a one-handed weapon and it does not belong to the brawling,
dagger, or thrown categories, you may turn it into a two-handed weapon. If
you do, increase its damage by 4.
</li>
<li>
You may add a <strong dir="ltr">+1</strong> bonus to the weapon's Accuracy
Check. If you do, increase its cost by 100 zenit. You cannot add this bonus
if the weapon already grants a bonus of <strong dir="ltr">+1</strong> or
higher to Accuracy Checks.
</li>
<li>
You may increase the weapon's damage by 4. If you do, increase its cost by
200 zenit.
</li>
<li>
You may modify the Attributes required by the Accuracy Check, but tread
carefully: much of a weapon Category's "feel" and balance comes from the
Attributes it relies on. Accuracy Checks relying on a single Attribute are
worth 50 more zenit than those relying on two different Attributes.
</li>
</ul>
<p>
<strong>Note:</strong> If a weapon has a final damage modifier of
<strong dir="ltr">+10</strong> or higher, that weapon automatically becomes a
martial weapon (E).
</p>