75 lines
2.9 KiB
HTML
75 lines
2.9 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>Materials and Forging Rules</title>
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<link rel="stylesheet" href="book-page.css" />
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</head>
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<h1>Materials and Forging</h1>
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<p>
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This optional rule is especially fitting for natural fantasy stories, but it
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can be integrated into any campaign without any modification.
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</p>
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<h2>Core Goals of the Rule</h2>
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<p>The module has four main goals:</p>
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<ul>
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<li>
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<strong>Define more precise guidelines</strong> for the value of materials
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than those provided in the Core Rulebook.
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</li>
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<li>
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<strong>Extend the use of gathered materials</strong> to the creation of
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equipment, instead of limiting it to selling, funding Projects or reducing
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the Mind Point cost of Rituals.
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</li>
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<li>
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<strong>Provide rules</strong> for characters that want to forge weapons,
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armor, shields and accessories. (The Project rules weren’t meant for this
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and they are quite unwieldy for blacksmiths, weaponsmiths, stylists,
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goldsmiths, and so on.)
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</li>
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<li>
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<strong>Allow Game Masters</strong> to offer forging materials instead of
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complete items when giving rewards. This not only saves time and energy
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better spent on designing adversaries and important items, but also
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provides a way to reward the Players even when the narrative situation
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doesn’t lend itself to “classic” rewards such as rare items, Inventory
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Points or money.
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</li>
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</ul>
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<div class="obtaining-materials">
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<h2>9 OBTAINING MATERIALS</h2>
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<p>
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The Core Rulebook already suggests that Game Masters include non-equipment
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items among rewards (see pages 264–265); forging materials follow those
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same rules and should be considered part of the session’s rewards. Each
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copy of a given material is a single-use item and has a value assigned by
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the GM (ideally between
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<strong>500 and 3000 zenit</strong>).
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</p>
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<div class="example-block">
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<h3>Example Scenario</h3>
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<p>
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Four level 12 Player Characters have defeated a colossal insect. An
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appropriate reward would amount to 1800 zenit in total, with no single
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item worth more than 1000 zenit. Since the group already recovered an
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*aegis gorgonis* (800 zenit; see Core Rulebook, page 283) shortly before
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the battle, the Game Master offers them a
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<strong>titan carapace</strong> (1000 zenit).
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</p>
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</div>
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<p>
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The Game Master is free to give materials any name and value, or use the
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table from page 78 onward to randomly generate them. The important thing
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to remember is that each material has to quite clearly inspire one or more
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possible uses.
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</p>
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</div>
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</html>
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