Forge: Prime : Power | Uses : Active | Awareness : Obvious
This skill denotes your ability to make weapons and armor. Simple pointed daggers are easy while a crossbow is complex, and armors can be easy or difficult based on how much material needs worked with. Better forging skill means a better understanding of what materials are superior when making an item as well as how to best work with the materials available. It can be used to both craft and repair items, though it is often easier to repair an item you made yourself because you know how it was put together in the first place. The rules to create an item are listed below along with the cost of each item.

Forging Equipment
When you forge an armor, it receives half of your forge skill in Stability and Durability, and the item's Stability and Durability modifiers are added to these individually. If durability is 0 or less upon finalization of the item, the item falls apart and is destroyed before it can be used. Tools are special items that replace the user's skill for a task. A harness and rope, for example, would replace the athletics skill of the user for the task of going up or down a cliff. Thus, if this item were forged to have an athletics skill of 5, then any user with an athletics skill of 4 or less would benefit. However a user with athletics 5 or better would find no use in the item.

  • Stability = {(Forge Skill / 2) + listed stability modification}
  • Durability = {(Forge Skill / 2) + listed durability modification} 

Cost to Create

  • Weapon: {Forge Skill + (Weapon Potency * 2)}
  • Armor: {Forge Skill + (Armor Mitigation)}
  • Tool (one use): {Forge Skill + (Skill enhancement * 2)}
  • Tool (one use per durability): {(Forge Skill * 2) + (Skill enhancement * 2)}
  • Tool: {(Forge Skill squared) * (Skill enhancement squared)}

Repairing Equipment
Repairing equipment can make that axe almost like new again. Almost. Even with the best of equipment, sometimes there's just no filling a chip in a sword or making a tear in robes vanish. Instead, bits of hide are patched and stitched up, handles re-wrapped, and the heads of maces re-secured with a shard-based glue. Doing so can never make a weapon as good as new, and the finished product is still a little beat-up. Repairing a damaged, but otherwise intact, item (remaining Durability above 0) you've made yourself permanently reduces the durability by 1, and restores it to its new maximum durability. If the item was not made by you, you can give the item a maximum durability as though you were making a new one, or the item's durability minus one, whichever is lower. So a damaged bow with an original durability when repaired by its crafter would have a maximum durability after fixing of 14, while a less skilled native that could make a bow with a durability of 12 would reduce our 15 durability bow to a maximum of 12.

You may improve the Forge skill with Geophilic.

The page you are viewing was last modified: 26APR2011