Forge Armor

Step: Rank + PER
Action: Sustained
Karma: No
Strain: 2

The adept improves the Armor Rating of armor or shields. The work must be carried out at a properly-equipped forge, using forge tools (p. 266) if working metal, or at a properly-equipped workshop, using appropriate tools if working other materials. A poorly-equipped workplace may increase the time required, or a well-equipped workplace may reduce the time required to use the talent, at the gamemaster’s discretion. The adept spends a number of days working equal to the armor’s or shield’s base Physical+Mystic Armor Ratings. At the end of this time, he makes a Forge Armor Test against a Difficulty Number equal to the item’s current Physical+Mystic Armor+9. If successful, the item’s Physical or Mystic Armor Rating is increased by +1—if an Armor Rating is 0, however, it cannot be enhanced and the other Rating must be improved. This process can be repeated, but the increase to a Rating cannot be higher than half the item’s base Rating, rounded up. The process also gets harder with each additional improvement, as the item’s current Armor Ratings increase, leading to ever higher Difficulty Numbers. An adept cannot forge a bonus if the sum of existing improvements are higher than his Forge Armor Rank — an adept with Forge Armor at Rank 6 cannot enhance an item if it has already been improved six times; for example, by having its Physical Armor increased by +4 and Mystic Armor by +2. He can only increase one of those Ratings by another +1 if he first improves his Forge Armor talent to Rank 7. Armor Rating enhancements last for a year and a day from the date of the last successful forging. Additional Forge Armor Tests can be made at any time to extend the duration to a full year and a day, even for armor or shields already enhanced to their limit. A Pathetic Result on a Forge Armor Test ruins the item. This talent cannot be used to enhance threaded magical armor or shields; rather, armor and shields enhanced by Forge Armor form the base of further enchantment to create thread armor and shields. The services of armorers can be bought in only the largest cities, but the higher the bonus desired, the higher the cost (higher bonuses require a more experienced armorer). The first three increases usually cost 300 silver pieces each; the fourth to sixth, 600 silver pieces each; the seventh to ninth, 2000 silver pieces each; and every attempt thereafter, 3000 silver pieces (these costs cover any failed attempts).

Krarg has appropriated a nice suit of crystal ringlet armor and wants a Weaponsmith to improve it as much as possible. Both Physical and Mystic Armor Ratings are 4. This means that they can be increased by + 2 each, for a total of four increases, requiring a Weaponsmith with at least Rank 4 in Forge Armor. Also, the sum of these unimproved Ratings determines the time one attempt takes: at least eight days work per attempt, thirty two days in total for four Rating increases—assuming every Test succeeds and the Weaponsmith does not insist on a day off. The Difficulty Number for the first Forge Armor Test is 17 (4+4+9), and every successful forging will add another + 1. Krarg needs to find a really experienced smith, because he does not intend to spend weeks waiting while an amateur has to make retries — nor does he want to risk his armor getting ruined! After all, he will be paying good money for the work: 1500 silver pieces (3×300+600).

Forge Armor

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