I understand some enchanting rules/suggestions were cut from the Gustbran writeup. I'll see if I can find them/post them. Mostly because they dealt with 'add feat to item' --but the Gustbran secret is more for making 'clan treasures' like those found in KODP.
> My suggestion is explicitly modelled on the animist rules "because
they're there" -- I assume they aren't thought to be seriously
unbalanced (although, as Phil Hibbs has pointed out, there is a risk
of Shamanic powers going exponential if you don't keep a lid on the
ability ratings of spirits). But given that default magic items are
weaker than default spirits, I don't see this as a serious risk.
>
> Cheers, Nick
We have a default 'Enchanted (item)' which simply adds one rank to the edge or armour. It adds a +1 to the relevant ablity if its not an extended contest. These are made with an 'Enchant Weapon To Hit Harder' feat, for example. They do take a HP and a complete success, whichi means that most enchanting is extended contests with assistants and helpers (Smith, Forge (shrine bonuses) and Apprentices).
Its tough work. Not something a hero can do readliy. I believe that if you want a Murasama blade, you've got to be Murasama...
Hope this helps,
Jeff
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