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Rules › E–F
In this chapter (90)
  • Fatigue Costs
  • Fighting a Battle
  • Foraging
  • Falling
  • Falling Velocity Table
  • Electricity
  • Fire Sources
  • Flame
  • Effects of Radiation on Living Things
  • Effects of Poison
  • Flexibility
  • Features and Taboo Traits
  • Filling in the Blanks
  • Electronics
  • Funding
  • Enigmatic Device Table
  • Futuristic and Alien Artifacts
  • Experimental Devices
  • Enchant (VH)
  • Enchantment Spells
  • Fortify
  • Enchanting
  • Effects of Injury
  • Follow the Leader
  • Ending a Play Session
  • Encounters
  • Finale
  • Features of a Good Adventure
  • Feudal
  • Economics
  • Equipment and Supplies
  • Finding a Hireling
  • Finding a Job
  • Echoes
  • Empty
  • Farther Parallels
  • Ecological Disaster
  • Fascinating Parachronic Disasters
  • Eraser
  • Ethical Problems
  • View all 90 in Rules →

E–F

  • Fatigue Costs
  • Fighting a Battle
  • Foraging
  • Falling
  • Falling Velocity Table
  • Electricity
  • Fire Sources
  • Flame
  • Effects of Radiation on Living Things
  • Effects of Poison
  • Flexibility
  • Features and Taboo Traits
  • Filling in the Blanks
  • Electronics
  • Funding
  • Enigmatic Device Table
  • Futuristic and Alien Artifacts
  • Experimental Devices
  • Enchant (VH)
  • Enchantment Spells
  • Fortify
  • Enchanting
  • Effects of Injury
  • Follow the Leader
  • Ending a Play Session
  • Encounters
  • Finale
  • Features of a Good Adventure
  • Feudal
  • Economics
  • Equipment and Supplies
  • Finding a Hireling
  • Finding a Job
  • Echoes
  • Empty
  • Farther Parallels
  • Ecological Disaster
  • Fascinating Parachronic Disasters
  • Eraser
  • Ethical Problems
  • View all 90 in Rules →

Fortify

Basic Set: Campaigns · p.480

Open source p.480 ↗

Enchantment
Increases the DR of clothing or a
suit of armor.
Cost: See table below.
DR Bonus
Cost
+1
50
+2
200
+3
800
+4
3,000
+5
8,000
Prerequisites: Enchant.

← Enchantment Spells Magic Items →