Often times, specific pieces of armor are not available for purchase ready-made on the market. It is possible to commission custom-made pieces using the following rules and pricing guide.
Equipment Crafting
Generally, the price of custom items may be determined by adding together a Labor Cost (how much it costs to have someone craft the item) with a Material Cost (the value of the materials used to craft an item). Labor cost begins with a base Labor Value which is multiplied by the desired item's unmodified Strength Requirement and also a Specialist Modifier (if working the chosen material would require a specialist craftsman). Material Cost includes a base Material Value, which is multiplied by the desired item's unmodified Strength Requirement (representative of the volume of material needed) and its Regional Rarity multiplier.
Of note, if a player has the necessary materials in their possession, they may bypass the Material Cost of creating the desired item, but still need to pay the Labor Cost. The reverse is also true - if a player has the skill to make something or wishes to purchase an existing item, they may only need to pay the Material Cost with storyteller approval.
This pricing system does not currently apply to Magic or Magitech Items, as they are much more rare and precious.
Calculating a Price
Pricing Components
Labor Cost |
Material Cost
|
(Labor Value x Item Str Req) x Specialist |
(Material Value x Item Str Req) x Rarity
|
Labor Values
Item |
Labor Value
|
Simple / Martial Weapon |
20g
|
Uncommon Weapon |
50g
|
Exotic Weapon |
100g
|
Shield |
20g
|
Light Armor |
15g
|
Medium Armor |
25g
|
Heavy Armor |
35g
|
Materials
Item |
Example |
Material Value |
Specialist Multiplier
|
Basic Material |
Iron, Steel, Wood |
2g |
N/A
|
Fine Metal |
Silver, Gold, Ebony |
10g |
N/A
|
Special Material |
Quicksilver, Adamantine, Ironwood |
200g |
1.5
|
Draconic Material |
Drakescale, Dragonbone |
1000g |
2
|
Regional Rarity
Rarity |
Multiplier
|
Common |
1
|
Uncommon |
2
|
Rare |
5
|
Legendary |
10
|
Mythic |
15
|
Special Materials
Weapon Special Materials
Material |
Weapon Type |
Required Strength |
Equipment Bonus |
Description
|
Quicksilver |
All Melee |
-1 |
+1 Ignore Dodge |
This lightweight, silvery metal is easy to use, and makes for fine weapons that whip through the air at speed.
|
Adamantine |
All Melee |
+1 |
+1 Armor Piercing |
Weapons made of Adamantine weigh more, which gives them more heft and momentum.
|
Glass-Steel |
All Melee |
-1 |
-1 Stealth |
This flashy material created with magic is both lightweight and durable, but not at all subtle.
|
Ironwood |
All Ranged |
+1 |
+1 Damage, +1 Armor Piercing |
This dark wood is of exceptional quality.
|
Emberstone |
All Melee |
N/A |
Applies Burning on hit.* |
A durable planar material native to Pandemonium, it is extremely difficult to acquire.
* Emberstone must be activated with Shock or Fire to ignite for 5 rounds.
|
Armor and Shield Special Materials
Material |
Armor Type |
Required Strength |
Armor Check |
Equipment Bonus |
Description
|
Quicksilver |
Light, Medium, Heavy |
-1 |
-1 |
+2 Maximum Dodge (Armor only) |
|
Adamantine |
Medium, Heavy |
+1 |
+1 |
+1 Armor/Shield bonus, +1 Damage Reduction |
|
Ironwood |
Heavy |
+1 |
+1 |
|
|
Drakescale |
Medium, Heavy |
N/A |
N/A |
+2 Magic Defense |
|
Dragonscale |
Medium, Heavy |
N/A |
N/A |
+3 Magic Defense |
|