Equipment Crafting

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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. Magic items may presently only be crafted with the Craft Magical Item Benefit.

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 (whether magical or mundane in nature) 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