Powers and Perils

Armor and Weapon Crafting

Armor Crafting

Players and non-player characters can craft armor, if they have the proper skills, the required materials, the correct tools and a workspace to apply their ability. Unlike how it seems in the base rules, armor is not available off the rack like going to a clothing store today -- it must be crafted to the measurements of the person who will wear it, and then time will be needed to create the armor. For these rules we assume that raw materials are immediately available if you are an established Armorer in a town or city, with perhaps some delay (and likely DOUBLE cost) if you are a traveling journeyman or wandering adventurer.

In general, assume that NPC journeymen Armorers have a skill of 25 and master Armorers have a skill of 55. It will be the rare NPC that approaches a skill of 80.

ArmorMaterialsTime
Quilted Leather3CC8 hours
Leather Armor4CC1 day
Ringed Leather40CC11 days
Bezainted Leather50CC13 days
Jazeraint Armor65CC23 days
Brigandine Armor70CC32 days
Chainmail300CC180 days
Plate Mail420CC357 days
Plate Armor540CC729 days
Elven Lamellar*20CC19 days
Dwarven Chainmai*350CC210 days
Dwarven Plate Mail*490CC415 days
Dwarven Plate Armor*630CC851 days

*non-human manufacture in appropriate locations, included for completeness

HelmetsMaterialsTime
Cloth Hat5b1 hour
Leather Helm2CC3 hours
Metal Helm15CC3 days
Full Helm45CC9 days
Elven Battlehelm*6CC2 days
Dwarven Warhelm*65CC12 days

*non-human manufacture in appropriate locations, included for completeness

ShieldsMaterialsTime
Buckler3CC4 hours
Small Shield6CC6 hours
Banded Shield22CC3 days
Metal Shield70CC9 days
Dwarven Tower Shield*90CC12 days

*non-human manufacture in appropriate locations, included for completeness

Material cost and time for armor and helmets will be modified by the weight of the person the armor is for:

Weight RangeModifierWeight RangeModifier
85-109#-30%186-210#+10%
110-134#-20%211-240#+20%
135-159#-10%241-265#+30%
160-185#As priced266-300#+40%

EXAMPLE - A 250# character needs a suit of Chainmail made for them. It will cost 390CC for the materials and take 234 days to create it.

When armor or helmets are created, roll 2d10 on the following crafting table to determine quality. To this roll subtract Armorer EL/10 (round up) and add AV*2 for armors and helmets or AV/3 (round down):

0 or less1 to 45 to 1112 to 1617 to 2021 or more
SuperiorFineGoodFairPoorJunk

Superior armor has 40% more DV, and can sell for 20% more. Fine armor has 20% more DV and can sell for 10% more. Fair armor has 20% less DV and sells for 10% less, poor armor has 40% less DV and sells for 20% less. For shields, substitute AV for DV.

A result of Junk indicates that the Armorer screwed up and loses 1d6x10% of his material (as well as his time).

Armorers may trade time for quality, adding 50% to the crafting time for a -4 to the crafting roll. Likewise, they may risk quality for time, taking 66% of the normal time for a +4 to the crafting roll.

Weapon Crafting

Armorers can also create weapons as well as armor. However, since weapons are more generic there is a chance that they are available for immediate purchase (90% for cultural weapons, 30% for similar weapons, 10% for other weapons if used by neighboring trade partner and 1% otherwise for weapons), roll until failure. If weapons created by other races are available in the region, use ONE-FIFTH the base percentage. Ammunition is always available for cultural ranged weapons and 50% available for trade partner weapons.

EXAMPLE - A group in Caldo has an 90% chance to immediately purchase Short Swords, Pikes and Javelins. They have a 30% chance to purchase some other sword, polearm or spear weapon and a 10% chance for Bows, Daggers and Axes due to trade partners. All weapons have a 1% chance. He may attempt to purchase Short Swords for his party, rolling for each purchase until he rolls a 91 or higher. If he wanted to purchase Dwarven axes, his chance for immediately available weapons is 2%.

All other rules regarding materials and armorer skill as specified for Armor applies toward weapons as well.

For bows the skill is Bowyer (EL20 for journeymen, EL40 for masters). For arrows, quarrels or bolts the skill is Fletcher (EL20 for journeymen, EL40 for masters).

DaggersMaterialsTime
Throwing Dagger15b7 hours
Fighting Dagger6CC2 days
Secret Knife2CC1 day
Elven Throwing Knife*2CC2 days
Elven Estoc*7CC4 days

NOTE - *non-human manufacture in appropriate locations, included for completeness

SwordsMaterialsTime
Short Sword9CC4 days
Sword12CC5 days
Broadsword24CC15 days
Bastard Sword33CC20 days
Greatsword48CC41 days
Scimitar12CC7 days
Talwar18CC16 days
Dueling Foil6CC3 days
Sword Cane11CC5 days
Elven Rapier*21CC60 days

NOTE - *non-human manufacture in appropriate locations, included for completeness

AxesMaterialsTime
Throwing Axe8CC2 days
Hand Axe10CC3 days
Axe20CC6 days
Battleaxe30CC11 days
Dwarven Axe*26CC8 days
Dwarven War Axe*40CC15 days

NOTE - *non-human manufacture in appropriate locations, included for completeness

PolearmsMaterialsTime
Glaive20CC3 days
Halberd36CC7 days
Pike18CC4 days
SpearsMaterialsTime
Spear8CC2 days
Javelin3CC8 hours
Lance25b7 hours
Heavy Lance12CC4 days
Elven Spear*9CC3 days

NOTE - *non-human manufacture in appropriate locations, included for completeness

MacesMaterialsTime
Club4CC3 hours
Mace25CC3 days
Great Hammer50CC8 days
StavesMaterialsTime
Quarterstaff6CC5 hours
Warstaff12CC1 day
FlailsMaterialsTime
Flail22CC3 days
Ball & Chain40CC5 days
Other WeaponsMaterialsTime
Sap12b2 hours
Cestus9b4 hours
Heavy Cestus18b1 day
Bullwhip6b2 hours
Cat of Nine Tails14b4 hours
Knout2CC8 hours
Lash2b1 hour
Infantry Caltrops (10)6CC3 hours
Cavalry Caltrops (10)12CC6 hours
Bows & ArrowsMaterialsTime
Bow6CC7 days
Longbow10CC12 days
Shortbow4CC5 days
Composite Bow9CC16 days
Arrows (10)15b5 hours
Elven Selfbow*8CC21 days
Elven Arrow (10)*16b8 hours

NOTE - *non-human manufacture in appropriate locations, included for completeness

Crossbows & BoltsMaterialsTime
Light Crossbow7CC3 days
Heavy Crossbow12CC6 days
Arbalest20CC9 days
Quarrels (20)3CC9 hours
Arbalest Bolts (5)4CC1 day
Dwarven Rep. Crossbow*18CC11 days
Dwarven Rep. Stonebow*18CC11 days
Rep. Crossbow Darts (5)*3b1 hour
Rep. Stonebow Pellets (5)6b1 hour

NOTE - *non-human manufacture in appropriate locations, included for completeness

SlingsMaterialsTime
Sling3b1 hour
Handle Sling15b6 hours
Sling Balls (10)12b2 hours

When weapons are created, roll 2d10 on the following crafting table to determine quality. To this roll subtract Armorer EL/10 (round up) and add WSB*2:

-2 or less -1 to 13 to 9 10 to 1415 to 1819 or more
SuperiorFineGoodFairPoorJunk

Superior weapons have 40% more FV (round up), and can sell for 25% more. Fine weapons have 20% more FV and can sell for 10% more. Fair weapons have 20% less FV and sell for 10% less, poor weapons have 40% less FV and can sell for 25% less.

Alternately, Superior weapons may have +1 WSB instead of increased FV and may sell for 50% above normal price.

A result of Junk indicates that the Armorer screwed up and loses 1d6x10% of his material (as well as his time).

Armorers may trade time for quality, adding 50% to the crafting time for a -4 to the crafting roll. Likewise, they may risk quality for time, taking 66% of the normal time for a +4 to the crafting roll.

Burton Choinski

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Armor and Weapon Crafting

Design: Burton Choinski

Download:

Armorer

Used to calculate prices of various items.

Design: Burton Choinski