All items vary by culture, circumstance, and availability. An item is considered Quality Crafted if it has had a measure of Durable, Fit, Resilience, Pulverizing, etc. beyond what the materials and size alone can give it. It is also more difficult to destroy. Crafter’s Mark: The use of an item made by a famous and recognized crafter (or their guild/trade/school) may also be the equivalent of a Prestige Marker. Keep in mind, all values herein are a suggested _Baseline_ only.
Fine: All 4 armament attributes – this must be done when them item is created, if so, the cost is reduced from 7x to 5x. It is fitted to the specific specifications of the person/purpose it was made for. A “Fine” armament picked up by others gains only the Durability and Damage bonus. Adding Armament properties to existing items can only accomplish the Heft and Impact properties.
Making Armaments: Fine>: DC 17 / Individual Armament properties DC = +2 for each armament property individually.
General Cost Guidelines for Custom Fit, Match Fit:
ABLATIVE: Reduces particle beam weapon and heat damage.
AGGRAVATED: [AP] The item is designed to cause continued bleeding.
ARMOR PIERCING: [AP] The item is capable of negating the impact of armor. It is designed to go through armor.
BARRIER: The item provides some resistance against certain types of damage.
BULKY: [BL] These material heavy items cannot be made with Fit Properties or Quality Crafted because its the size and material providing all the impact.
CARNAGE: [CN] The item creates horrible, egregious wounds that are harder to heal and even more difficult to survive.
DURABLE: [DU] The item is Quality Crafted in a superior fashion or using superior materials, resulting in additional Resilience.
RESILIENCE: [RE] A rating indicating how items/equipment and [some] effects can be used/interposed to reduce damage. Each use of Resilience reduces the Result Shift of a hit by 1. Inherent Resilience: All items of substantial any size have Inherent Resilience, aside from any it was crafted with. Only characters with proficiency and/or familiarity with the item can leverage this last use. When an items last Resilience is used, it is rendered Useless (no longer functions to provide protection, and becomes Non Fitted if kept, and cannot be repaired).
PENETRATING: [PE] The item negates 1 level of Resilience employed against its affects.
PULVERIZING: [PU] Does double normal damage to objects; if an item is used to interpose, the object will strip one additional level of Resilience in its impact, in addition to the normal one.
REINFORCED: The item reduces damage slightly each time it is struck or harmed. Construction is such that the general Encumbrance is not effected.