All Items vary by culture, circumstance, and availability. An item is considered Quality Crafted if it has had a measure of additional Item Properties added to it beyond what the materials and design alone normally give it. It is also generally 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. Items are assumed to be mundane, otherwise are Notable. Everything, regardless of Item Properties, has an Encumbrance value.
All item statistics are generic. Without turning the system references into a massive inventory of items with minute differences, the related item listings attempt to average out the most common representations. Individual Settings and Game Masters may override, replace, or exclude as needed. Both mundane and mystic items can be modified by a multitude of Technologies.
Armor Value (AV); This indicates a structural damage threshold before which real damage is done to the item with Resilience. The rating indicates how much cover and/or physical damage is reduced on each hit.
Making Armaments: Fine>: DC 17 / Individual Armament properties DC = +2 for each armament property individually.
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.
Base = damage per round on a simple success; add 1 for each RS above simple (+2 on Full Result/+3 on a Critical). It often is accompanied by the Carnage effect.
The item has its maximum + average damage or Armor Class reduced by 1; General Cost Guidelines:
Base = The penalty to Death Saves if a wound with Carnage drops the character below 0 HP, the penalty to checks for healing it, and the reduction of any effects that heal HP on it. It often is accompanied by the Aggravated effect.
+1 Resilience per measure usable by anyone using it; General Cost Guidelines (per measure):
General Cost Guidelines for Custom Fit, Match Fit:
The armor reduces damage done per hit [by (typically) 1 of any physical type], up to a number of times equal to its AC bonus (ex: studded leather has 1/2). Some armors can be crafted to add extra measures, but are costly and rare. General Cost Guidelines:
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.
DEGRADATION:
DURABLE: [DU] The item is Quality Crafted in a superior fashion or using superior materials, resulting in additional Resilience.
FIT Properties:
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.