Armoring


New Skill :

Armoring (Knowledge skill - treated as a Craft - with a base roll of 00%)


Once this skill is basically learnt (1% mini), the armorer must learn how to make each category of weapon or armor. But this is not a percentage level : he knows or does not know how to make that category of weapon or armor, the level of success depending only on his overall Armoring skill. However, in order to be efficient, an armorer cannot know how to make an unlimited number of weapons and armor categories. The maximum number of categories he may know is limited to his Armoring skill divided by 10. Beyond such limit, each additional category he knows reduces his overall Armoring skill by 10%.

Using the Armoring skill :


The duration of the work is generally four hours per (enc x AP) of the weapon/armor. However, the armorer may decide to work quicker, in which case he will have a malus of 5% per hour less, or to take time, in which case he will be granted a bonus of 5% per additonal hour (provided that he cannot more than double his original armoring skill).
See also my General House Rules on crafts for maximum hours of work per day and additional bonus/malus.
It must be noted that for armors, the armorer must have a minimum skill level equal to 10% x AP of the armor he whishes to make.
At the end of the duration, the roll of the armoring skill is made, as modified by all bonus/malus.

Crafting Natural Armor :


An armorer can make armor with specific creatures leathers. To do so, he must transform same (craft leather and armoring skills). The resulting armor will have the original AP value, and the enc will be the one of Cuirbouilli on the standard column of RQ armor table with +25% per AP.

Making Specific Weapons :


The minimum STR requirements on the RQ weapons list apply for STR +/-5 points. However, for each STR point under the minimum requirement, the character has a 5% malus. Beyond 5 points less (-25% malus), he cannot use such weapon.
It is possible for strong characters to have bigger weapons, especially made for their STR. For each 5 STR additional minimum requirement, the weapon has +25% distance (bows abd crossbows), +0.5 enc, +1AP, inflicts +1 damage point, and its cost id +25%.

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