Definitions:
Mark (MK):
Historically the MK used to be the version number of a particular type of item. It originally came from programming, but also from Engineering. Some people and organizations still use it that way, but now it mostly defines the complexity of the created item.
Even numbers are used for Prototypes and Odd Numbers for serialized products.
Limit:
The Limit of an item is one of its most important properties. It defines how many enchantments it can receive. For an Eldimagus it determines how many times it can catalyze and for a spell weapon what the highest magnitude of spell is that can be cast through it.
Non-magical items usually have a Limit of 0 or 1.
For a Magitech Eldimagus it is determined by the number of magical materials used in creation.
Means of Making the Spellarmor
Prototyping vs Serialized Approach
There are two approaches to creating a new weapon or armor.
Prototyping
When creating a Prototype the Engineer doesn't need to create a Schematic for it first. They can just get straight to work. It takes 10 hours per MK to create the item. Prototypes must have an even Mk. DT of the check is equal to the Mk.
They may give that item additional flourishes by making an additional check with DT equal to Limit+1.
Serialized Approach
An engineer can create a Schematic of an odd Mk for an item. It takes 8 hours per MK of the Schematic. DT of the check is equal to the Mk.
Now they have a Schematic that can be traded, used in a compatible forge, or just used to create a finished item. In the latter case they work for limit (Mk for non magical items) * 8 hours and make a check equal to the limit.
Configuring the Armor
Each armor has Build Points (BP) depending on the Mk and starts with Limit 2.
Mk |
Max Limit |
Base Cost |
Base Stats Armor/MR |
Build Points |
1 |
2 |
8k |
1/1 |
0 |
2 |
3 |
10k |
1/1 |
5 |
3 |
3 |
12k |
2/1 |
5 |
4 |
4 |
15k |
2/1 |
10 |
5 |
4 |
16k |
3/2 |
10 |
6 |
5 |
90k |
3/2 |
15 |
7 |
5 |
100k |
4/3 |
15 |
8 |
6 |
380k |
4/3 |
20 |
9 |
6 |
400k |
5/4 |
20 |
10 |
7 |
1000k |
5/4 |
25 |
11 |
7 |
1200k |
6/5 |
25 |
Buyable with Build Points:
- +1 Armor costs 1 BP
- +1 MR costs 1 BP
- +1 Limit costs 2 BP
- +1 Strength costs 1 BP
Total Strength Buff may not exceed Limit.
Flight (Only one may be purchased):
- 9 Movement costs 2 BP
- 12 Movement costs 3 BP
- 15 Movement costs 4 BP
- 18 Movement costs 5 BP
Air (Only one may be purchased):
- Atmo contained for 2 hours costs 1 BP
- Atmo contained for 8 hours costs 3 BP
- Air recycling system costs 5 BP
Potionloaders (Only one may be purchased):
- 1 Potionloader costs 1 BP
- 3 Potionloader costs 2 BP
- 5 Potionloader costs 3 BP
- 8 Potionloader costs 4 BP
Extras:
Total BP spent on Extras may not exceed Limit.
Name |
Description |
Build Points |
Extra Modifier |
Shoulder Mounted Drone |
-To be added- |
2 BP |
0,1 |
+1 Agility |
-To be added- |
1 BP |
0,2 |
Transformable |
Allows the Armor to change or adjust its shape.
(Requires a fitting material.) |
2 BP |
0,7 |
Spell generation pads |
Allows you to use Unarmed + Strength or Athletics + Expression to cast spells from the palms of the armor as if you had Innate Spells. |
2 BP |
0,5 |
Extra Flourish |
You may choose any flourish to be added to the Armor. |
1 BP |
0,1 |
-More to follow- |
|
|
|
Costs:
The cost of the Armor is calculated the following way:
Base Cost * (Limit Modifier + Sum of all Extra Modifiers)
Limit |
Limit Modifier |
2 |
1 |
3 |
1,25 |
4 |
1,75 |
5 |
2,5 |
6 |
4 |
7 |
7 |
8 |
13 |
Materials:
As the final step you choose the magical materials for your armor.
You need magical materials with a combined value equal to half the cost of the Armor.
The amount of different magical materials is equal to the Limit of the Armor.
Each material gives one or even multiple bonuses. Do note that the same flourish doesn't stack.
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