Rulebook - Enhancers
As stated previously, creatures in Sol' Dennai use 2d25 for all rolls. Additionally, enhancers may be purchased to grant additional points of damage concernign attacks and negative modifiers to damage concerning armor or defense. These may be attained in two forms.
The first form of enhancement is physical. By paying a smith, better weapons or armor can be crafted for an individual which give an advantage over normal weapons and armor in combat.
The other form of enhancement is magical. Through purchase or barter, one may convince a magic weilder to enchant an item of any sort to provide an advantage in defense, stealth, attack, perception, or aura.
Regardless of the form or type of enhancement, all enhancers are effective anytime they are wielded. (Presence of enhancement must be stated in RP or it is considered to be absent from the scene) Every creature begins with 40 hit points (HP) and must keep an updated record of current HP in their profile.
Due to the fact that Sol' Dennai is an island realm, mining for minerals is an impossibility and items crafted of any metal or alloy are considered worthless as they tend to sink and rust easily. The sought after materials for most durable fabrication are stone, bone, wood, and animal hide. Still, these materials each have their own drawbacks and such must be taken into consideration by crafts people when making an item.
Enhancers may not exceed +/- 14. Keep in mind this is the base cost of materials. A shop owner may charge as much as they like for an item (but be careful that your steep prices don't drive you out of business). Previously purchased enhancers may be traded in lieu of coin at a rate of 1/3 their original base value rounded down to the nearest one (1).
base materials cost for armor is as follows:
no enhancement:
(hide) 25
(leather) 40
(hardened leather) 50
(studded) + 15
-1 enhancement = armor cost + 250
-2 enhancement = armor cost + 500
-3 enhancement = armor cost + 1'000
+4 enhancement = armor cost+ 3'000
+5 enhancement = armor cost+ 6'000
+6 enhancement = armor cost+ 12'000
*additional enhancers are created at a cost of 5'000 more than the next lowest enhancer.
(example: +7 = 17,000, +8= 22,000, etc.)
This category may also include items such as boots, gloves, etc. dependign on the craftspersons skills.
base materials cost for weapons is as follows:
no enhancement:
(stone) 15
(leather) 25
(wood) 35
(bone) 50
+1 enhancement = weapon cost+ 250
+2 enhancement = weapon cost+ 500
+3 enhancement = weapon cost+ 1'000
+4 enhancement = weapon cost+ 3'000
+5 enhancement = weapon cost+ 6'000
+6 enhancement = weapon cost+ 12'000
*additional enhancers are created at a cost of 5'000 more than the next lowest enhancer.
(example: +7 = 17,000, +8= 22,000, etc.)
**this category may also include items such as brooches, lockpicks, etc. dependign on the craftspersons skills.
Magical Enhancers
5 types of magical enhancers are available. They are defense, stealth, attack, perception and aura. These enhancers may be purchased from any registered magic user though the item to be enhanced will have to be provided by the customer and must be of fine quality to absorb and retain the enhancement. The magic user may determine what is of sufficient quality to posess his/her enhancement as only a caster knows thier own true power.
+1 enhancement = 250
+2 enhancement = 500
+3 enhancement = 1'000
+4 enhancement = 3'000
+5 enhancement = 6'000
+6 enhancement = 12'000
*additional enhancers are created at a cost of 5'000 more than the next lowest enhancer.
(example: +7 = 17,000, +8= 22,000, etc.)