What follows are some armors in a medieval setting. Consider varying these qualities by how well the armor was made, as some of the same type may differ in effectiveness. The final number on the right is the value of the armor.
Makeshift Light Armor(T0) [L | Armor: 1] - 0
Primitive Light Armor(T1) [L | Armor: 1] - 1
Crude Padded Armor(T2) [L | Armor: 2] - 4
Leather Armor(T3) [L | Armor: 3] - 9
Fine Leather Armor(T4) [L | Armor: 4] - 20
Masterwork Leather Armor(T5) [L | Armor: 5] - 30
Legendary Leather Armor(T6) [L | Armor: 6] - 42
Makeshift Medium Armor(T0) [Armor: 2 | FIN:10] - 0
Primitive Bone Armor(T1) [Armor: 3 | BOD:10] - 30
Crude Breastplate(T2) [Armor: 3] - 50
Chainmail(T3) [Armor: 4 | BOD:12] - 60
Fine Breastplate(T4) [Armor: 5 | BOD:12] - 120
Masterwork Chainmail(T5) [Armor: 6 | BOD:11] - 175
Legendary Chainmail(T6) [Armor: 7 | BOD:11] - 210
Makeshift Heavy Armor(T0) [H | Armor: 3 | FIN:-2 | BOD/STR:12] - 0
Primitive Plate Armor(T1) [H | Armor: 4 | FIN:-1 | BOD/STR:11] - 50
Crude Plate(T2) [H | Armor: 5 | FIN:-2 | FIN/BOD:12] - 140
Plate(T3) [H | Armor: 6 | FIN:-1 | STR/BOD:11] - 180
Fine Plate(T4) [H | Armor: 7 | FIN:-1 | STR/BOD:12] - 280
Masterwork Plate(T5) [H | Armor: 8 |FIN:-1 | STR/BOD:12] - 400
Legendary Plate(T6) [H | Armor: 9 | STR/BOD:12] - 540
Crafting items requires the requisite skill, any tools that may be necessary, as well as the materials needed to create the item. Crafting items must follow the following restrictions:
Craft skill capable of creating such an item (so common craft to make T1, trained craft to make T3, specialty craft to make T5).
Tools/workshop no less than one tier as the desired item (this means makeshift items may be created without tools).
Materials of equal or higher tier as the desired item (with the exception of a critical success raising the object by +1 tier).
Crafting Items
Items are stuff
Size: the size of the item determines how many crafting materials are needed to make the item. A normal-sized item (S4) would need a base of four units of crafting materials, half for each size category down, double for each size category up: (S1)Tiny = 2 per 1 unit or half unit, (S2)Little = 1 unit, (S3)Small = 2 units, (S4)Normal = 4 units, (S5)Large = 8 units, (S6)Huge = 16 units, etc.. Remember, for a creature of a given size, an item of the same size would be something they could easily carry with one arm.
For single-use items such as bandages or ammunition for a ranged weapon, divide units by four ((S1)Tiny = 8 per 1 unit, (S2)Little = 4 per 1 unit, (S3)Small = 2 per 1 unit, (S4)Normal = 1 unit, (S5)Large = 2 units, (S6)Huge = 4 units, etc.).
Tier: there are seven basic tiers of quality, from makeshift (T0), regular (T3), to Legendary (T6). Item tier comes into play if the item created is used as a tool for skills, and generally indicates the quality of materials in the item. The tier of the item also limits its max bonus (if it's a tool).
Makeshift (T0): these are items made from junk, such as a boar's tusk used as a carving knife or a rock as a hammer.
Primitive (T1): these are items made from animal parts (bone, hide, sinew, teeth, etc.), wood or other primitive materials, i.e. stone-age tools.
Crude (T2): these are items made from processed materials such as leather, weaker metals (tin, copper, bronze, etc.), wood, etc..
Regular (T3): these are items that may be made by a smith, using wood, leather, or metal (such as iron).
Fine (T4): these are items that may be made by a talented smith, using high quality wood, leather, or metal (such as iron or steel).
Masterwork (T5): these are items that may be made by a master smith, using fine materials, metal (such as steel), or more advanced materials.
Legendary (T6): these are items that may be made by a legendary smith using the finest, most advanced materials.
Bonus: if applicable, each item has a single stat, a bonus added to an appropriate skill check involving use of the item. This bonus is determined by the tier of the item as well as the craft check to create it.
Craft Check vs. 10 + 2x T(item) - T(tools) - T(materials)
Per Success of (6-Tier) = +1 pip
Per Failure of (Tier) = -1 pip
Blunder = -1 Tier, reroll
Critical = can reroll with +1 Tier (max 1)
If a critical is rolled on the craft check, the character may accept the results or choose to raise the tier by one and roll again. Tier may only be raised by one with a given set of materials, so a subsequent critical will not raise it a second time (and a blunder would drop the tier back to its original with another check needed). Note that the materials restriction doesn't apply in this case (some items are just superior versions made with inferior materials, equal to the quality of higher tiers).
Experienced crafters are less likely to make mistakes: for each skill rank, they have one re-roll for the entire process, however when they take that option, they lose any previous rolls on that check.
Pips earned from the craft check may be used to increase the item bonus, with a Success of Zero creating an item at the minimum bonus (depending on tier, see below). Pips cannot raise the bonus beyond the maximum of a given tier, however if stat restrictions are built into the item to increase the bonus, this could raise the object beyond its maximum.
Bonus (Min -2 \ Max +0) = Makeshift (T0)
Bonus (Min -1 \ Max +1) = Primitive (T1)
Bonus (Min +0 \ Max +2) = Crude (T2)
Bonus (Min +0 \ Max +3) = Regular (T3)
Bonus (Min +0 \ Max +4) = Fine (T4)
Bonus (Min +1 \ Max +5) = Masterwork (T5)
Bonus (Min +2 \ Max +6) = Legendary (T6)
Stat Restrictions: some items have stat restrictions. For each restriction not met, impose Inferior +1 any check involving that item. Note that bonus pips with lesser stat restrictions must fall within the item maximum, while if exceeding that maximum, the higher stats must be used - you can only select once from this list for a given craft check.
+1 pip = Stat: 11
+2 pips = 2 Stats: 12
+1 pip (beyond max) = Stat: 13
+2 pip (beyond max) = 2 Stats: 14
+3 pip (beyond max) = 2 Stats: 15
So, for example, creating a makeshift tool at +1 (assuming the crafter had a Success of Six, rasing it from the minimum -2 to the maximum +0) would need to go one pip beyond max, so two stat restrictions must be chosen, each at 12. Work with the GM to determine restrictions that make sense.
Say a character is trying to create some bandages for treating wounds by tearing up an old long shirt - the GM decides this craft check can make 5 bandages, size light, and the material is makeshift. The character doesn't have the Craft Skill, but to make T0 objects, Craft(C) is needed, which can be used untrained. The character also has a fine knife with +2/+2 Quality, so using the rules for treating weapons as tools (see Gear), the GM determines this tool will give +2 on this craft check, which is good because the character has zero skill in craft and their stat bonuses add up to +1, so the Craft Check is 3d6+3 (+1 bonus, +2 gear).
Rolling versus a target of 10, a failure would drop the quality below Makeshift, ruining the material (these bandages won't work). Let's say the character got lucky, rolling a 13, with +3 that's 16, or a success of six. Checking the bonus table on Items, that isn't enough for -1 (7 points) but is for -2 (5 points), though spending 5 points means they have to have one stat restriction at 10. Deciding that some agility is needed to properly use these bandages, the player decides to set the restriction to FIN:10. So they now have:
5 makeshift bandages(T0) [L | -2 | FIN:10]
These bandages may be used in heal checks to stop bleeding or recover wounds, though they impose a -2 to the Heal Check (plus another -2 if the user does not have a FIN of 10 or better). Note that the tier doesn't really have an effect in this instance (aside from determining the bonus when creating the item).
Value: to calculate the value of armor, take the points and multiply by tier, then for the size of the armor, multiply further (light armor is x1): x5 for medium armor, x10 if heavy. Note that, depending on the campaign and availability of materials/technologies, value multipliers may differ. For example, in a primitive campaign, crude may be x2 value, regular x10, fine x100, and beyond that, items may be so rare and fantastical that their value may be that of entire tribes or collections of tribes (i.e. beyond measure).
so,
Value = points spent x size (L = 1; M = 5; H = 10) x tier