Uhhhhhh, wha? I'm confused too... Ah! Wait, ok, I think I got this. Page numbers help when trying to situate someone. For others reading this, we're talking about what's on page 309 through 312 I believe.
HOW MUCH SKATT DOES A BLOOD SPLAT GATT? The first table is the Skatt generation table. If you need to quickly figure out how much Skatt to give your players for killing something (I'm assuming you're a Norn) then you use this table. Let's say that you think a mugger carries the skatt-equivalent of two runes with no multiplier. You pull two physical runes, which means he has 20 skatt. That's one busy mugger! What if you'd pulled a mental and a spiritual? The mental is worth 5 skatt, and spiritual is 1. The mugger was only carrying 6 skatt.
I FOUND SOME TREASURE! HURRAY!! The next table (Items of Great Value) is a "quick and dirty, I need an item NOW" tool. Due to requirements of space, time, play test, etc. the complete rules for creating items did not make it into the core book. It is TOTALLY in the upcoming book though!! But let's look at this table anyway since I'm trying to answer your question.
Normally, you'd wyrd 2 random runes. The first table (size generation) shows what size and base QR the item will have based on those 2 runes. The second table (enhanced attributes) determines if it's a weapon/armour/accessory, set its overall stats - Scaled to the person you're creating it for. The second table is based on the FIRST rune you pulled.
EXAMPLES RANDOM WYRD scenario (I legit just wyrded right now) I'm making this for a level 15 character: Isaice (M) and Hagalaz (M) (page 84 to see which runes I'm referring to) Two Mental runes means it's a size 5, QR 5 item. Isaice means that it's an armour with Focus +3 (base is Focus +1, and I add +1 for every 6 levels, meaning an extra +2) and I believe the final QR is 9 (5 base +2 first extra Focus +2 second extra Focus).
NOT SO RANDOM WYRD scenario Instead though, you want a harp, and it's supposed to be a weapon. You also want 2 Focus on it. That means that you "randomly" (no can prove differently) drew either Mann or Othala as your first rune. Your second rune is *SOMETHING*, if it's physical, you harp is size 3 and base QR 3. If it's anything else, size 4 and base QR 4. Your harp will have at LEAST 2 Focus (3 if the character you're making it for is level 12 to 17; 4 if they're 18 to 23), and a QR total of at least 5 (3 or 4 base, and at least 2 more QR; the rest is dependent on too many factors I don't know).
WHAT NEXT? What about the next table? Let's say you wyrded up a magical weapon/armour/accessory just now. At this point, you move on to the Magical Properties table and wyrd 1 rune. Depending on what you pull, you may need to keep wyrding. It's possible to pull a magic item that pulls more magical effects. Just keep track of all the QR bonuses because they get added together.
HOW MUCH IS THIS ITEM WORTH? Sadly, there is no reference for how much that item is worth at the moment. Like I said above in "I FOUND SOME TREASURE! HURRAY!!" the rules just aren't there. The book does list that the skatt values (on average) are 160 for QR 4 items, 250 for QR 5 items, 360 for QR 6 items. I'll help you along math-wise, that's the QR value squared times 10 (e.g. 5 x 5 x 10 = 250).
I could also use my mystical powers of already having read Denizens of the North to tell you that this estimate is accurate. The cost to make the item is QR squared times five. Most shopkeepers like profit, so they sell an item for at least double what it costs to make.
DENIZENS OF THE NORTH??? The rules for crafting items are MUUUUUUUUCH clearer. It defines how much QR each item attribute is worth, what the size will be, what kinds of Actives/Passives/Skills the item might have, if it's got some kind of intelligence/curse/dvergo-techno gimmick, material cost, special ores, etc. There's also the Blacksmith archetype, that will let players make or modify items to suit their needs. Obviously, time, materials, and personal sacrifice (sweat, tears, etc.) are invested into the item.
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