Double Exposure, Inc.
  • May 23, 2012, 12:03:19 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

News:

DEXCON 15 takes place July 4 - 8, 2012 at the Morristown Hyatt and Conference Center in Morristown, New Jersey.

Pages: [1]   Go Down

Author Topic: ITEM CREATION GUIDELINES  (Read 398 times)

0 Members and 1 Guest are viewing this topic.

Alf Cunha

  • Avatar System Staff
  • Senior Meeper
  • ***
  • Offline Offline
  • Posts: 471
ITEM CREATION GUIDELINES
« on: July 23, 2007, 10:55:27 PM »

**  The guidelines below are a more comprehensive rules set to be used in the development of items, feel free to provide input:


3.0 ITEM CREATION GUIDELINES
  (last modified: 27 July 2007)



Weapons *


    +1 OR <1>   

    (physical) <2>          1 IU    //    1 MU/TU
    (elemental)              4 IU    //    1 MU/TU
    (energy)                  1 TU
    (magic)                    1 MU
    (spiritual)                  1 MU
    (zany)                      8 IU <3>


    +1 DR (reach weapon) <4>                   1 IU    //    1 MU/TU
    +2 damage (on a successful attack)        1 IU    //    1 MU/TU
    Non-lethal Weapon (1/2 damage)           ½ cost    //    ½ cost


        *  OR bonus cannot exceed +20 (+40 if two-handed)

        <1>  double cost for all non-held OR bonuses
        <2>  double cost for Martial Arts weapons
        <3>  may only be created/used by Toon characters
        <4>  DR bonus cannot exceed OR bonus


Armor


    -1 damage <1>

    (physical) <2>          1 IU    //    1 MU/TU
    (elemental)              4 IU    //    1 MU/TU
    (energy)                  4 IU    //    1 MU/TU
    (magic)                    1 MU
    (spiritual)                  1 MU
    (zany)                      8 IU <3>

    +1 DR (shield) *            1 IU    //    1 MU/TU
    +1 all defenses <4>      32 IU    //    8 MU/TU


        *  DR bonus cannot exceed +20

        <1>  double cost for all non-torso damage reduction
        <2>  double cost for MArts & CFlex weapons
        <3>  may only be created/used by Toon characters
        <4>  only one item of this type may be worn at any time


General


    +1 MIND  (when in use)            16  IU    //    4 MU/TU
    +1 LIFE   (when in use)             4  IU    //    1 MU/TU
    +1 INIT   (when in use)            16 IU    //    4 MU/TU
    +1 LB     (when in use) <3>      16 IU    //    4 MU/TU


    +1 EM    (all calculations) <3>      32 IU    //    8 MU/TU
                 (this item only)              16 IU    //    4 MU/TU


    +25 Break Point (+20 Non-Fe)                   4 IU    //    1 MU/TU
    Simulate Skill/Power (per 5 AP)                 16 IU <4>    //    4 MU/TU
    +1 attribute  (permanent/use once)           32 IU <1>    //    32 MU/TU <2>

    Custom  (avatar-specific)                           16 IU    //    4 MU/TU
      

        <1>  item not subject to time reduction or Resource Units
        <2>  item not subject to time reduction
        <3>  only one item of this type may be worn at any time
        <4>  requires some sort of expendable resource or penalty


Modifiers


    Resource Units (maximum)          +16 IU    //    +16 MU/TU
     +1 Primary Stat <1>                  4 IU    //    1 MU/TU
     -1 Stat Requirement <2>           2 IU    //    ½ MU/TU


    Restriction, Minor                  x .75    //    x .75
    Restriction, Major                  x .50    //    x .50

    Use Once                     x .10    //    x .10
    Use Once/Day               x .50    //    x .5
    Use Once/Hour             x .75    //    x .75


        *  base Break Point:     50 (Fe+)    //    40 (Fe-)

        <1>  does not contribute to secondary stats
        <2>  does not count for calculation of requirements


Requirements


    Single Requirement                ½ IU value of item
    Double requirement               ¾ of single requirement
    ENE Requirement                   IU value of item
 

Ammunition *   


    +1 OR                   2 IU    //    2 MU/TU
    +1 damage            1 IU    //    1 MU/TU


    Type I weapon   (+  1 to +10) <1>
    Type II weapon  (+11 to +20) <1>
    Type III weapon (+21 to +30) <1>
    Type IV weapon (+31 to +40) <1>


        *  Standard ammunition consists of 10 rounds

        <1>  OR value of ammunition cannot exceed maximim value of weapon


**    Items designated as <+> have effectiveness reduced by ½ unless they serve as an energy source for an non-<+> item
« Last Edit: July 27, 2007, 09:38:42 PM by Alf Cunha »
Logged
Alf Cunha
Item GM

LucasJamison

  • ?
  • Avatars
  • Super Meeper
  • *
  • Offline Offline
  • Posts: 802
Re: ITEM CREATION GUIDELINES
« Reply #1 on: July 26, 2007, 01:46:41 PM »

The "Fe" designation... huh?  The only thing that comes to mind is whether or not it would contain enough ferrous metals to be affected by magnetism, but then I'd've figured for a yes/no, not a numerical rating.  What counts as a "restriction", what are some examples of major or minor?  What do the different ammunition types matter for?   Why is a restriction such as "can only be used by me" a feature that costs extra, not a a penalty that reduces cost?  Why does break point improvement not simply cost 1 IU per +5?  Shouldn't as everything else is explicitly stated, there be a note that permanent stat increases are not rated a .1x cost?  Are M-attributed weapons/armor specifically prohibited, or just bizarre enough and rare enough that there aren't standardized rules?  What about Y-attributed items?

Also, what about this sort of thing: if non-magical item creation is used builds a flame-thrower - I'm assuming each attack consumes a "round" of fuel for it - is the attack P but the damage EF, or what, for reduction/protection purposes?  Or is it all physical, because even though it looks/feels/whatever like fire, it's not "real" fire as far as the Nexus is concerned?  I know this stuff gets weird, and I probably overthink it, but I don't recall seeing this spelled out before.

Also, how is break-point working these days, and do the fractional cost modifiers stack - that is, is a single use, heavy-restricted item only going to take .05xIU to make?

Explain the requirements in a bit more detail.

Logged
eveilebotenoynaecrofnacenoonsevlesmehtrofdniftsumlla
hguorhtraelcsemocebllagnidnapxerevesillahtiwenoemoceb
otsiezilaerotesuactsujtuohtiwforewollofrehtonamrahton
tlahsuohtsdrawotseyeriehtnrutohwlladiallahsuoynahtrehgih
ecrofonezingocerllahsuoyotnrutersgnihtllamorfemocsgniht
llanaemedotsinialpxeot

Alf Cunha

  • Avatar System Staff
  • Senior Meeper
  • ***
  • Offline Offline
  • Posts: 471
Re: ITEM CREATION GUIDELINES
« Reply #2 on: July 26, 2007, 02:33:00 PM »

Quote
The "Fe" designation... huh?  The only thing that comes to mind is whether or not it would contain enough ferrous metals to be affected by magnetism, but then I'd've figured for a yes/no, not a numerical rating.

**  Fe means it is ferrous and subject to magnetism (the only difference between the two, besides magnetism, is that non-Fe items a a little more fragile and have a lower base Break Point


Quote
What counts as a "restriction", what are some examples of major or minor?

**  Restrictions are based on discussion between the creator and myself.  An example might be thermal goggles that allow a user to see invisible avatars but does not negate the targets' invisibility.


Quote
What do the different ammunition types matter for?

**  It's been in effect for some time, and this actually narrows what's been out there (machine gun clip, bolter, normal bullet).  It's simply a standardization of ammo (examples: Type I is a 9mm, Type II is a .45 cal, Type II is a 5.56 rifle round, and Type IV is a .50 rifle round).  Note also that ammunition does add an offensive DR value to the weapon.


Quote
Why is a restriction such as "can only be used by me" a feature that costs extra, not a a penalty that reduces cost?

**  It's actually a benefit because no one else can use the item if it's taken.  The extra cost denotes whatever method was used to make it exclusive (thumb print, retinal scanner, DNA identifier, whatever)


Quote
Why does break point improvement not simply cost 1 IU per +5?

**  I want to maintain a consistent value, so break point is always a multiple of 25/20


Quote
Shouldn't as everything else is explicitly stated, there be a note that permanent stat increases are not rated a .1x cost?

**  I would hope people are cognizant enough tp realize that since stat increases are given a cost outright they are not subject to other modifiers (but ... yeah)


Quote
Are M-attributed weapons/armor specifically prohibited, or just bizarre enough and rare enough that there aren't standardized rules?

**  The latter


Quote
What about Y-attributed items?

**  Y-attribute normally falls under skill/power descriptions, I have yet to see an item call for it


Quote
Also, what about this sort of thing: if non-magical item creation is used builds a flame-thrower - I'm assuming each attack consumes a "round" of fuel for it - is the attack P but the damage EF, or what, for reduction/protection purposes?  Or is it all physical, because even though it looks/feels/whatever like fire, it's not "real" fire as far as the Nexus is concerned?

**  The attack (and thus the damage) would be considered EF (in the case of a flamethrower, the item would simulate Elemental Blast)


Quote
I know this stuff gets weird, and I probably overthink it, but I don't recall seeing this spelled out before.

**  Not a problem, a lot of this stuff hasn't been formally addressed so I've tried to break it down as thoroughly as possible


Quote
Also, how is break-point working these days, and do the fractional cost modifiers stack - that is, is a single use, heavy-restricted item only going to take .05xIU to make?

**  It's quite likely, but I will take all items on a case-by-case basis


Quote
Explain the requirements in a bit more detail.

**  The state requirement for an item is based on what I consider appropriate (for example, all weapons have STR as a requirement because if you can't heft it or take the kick it will be useless to you).
« Last Edit: July 26, 2007, 02:38:23 PM by Alf Cunha »
Logged
Alf Cunha
Item GM

LucasJamison

  • ?
  • Avatars
  • Super Meeper
  • *
  • Offline Offline
  • Posts: 802
Re: ITEM CREATION GUIDELINES
« Reply #3 on: July 26, 2007, 02:58:02 PM »

** It's been in effect for some time, and this actually narrows what's been out there (machine gun clip, bolter, normal bullet). It's simply a standardization of ammo (examples: Type I is a 9mm, Type II is a .45 cal, Type II is a 5.56 rifle round, and Type IV is a .50 rifle round). Note also that ammunition does add an offensive DR value to the weapon.

So, a given "Marksmanship", or whatever the skill is now, sort of weapon would require a TYPE of ammo, depending on what it is?  And, realistically, no one has pistol weapons with allowances to use at short range and also having low STR requirements that ALSO sling Type IV ammo wiht its correspondingly very high bonuses?

Ammo is rated at 1 IU per block of 10.  Does this vary according to Type?  Do normal costs apply for increases to Off. Calc. for these?

** I want to maintain a consistent value, so break point is always a multiple of 25/20

Gotcha.
 
** I would hope people are cognizant enough tp realize that since stat increases are given a cost outright they are not subject to other modifiers (but ... yeah)

Well, if you make an effort to spell everything out, and miss stuff, then people will either assume, or pretend to assume, that anything not explicitly prohibited is allowed.

** The latter
** Y-attribute normally falls under skill/power descriptions, I have yet to see an item call for it

I'll be sure to send you a list relatively soon. :)

** The attack (and thus the damage) would be considered EF (in the case of a flamethrower, the item would simulate Elemental Blast)

It seems like a "molotov cocktail"-type item could wind up requiring IC4 or higher to construct.

How do AoE items work?  Or do they not, unless they copy a power?

** The state requirement for an item is based on what I consider appropriate (for example, all weapons have STR as a requirement because if you can't heft it or take the kick it will be useless to you).

So, when I look at this chart:

  Single Requirement                ½ IU value of item
    Double requirement               ¾ of single requirement
    ENE Requirement                   IU value of item

I should take it to mean that the total amount of the stat requirement for a given Item, if it requires only one stat, would  be half of the IU value of the item, generally?  That if the stat requirement is ENE, instead of some other, it will require an ENE that is the full IU value of the Item rather than the normal 1/2 for other single stats?  That if the requirement is split out over multiple stats, then the total of those stat requirements will be close to 0.375% of the Item's IU value?
Logged
eveilebotenoynaecrofnacenoonsevlesmehtrofdniftsumlla
hguorhtraelcsemocebllagnidnapxerevesillahtiwenoemoceb
otsiezilaerotesuactsujtuohtiwforewollofrehtonamrahton
tlahsuohtsdrawotseyeriehtnrutohwlladiallahsuoynahtrehgih
ecrofonezingocerllahsuoyotnrutersgnihtllamorfemocsgniht
llanaemedotsinialpxeot

Alf Cunha

  • Avatar System Staff
  • Senior Meeper
  • ***
  • Offline Offline
  • Posts: 471
Re: ITEM CREATION GUIDELINES
« Reply #4 on: July 26, 2007, 10:39:54 PM »

Quote
So, a given "Marksmanship", or whatever the skill is now, sort of weapon would require a TYPE of ammo, depending on what it is?  And, realistically, no one has pistol weapons with allowances to use at short range and also having low STR requirements that ALSO sling Type IV ammo wiht its correspondingly very high bonuses?

**  As it stands right now I want to avoid allowing pistols at short range: you want to shoot someone close, take a 5' step backwards.  The value of the weapon, of course, determines its ammo type - if you want a weapon that uses type IV ammo it's going to be a two-handed rifle with a STR requirement of at least 10 (20IU/20IU for a Held/Held Weapon).  Ammo will be +1 to OR for every 2IU so if you're loading something along the lines of a +20 ammo you're going to need a 20 STR.  I'm going to add more specifics to clarify the process as there are some rules in my head that I haven't put down on the guidelines (note to self: +20 max on OR bonus, maxes on ammo by type)


Quote
Ammo is rated at 1 IU per block of 10.  Does this vary according to Type?  Do normal costs apply for increases to Off. Calc. for these?

**  That's assuming a 0 value ammo, I'll change this on the next guideline update (see people, this is why I ask for input :))


Quote
Well, if you make an effort to spell everything out, and miss stuff, then people will either assume, or pretend to assume, that anything not explicitly prohibited is allowed.

**  I try to work by those dreaded two words "common sense", sorry I know they're taboo but they had to be said ;)


Quote
It seems like a "molotov cocktail"-type item could wind up requiring IC4 or higher to construct. How do AoE items work?  Or do they not, unless they copy a power?

Molotov Cocktail: Elemental Blast (48IU) + 6 EM (96IU)  //  Use Once = (144IU)/10 = 15 IU, so you could make a Molotov with Item Creation II.  All items that do something other than simple bonuses are based on existing skills or powers (should somethign fall outside such paramaters the creator and I can discuss)


Quote
So, when I look at this chart:

    Single Requirement                ½ IU value of item
    Double requirement               ¾ of single requirement
    ENE Requirement                   IU value of item

I should take it to mean that the total amount of the stat requirement for a given Item, if it requires only one stat, would  be half of the IU value of the item, generally?  That if the stat requirement is ENE, instead of some other, it will require an ENE that is the full IU value of the Item rather than the normal 1/2 for other single stats?  That if the requirement is split out over multiple stats, then the total of those stat requirements will be close to 0.375% of the Item's IU value?

**  You are correct, sir
Logged
Alf Cunha
Item GM

LucasJamison

  • ?
  • Avatars
  • Super Meeper
  • *
  • Offline Offline
  • Posts: 802
Re: ITEM CREATION GUIDELINES
« Reply #5 on: July 26, 2007, 11:39:39 PM »

The value of the weapon, of course, determines its ammo type - if you want a weapon that uses type IV ammo it's going to be a two-handed rifle with a STR requirement of at least 10 (20IU/20IU for a Held/Held Weapon).  Ammo will be +1 to OR for every 2IU so if you're loading something along the lines of a +20 ammo you're going to need a 20 STR.  I'm going to add more specifics to clarify the process as there are some rules in my head that I haven't put down on the guidelines (note to self: +20 max on OR bonus, maxes on ammo by type)

Yeah, for instance, the whole single/two handed and why it would cost more IU for two hands (seems more like a restriction). 

Seems like to hit the cap on type IV ammo you'd need to sink in 80 IU for 10 shots.  You'd almost be better off building a launcher that fired single use "shells", which'd take much less.  Of course, that still wouldn't give you +40OR per shot on top of weapon bonuses, but it seems like a more efficient way to splatter people.

Molotov Cocktail: Elemental Blast (48IU) + 6 EM (96IU)  //  Use Once = (144IU)/10 = 15 IU, so you could make a Molotov with Item Creation II.  All items that do something other than simple bonuses are based on existing skills or powers (should somethign fall outside such paramaters the creator and I can discuss)

**  As it stands right now I want to avoid allowing pistols at short range: you want to shoot someone close, take a 5' step backwards.

Are legacy items (stamped/crimped during 2.x) still supported, then?  'cause there are plenty of items with non-standard rules on them - bullet pistols allowed short range use, machine guns allowed three shots per round, etc.   And, of course, the slot stuff was a tad different, but I think most slottednesses can be determined from the item type, even for the older stuff.
Logged
eveilebotenoynaecrofnacenoonsevlesmehtrofdniftsumlla
hguorhtraelcsemocebllagnidnapxerevesillahtiwenoemoceb
otsiezilaerotesuactsujtuohtiwforewollofrehtonamrahton
tlahsuohtsdrawotseyeriehtnrutohwlladiallahsuoynahtrehgih
ecrofonezingocerllahsuoyotnrutersgnihtllamorfemocsgniht
llanaemedotsinialpxeot

wcshoe

  • Speaker for the Otters
  • Senior Staff
  • Mega Meeper
  • *****
  • Offline Offline
  • Posts: 2274
  • Not all guardian angels are pretty...
Re: ITEM CREATION GUIDELINES
« Reply #6 on: July 27, 2007, 09:43:29 AM »

**  Fe means it is ferrous and subject to magnetism (the only difference between the two, besides magnetism, is that non-Fe items a a little more fragile and have a lower base Break Point
Actually, it means that it contains metal. According to the Tech Power Magnetism's description, it affects any metal containing item... Yes, you can get lead lined suits, or aluminum beer cans with Magnetism in the game. I proposed the Fe+/- designator when I realized how much cheese it could be when people would start arguing about whether or not their items were metal, and subject to that specific power.

Are legacy items (stamped/crimped during 2.x) still supported, then? 'cause there are plenty of items with non-standard rules on them - bullet pistols allowed short range use, machine guns allowed three shots per round, etc. And, of course, the slot stuff was a tad different, but I think most slottednesses can be determined from the item type, even for the older stuff.
Grandfathered items will be allowed...


Quote
Quote
What about Y-attributed items?
**  Y-attribute normally falls under skill/power descriptions, I have yet to see an item call for it
A "Y" and a "Y+" designator is reflected as "ACTIVATED: Continuous" on the Character card.

"Y": Items that allow a surprise mental attack. Likewise, a weapon that allows a surprise long range attack.

"Y+": Those nifty little anti-pickpocket devices that some folks think work, or gear that boosts mental defense...
Logged

Alf Cunha

  • Avatar System Staff
  • Senior Meeper
  • ***
  • Offline Offline
  • Posts: 471
Re: ITEM CREATION GUIDELINES
« Reply #7 on: July 27, 2007, 10:18:16 AM »


Quote
Yeah, for instance, the whole single/two handed and why it would cost more IU for two hands (seems more like a restriction).

**  I'm capping the OR/DR bonus of weapons at +20 (ie. a Desert Eagle is a +20).  A character can have a weapon that does +40, but it's going to have to be a 2-handed weapon (greatsword, .50 rifle).  Now, although the item is taking up 2 slots the STR requirement for the rifle is the same as the pistol even though it's doing twice the attack - this is because each 40 IU per slot has the same requirement: 40IU pistol = STR 20, 40IU/40IU rifle = STR 20.


Quote
Seems like to hit the cap on type IV ammo you'd need to sink in 80 IU for 10 shots.  You'd almost be better off building a launcher that fired single use "shells", which'd take much less.  Of course, that still wouldn't give you +40OR per shot on top of weapon bonuses, but it seems like a more efficient way to splatter people.



**  It does depend on what you want to do.  On the one hand, a launcher that emulates Elemental AoE would use ammo that costs at least (9EM [144 IU] / 10) 15 IU per shot.  On the other hand you're going to have to spend every other round reloading.


Quote
Grandfathered items will be allowed...

**  Sadly, yes.  I would appreciate if players would be willing to go with the new rules, but I know a lot of people like their toys (I, for one, have removed the short-range capability from Sebastian's weapons to conform to the new rules)


Quote
"Y": Items that allow a surprise mental attack. Likewise, a weapon that allows a surprise long range attack.

**  Again, this is accounted for by skills: if, say, someone makes a helmet that grants Coercion the item will say "grants Coercion as the skill"  the skill has the Y attribute so it doesn't need to be repeated.  As for weapons: ranged weapons can always be used as Y and if someone makes a short-range surprise weapons (which, honestly, should be doable anyway) then the item will specifically say "this item can be used as a surprise attack"


Quote
"Y+": Those nifty little anti-pickpocket devices that some folks think work, or gear that boosts mental defense...

**  Anti-pickpocket devices are Activation: Special, and mental defense is continuous
Logged
Alf Cunha
Item GM

wcshoe

  • Speaker for the Otters
  • Senior Staff
  • Mega Meeper
  • *****
  • Offline Offline
  • Posts: 2274
  • Not all guardian angels are pretty...
Re: ITEM CREATION GUIDELINES
« Reply #8 on: July 27, 2007, 10:36:04 AM »

**  Anti-pickpocket devices are Activation: Special
Yeah. That's what I meant. Special. Like, Continuous, but reactive. With hot peppers. And a mousetrap.
Logged
Pages: [1]   Go Up