Appendix E: Item Creation Guidelines

The following guidelines are meant to explain what is possible with the Item Creation system; it is by no means complete. The Avatar System is meant to be an open-ended system which rewards creativity, and as such all of the guidelines presented here may be extended for special circumstances and situations.

Item Creation:

An IU, or "Item Unit", is a basic measure of the work which is produced by a creator; the following values are assigned to Items manufactured with Item Creation I, II and III, and their enhanced versions. Note that these are GUIDELINES; it is not possible to just request that an Item have characteristics just because it CAN; a creator must have a rationale for the item.

1 point of offense physical damage, long or short range = 1 IU
1 point of defense vs. physical damage, long or short range = 1 IU
1 point of offense non-physical damage, long or short range = 2 IU
1 point of defense vs. non-physical damage, long or short range = 2 IU
1 point of offense usable in prohibited situation, long or short range = 4 IU
1 point of defense usable in prohibited situation, long or short range = 4 IU
1 point of offense with no defense, long or short range = 8 IU
1 point of defense vs. attack with no defense, long or short range = 8 IU

1 point of STR, gained or lost while in use = 4 IU
1 point of INT, gained or lost while in use = 4 IU
1 point of CUN, gained or lost while in use = 4 IU
1 point of AGI, gained or lost while in use = 4 IU
1 point of CON, gained or lost while in use = 4 IU
1 point of CHA, gained or lost while in use = 4 IU
1 point of LUC, gained or lost while in use = 4 IU

1 point of permanent change to any Primary Stat = 32 IU, plus destruction of Item.

1 point of MIND, gained or lost while in use = 8 IU
1 point of LIFE, gained or lost while in use = 2 IU
1 point of IN, gained or lost while in use = 8 IU
1 point of LB, gained or lost while in use = 24 IU

1 IU = 2 sets of ammunition (i.e. 2 rounds of 6 bullets each) - within reason.

Please note that NO ITEM can "just have a value"; it must be rationalized. So a ring, for example, cannot just boost your STR, but it may boost LUC under the right circumstances.

Some normal Items CAN simulate the effects of Powers to a very limited degree; these are all subject to approval by the Nexus, after proper rationalization by the player creating them.

Magic Item Creation

A Magic Item Creation Form starts out identical to a normal created Item, using the guidelines above. Once an IU is spent on a numerical value shown above, it is NO LONGER AVAILABLE for use when the Item is enchanted. For example, assume a Magic Item Form is created with 16 IU. If it is a ring, all 16 points will go towards its enchantment. If it is a sword which is +5 OR, only 11 IU will be left for enchantment. Note that there are two things which compensate this seeming imbalance (i.e. why would anyone ever choose only Item Creation I, II & III when they can choose Magic Item Creation I, II & III and create both practical AND enchanted Items?): First, Magic Item Creation Skills cannot produce the same value numbers as Item Creation Skills. Second, a Magic Item Form will be destroyed if an enchantment is attempted and fails.

Technology Item Creation

Energy Source Conversion Chart for Technology Item Form Creation:

Electromagnetic Energy: 1 IU per 1 point of effect; each additional EM spent by user increases primary usefulness of Item by 1 point.

Photonic Energy: 2 IU per 1 point of effect; each additional EM spent by user increases primary usefulness of Item by 2 points.

Nuclear Energy: 4 IU per 1 point of effect; each additional EM spent by user increases primary usefulness of Item by 4 points.

Fusion Energy: 8 IU per 1 point of effect; each additional EM spent by user increases primary usefulness of Item by 8 points.

Quantum Energy: 16 IU per 1 point of effect; each additional EM spent by user increases primary usefulness of Item by 16 points.

General Item Creation Notes

1) If two or more identical Items are being made in immediate succession with ANY of the Item Creation Skills, the second Item will take 1/2 (rounded UP) the amount of time the first Item took; the third Item will take 1/3 (rounded UP) the amount of time the first Item took; the fourth Item will take 1/4 (rounded UP) the amount of time the first Item took, etc, down to a MINIMUM of 2 weeks per repeated Item, without further limitation.

2) Two or more Avatars using IDENTICAL Item Creation Skills can combine their talents to create objects faster. For each additional Avatar working on an Item, 20% of the time the Item would normally take is saved 9rounded UP, up to a maximum of 5 Avatars saving 80% (rounded UP). Additional Avatars working on an Item can NOT increase the effectiveness of the Item. This does NOT apply to Repairing or Tweaking of Items.

3) Null Items can be created by just about anyone with a minimum INT of 7; they generally take 1 week each.

4) Any given Avatar can ONLY work on one project at a time, whether that is Creating, Tweaking, or Collaborating on an Item.

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