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The following guidelines apply to the creation of Magic
Items and are intended for use by players of Characters that have the
appropriate Skills to create Magic Items. GM's are of course free to just
write up the Magic Items they want to use without going through the process
of making Skill Rolls to determine success. |
PERMANENT MAGIC ITEMS |
APPLICABLE SKILLS: KS: Artificing, KS:
Investiture, KS: Runecrafting |
Permanent Magic Items can take on almost any form factor
and range from just about any item of apparel, tool, weapon, armor suit,
jewelry, artwork, musical instruments, and even in some rare cases have the
appearance of buildings. |
Some Permanent Magic Items are relatively simple and
have only one Power Construct in them, but some are quite complex and are
composed of many Power Constructs; sometimes just existing as an array of
abilities to be activated at need, and other times combining together to
manifest some multifaceted or potent behavior. |
The only real limiter on what Permanent Magic Items can
do within a given setting is the GM's discretion. |
DEFINE ITEM |
To create a new Permanent Magic Item, first determine the pertinent details of
the new Item: |
- Base Item: Determine the physical form of the Item being enchanted. I.e. is the Item a weapon, or jewelry, or a garment, or a musical instrument, or whatever. Does the item have any practical mundane abilities based upon its nature that should be defined in addition to any magical abilities?
- Powers/Effects: design the mechanics of the Item using HERO System Power creation rules
- Description: provide some "fluff" or "chrome" summarizing and describing the Item and what it does. It is sometimes fun to also provide some made-up historical context for extra "flavor".
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DESIGN RESTRICTIONS |
The following design restrictions are imposed on the
creation of Permanent Magic Items. An Item must comply with all of these
rules to be acceptable. |
- No Item may have an Endurance Cost.
- All Permanent Magic Items must take the Independent
Limitation, but may have a limited
form of Independent with GM's permission.
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VARIATIONS ON INDEPENDENT |
1 Sub-Profession (i.e., only by
Bards) |
-1/2 |
1
Profession
or 2 Sub-professions
(i.e. Bards
and Enchanters) |
-3/4 |
2
Professions |
-1 |
3
Professions |
-1
1/4 |
4
Professions |
-1
1/2 |
1
Race, 1 Organization, 1
Group |
-1/2 |
2
Races or Organizations
or Groups |
-3/4 |
3
Races or Organizations
or Groups |
-1 |
4
Races or Organizations
or Groups |
-1
1/4 |
Specific Race and
Profession combo
(i.e. Dwarf
Fighter) |
-1/4 |
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Subsets of Independent worth less of a
Limitation are available for Items that are
only usable by certain groups of people, such as
Usable only by Wizards. |
For instance some very
arcane Magic Items are designed to be used only by a
specific Profession and / or Race. |
The fewer people able to use a Magic Item the
less the likelihood someone is going to take the
Item away from its possessor and use it against
them, thereby reducing the severity of the
Limitation. |
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RESEARCH & EXPERIMENTATION |
Once the mechanical design of the Item is complete out
of game, in game the Character attempting to create the Magic Item must carry out some
Research and Experimentation prior to creating the Magic Item. |
The Item creator must have
appropriate materials for Research and Experimentation,
and this can be quite expensive in some circumstances.
What constitutes appropriate materials (and their cost and acquisition) is left to
the GM's discretion, as it will vary from
Item to Item and campaign to campaign. |
This is a soft control for the GM to manage how difficult or easy making a particular item will be. If a GM does not wish to impede creation of the Item(s) being created they may put few if any narrative barriers in place; if the GM does wish to throttle creation they can of course raise the stakes. It is also an opportunity for the GM to attach narrative hooks; acquisition of appropriate materials
to make one or more Items could be an adventure unto itself. |
R&E RESOLUTION |
- Initial R&E requires a number of hours equal to the total Real
Cost of the proposed Magic Item
- After this time period, an appropriate Item
Creation Skill Roll must be made with a penalty equal to the Real Cost of
the Magic Item being created divided by ten (RC/10)
- Twice the required amount of R&E time may be spent to
reduce the penalty by half to a penalty equal to the Real Cost of the
Magic Item being created divided by twenty (RC/20)
- A failed roll may be re-rolled once after an additional amount of
time of R& E equal to one day per point the roll was failed by (the same
penalty is applied to the second Skill Roll).
- A second failed roll indicates a flawed concept
and the Character may not attempt to create the Magic Item until their appropriate
Item Creation skill roll has been improved by one or more levels.
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R&E OPTIONS |
The R&E roll could be made by the GM for the Character
and concealed from the player to heighten suspense. |
A particularly bad failure may indicate, at the
GM's discretion, that the Character is convinced that they've hit upon the
correct path, causing them to do the necessary work to enchant the desired
Magic Item only to discover that the Item does not function correctly.
This may even be incorporated into a setting as a way that "cursed" Magic Items come into existence.
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SKIP R&E |
A Character can decide to skip R&E altogether, but
suffer a severe penalty when actually creating the Magic Item (described
later). |
R&E IS A ONE TIME ENDEAVOR |
A Character only needs to conduct R&E to create a
particular sort of Magic Item once...if they are successful. Whenever they
make other Magic Items the Character must still go through the R&E process
for them, of course. |
ENCHANTING THE ITEM |
If the initial Research &
Experimentation process is successfully concluded, the Character can create
the Magic Item, using the following process. |
- The base Item to be enchanted must be constructed.
The Character may
subcontract to craftsmen at whatever costs are deemed appropriate by the
GM; otherwise the Character must make all of the
appropriate Craft skill rolls himself. For instance if the Magic Item being
created will be a Magic Sword, the Character first needs to make or
acquire a Sword to enchant.
- For each separate Power Construct in the Item it takes one
hour per 10 Active Points to prepare and enchant the Item
- For each separate Power Construct in the Item a Skill Roll
with the appropriate Item Creation Skill and a Magic Skill Roll with the
appropriate Magic Skill for the Power being added to the Magic Item must both be made with a -1
penalty per 10 Active Points in the Power Construct..
- The crafter may opt to take twice as long for
each roll, reducing the penalty to -1 per 20 Active Points in the Power
Construct.
- If the Research & Experimentation (R&E) phase was skipped, the
Skill roll penalty is -1 per 5 Active Points in the Power
Construct.
- This penalty may be reduced to -1 per 10 Active Points
in the Power Construct by taking twice as long, and -1 per 20 Active Points in the
Power Construct by taking four times as long.
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FAILED ROLLS |
If any of these Skill Rolls are failed the Character
has made an error somewhere but does not realize it. They think they are
successful but once they are finished creating the Magic Item it will prove
to be flawed. |
The Item is either only partly useful (if the Magic Item
contained multiple Power Constructs and some were added successfully), completely useless, or
even "cursed" -- which is to say it has a detrimental effect on
its user depending upon the GM's discretion and the severity of failure. |
An Item that is simply missing a single Power Construct
out of several may still work fine, simply being less powerful than other
similar Items, but Items missing critical Power Constructs might actually be
dangerous to use if they work at all. |
OPTIONS |
Again, the GM might decide to make
all applicable Skill Rolls and conceal their results from the player to heighten
suspense. |
The process of enchanting the Item is
only complete when the last Power Construct in the Item has been rolled for.
Whether the time spent to craft the item must be continuous or not is left
to the discretion of the GM. |
NOTE: This process is deliberately drawn out and difficult to
discourage casual Magic Item creation, but ultimately the GM should take the
initiative to make Permanent Magic Item creation as difficult or as easy as they want it to be for their campaign. If
easier creation is desired, simply streamline all the rolls down to a single
Item Creation roll, decrease the time involved, or some other option.
The main thing is to just be consistent and thus fair.
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Frameworks |
Some multi-purpose Magic Items are
built using a Power Framework, particularly a Multipower or an EC. The
following modifications to the above process apply in such a case: |
- Multipower: When enchanting the Magic Item consider a
Multipower to be a single Power
Construct with Active Points equal to the Pool, and +10 Active Point for every
slot in the Multipower for the purposes of determining all Skill Roll Penalties,
time needed to create the Magic Item, etc.
- EC: When enchanting the Magic Item consider an Elemental
Control to be a single Power Construct
with Active Points equal to the largest Power in the EC, +5 Active Points for each
additional Power in the EC for the purposes of determining all Skill Roll
Penalties, time needed to create the Magic Item, etc.
- VPP: When enchanting the Magic Item consider a Variable Power
Pool to be a single Power Construct
with Active Points equal to the Pool plus the Control Cost for the purposes of
determining all Skill Roll Penalties, time needed to create the Magic Item,
etc.
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SIMILARITY BONUS |
A Character making an Item similar
to an Item they already know how to make gains a bonus to all of their Skill
Rolls ranging
from +1 to +5 at the GM's option based upon exactly how similar the new Item
is to the other Item, with +5 being for an identical Item, to +1 being a
mildly similar Item (such as a Character that knows how to make a Ring of
Fireballs trying to make a Wand of Firebolts). |
A Character should keep a list of all Items they have
successfully made. |
RECIPES, MANUALS AND SCHEMATICS
(LAB NOTES) |
A Character might be fortunate enough to have a text to
work from
detailing how to create a Magic Item. Such guides should be keyed to the use of a
specific Item Creation Skill, and the GM should assess a Skill bonus of +1 to +5
originating from such a work. |
A Character can also make their own notes on
how to create an Item they have successfully crafted. To do so they need a skill called Diagramming (Pro Tip: if using Hero Designer, you can use the Computer Programming skill as it is unlikely to be used in a Fantasy Context and in the user interface dialog simply type over the name of the skill).
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By spending a
number of Days equal to the Real Cost of the Magic Item the Character can
attempt to render their knowledge and experience of how to create the Magic
Item into a usable form. and taking a penalty of
-1/20 Total Active Points in the Item, a Character can successfully
produce full and useful notes on the process of creating that Item which
they themselves can use or which they can sell. |
A Diagramming Skill Roll at -1 per 20 Active Points in
the Magic Item must be made at the end of this time. The Character may take
twice as long to diagram, gaining a +1 bonus to their eventual Skill Roll
per doubling of time. |
If the
Diagramming Roll is made by 9 or more then the document gives a +5 bonus to Skill
Rolls necessary to make that Magic Item again in the future; if the roll is made by 7 or 8
then it grants a +4 bonus, by 5 or 6 then it grants a +3 bonus, and so
forth. If the Diagramming Roll is failed the notes are flawed and are
obvious useless. If the Diagramming Roll is failed by a lot, at the GM's
discretion the notes could look useful but actually grant a penalty. |
A Character with notes of this sort halves the R&D time
necessary to make the Magic Item in addition to the Skill Roll bonuses. |
A Character can use their own notes later on, and they
can also give them away or sell them to other Characters that have the
necessary Skills to make Magic Items of that type for use in their own
efforts. |
CREATING MULTIPLE COPIES OF THE SAME MAGIC ITEM |
Once a
Character has
successfully created an Item
they no longer need to conduct Research & Experimentation to make
another Item of that type; they simply need
the materials and to spend the time to enchant the Item. All of the Skill
Rolls required to enchant the Magic Item are still required, but the crafter
benefits from a +5 Similarity bonus on each Skill Roll as detailed above. |
However, if the design of the Item is altered in any way
the Character must go through the Research
&
Experimentation cycle again as if creating a new Magic Item,
although they will likely benefit from some form of a Similarity bonus. |
NEW PERMANENT MAGIC ITEMS AND CHARACTER POINTS |
If a Character with the appropriate skills
crafts a Permanent Magic Item, then that Character must pay the
Real Cost in Character Points for that Magic Item. |
Alternately if the Magic Item is made
specifically for another Character (and with that Character's
consent), the commissioning Character pays the
Real Cost of the item in Character Points instead. |
With GM's permission two or more Characters
could even pool Experience Points together to gather enough
Character points to pay the Real Cost of a newly created Magic
Item. |
All that really matters is that one or more
Characters willingly contribute a number of unspent Character
Points equal to the Real Cost of the new Magic Item.
This is the primary hard control on the proliferation of player created Permenent Magic Items
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NOTE: This accounting of where
the Character Points necessary to pay the Real Cost comes from
is assumed to
be part of the enchanting Magic and handled
"behind the fourth wall" -- i.e., not mentioned or
referenced in-game. Characters in the game are not aware of the
concept of "Character Points" of course; it is merely known that
crafting Magic Items extracts a cost in essential vitality. |
Altering Magic Items |
It is not permissible to alter an
existing Magic Item's
abilities, however it is possible with
GM's permission for a Character with the
appropriate Artificing Skills to add abilities to an existing
Permanent Magic Item, or to improve abilities
already in a Permanent Magic Item by adding more effect. |