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A few True20 item creation questions (Dark Matter setting)
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<blockquote data-quote="ValhallaGH" data-source="post: 3298864" data-attributes="member: 41187"><p>You may want to look at the Agents of Oblivion setting, either in the Worlds of Adventure supplement or when the AoO book comes out. It's very similar to Dark Matter in tone, theme and style.</p><p></p><p>Partially correct. I think you might be confused about (a) how the wealth mechanics work and (b) what a first level bonus is.</p><p></p><p>(a) A character's wealth score is his buying bonus. Purchasing an item requires a wealth check ( d20 + wealth score ) against the cost of the item. So getting something with a cost of 17 can be done by anyone with a wealth score of +1 or greater (wealth +0 can't purchase anything over cost 10). Anyone with a wealth of +16 or greater is guaranteed to be able to purchase the charm, though it will strain their wealth to some degree.</p><p></p><p>(b) An Adept has a power bonus of adept level plus three plus key ability. So a first level adept will have a power bonus of 4 ( 1 + 3 ) plus key ability.</p><p></p><p>Creating a charm requires a character to posses two specific feats (Imbue Item and the power being put into the charm). The charm has a cost of 10 + power bonus (cost 17 for a +7 power bonus). This cost is either for the materials and resources to imbue the charm or for the market value, whichever the narrator decides is appropriate (unfortunately, the rules are vague on this point).</p><p>Given the sample charms listed, it can reasonably be concluded that the cost of the item imbued is included in this pricing. The only way for the item imbued to add to the final cost of the charm is if it cost almost as much or more than the price of imbuing. So don't imbue powers into vehicles, houses and spyglasses. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I hope some of this is helpful.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 3298864, member: 41187"] You may want to look at the Agents of Oblivion setting, either in the Worlds of Adventure supplement or when the AoO book comes out. It's very similar to Dark Matter in tone, theme and style. Partially correct. I think you might be confused about (a) how the wealth mechanics work and (b) what a first level bonus is. (a) A character's wealth score is his buying bonus. Purchasing an item requires a wealth check ( d20 + wealth score ) against the cost of the item. So getting something with a cost of 17 can be done by anyone with a wealth score of +1 or greater (wealth +0 can't purchase anything over cost 10). Anyone with a wealth of +16 or greater is guaranteed to be able to purchase the charm, though it will strain their wealth to some degree. (b) An Adept has a power bonus of adept level plus three plus key ability. So a first level adept will have a power bonus of 4 ( 1 + 3 ) plus key ability. Creating a charm requires a character to posses two specific feats (Imbue Item and the power being put into the charm). The charm has a cost of 10 + power bonus (cost 17 for a +7 power bonus). This cost is either for the materials and resources to imbue the charm or for the market value, whichever the narrator decides is appropriate (unfortunately, the rules are vague on this point). Given the sample charms listed, it can reasonably be concluded that the cost of the item imbued is included in this pricing. The only way for the item imbued to add to the final cost of the charm is if it cost almost as much or more than the price of imbuing. So don't imbue powers into vehicles, houses and spyglasses. ;) I hope some of this is helpful. [/QUOTE]
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