For those of you who want to build a magic weapon (or armor, for that matter), choose which "powers" from the list of weapon/armor abilities listed in the DMG you'd like the item to have (including any bonuses to hit/damage/protection) and note the "Market Price modifier". The total for bonuses can't be greater than +10, so obviously higher powers take longer to awaken. The way it works is this: you need to be a certain level, and then spend XP to "awaken" the latent powers of the item.
Here is an example of how it works:
Equivalent Bonus - +2
Required Level - 5
Total XP Weapon - 1,600
Total XP Armor/Shield - 800
From there each +1 bonus is every 2 levels after 5, (ie 7, 9, 11...) and doubles the XP needed.
All items will start off at +1 (include this in your total!!). Also, the bonuses are cumulative, so if the first ability is equivalent to +2, you would look at the +3 item level (+1 initial bonus and +2 equivalent) to determine what level you need to be and how much XP you need to spend. NOTE: I will be giving additional XP toward the item, which can ONLY be used to awaken abilities.
(Also, even though you start with only a masterwork item, something will happen early in the story to "start" the +1 bonus.)
When you choose which powers you'd like, make a story behind the weapon (where it came from, who made it, etc.). I will make final decisions on abilities once you send me your list and story. E-mail them to me (torillan@aol.com), that way they can remain "mysterious" to the other players. You're free to discuss the items amongst yourselves, I think it helps keep a mystique about each of you.
If this seems confusing (I have a tendency to do that to people), let me know. We can work out details while we wait for Voadam to get back from his business trip (Voadam - I can work out the details of what you want to use for you if you send me a list before you go; we can fix it when you get back). Then, we can start!!!!