Post by Kyrie Blaze on Aug 5, 2013 16:13:20 GMT -8
Item Shop Version 4.5
The Custom item shop version 4.5 is just like V 4.0, but with the addition of some new and modified rules. the original shop is a cooperative work between the efforts of Mikey, Leon and Ryan to combine the efforts of multiple past systems to create a collaborative fair and efficient system that is both easy to understand and enjoy.
The custom item system is broken up into three parts. Material Purchases, Experience Purchases, and Power Purchases. Below are the noted Materials which you can purchase for their unaltered prices, for each material you purchase there is an added power plausibility in which your item can adapt from. Choose your materials wisely and you can drastically change your item's end details. Materials do not however effect the statistical gains of these items.
Material List
Stud (Single. High-Quality) [$5]:
Power Potential: Impact - Sonic Boom effect to strikes.
Rubber (1/2 lbs) [$50]:
Power Potential: Damage Absorbing: nullifies one blow.
Plastic (3/4 lbs) [$75]:
Power Potential: Water
Unengraved Medallion (Single. High-Quality) [$150]:
Power Potential: Misc/Mystical
Cloth (1/2 lbs) [$175]:
Power Potential: Mental Enhancement
Gasoline (1 Gallon) [$175]:
Power Potential: Fire
Wire Metal (1/2 lbs) [$200]:
Power Potential: Electricity
Glass (1 lbs) [$200]:
Power Potential: Illusion
Leather (1 lbs) [$250]:
Power Potential: Physical Enhancement
Stone (1 lbs) [$250]:
Power Potential: Weighted Potential
Miscellaneous Electronics (1/2 lbs) [$300]:
Power Potential: Activation of Powers (On/Off Switch)
Sheet Metal (1 lbs) [$350]:
Power Potential: Additional Force to Elements
Wood (5 lbs) [$400]:
Power Potential: Defensive
Experience Purchases
Statistical Points are for purchase for each of these items at a nominal fee of $300 per each additional stat. However there is of course limitations for each item to upkeep. At minimum a person must purchase a base Exp of +3. At maximum based on first purchase would be +5.
Item Request Template
Item Name: Insert the desired name of your item here. It should be the same as the subject title.
Materials: Material Purchases
Description: Describe your item. Place what details you want, but a summary of what your item is and its composition is usually the best.
Stats: Place what number bonus you want for your item here (e.g. +1 Strength, +2 Dexterity). Please note, you must have at least +1 in any stat criteria – we're not going to look at blank items.
Power: Request a certain power type that is allotted by your materials. Staff may alter this for balance sake.[b]Item Name:[/b]
[b]Materials:[/b]
[b]Description:[/b]
[b]Stats:[/b]
[b]Power:[/b]
Rules for Item Creation
1. Custom items and weapons may not be created with percentage increases. Having a "Baseball Bat" that gives "10% increase to STR" can get out of hand as stats get higher. So, no more of this.
2. Any current weapons or items that offer percentage increases can now be changed or sold, but must now be unused. Refunds (without tax) will be given.
3. Item slots are to be reviewed on a bio-basis by staff, to make sure slots are being adhered to. Items that are doubled up where they shouldn't be can either be stored or sold (tax included).
4. Nullification of blows has been a popular trend- so it's getting it's own slot. Due to the amount of technical creation needed to absorb or null a blow, these kinds of powers have an additional cost of $2,500.
5. You are only allowed to choose one power potential to be activated out of all your item's materials. Choose wisely.
6. Stat additions are included in the cost of your upgrade.
7. We base item and weapon creation on an honor system. However, if we notice loopholes are being used to create overpowered or destructively strong items, we will, of course, amend this and reject the item. So please, try and think before you make. If you have a question and don't know the answer - ASK!
Pricing
1. Base fee for creating an item with a power is $3000, then you add cost of materials and stats. Depending on the type of power, there may be an additional fee.
2. Stats cost $300 per stat point and you must buy a minimum of three and can only have a maximum of plus five when first creating your item. This makes your base price of stats $900, and at max $1500.
3. Upgrades still have their cost of $2,200/$2,500/$2,800 depending on which bracket you are upgrading to. This fee is based off the number of stat points you get per upgrade (four (4) for your first, five (5) for your second, six (6) for your third) plus $1,000 on top of the price of those stats. You do not get an additional power per upgrade.
4. Adding a new stat slot to an item you are upgrading costs $1000.
Ex: Your item has CHA and INT, but you wish to add WIS on your second upgrade. You will be charged extra on top of your upgrade fee for the addition of a WIS slot.
5. There is an additional fee for an item that contains rubber if you want the power of your item to be a null. This is an additional $2500. If your item contains rubber but the power is not a null, there is no additional fee.
Rules on Item Upgrades and Fusions
1. Any item that is not already labelled as *Not Upgradable* has three upgrade slots unless upgrade slots have previously been purchased.
2. Once per upgrade, you may add a new stat slot your item did not have previously for an additional fee.
3. The maximum amount of stat points you may add on your first upgrade is four (4). The second upgrade you can add five (5). The third and final upgrade you may add six (6). All stat points must be dumped into one stat per upgrade--you can not divide the four/five/six (depending on upgrade level) points amongst two stats.
Ex: You're on your second upgrade: you can not split and put +2 DEX +2 CHA. All +4 must be dumped into one stat.
4. Once your item has been upgraded, you can change its appearance, color, even what kind of item it is, only rule is it has to stay the same basic item. If it's apparel it has to stay apparel, if its a weapon, it has to stay a weapon.
5. Consumables cannot be upgraded.
6. Fusion counts as an upgrade and will make your item *Not Upgradable*.
7. Fusion may only be done between two items.
8. Between the two items, the fusion cost will default to whichever item has the higher tier, and you will pay that amount for that upgrade.
Ex: one item to be fused hasn't been upgraded, the other has had two upgrades. Therefore, you will technically be paying for your third upgrade, so the fusion cost will be $2,800.
9. Fusion is the only way you can obtain an item with two powers by your own creation.