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===Active Points=== Based somewhat on [http://www.killershrike.com/FantasyHERO/HighFantasyHERO/shrikeMagicItems.shtml KillerShrike]'s ideas- Do not include the active points of the original item. If you are building an item with powers inside a power framework, you can work the active points out based on the framework- * Multipower: Consider a MP as a single Power Construct with Active Points equal to the Pool, +10 Active Point for every slot in the Multipower * Elemental Control: Consider it 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 * Variable Power Pool: Consider it a single Power Construct with Active Points equal to the Pool plus the Control Cost ====Rare Materials==== Items with very high active points must be made out of increasingly rare materials. Therefore certain levels of techonology and trade ability are required in order to get the item, and there are correspondingly inflated prices to create them. {| ! Total Active Points ! Usual location ! Cost multiplier |- | <30 AP | villages | 75% |- | 30-60 AP | towns | 100% |- | 60-90 AP | cities | 125% |- | >90 AP | port cities and capitols | 150% |}
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