Ok, a few comments about items are needed here. A lot of the information regarding weapons is abbreviated or not well documented - mostly due to it being more of a GM nature, but we all know GMs are soooper geniuses. Regarding spells in items: all spells are treated like new powers, although there aren't many limitations and even fewer advantages you can apply to them. Generally, charges are the only limitations I allow, but do to the nature of the system, any charges start off with a additional -1: 1 charge is a -3.5 limitation, whereas 250 charges is -0. Since having the spell as a power allows you to use it whenever you want, I felt that charges would be more restrictive than in normal Hero. Weapons (Missile and Melee) At the head of the file you will see a list of limitations common to all of that type, as well as symbols for limitations common to certain subgroups. In each group following you will find the following fields: Weapon: What the weapon is called, and it's "rank" (ie, it's plus). Note that ranks/"plusses" and OCV do not directly map; a "+1 short sword", for example, has +2 OCV, since the base weapon has a +1 OCV. OCV (and [Rmod] for missiles): the bonus to OCV, and the cost in parenthesis. the numbers in [] are just bonuses to range mod. Damage: the number of dice of damage the weapon does, and the base cost. Suffices show the type of damage - K for killing, N for normal, and AP for armor piercing. STR min: the strength min to wield the weapon, and how having that minimum affects the cost of the weapon. A bit of extrapolation occurs here, as Hero only goes up to a +1 (-10 STR min) in their published rules. This equates to +0 for "having a STR min", and I need more than that for the range of weapons. STUNx: indicates if the STUN modifier is changed. Cost: The final cost. I don't figure cost directly by the book; I calculate the base damage of a weapon modified by all advantages *except* for the STR min modifier. Then, I add the STR min modifier to the base limitations (as per the file header) and find cost. Example: A +3 (3rd rank) hammer has base OCV of +3 (15 pts), base damage of 2d6 killing (30 pts) and a STR min of 11. The advantage on STR min is +1/2 at this level. The cost of the weapon is first based on the damage it does plus non-STR min modifiers: (30 pts + 15 pts) x (1 + 1/2 [+1 to STUN mod]) = 67 pts Modify this with the other limitations plus STR min modifier: 67 / (1 + (3) [lim: Independant & OAF] - 1/2 [adv: STR min]) = 19 pts There, nice & overly complicated! I also include the cost of building the "base" (non-magical) weapon. This is for reference, as well as in case you want to give weapon builders a rebate of sorts for what they can buy just for money. Miscellaneous Weapons: No costs are listed here, as I allow for, say, holy avenger maces and spears of disruption. I do list advantages I add to the base weapon to make it a weapon of the appropriate ilk. Potions/Scrolls: At the head of the file you find the common limitation. For each potion or scroll, you find the following fields: Name: as it is in *dnd Real Cost: after all modifiers, totals of all powers, for one item AoE: the area/what it affects Range: if appropriate, the range of the affects Duration: how long it lasts ... and then the writeup of the item's abilities. Rings/Rods/Staves/Wands/Miscellaneous Magic: At the head of the file you find the common limitation(s). For each ring/rod/staff/wand/miscellaneous magic item, you have is Name, Real Cost (all powers totaled), and a breakdown of those powers by definition and cost.