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Old 05-24-2013, 08:33 AM   #1
Rowan
 
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Join Date: Dec 2004
Default GURPS: How to develop Knacks in 4e?

I remember knacks from GURPS: Magick 3e, and I thought they were neat.. basically turning spells into innate powers and such. But I notice it doesn't seem present in 4e. Their seems to be some kind of way to make knacks in 4e's Thumatology, but it doesn't seem to be the same as how it was done in 3e.

I'm basically trying to build a body of air spell Knack. And I'd like to try and get it as close to the spell as possible. I figured I'd just pick the body of air meta-trait, and add some limitations to it, but I'm not sure which limitations would be appropriate. So I was hoping for some suggestions on how to build it, and to what limitations might be best to pick.

Any help is appreciated, thanks. :)
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