03-11-2016, 01:07 PM | #1 |
Join Date: Apr 2012
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How to make a magic sword
Greetings,
how would you build a magic sword in a fantasy setting? It should be able to teleport to the wielders hand and shock users that are not the owner with a little damage if picked up. Also, maybe glow in the dark if... Would it be an ally or something similar? |
03-11-2016, 01:27 PM | #2 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: How to make a magic sword
Quote:
You could buy the effects you want as advantages (including the ability to inflict damage as an Innate Attack) and then apply gadget modifiers to them. If the setting is one where enchanters practice their trade, you could buy the effects you want as part of a Signature Gear package based on the combined cost of the sword and the enchantments.
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Bill Stoddard I don't think we're in Oz any more. |
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03-11-2016, 01:43 PM | #3 |
Join Date: Aug 2009
Location: Poland
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Re: How to make a magic sword
Either with spells (GURPS Magic):
or as a gadget Innate Attack (Powers):
It's possible to build as an Ally, but that's a lot of work for the GM, as there are many traits to think about while building a sword as a character.
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03-11-2016, 01:58 PM | #4 |
Join Date: Aug 2009
Location: Poland
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Re: How to make a magic sword
I'd say a sword that can differentiate it's owner from other people has at least IQ 2 (compared to Pets and Trained Animals in Campaigns), though that doesn't come up in play if it's build as enchanted item or Innate Attack.
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My irregular blog: d8 hit location table |
03-11-2016, 03:17 PM | #5 | |
Join Date: Aug 2007
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Re: How to make a magic sword
Quote:
I'd make this an Ally and handle the teleport thing as the Summonable Enhancement on the Ally cost. That's going to be a _lot_ simpler than any Enchantment or Powers -based Teleport/Warp.
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Fred Brackin |
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03-11-2016, 04:31 PM | #6 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: How to make a magic sword
Other than the aforementioned Summonable Ally, the only R.A.W. way I can think of inolved Snatcher.
Trying to make it an item unique form of that advantage would slam into the 20% limit and I doubt anyone would call this feature worth 20 points on its own.
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03-11-2016, 05:29 PM | #7 |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: How to make a magic sword
Is it a good sword or an evil one?
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03-11-2016, 06:42 PM | #8 |
Join Date: Feb 2016
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Re: How to make a magic sword
Intelligent items are always a problem though.
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03-11-2016, 06:57 PM | #9 |
Join Date: Nov 2013
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Re: How to make a magic sword
Difficulty using spells or powers...whaaaaaaaaaaaaaaaat?!
That's by far the easiest route. Base Magic system even has spells already ready for that. Advantages also very easy but mostly costly and often times doesn't work quite well with the "I'm gonna sell this sword..." when you paid points for it...unless you work with the GM to allow to recast the points spent in the previous one into a new magical item chosen. Unless it's an intelligent weapon I'd suggest against designing it as ally. Seriously. |
03-11-2016, 07:11 PM | #10 |
Join Date: Sep 2007
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Re: How to make a magic sword
No intelligence necessary; use Anchored, -60%, for a single fixed site or "item" (the owner) that can be moved and which enemies can place in danger. Probably still not really worth 40 CP for a sword (as opposed to yourself). Gadget limitations will knock it down to the minimum 20 CP; still pretty pricey. But it's in the ballpark to compare to the plot protection of Sig Gear if it's a really nice (and thus expensive) magic sword.
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