Quote:
Originally Posted by Scolop
Thanks, Varyon. I'll try to take a look at Metatronic Generators, but I have realized that the main issue here is my inexperience with advantagens, enhancements and limitations. When I was checking out the sword at Thaumatology, it was all fine, because you only need it and the Basic Set to figure how it's done. I guess that, by your example and by the examples I've found of Metatronic Generators, you need quite a few books to get everything covered.
I'm rather new to GURPS, guess it'll be a while before I start tinkering with this part of it.
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To actually use Metatronic Generators, all you really need is Basic Set and Pyramid #3/46 (where the system is found). It's simply usable for
more if you have the Traits and Modifiers that have introduced in other books and articles.
Power-Ups 4: Enhancements will probably have just about anything else you might need. I suggested
Natural Weapons (Pyramid #3/65) simply because I
really like that system and feel it should be used whenever possible, but you can accomplish the same things with
Power Ups 4 by using "Modifying Existing Damage" (p. 9-10) and/or the ST-Based Enhancement (p. 20-21).
EDIT: I should also note that
GURPS Thaumatology: Sorcery has another magic item creation system. That's a Spells-as-Powers system, so the basics of building the item are going to be similar to both the Gadget-based system from Thaumatology and Metatronic Generators.