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Old 10-23-2015, 11:00 AM   #6
Varyon
 
Join Date: Jun 2013
Default Re: [Thaumatology/Basic] Gadget DR

Quote:
Originally Posted by Scolop View Post
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.
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.

Last edited by Varyon; 10-23-2015 at 11:10 AM.
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gadget limitation, thaumatology


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