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Old 10-19-2016, 06:32 AM   #6
Mailanka
 
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
Default Re: GURPS Powers and Enchanting

Quote:
Originally Posted by scc View Post
So if using Powers, Magic as Powers, Chi Powers, Psi Powers or pretty much anything else Powers based, what do people think would be needed for people to enchant or perform an equivalent task for their Power Source? I'm thinking that one or more Afflictions would be a minimum necessary, but additional skills or techniques or instructional books are likely needed for item made.

I'm not asking just for PC manufacture here, if the PCs need to buy an item in such a setting figuring out these basics is needed to know how hard it is to find someone to perform the task, and if the PCs need to perform a task like lifting a curse that's been somewhere for a while, knowing this gives me an idea for what they'll need to lift said curse.
If you mean "What sort of trait do enchanters need?" I would go with "0 point feature" or "perk" or "Gadgeteer." If it's a feature, it's assumed that all people can imbue objects with power. If it's a perk, then it's assumed that only some people can do it, but it's not a huge advantage. If it's gadgeteer, then there's a steep cost (but presumably a steep benefit). What's pertinent here is that you're making an item, which in principle anyone can do, it's just the item you're making happens to have unusual properties.

The easiest way to handle enchantments-as-advantages is to treat them as advantages. 25 "energy points" will give you 1 character point, therefore 25 8 hour "days" or work will give you an enchantment worth a character point. Then it's just a matter of working out the costs of the advantages you want to give the items.
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