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Old 10-20-2016, 02:09 AM   #11
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
OK, so far Ceti's one that's given me the sort of answer I'm looking for, I'm looking for things like making magical swords and stuff, not giving someone else my powers (Where did people come up with that idea?)
We're not talking about giving people your powers. We're talking about "powers as advantages."

If your powers are advantages, then your enchantments are probably advantages too. Say you want to make a flaming sword. You don't have a "GURPS Magic Flaming Sword Enchantment" because you're using Powers-As-Advantages, so you need to devise a set of advantages that represent a flaming sword. There are a lot of ways to do that: You can just give the sword a set of advantages, or you can require that players pay for the cost of the advantage themselves with the gadget limitation, etc.

In GURPS Magic, you'd then need to spend a ton of fatigue to make your enchanted sword. How do you determine the cost of a magical sword in a powers-as-advantages system? The first option is to use Gadgeteer, as Bill points out, and simply assign it a difficulty and creation cost. My proposal is to treat it like energy again, but with 25 energy (or days of work) counting as 1 character point. Ergo, if the final advantage cost for the sword is 5 points, it'll take you 125 days to "enchant" it.

If you need a standard cost for items enchanted using powers-as-advantages, I recommend the Metatronic Generator articles by Christopher Rice, as they translate point-cost into $ fairly nicely.
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