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#2 |
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Join Date: Aug 2004
Location: Pioneer Valley
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Well ... other than a handful of paragraphs describing the whats and wherefores, what kind of mechanical support's needful? Something like:
A master weaponsmith (with base skill of 19+) who rolls a critical hit when setting out to make a weapon of Good quality or better can, through the perfection of his or her craft, impart magical qualities to it. Select appropriate weapon enchantments with an energy cost not to exceed a roll of 1d6 x 100; add half again to the result if the weapon was forged in a High mana/Sanctity zone, or if the weaponsmith has the Serendipity or Hedge Witch (cf GURPS Russia) Advantages or at least Magery 1. That should suffice. Seems to me a system like this works better being light and mysterious rather than broken down into the usual exhausting degree of nuts and bolts.
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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| Tags |
| enchantment, high craft |
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