I like

So, I have done a ton of rings recently, but let's say the item this time is a super-powered gauntlet that just makes lifting things easier. For

*Sorcery Gadgets*. The system is extremely straightforward, it's easy to see how long it takes to make something, and to understand options to speed up crafting and pricing. Metatronic Generators are a slightly older, but a very popular alternative. It easily translates*character points*into dollar amounts, but beyond that, I get confused. Both systems are based on converting Powers to items, so they have a common popular framework for developing*abilitie*s. In this article, I will take a look at what it takes to create a simple*item*using both systems.### A Power

Let's create a simple

*power*, a very simple*power*. This article isn't meant to go into the intricacies of creating complicated powers, so we will make something simple. Let's say this power is a*buff*for 5 lifting*strength*. Normally, in*Sorcery*, this*buff*is statted as an*affliction*, but for the sake of a piece of equipment that grants the user this*buff*, it is simply the*buff*piece of the equation. So the complete representation in*Sorcery*form is:Statistics: Lifting ST 5 (Sorcery -15%) [9].

Great. Simple. Now let's do the same thing for

*Metatronic Generators*.Statistics: Lifting ST 5 (Superscience -10%, Apparatus +0%) [9].Great. Simple. Due to rounding, even though the sorcery version is normally a little cheaper, they are both the same price in character points.

### A Host Item

Typical Power Glove |

*magic*, this makes sense, for*gadgeteering*, it makes slightly less sense, but bare with it for the sake of illustration: if we make these two items similar sizes, it makes comparing apples to apples easier.### Sorcery Crafting

A gauntlet doesn't exist explicitly in the convenient list of

*form modifiers*, so we will have to reverse engineer this ourselves. A gauntlet...- Is difficult to steal while actively worn and requires force. (
**-10%**) - Would be cool if it were slightly bigger, so let's say it nearly goes all the way up to the elbow, meaning
**SM****-6**(**-10%**) - Kinda also works as a piece of armor, so it is a little durable, but also a little heavy. Let's say
**2**lbs, and**4****DR**, just like the nominal gauntlets in basic set. (**-15%**)

All of this adds up coincidentally to the same object modifier as a ring, or

**0.65**. So from**0.65**we can get the*enchantment points*required to make this gauntlet by multiplying the cost of the advantage it bestows.**8.5**(rounding up to**9**)*** 0.65 = 5.78**. We can round that up to**6**.
A gauntlet is $100, which is above the minimum $50 needed to hold all that enchantment.

The labor to

*enchant*will require someone to sacrifice at least**10%**of the**EP**value in*Character Points*, rounding up, or 1 in this case. If a player wants to do the*enchantment*, they will need to gather the additional 5**EP**over a course of one month with a little luck or some help. So this method means that a gauntlet costs 1**CP**,**$100**, and about a month of labor.
If someone wants to commission the enchantment of a gauntlet, it will cost (At

**TL3**)**6*$320.00**or**$1,920.00**for the outsourced labor, and still take about a month. The total cost to the character is**$2,020.00**, and a month.
If a character wants to buy it outright, they will probably need to pay

**$1,920*2**(profit margin that a re-seller lives on) +**$100**(cost of gauntlet) or**$3,940.00**.**Very**good negotiations might bring that price down to**$2,364.00**
In the case of the latter two. The

*GM*might want to require the*player*to pay 6*Character Points*(the same as the**6****EP**) to make the item signature gear. This is up to the*GM*.### Metatronic Generator Crafting

So, referring back to

*sorcery*crafting, we still would have needed to calculate some parameters of the object. This gauntlet we decided is**SM -6**, and weighs about**2 lbs**, but if we look at the*Metatronic Generator*table, we are now in an awkward spot because those values collide. Let's just go with the**SM -6**here. At**TL 8**,**1 CP**costs**$3,000.00**, but to bring this down to**TL3**prices, we divide this by 20 (the ratio of**TL8**starting wealth to**TL3**starting wealth.) So,**$150**a*point*. Additionally, let's opt for the self powered version, which mandates doubled price, so $300/point.
This gauntlet on average costs about

**$300*9 = $2,700.00**in**TL3**. This version doesn't include the slightly small boon of being a functional piece of armor like the*Sorcery*gauntlet, but that's OK. Now the complicated part is trying to figure out the crafting time for designing this gauntlet. I am going to refer to Basic Set - Campaigns, and Dungeon Fantasy 4: Sages to figure this out.
According to Dungeon Fantasy, the

*artificer*using*Quick Gadgeteer*is going to need to start with an object that resembles what he needs. So maybe a gauntlet works. A*gadgeteer*rolls against an*Engineering**skill*(specialty "*Gadgets*" for*Dungeon Fantasy*) with a penalty of**-1**for every**$250**of final item value. This is a penalty of**-11**! But this is countered by two assumptions:*Dungeon Fantasy Gadgeteering*assumes a single-use*item*, which means we could divide the price of the item by**5**, so a penalty of**-3**to make a jury rig that can increase basic*lift*for one use (might help to put some extended duration modifiers on the original*power*if you hope to use this for any great length of time)*Quick Gadgeteering*is on a scale of minutes, not months, so we could potentially reduce this penalty by taking a lot of time. If we take the most extra time possible to invent this object, we can reduce the penalty to**-6**for something that takes**150x1d6 minutes**, so a range of**2****and a half hours**to nearly**two days**. This is still a pretty challenging penalty, but at a very much reduced time requirement.

In the basic set, extra time multipliers are explained in

*Campaigns*on page 346. They end at**30x****time**listed above for a**+5**. Extrapolating further, we could try to calculate the bonus given for working on a month scale. Assuming normal**8-hour days**, there are**240**potential**working hours**in**1 month**. If we go out to**480x****time**, we could invent things with a**+9**modifier if we changed the roll to**40x1d6 hours**.### Usage

The

*Sorcery*version in this example would require**1 FP**an hour to keep active, very simple and straightforward. The*Metatronic Generator*would require a*skill*roll against*Electronic Operations*(*Metatronics*) every**minute**. Neither is especially complicated and both have benefits and drawbacks.### Conclusion

I think the

*Sorcery*system is good if*crafting*statistics are important to you. The*Metatronic*system is cheaper, but seems to require some interesting teasing of the rules to get*crafting*metrics out of them. In terms of very high valued items that require large efforts,*Sorcery*seems more reliable, but in terms of very quick turnarounds on cheap or one-use*items*,*gadgeteering*wins. I personally like that although both have the same end goal, the difference between a sci-fi gizmo creating scientist and a fantasy wizard tinkerer plays out differently and doesn't feel like a copy/paste of the mechanics.*Metatronic Generators*also do not, by default have a game balance mechanic built in like*Sorcery's*implied use of signature gear for enchanted equipment, but the one used for sorcery could be applied to*Metatronic Generators*pretty easily if this concerns the*GM*.
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