Items as Characters

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Items as Characters is a section name introduced on page 118 of GURPS Thaumatology under "Material Magic".
Sometimes the best way to model an item (such as a Vehicle) is to build it as if it was a Character. Signature Gear allows a character to start out with such on item.
==Unintelligent Items==
Most items, be they vehicles, weapons, etc will fall into their category. 
Statwise they will have:
*HP generally appropriate to weight
*ST if the object is capable of lifting or striking
*a HT score
*No DX (it isn't bought down from 10)
**in Toolkit 2 this is elaborated on in pg 12 under Nonautonomous : "Your DX and Basic Speed have no effect on your actions, and you can’t buy them up or down"
*IQ 0 [-200] meaning it is non-sentient
*Items that allow the user to cast "normal" spells must have Magery ("one-spell", x spells) and each spell bought up to 15. For Magery 3 this is 48 points for an average spell, 52 for a hard spell and 56 for a very hard spell
Small hand-held items will have:
*No Legs (Portable) [-30]
*No Manipulators [-50]
*No Sense of Smell and Taste [-5]
*Various Gadget modifiers
*Unusual Background
Many will also have:
*Social Stigma (Valuable Property) [-10]
*No-Mana Shutdown [-20] (if magical in nature)
*Reputation (positive or negative)
==Willful Items==
Treat items in the IQ 1-5 range as if they are animals. Their wants and needs may not align with that of their owner and a quick contest of wills to retain dominance over the item may be required. Even then the item may challenge the owner in small ways. Like tending to get "stuck" in all but its 'favorite' sheath if a sword for example. This is also the point where items can have skills (and a DX score).
*IQ 1: Minimal awareness. Simple objectives and deals with very simple categories.
*IQ 2: Can make basic decisions, recognize fairly subtle distinctions, and learn that some things are good or bad for it.
*IQ 3: Can form a basic relationship with its user, and display a certain amount of initiative and even ingenuity, but only toward a goal
*IQ 4: Very distinctive personality with possible tastes and preferences. Can act like a dog (faithful friend) or cat (the item isn't yours, you are the item's)
*IQ 5: Verges on sapience and may be able to understand essence of spoken communication and be able to effectively plan for the future.
==Willful Examples==
*The One Ring (Hobbit and Lord of the Rings): IQ 3 or 4
*Frostmorne (World of Warcraft): Other than whispering voices doesn't show any real signs of sapience, IQ 5.
===Sapient Items===
Items with IQ 6+ are self-aware with true personalities. As a rule of thumb the higher the IQ and Will scores the grander the goals and desires of the item.
"Artifacts may also be loyal to their makers or intended users; even if they function for other people, they might seek to twist events so that they eventually return to their rightful owners. If nothing else, they’re liable to become impetuous at crucial moments, or grow petulant if their wielder is distracted by “lesser” concerns such as friendship." GURPS Thaumatology p. 118
===Magical Examples===
*Sentient Weapons (D&D; Called Ego Weapon in 1st and 2nd edition)
*Karla's head-dress (Record of Lodoss War) - allows Karla to take control over anyone who tries to wear it.
*Comic Book Thor's hammer (Marvel) - it even assumed the form of Jane Foster.The Mighty Thor #10-11
*Cursed Cathedral Radio ("And Now the News" Friday the 13th the series) - the only cursed item in the series that demonstrated some "sentience"
*Elfic's Stormbringer
*Anglachel - (The Silmarillion)
*Nightblood (Warbreaker)
*Helm of the Lich King (World of Warcraft)
*Kazid'hea (The Legend of Drizzt)
*Need (Oathbound and subsequent novels)
*A pair of size nine black and gray loafers ("Dead Man's Shoes" Original Twilight Zone series)
*Ventriloquist Dummy ("The Dummy", "Caesar and Me" Original Twilight Zone series)
===Technological Examples===
*Judge's Motorcycle (Judge Dredd in 2000AD comic)
*Iron Man's Armor (Marvel comics)
*The rings of the various Lantern Corps (DC comics)
==Notes==
==References==
*GURPS Thaumatology p. 113-116
Category:Concepts