im getting into this gurps game where I'm going to be an inventor/scientist that also has magic.
the inventing system confuses me a bit but someone says i should pick up pyramid weird science.
I've got a bunch of ideas for making normal science stuff but I'm having trouble thinking of stuff i can do that has magic involved in it as well. oh and were supposed to be in the 1920's
>>54314972
firstly, try over in the gurpsgen thread, there's a pdf with a link to a big ole repository of all gurps shit.
second, technomancer, it's a 3E book and it's all about magic coming back and people combining it with tech
>>54314972
GURPS Fantasy Tech, GURPS Dungeon Fantasy 4, GURPS Tales of the Solar Patrol, or Pyramid issues with suitable names.
>>54314972
>Take 1920s gear
>Make it faster/lighter/longer lasting/etc. because lolmagic
or
>Take modern gear
>Replicate it with 1920s magitech because lolmagic
Really, what's possible comes down to what sort of magitech the setting uses. A setting with magical crystal batteries that solve a lot of power issues but leaves everything else as-is is going to look a lot different than a setting that uses bound spirits as AI and magical floatstone as lift for airships and fliers.