Pyramid is the monthly GURPS supplement containing short articles with
a loose linking theme. This time it's about items one can make with
magic.
Dungeon Brewmasters (Jason "PK" Levine) is a Dungeon Fantasy
add-on to allow delvers to brew potions and alchemical elixirs, rather
than buying them in Town as one usually does. This is basically a
matter for Alchemy skill, optionally with Quick Gadgeteer, and fairly
rules-heavy. Medium quality, low applicability: Dungeon Fantasy leaves
out a lot of GURPS in order to be a quick monster-bashing game, and
isn't really my thing.
The Sorcerer (Antoni Ten Monrós) adapts the new Sorcery system for
Dungeon Fantasy: there's a 250-point Sorcerery template, some
power-ups, and some more spell conversions. Medium quality, low
applicability, as before.
Eidetic Memory: Eight Artifacts (David L. Pulver) describes eight
magic items: appearance, history, and powers. Interesting enough, but
a bit old-fashioned (I was reading this sort of thing in White Dwarf
in the 1980s). Medium quality, low applicability: while they're not
specific to Dungeon Fantasy like the first two articles, they still
rely on a game that's basically about bashing monsters. Though I like
the umbrella.
The Hunter's Reliquary (Christopher R. Rice) defines "relics",
magical items for the Monster Hunters setting, in similar terms to
Dungeon Fantasy "artifacts". Just like those artefacts, they're there
to provide costly power boosts to player characters rather than to be
understood or integrated into a mythology. Medium quality, low
applicability: I'm not running Monster Hunters any more than I'm
running Dungeon Fantasy. Designer's notes
here
Instruments of Enchantment (Jon Black) integrates information from
Thaumatology and Low-Tech to build a comprehensive system for
magical musical instruments, dealing with symbolism (shape and
construction can give an affinity with a particular sort of magic) and
the various ways in which an instrument can become enchanted, as well
as giving several examples including bagpipes made from a dragon's
stomach. High quality, medium applicability: I can see these
principles, if not the examples, worked into a modern game with magic.
Random Thought Table: Tangible Abstractions (Steven Marsh) considers
things that aren't things: the portable hole, for example. One example
item lets you bring "home" with you; another is a bottle of fluid
imbued with the idea of "up". High quality, low applicability because
I don't tend to run games that are quite that free-wheeling.
Appendix Z: More Charms (Antoni Ten Monrós) briefly defines more
alchemical amulets and charms for Dungeon Fantasy. Medium quality, low
applicability.
This issue is clearly more relevant to players of Dungeon Fantasy or
Monster Hunters than it is to me, but there's still good stuff here.
Pyramid 82 is available from
Warehouse 23.
Comments on this post are now closed. If you have particular grounds for adding a late comment, comment on a more recent post quoting the URL of this one.