Pyramid, edited by Steven Marsh, is the monthly GURPS supplement
containing short articles with a loose linking theme. This time it's
the loose idea of bizarre phenomena and, well, strange powers.
High Psi (Kelly Pedersen) looks as high-powered psionic
abilities, building onto the Psi series of supplements. It starts by
considering what needs to be changed and what to stay the same when
building a campaign with high-powered psi abilities: they're still
driven off skills, they may require external assistance, and
countermeasures should be similarly epic (city-wide psi dampers,
anti-psi specialists who can lock onto a target from their
photograph). The article then lists some recommended advantages
(particularly Energy Reserve!), a new Psychic Recovery skill, and one
or more "epic techniques" for each power group. These deliberately
break the usual limits: ectoplasmic materialisation for the astral
projector, fatal psychic blasts, automatic analysis of ESP visions,
a teleport that locks someone in place for a few seconds, and so on.
Actually, after all that buildup, these don't really seem all that
Epic… but that's a good thing, because it means this is a reasonable
power-up for psi, something for powerful psychics to aspire to, rather
than world-breaking Ultimate Power.
Mask of Humanity (Christopher R. Rice) looks at that standard trope
of modern supernatural fiction, the way humans tend to ignore
supernatural occurrences (so that the series can still be set in the
"real world" plus vampires or whatever, rather than the world changing
completely). Here there's a specific magical effect called The Façade
(very reminiscent of The Veil from
Grrl Power), plus special
powers like Obscure (Memory), and while Christopher conflates
scepticism and closed-mindedness this seems mechanically fairly solid.
How much it's necessary is another matter, though I may well steal
some elements of this for my current 1930s occult campaign.
Eidetic Memory: Anthropomorphized High-Tech Weapons (David L.
Pulver) looks at moe personifications of weapons and vehicles, as seen
in anime series such as Kantai Collection (WWII warships), Strike
Witches (WWII aircraft) and Upotte!! (modern firearms).
Fully-worked examples are a boy who can take on attributes of a tank,
a tough guy who's the guiding spirit of the MAC-10 machine pistol, and
a psychopomp patrolling the River Styx as the spirit of a 1970s
missile boat, as well as a set of flight pods straight out of Strike
Witches. These really demand campaigns of their own, or at least a
particularly flexible superhero game, but it's all good fun,
especially if you recognise the source material.
Snakes Who Walk (W.A. Frick) are serpent-people who are disguised as
humans. This is classic conspiracy stuff (and would seem to owe a huge
debt to GURPS Dragons, which covered similar ground at greater
length), and includes the sort of abilities one might expect: the
ability to command snakes, hypnotic gaze, venom-spitting, and so on.
(No fear of the Yellow Bird, though.) Again, really needs a campaign
of its own.
Random Thought Table: We've Got the Power… Let's Never Use It!
(Steven Marsh) looks at powers with limited numbers of uses, and how
to get players to use them even so. Unsurprisingly, if no replacement
power is on the horizon, they tend to be saved up for a really
desperate situation, and in practice may never be used at all. Steven
proposes making that replacement available, though not so very quickly
as to overshadow other abilities.
The theme this time is a gesture more than a spine, but the first two
articles may well see use at my table in some form. Pyramid 97 is
available from
Warehouse 23.
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