Pyramid, edited by Steven Marsh, is the monthly GURPS supplement
containing short articles with a loose linking theme. This time it's
magic inspired by large-scale filmic stories. Is it just going to be a
rerun of #102 Epic? Not quite.
Super-Sorcery! (Kelly Pedersen) modifies the Sorcery subsystem
(magic as powers) for use in a superhero game: expanding extra effort,
allowing simultaneous spells, and allowing more flexibility in ritual
procedures. There's also a 500-point template for a superheroic
magician in the Dr Strange style, with various options on skills,
and three new power-based spells (summoning, travel to other worlds,
and a defensive power). Well, I am working up a superhero game at
the moment, but I'll probably downplay the magical element of it.
Chi Sorcery (Christopher R. Rice) takes the Sorcery subsystem in a
different direction, to empower a cinematic martial artist. This is
impressive (and point-expensive) stuff, and I'd love to see a
lower-powered version for a campaign I'm running; at this level it's
not of immediate use but I can certainly see it becoming relevant in
the future.
Eidetic Memory: Theo-Necromancy (David L. Pulver) looks not at the
idea that gods can die – that's already been done back in #41 – but at
whether they can be resurrected, or perhaps more to the point
revivified. There are several options, with the main one being
summoning them, for reasons which doubtless seem sufficient at the
time. Most of this is the same as any sort of summoning of a powerful
spirit, but some of the adventure ideas get a bit more interesting…
for example, the remnant cult of a dead god trying to keep up the
impression that he's still a going concern. (Though I'd have liked to
see more on the idea of what form an undead god might take, and how it
might act.)
Gourmet Alchemy (Michael Kreuter) offers a gateway item to make
brewing of alchemical potions easier; in other words, it brings
potions into the magic-as-powers system (most of them being
Afflictions, i.e. giving an advantage or disadvantage to the user).
This is great for a high-magic fantasy game, but would be hard to use
elsewhere.
Random Thought Table: Third-Reel Magic (Steven Marsh) looks at how
to apply some cinematic tropes to magic: in particular, having to
abandon an old magical system in favour of a new one, standard effects
not working and having to come up with something new, and ill-advised
dangerous things that save the day.
Appendix Z: Lights! Camera! Magic! (Steven Marsh) offers a
zero-point feature that allows access to one-shot special abilities
(from Power-Ups 5: Impulse Buys), but makes them mana-dependent, and
only usable on other people who also have this feature. I don't want
to take the narrativist approach that this is designed to support, but
as a means of getting villains to fight heroes rather than killing off
the mundanes I think it has some potential.
I'm not running a high-magic campaign at the moment, and I have no
particular plans to do so, so there's not much here of immediate use.
I may well do something with the Chi powers, though. Pyramid 105 is
available from
Warehouse 23.
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