This GURPS Fantasy-Tech supplement deals with upgrades, plausible or
otherwise, to low-tech mêlée weapons.
As with Fantasy-Tech 1, there's no particular attempt at
historical accuracy or, often, possibility. Instead, the bulk of the
book is a long list of instructions for modifying weapons: want that
club made entirely out of metal? A double-ended flail? Excessively
long rapiers that'll let you poke someone five yards away? Multiple
parallel blades? (I've seen one of them in the Wallace Collection.) A
barbed diabolical whip? All those and more are here, with stats and
cost factors that allow them to be cool while not being overpowering.
And that's also the problem: there's not much here to make players'
eyes glaze over with kit-lust, for all several of the items here might
be quite fun to use. If you're in the sort of game where nifty weapons
are important, this is a great source for them; if not, you are
unlikely to get much use from it.
Fantasy-Tech 2: Weapons of Fantasy is available from
Warehouse 23.
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