Pyramid, edited by Steven Marsh, is the monthly GURPS supplement
containing short articles with a loose linking theme. This time it's
fighting – not a theme I find particularly compelling in RPGs any
more.
The Witched Gun (S.A. Fisher and Christopher R. Rice) starts
with real-world magical beliefs about firearms (mostly American, which
is an understandable bias given the influence of firearms on American
culture and worldview), and implements some of them in GURPS terms.
The article covers making bullets or guns deadlier by associating them
with prior deaths; writing charms to protect the wielder; marking
symbols to produce magical effects; adding special materials ("cold
iron" or communion wafers); and so on. The game mechanics fade away
after a bit; after all, they're basically all variants of "make the
gun more deadly" or "keep the wielder safe". If I were running a
monster-hunting (modern violence vs supernatural beasties) game I'd
almost certainly use some of this.
The Wrestler (Sean Punch) is a Dungeon Fantasy template. It can be
adapted into GURPS without too much trouble. This is a character who
pretty much does combat and nothing else.
Eidetic Memory: Astroduel! (David L. Pulver) is an SF campaign
setting, overtly inspired by Car Wars. Spacecraft are small and
affordable, interstellar travel takes a few hours via stargates, and
after the breakdown of civilisation everyone's packing lasers. (Aren't
you glad you have a laser? Won't this be fun?) I find this much more
interesting as an example of setting transplant than as something I
might actually want to play.
Animal Combat Styles (Rory Fansler) expands on animals in combat,
giving them particular moves such as Acrobatic Stand for ambush
predators or Back Kick for heroes' horses. Some new techniques are
needed, and given. Off the top of my head, though, the only campaign I
might plausibly run in which mêlée combat with animals is likely to
need this much detail is Steve Irwin the RPG.
Creepy Charly (J. Edward Tremlett) js an underground gun dealer who
can get anything… with various explanations of why that might be,
and associated problems when go wrong. This is very much a modern-day
character, but definitely one I can use. Some extra material
here.
Random Thought Table: Freshen Up Your Fights (Steven Marsh) examines
ways of making fights more interesting without simply increasing
to-hit and damage numbers: tweaking other numbers or having enemies
that use their intelligence. This isn't really anything new to an
old-time gamer, but might be useful to someone breaking out of the D&D
mindset.
There's only one article I'm likely to use directly, but two more give
useful inspiration, which for a theme that doesn't excite me isn't bad
going. Pyramid 111 is available from
Warehouse 23.
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