When it comes to creating fantastic cities, you don’t need an eldritch tome crackling with power; you only need GURPS Thaumatology: Urban Magics. Building. Board Games · Home · Recent Additions · Welcome · Wiki. Subdomains. All · Abstract Games · Customizable Games · Children’s Games · Family Games · Party. We’ve limited ourselves to GURPS Magic, but those who have. Grimoire should feel free Thaumatology skill and all spells include +3 for Magery. . Advantages: We offer a choice: Patron, Status and Wealth for successful urban alchemists.
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A golden tbaumatology from start to end. In addition to obvious establishments — such as taverns and shops — the supplement reveals several secret spots and notes about a mystery beneath the campus itself! Friday, September 16, Review: The chapter ends with a section on Spirit Transactions.
Warehouse 23 – GURPS Locations: Worminghall
The final chapter, six pages long, is guidance for putting together adventures and campaigns. Preview of gutps PDF. Tap the power of sacred architecture, urban divination, or ley lines.
What systems of magic would be fitting for a street gang? The mechanics thaumatolgoy good enough to be used as is, but they are slightly thin, for better customization or worse too abstract. Oh well, with that introduction out of the way, let’s dive in. There is a section on how some spells might be adjusted to work against buildings in some settings, for example, it talks about a new version of the fortify enchantment more practical for protecting buildings.
Building on ideas from GURPS Fantasy and taking full advantage of the possibilities opened by GURPS Thaumatologythis volume explores the distinctive nature of urban magic — how magical groups are organized, what magical practices a city supports, how grps make magic more effective, and how magic makes cities work better.
GURPS Thaumatology | GURPS Wiki | FANDOM powered by Wikia
Chapter 3, seven pages, is the most mechanically intense chapter and speaks to magical elements that might inform city planning and magical abilities to tap into them. This chapter is dedicated to building magic characters that suit an urban environment. Newer Post Older Post Home. The forge that forms many a mage’s backstory no longer needs to be mwgics to the margins. You shouldn’t be surprised anymore if books keep being way better than the low bar you set! I wish they baked them into books on the regular.
Next the chapter talks about setting the magic level not the mana level. Even so, it might actually have been a better urgan as a supplement to Fantasy. It was a really fun read all around though.
It provides two maps of the town and its environs: Almost a dozen new templates with varied magical abilities, including suggestions for making them more or less powerful. Benjamin Gauronskas September 18, at 7: You know, I am pleasantly surprised so often, I wonder if I have a right to be surprised anymore? Shipping will resume January 2nd, It has several occupational templates in the range of 75 to points, with several lens options each.
Understand the curriculum and the specific steps in mastering lessons. Thaumaology final chapter is guidance especially for the GM to manage and build up a campaign from the fantasy urban setting, fixtures, and tropes.
This supplement also includes: Maybe I need thaumatolofy adjust my expectations up?
Eight thematic campaign ideas that keep the action city-centric. What series would they go in if not Thaumatology?
It talks about the idea of technology and magic clashing, and has some suggestions for implementing rules around it. So it has some suggested mechanics for what to do when building with girders of essential steel, or forging with essential fire. To die with debt? What happens in a world where they are considered national treasures? Looking closely at the customization notes and lenses can be thought provoking. Worminghall describes one such institution, ready to serve as the focus for adventure and excitement in any fantasy world.
Get details on their backgrounds, personalities, and even a few secrets. It includes some new spells dedicated to the concept of ley lines for the vanilla magic system, a lot of new divination abilities. Explore the town and its suburb through descriptions of key locations and their more noteworthy personalities, including GURPS modifiers for finding each place.
For example, the first template includes lenses for an Entertainer, Firefighter, Healer, Messenger, Purifier, and Verifier of Testimony. The thaumatoloty chapter was more about new elements for magic enabled by the urban environment.
Chapter 4, 7 pages long is about accessing magic and competing magic sources in the city. Or maybe it is just my hangup.