GURPS 3e - Magic Items III (Playtest Text).pdf
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Introduction
"It's definitely refined metal, probably steel, probably a spaceship," reported the computer. "There are no EM emissions,
and it's dead cold, so it has to be abandoned."
"I.e., salvage," said the captain.
"...I.e., salvage," confirmed the computer. "But..."
"'But'?" asked the captain, as she carefully brought the ship down from cruising velocity.
"But, it appears to be intermingled with an asteroid. And, it's much too small. Too dense."
"Well, we'll know for sure in a minute. That should be it right there. ...Okay, that's an odd design..." The "ship" was long
and thin, and appeared to go straight through the roughly−round asteroid like a pen through an orange, except that pens
aren't flat, with hilts.
"It looks like a
sword,
doesn't it?"
"Further scanning shows the blade is solid metal. Except for being hundreds of meters long, it
is
a sword."
"Ornate, too. Is that some sort of engraving, near the hilt? I don't recognize the language."
"I think I can translate: 'Whoever pulls this sword from this stone, is rightful Pendragon and Emperor of the Galaxy.'"
"Please tell me you're kidding... please?"
Magic items show up in the strangest places. Dark caves... hidden temples... secret treasure rooms. But, they can also
appear in the depths of space, in back−alley speakeasies, and well−lit showrooms.
This newest volume in the
GURPS Magic Items
series covers the full spectrum of magic items, from classic magic
swords and enchanted rings, to the holy (and unholy) sixguns of the Old West, to the mass−produced merchandise of
GURPS Technomancer.
This book provides new items and enchantment techniques for existing
GURPS
worlds, as well
as more generic items, suitable for many different campaigns, and a few unique artifacts that can serve as inspiration for
brand new settings and adventures.
The first chapter of this book is a trek across time and space, covering the possibilities for magical items in more than a
score of historical, mythical, and science−fictional settings, as well as more general notes for every tech level from the
Stone Age to the far future.
In the second chapter, the details and mechanics of several alternate enchantment techniques are presented, to give the
Introduction
Introduction
GM a range of choices beyond "traditional"
GURPS Magic
enchantment. These practices include the charms and
talismans of ritual magic, the unique artifacts of
GURPS In Nomine,
and industrial assembly−line enchantment.
After that comes the meat of this book; eleven chapter of magic items from dozens of colorful settings. Incorporated into
the appropriate chapters are new rules for golems and other specialized kinds of magic items. We close the book with the
Common Enchantment Table II,
an extension to the original
Common Enchantment Table
from
GURPS Magic Items,
presenting the statistics for hundreds of simple magic items.
This book expands the scope of the magic item across the universe. Endless possibilities await.
(((START BOX)))
@B−BOXHEAD:About GURPS
@TEXT−BOX:[[[Boilerplate]]]
(((END BOX)))
About the Author
Jonathan Woodward is a part−time freelance writer, and full−time computer professional. He is the author of
GURPS
Ogre, Transhuman Space: In The Well,
and co−author of several books for White Wolf Publishing's
Trinity
science−fiction roleplaying game. In addition to roleplaying, he is a noted Legophile and giant robot fan. He has come
into possession of many magical items over the years, but is forever giving them to those more deserving than himself.
He lives in Massachusetts.
(((START BOX)))
@B−BOXHEAD:Page References
@TEXT−BOX:See
GURPS Compendium I,
p. 181, for a list of abbreviations for
GURPS
titles, or visit our web site at
www.sjgames.com/gurps/abbrevs.html
for the most recent list.
Any page reference that begins with a B refers to the
GURPS Basic Set,
Third Edition Revised; e.g., p. B22 refers to
page 22 of the
Basic Set.
M refers to
GURPS Magic,
G to
GURPS Grimoire,
MI to
GURPS Magic Items,
MIT to
GURPS Magic Items 2,
and T to
GURPS Technomancer.
(((END BOX)))
About the Author
Introduction
1. Magic Items Across Time and Dimension
In a cloaked satellite, high above Meta−Earth, a woman in gold armor carefully tuned the myriad controls before her.
Each controlled a window into a part of Earth's past. As she searched across time, she carefully dictated instructions to
the bespectacled man beside her.
"2250 A.D. −− Cairo −− another laser ring −− appears technological, but it's clearly one of Pomponius' decoys."
"Yes'm."
"2761 B.C. −− near future site of Tokyo −− an unusually large tribe has successfully bound their god into a mammoth
skull −− make sure the agent takes the theo−cage."
"Yes'm."
"1885 A.D. −− near Lake Titicaca −− a pair of spectacles with a 'glass wall' variant. Minor, but potentially useful."
"Yes'm."
"59,867 B.C. −− precisely where the U.N. building will be in 62 kiloyears −− a small explosive fireball device. It's
gradually shielding itself, but also building in power, so that's the best point to retrieve it."
"Yes'm."
"1995 A.D. −− London −− possible Holy Grail sighting. Dispatch a full retreival team, with backup. I'll monitor them
live."
"Are you sure that's wise, ma'am? Commander Astraph has never forgiven you for your involvement in the Phoenix Idol
incident."
"I'm aware, Mr. Portent. This instance of the Commander is less troublesome than many. Her International Super Teams
have never been comfortable with magic. That's why I chose this dimension as to first to strip of its thaumatic devices. I
am the Curator, and I will not be stopped by a mere
law−enforcement agency."
This chapter discusses the role of magic items in an assortment of historical eras. It also covers most of the
magic−orientated
GURPS
worlds and settings −− and a few not traditionally thought of as magical!
(((START BOX)))
@B−BOXHEAD:When is a Magic Item not a Magic Item?
@TEXT−BOX:There are many ways a device can appear to be magic, without actually involving magic of any sort
(mana−driven, holy, etc.) For example:
1. Magic Items Across Time and Dimension
1. Magic Items Across Time and Dimension
@C−BOXHEAD:When it's Sufficiently Advanced Technology
@TEXT−BOX:To primitive people, everyday conveniences like radios seem magical. However, be aware of the cultural
background of the observer. If aliens landed in UFOs and demonstrated a levitation device, your average Earthling would
recognize it as advanced technology, simply because we've come to
expect
aliens to have advanced tech! To convince an
early−21st century human something was magic, it would probably be necessary to dress it up in pseudo−magic
trappings.
@C−BOXHEAD:When it's a Psionic Device
@TEXT−BOX:Psi and magic are considered to be unrelated realms of power in
GURPS,
and psionic devices are
assumed to work based on scientific principles. Nevertheless, their effects can be essentially "magic" to someone
unaware of the nature of psi −− including people who
are
aware of magic! A traditional enchanter confronted with a
psionic mind−reading device might end up concluding it was a brand new type of magic... or dismiss it as heresy... or
grumble about how psis are taking away his business.
@C−BOXHEAD:When it's a Strange Design
@TEXT−BOX:Otherwise−normal technology, put together in strange ways, can seem like magic. An alien−designed
flame−thrower may look like a cactus to human eyes, and when it starts spouting fire, the superstitious may not
understand what happened... and attribute it to "magic."
@C−BOXHEAD:When it's a Fake
@TEXT−BOX:Fake magic is, of course, the field of stage magicians and charlatans. It has existed for centuries, and will
continue to exist into the future. Most stage magicians are simply entertainers (though some are deadly serious about the
secrecy and dignity of their craft). Charlatans try to dupe the gullible into paying for a magical effect (e.g., a disease
cure), and are among the lowest sort of con men.
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(((START BOX)))
@B−BOXHEAD:"Standard Magic"
@TEXT−BOX:Throughout this book, the magic rules system that appears in chapter 19 of the
GURPS Basic Set,
and in
chapters 1 through 3 of
GURPS Magic,
will be called "standard magic." This is to distinguish it from the ritual magic
rules of
GURPS Voodoo
and
GURPS Spirits,
rune magic, psionics−as−magic, superpowers−as−magic, etc.
(((END BOX)))
TL0 −− Before Metal
This era begins about 7,000,000 years ago, when the evolutionary line that would eventually become humanity branched
off from that of the chimpanzee and gorilla. It ends in 4000 B.C. or later, depending on locale. Magic items from this era
TL0 −− Before Metal
1. Magic Items Across Time and Dimension
Plik z chomika:
Matrinicz
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