Pyramid, Thaumatology, Chinese Elemental Powers, e23, and the names of all products published by Steve Jackson Games Incorporated are registered. I supported because “How else you gonna get that sweet, sweet GeekGold? Do something crazy like write a review or session report? Pffft!” – Jim Calabrese. Post about your experiences and thoughts with the GURPS Magic . a bit, known as GURPS Thaumatology: Chinese Elemental Powers.
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The heart of the content lies in the new advantage Sorcerous Empowerment. Basically you have SoEmp as an enabling advantage that allows you to. The thrust of this book is aimed at what I call medium power games which is confirmed by the authors post that it was inteneded to work well with WuXia campaigns. Kommentar verfassen Cancel reply Enter your comment here You are commenting using your Facebook account.
As all my other reviews this one will be rated chnese to meat rules, stats, game mechanicscheese setting, characters, storysauce form, thaumatllogy, style, art and generic nutritional substance universal nature, adaptability. It offers some rules switches that give players more tactical options and gyrps in detail how the mechanics were arrived at.
GURPS Thaumatology: Chinese Elemental Powers
grps Water spells book or other material. Animal would be a good writeup I might use for another example. Readers who also own Pyramid 3. These interactions are as flavorful as they are balanced — perfect for a magic system!
Chapter 5 Campaigns and Crossovers This chapter tends to be the least useful and interesting to me in most books but it was very well written and good reference to source material.
Find More Posts by SolemnGolem. Chapter 4 Elemental Abilities The real heart of the book and what I was looking forward to the most. In any case, they have a lot chnese flexibility when it comes to very low-level effects, which is something that Standard Magic is not so good with.
In contrast to everything that has gone on before, this part is plug-and-play. Chapter three contains a complete enchantment system that is the piece-de-resistance of the book. SoEmp works similar to Divine Favor from the eponymous volume in Powers series.
Find More Posts by robkelk. Water Nourishes Wood is a really handy tidbit for naturlists and farmers as well. Notify me of new comments via email. Find More Posts by Nereidalbel. Water Quenches Fire was a nice bit of Crunch that I really like here and useful for Fantasy and Supers games where you may be curious as to the effects of certain water vs.
Primary complaint, it could have been a bigger book: With most spells costing only a single fatigue point, the biggest balancing mechanism of Standard Magic is gone and the GM runs into the typical problems of a Supers game.
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Written by William H. Surf our site for the files powdrs want. I am considering using that with Threshold and the disadvantages and such under crippling to replace most of the calamity type stuff. In furps it can scale nicely even to the Supers level and the elements can provide models for ggurps powers using a similar model. All things cycle through Earth, water, fire, metal, wood Always, that is Tao — Some hack.
I am not sure which I would have preferred but I like the way this was handled. This excellent core system can be used with any magic system as long as you have the spells statted as abilities. I really am surprised and pleased how balanced each element winds up being when compared to each other.
Only 2 techniques but there both good ones. Apart from that, Sorcery is certainly generic enough to be dropped into many settings.
Preview of gur;s PDF. Friendship is Magic and Homestuck. All times are GMT Chinese Elemental Powers One of my most eagerly awaited releases since the Psionics series. Not that the volume at hand tries to present a ready-to-play magic kit, but its scope is much more inclusive.
Contents include five completely worked powers, each with both internal and external disciplines.
GURPS Thaumatology: Chinese Elemental Powers (PDF Version) | RPG Item Version | RPGGeek
The skills section of this chapter has the most new crunch with cinematic variants of a handful of skills and I especially liked the change to Alchemy and the FP sharing of Erotic Art. The good thing about that is that they are often a lot less complicated than the spells in Magic. Here a few are listed with the discount because there really different writeups of the same basic power. The other problem is more endemic to the Magic as Powers approach: The spells are not exactly conversions of the versions given in Magicbut more like re-imaginings, which makes them rather hard to compare to what various members of the GURPS community have produced over the years.
It is relatively simple and very elegant.