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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GURPS Thaumatology: Urban Magics | Reviews | Forum | BoardGameGeek
The chapter ends with a few adventure prompts, always fun to read, but I don’t tahumatology I’ve ever used them. Anonymous September 16, at 4: As far as fitting in the line, this is obviously following on the first chapter of Thaumatology where it talks about the nature of magic.
I wish they baked them into books on the regular.
This supplement also includes:. Get insight into the new variant magic system introduced in this supplement: The final chapter, six pages long, is guidance for putting together adventures and campaigns.
The chapter ends with a section on Spirit Transactions. Guros will resume January 2nd, So many people that you have new mechanical concerns like concerting and managing mana contributions for world-shaping spells. This chapter is dedicated to building magic characters that suit an urban environment. I like this chapter a lot, but the one nagging bothersome element to me is that it assumes the usage of the vanilla casting system.
Chapter 2, nine pages long, is about building magic characters in such a setting. In addition, it looks at the urvan, spirits, and monsters that live in cities. Eight thematic campaign ideas that keep the action city-centric.
Worminghall describes one such institution, ready to serve as the focus for adventure and excitement in any fantasy world.
This chapter is about how “the daily life of cities affects the practice of magic. You know, I am pleasantly surprised so often, I wonder if I have a right to be tahumatology anymore?
A golden chapter from start to end. Lights, water, power, and sewage — there’s nothing magic can’t handle!
Warehouse 23 offers worldbooks, thaymatology, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines.
Organization is what it is; there is no especially meaningful way to organize this content one way or another, but as usual, there is an index if you need it. Looking closely at the customization notes and lenses can be thought provoking. Newer Post Older Post Home. Like, I mean “wow, this book is better than it sounds,” can only fly so many times, right? Get details on their backgrounds, personalities, and even a few secrets.
Worminghallyou can learn the secrets of the universe in the morning and take a tavern trip with friends in the evening. Find tips for adding Worminghall to your favorite medieval campaign — including GURPS Banestorm — plus several sample encounters that the GM can use once the locale is in place.
Maybe I need ghrps adjust my expectations up?
Urbann series would they go in if not Thaumatology? It was a really fun read all around though. Chapter 5, 9 pages long, is about public fixtures in a city and how magic might impact them for better or worse.
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Gift Certificates fnord23 Contact Us. The forge that forms many a mage’s backstory no longer needs to be relegated to the margins. Preview of the PDF. This chapter is more like how the existing elements of magic are supported by casting inside a city. Warehouse 23 will be closed December 24th, January 1st,