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A combined fantasy and modern setting?
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<blockquote data-quote="Barendd Nobeard" data-source="post: 57132" data-attributes="member: 960"><p><strong>Re: Run, don't walk, to get your copy of GURPS Technomancer</strong></p><p></p><p>If you want to cobble something together from various sources, you could borrow bits from <em>Pulp Heroes</em> and/or <em>Weird Wars</em>. Both are set in mid 20th century (think "Indiana Jones" for <em>PH</em>).</p><p></p><p>I also hope the <em>Cthulhu d20</em> will have some 'modern' stuff in it--rules for firearms at the very least. I believe it's due out in March.</p><p></p><p>The magic system in <em>Weird Wars</em> has a few big differences. To perform miracles (i.e., clerical magic), you must make a Prayer Check....and you take subdual damage from each miracle you cast. For Germanic Rune magic (i.e., arcane magic), the character must know all the runes, and trace their shape in the air and say their name aloud--thus <strong>all</strong> arcane spells have both Verbal and Somatic components. Really makes the use of magic different! I think other parts of the setting will have different arcane magic systems.</p><p></p><p><strong>Pulp Heroes</strong> replaces Arcane magic with Inventions, so it also works a bit differently. But, bascially, an Inventor builds contraptions that produce spell-like effects.</p></blockquote><p></p>
[QUOTE="Barendd Nobeard, post: 57132, member: 960"] [b]Re: Run, don't walk, to get your copy of GURPS Technomancer[/b] If you want to cobble something together from various sources, you could borrow bits from [i]Pulp Heroes[/i] and/or [i]Weird Wars[/i]. Both are set in mid 20th century (think "Indiana Jones" for [i]PH[/i]). I also hope the [i]Cthulhu d20[/i] will have some 'modern' stuff in it--rules for firearms at the very least. I believe it's due out in March. The magic system in [i]Weird Wars[/i] has a few big differences. To perform miracles (i.e., clerical magic), you must make a Prayer Check....and you take subdual damage from each miracle you cast. For Germanic Rune magic (i.e., arcane magic), the character must know all the runes, and trace their shape in the air and say their name aloud--thus [b]all[/b] arcane spells have both Verbal and Somatic components. Really makes the use of magic different! I think other parts of the setting will have different arcane magic systems. [b]Pulp Heroes[/b] replaces Arcane magic with Inventions, so it also works a bit differently. But, bascially, an Inventor builds contraptions that produce spell-like effects. [/QUOTE]
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