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Old 12-20-2017, 07:19 PM   #1
PK
 
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Pyramid #3/110: Deep Space


Space . . . it's like, so deep . . .
Have you ever just, you know,
Like, thought about it?
— Space Dude
"Space: the final frontier" doesn't really make much sense when you think about it. An area of space might be a frontier, but space itself is infinite. We could spend a billion years exploring it, and there'd still be things we hadn't seen -- mysteries out there waiting to be found. So won't you come take a journey into Pyramid #3/110: Deep Space?
  • While many settings tie magic to the "life force" of a planet, why can't the opposite be true? Maybe we can only work spells in the void of Aethyric Space. This new ruleset-plus-setting, spawned from the surprise pairing of C. R. Rice and J. Edward Tremlett, presents a universe where Ritual Path Magic casters can draw upon the fundamental mana of star-life to power spaceships, work incredible miracles on their home planet, and more.

  • Not every location in space is designed for long-term campaigning. Sometimes you just need a unique Bazaar that offers the kind of things no other place can. Nathan Meluvor presents this strange conglomeration of diverse communities, each offering its own plot hooks and treasures yet all tied into the same weird environment.

  • Now if you really want some profit, head out and salvage some Space Wrecks. Just be careful -- sometimes you end up with more than you bargained for. In this month's Eidetic Memory, David Pulver details four different "lost ships," including both GURPS Spaceships statistics and a compelling reason to go looking for each one.

  • Of course, some of those wrecks may have succumbed to Space Pirates. Adrian Tymes explores the thematic ties between sea raiders and spacers, capped with a setting and a couple of GURPS Spaceships vehicles specifically designed to allow for ethical "pirate" PCs caught up in a whirlwind of grand adventure.

  • It's unlikely that everything out there will be human. And while some games are fine with "humans in rubber suits," sometimes it's better for your new races to have An Alien Way of Thinking. Rory Fansler suggests a few new traits to add an "inhuman" touch to the alien-building advice from GURPS Space.

  • And sensors are picking up our Random Thought Table, which asks the party to push its luck rather than just sitting on their laurels.

Store Link: http://www.warehouse23.com/products/SJG37-2710
Preview PDF: http://www.warehouse23.com/media/SJG37-2710_preview.pdf
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