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Old 07-14-2016, 06:34 PM   #11
Michael Thayne
 
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Default Re: GURPS Sorcery: Protection and Warning Spells

BUY BUY BUY BUY!

I bought this as soon as I saw it, and my only criticism of this supplement is that it's not a hardcover-length coversion of all of GURPS: Magic. But I hope all GURPS players buy this, so the odds of getting that full conversion increase...
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Old 07-14-2016, 10:30 PM   #12
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Default Re: GURPS Sorcery: Protection and Warning Spells

I do not plan on using Sorcery in a game of mine any time soon, but for $4.99 you get--

1. PK's skill at building powers.

2. Spare parts to steal for building your own powers.
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Old 07-14-2016, 11:50 PM   #13
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Default Re: GURPS Sorcery: Protection and Warning Spells

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Got it! And GURPS Thaumatology: Sorcery. And, Supporting Cast: Age of Sale Pirate Crew, for good measure.
That could be an interesting combination for a game, really.
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Old 07-14-2016, 11:53 PM   #14
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Default Re: GURPS Sorcery: Protection and Warning Spells

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That could be an interesting combination for a game, really.
Combine that with my "Sailing the Open Skies" and you would have one helluva sky pirate fantasy game. :-D
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Old 07-15-2016, 01:38 AM   #15
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Default Re: GURPS Sorcery: Protection and Warning Spells

Got it, glanced at it, loved it!

Typo in Utter Dome spell: "Spells be cast within the dome..."

I assume it should be "Spells can be cast within the dome..." rather than a holdover from Talk Like a Pirate Day.
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Old 07-15-2016, 06:19 AM   #16
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Default Re: GURPS Sorcery: Protection and Warning Spells

I really appreciate the amount of work that goes into a crunchy crispy book like this one; it's a mountain, and the creativity, care, and attention to detail really shows.

It also opens up a whole bunch of new ideas that would be variations or extrapolations on the builds, which is great. I find power builds a creativity tool.

The balance note about Static from page 9 makes me wonder if tiered pricing for Static could be a thing.

The book is eminently lootable for Supers games powers.

I'm also glad to see Internal make another formal appearance outside of Biotech, it's a weird little option, but when you need it you really need it.
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Old 07-15-2016, 06:35 AM   #17
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Default Re: GURPS Sorcery: Protection and Warning Spells

Page 13, Shield - You've got limitations on a meta-trait, which is verboten.

I grok that this is OK in this instance as the limitations are appropriate for every advantage in the meta-trait and there are no disadvantages in this particular meta-trait, but that's not explained or referenced in the text.
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Old 07-15-2016, 06:40 AM   #18
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Default Re: GURPS Sorcery: Protection and Warning Spells

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Combine that with my "Sailing the Open Skies" and you would have one helluva sky pirate fantasy game. :-D
..in the world of Stardust. :)
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Old 07-15-2016, 06:50 AM   #19
PK
 
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Default Re: GURPS Sorcery: Protection and Warning Spells

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Originally Posted by Overheat View Post
I do not plan on using Sorcery in a game of mine any time soon, but for $4.99 you get--

1. PK's skill at building powers.

2. Spare parts to steal for building your own powers.
Exactly -- and be sure to check out the introduction, where I explicitly give advice for stealing powers from this book for other frameworks.

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I assume it should be "Spells can be cast within the dome..." rather than a holdover from Talk Like a Pirate Day.
Arrrrrrgh, ye be right, matey. I be makin' note of that fer now and waitin' to see if any more pop up.

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Page 13, Shield - You've got limitations on a meta-trait, which is verboten.

I grok that this is OK in this instance as the limitations are appropriate for every advantage in the meta-trait and there are no disadvantages in this particular meta-trait, but that's not explained or referenced in the text.
Actually, there's never been an explicit rule saying "don't put limitations on meta-traits." It just has the potential for abuse if the meta-trait includes disadvantages or heavily modified abilities.
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Old 07-15-2016, 06:59 AM   #20
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Default Re: GURPS Sorcery: Protection and Warning Spells

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Actually, there's never been an explicit rule saying "don't put limitations on meta-traits." It just has the potential for abuse if the meta-trait includes disadvantages or heavily modified abilities.
double checks - well blow me down. The Enhancements section is more restrictive than the Limitations section - although the -80% rule almost certainly still applies even if the limitations cascade through to traits concealed in a meta-trait (except as discussed in Power-Ups: Limitations).

Objection softened to a "I bet this is going to come up in the forums regularly now" comment.
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