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Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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Quote:
GURPS Banestorm lists sargasso in the text twice. That's once on p. 26 (dealing with magic), and once on p. 220 (dealing with demons.) On p. 183, it says the IQ roll is at -25 (for Jumper). I did find this in GURPS Infinite Worlds on p. 150: "Yrth is a quantum sargasso; world-jumpers and conveyors can enter it, but they can only leave by using magic, a nexus portal, or (of course) a banestorm." But I believe there's a character from GURPS Callahan's Crosstime Saloon who lives in, and can leave, Yrth. But off the top of my head I don't remember which book that's in (probably pre-Fourth Edition.) To me, GURPS Infinite Worlds seems to contradiction what GURPS Banestorm says about using Jumper. But I'm certainly open to your and other people's interpretation. Quote:
We actually developed the rule to adapt an unaging, world-jumping PC from an earlier edition to Fourth. (That PC appears/is mentioned several times under different identities in various GURPS and other publications, and in an award-winning film. And is currently in two campaign, one run by a GM who wasn't even born when that PC was first played....)
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The Times They Are A-Changing! Your income is about to change Pyramid #4/4: Fantasy/Magic II The Alchemists' Guild and much more GURPS Fantasy Folk: Elves My first GURPS supplement |
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| Tags |
| jumper, world, yrth, yrth banestorm |
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