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GURPS Thaumatology: Age of Gold (Tabletop Game)

 GURPS Thaumatology: Age of Gold (Tabletop Game)
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 GURPS Thaumatology: Age of Gold (Tabletop Game)
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GURPS Thaumatology: Age of Gold (Tabletop Game)
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GURPSThaumatologyAgeOfGold
 GURPS Thaumatology: Age of Gold (Tabletop Game)
comment
GURPS Thaumatology: Age of Gold is a setting/worldbook supplement for GURPS 4th edition by Phil Masters; the full title indicates that it is associated with the larger supplement GURPS Thaumatology, using the extended rules for magic in GURPS from that book. The setting is an Alternate History version of the Pulp-era 1930s, in which magic, which existed mostly in the shadows throughout history, is newly resurgent — and is empowering pulp-style heroes, adventurers, and master villains. The title refers to both the historical period — at the start of the Golden Age of comic books — and the fact that Alchemy, a key feature of the setting, was partly about trying to manufacture gold.The book is sold in PDF form; the publishers have a Web page for it here.
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DBTropes
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_1599db45
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Ritual Magic
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_1599db45
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Ritual Magic: One of several functioning forms of magical practice in this setting.
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Ancient Egypt
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_218b2ee8
comment
Ancient Egypt: The first magical civilization, Ancient Egypt's tombs provide a rich source of danger, artifacts, and Nepharious Pharaohs for adventurers to find.
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Thou Shalt Not Kill
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_2f94135c
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Thou Shalt Not Kill: Defied. In this setting, heroes usually solve their problems with violence, and a code against killing would be seen as completely stupid. Even a preference for non-deadly solutions, or an unwillingness to endanger innocent bystanders, is a little unusual.
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The Man Behind the Man
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_3a1c2171
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The Man Behind the Man: A minor case; the Secret Pharaoh, a sample arch-villain in the book, is basically a megalomaniac flake with too much physical power. The real organizing brains behind his operations are his "Handmaidens", a pair of mortal women who know when to flatter him and when to duck and run.
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Elemental Powers
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Elemental Powers: Invocationism, a form of Ritual Magic, is based on the classical Chinese elements.
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Evil Sorcerer
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Evil Sorcerer: One type of especially dangerous arch-villain to be encountered in this setting.
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You Have Failed Me
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_474e3977
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You Have Failed Me: Neither Nazis nor Soviets have much patience for magical researchers who can't produce results. Nazis consider their weird mystics to be alternately embarrassing and threatening, while the Soviet Union is led by an insanely paranoid dictator who purges almost recreationally, and scientists who waste resources are a danger to their own patrons.
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Our Demons Are Different
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_50ed1af4
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Our Demons Are Different: Age of Gold demons tend to follow local legends and popular beliefs very closely, in behavior and appearance — which makes them extremely dangerous but sometimes also faintly ridiculous. One theory is that they are projections of the human id, which would explain why they are so heavily shaped by the popular imagination.
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Magic Versus Science
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_511728ae
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Magic Versus Science: Generally speaking, Weird Scientists don't get along with traditional alchemists and sorcerers. Some do apply modern scientific methods to alchemy - but they are rarely as effective as true alchemists because they don't generally understand the traditional methods and the new ones haven't been fully developed yet.
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Weird Historical War
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_55d38296
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Weird Historical War: The Chinese Civil War is the first real sorcerous war in this world. The Northern Expedition failed, leaving China even more balkanized than in history. The Communists, the Left-KMT and Right-KMT are all fighting for power both openly in the countryside and covertly in cities such as Shanghai, while warlords and masterminds challenge each other in the wings, and the threat of the Japanese Empire and the Black Dragon society looms ever larger over the troubled country.
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The Conspiracy
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The Conspiracy: The Black Dragon Society, an ultranationalist secret society in the Empire of Japan. They're something of a foil to the Ghostapo; while the Nazis are kind of buffoonish and hamper themselves by refusing to consider any magic that looks too Jewish, the Black Dragon are a ruthlessly-efficient and pragmatic group who combine military precision, arcane might and expert propaganda to become the most formidable evil organization in the setting.
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Here There Were Dragons
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_5ba5a470
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Here There Were Dragons: Well, Here There Was Magic, anyway — and it's coming back.
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TheMasquerade
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_7095c87e
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The Masquerade: If played in an Infinite Worlds campaign, it's a little easier to maintain than usual because discovery of the I-Cops doesn't mean discovery of the Infinite Worlds. The "Futuremen" will be seen as just another conspiracy among many, and most of those in the know will assume they're being run by an unusually tech-focused mastermind.
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Randomly Gifted
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_798c54a4
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Randomly Gifted: While there are a variety of ways to gain superpowers through magical study, most Mystery Men are empowered through random chance rather than conscious wizardry.
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Magitek
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_82d2715f
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Magitek: An occasional feature of the setting, perhaps especially when the villain is an agent of the Stalinist Dirty Commies.
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Superhero
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Superhero: The tone may be more Pulp / Two-Fisted Tales, but some magically-empowered heroes and villains in the Age of Gold are truly superhuman in their abilities.
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Soviet Superscience
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_8c625f4c
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Soviet Superscience: In the Soviet Union, magic is a bourgeois lie. However, the Union's cult of science is alive and well, so those who would elsewhere be alchemists and mages instead focus on Magitek, which is politically acceptable in the socialist utopia.
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Heroic Russian Émigré
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_9b3251b3
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Heroic Russian Émigré: Appropriately for a '30s-period setting, the flavor text fiction includes "enigmatic White Russian exile" Irina Fedorevna among its magical heroes.
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City of Adventure
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City of Adventure: Shanghai, a wealthy crossroads between Western and Chinese civilization where gangsters and cops wielding magic, kung fu and hard-boiled investigative skills struggle for power, a year before the Japanese Empire comes in to wreck the city.
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Anti-Hero
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_beb9a361
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Anti-Hero: This setting predates The Comics Code, and most heroes are some kind of anti-heroic. Deadly force is the standard, "justice before law" is a common philosophy, and some mystery men are murderous dark avengers. "Boy Scout" heroes do exist, but they're the exception.
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Supernatural Martial Arts
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_c58de9b
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Supernatural Martial Arts: These are mentioned, but the book cautions against pulpy mystery men focusing too much on cinematic martial art abilities - they're not entirely in-theme unless the GM wants them to be.
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The Corruption
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_cf168867
comment
The Corruption: One form of magic available in the setting provides a quick route to power at the cost of inevitable corruption. One of the sample villains detailed, The Jungle Madness, is an example of where this leads; once a Central American sorceress, she is now a totally inhuman and dangerous supernatural creature.
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Proto-Superhero
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_d2112212
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Proto-Superhero: Some heroes in the setting have Superhero-level powers and effectiveness — but the period is technically a bit early to match the true superhero genre; the feel may often be closer to the proto-superheroes of the pulp period.
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Alchemy Is Magic
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_d251db87
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Alchemy Is Magic: Very definitely; the resurgence of magic is largely a consequence of the rediscovery of the alchemical "Philosopher's Stone".
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Morally Ambiguous Doctorate
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_d3aad64a
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Morally Ambiguous Doctorate: Soviet mad scientists have very little in the way of ethical constraints, since their patrons are Party officials who answer to Joseph Stalin. Their survival depends on getting results.
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Functional Magic
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_dfe120e5
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Functional Magic: It's essential to the dramatic, pulpy flavor of the setting that magic works; it's not ambiguous or generally subtle, it lets you blow stuff up. That said, spellcasting usually requires Ritual Magic, so it's not quick or easy.
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Disposable Superhero Maker
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_e15a23b4
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Disposable Superhero Maker: An artifact or Philosopher's Stone that gives someone superpowers will only work once. If it's an artifact, that might mean "once a generation or century, or maybe until the previously-empowered individual dies," which still means that mass manufacture of Mystery Men is out of the question.
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Ghostapo
 GURPS Thaumatology: Age of Gold (Tabletop Game) / int_e8b3ee16
comment
Ghostapo: This being the 1930s, the Nazis are a threat and a source of antagonists and evil plots — and they very much want to use and abuse magic. However, they aren't quite as formidable as they could be, because they tend to reject any and all ideas about magic which happen to have Jewish or "non-Aryan" origins. Still, Nazi archaeologists with supporting squads of stormtroopers are bad enough.
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The following is a list of statements referring to the current page from other pages.

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Dirty Communists / int_91e95c28
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