GURPS Thaumatology: Age of Gold describes an alternate 1930s where alchemy and Ritual Magic are real. In the infinite worlds setting it is Mandrake-1.
The Setting[]
Mana levels: Normal to high; magical procedures can be conducted by anyone.
Only mages can reliably perform Path/Book rituals, although non-mages can study this type of magic and attempt to cast it at -5 and Spirit-assisted magic permits non-mages to cast spells.[1]
Magical World History[]
While very close to the real world 1920s-1930s there are areas where history deviates.
- Ancient Egypt
- China
- India
- The Victorian Age
- The Great Depression
The State of the World[]
- Europe
- United Kingdom
- Russia
- Germany
- Americas
- The United States of America
- South and Central America
- Africa
- Egypt
- Australia
- Asia
- China
- India
The Magic[]
- Path/Book Magic
- Widespread Traditions
- Alchemy
- Magical "Supers"
- Spirit-Assisted Magic (GURPS Thaumatology 90-94)
- Demons
Characters[]
- Suggested Advantages, Disadvantages, and Skills
- Example Adversaries
Campaigns[]
- Power Level and Enemies: Pulp adventurers and Mystery Men
- Game Themes: Crime Fighting, Espionage, Exotic Places, Arcane Archeology
- Infinite Worlds
- Exotic Mana and Impure Alchemy
- “The Futuremen”
- History
- Fiction
- Games