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* AntiHero: This setting predates UsefulNotes/TheComicsCode, 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. [[TheCape "Boy Scout"]] heroes do exist, but they're the exception.

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* AntiHero: This setting predates UsefulNotes/TheComicsCode, MediaNotes/TheComicsCode, 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. [[TheCape "Boy Scout"]] heroes do exist, but they're the exception.
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* FunctionalMagic: 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.

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* FunctionalMagic: 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 RitualMagic, so it's not quick or easy.
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* AncientEgypt: The first magical civilization, Ancient Egypt's tombs provide a rich source of danger, artifacts, and {{Nepharious Pharaoh}}s for adventurers to find.
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* {{Superhero}}: The tone may be more {{Pulp}}/TwoFistedTales, but some magically-empowered heroes and villains in the Age of Gold are truly superhuman in their abilities.

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* {{Superhero}}: The tone may be more {{Pulp}}/TwoFistedTales, {{Pulp|Magazine}} / TwoFistedTales, but some magically-empowered heroes and villains in the Age of Gold are truly superhuman in their abilities.



* TwoFistedTales: The flavor for which the book is quite explicitly aiming, with its {{Pulp}}-era setting and powerful heroes.

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* TwoFistedTales: The flavor for which the book is quite explicitly aiming, with its {{Pulp}}-era {{Pulp|Magazine}}-era setting and powerful heroes.
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''GURPS Thaumatology: Age of Gold'' is a setting/worldbook supplement for ''TabletopGame/{{GURPS}}'' 4th edition by Creator/PhilMasters; the full title indicates that it is associated with the larger supplement ''TabletopGame/GURPSThaumatology'', using the extended rules for magic in ''GURPS'' from that book. The setting is an AlternateHistory 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 '''Gold'''en Age of comic books -- and the fact that UsefulNotes/{{Alchemy}}, a key feature of the setting, was partly about trying to manufacture gold.

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''GURPS Thaumatology: Age of Gold'' is a setting/worldbook supplement for ''TabletopGame/{{GURPS}}'' 4th edition by Creator/PhilMasters; the full title indicates that it is associated with the larger supplement ''TabletopGame/GURPSThaumatology'', using the extended rules for magic in ''GURPS'' from that book. The setting is an AlternateHistory version of the {{Pulp}}-era {{Pulp|Magazine}}-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 '''Gold'''en Age of comic books -- and the fact that UsefulNotes/{{Alchemy}}, a key feature of the setting, was partly about trying to manufacture gold.
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* ThouShaltNotKill: {{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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''GURPS Thaumatology: Age of Gold'' is a setting/worldbook supplement for ''TabletopGame/{{GURPS}}'' 4th edition by Creator/PhilMasters; 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 AlternateHistory 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 '''Gold'''en Age of comic books -- and the fact that UsefulNotes/{{Alchemy}}, a key feature of the setting, was partly about trying to manufacture gold.

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''GURPS Thaumatology: Age of Gold'' is a setting/worldbook supplement for ''TabletopGame/{{GURPS}}'' 4th edition by Creator/PhilMasters; the full title indicates that it is associated with the larger supplement ''GURPS Thaumatology'', ''TabletopGame/GURPSThaumatology'', using the extended rules for magic in ''GURPS'' from that book. The setting is an AlternateHistory 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 '''Gold'''en Age of comic books -- and the fact that UsefulNotes/{{Alchemy}}, a key feature of the setting, was partly about trying to manufacture gold.
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* ElementalPowers: Invocationism, a form of RitualMagic, is based on the classical Chinese elements.
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* MagicVersusScience: 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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* SupernaturalMartialArts: 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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* WeirdHistoricalWar: The Chinese Civil War is the first real sorcerous war in this world. The Northern Expedition failed, leaving China even more [[BalkanizeMe 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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* YouHaveFailedMe: 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 [[UsefulNotes/JosefStalin an insanely paranoid dictator]] who [[ThePurge purges]] almost recreationally, and scientists who waste resources are a danger to their own patrons.
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* TheMasquerade: If played in an TabletopGame/InfiniteWorlds 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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* AntiHero: This setting predates UsefulNotes/TheComicsCode, 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. [[TheCape "Boy Scout"]] heroes do exist, but they're the exception.
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* DisposableSuperheroMaker: 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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* RandomlyGifted: 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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* OurDemonsAreDifferent: Alchemical Baroque 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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* OurDemonsAreDifferent: Alchemical Baroque 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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* TheConspiracy: 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 [[RepressiveButEfficient ruthlessly-efficient]] and [[TheUnfettered 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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* CityOfAdventure: 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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* SovietSuperscience: In the Soviet Union, [[FlatEarthAtheist magic is a burgeois 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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* SovietSuperscience: In the Soviet Union, [[FlatEarthAtheist magic is a burgeois 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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* MorallyAmbiguousDoctorate: Soviet mad scientists have very little in the way of ethical constraints, since their patrons are Party officials who answer to UsefulNotes/JosephStalin. Their survival depends on getting results.


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* SovietSuperscience: In the Soviet Union, [[FlatEarthAtheist magic is a burgeois 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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* HeroicRussianEmigre: 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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[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/age_of_gold_cover_sm.jpg]]

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* TheCorruption: 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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* {{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, 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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* {{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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''GURPS Thaumatology: Age of Gold'' is a setting/worldbook supplement for ''TabletopGame/{{GURPS}}'' 4th edition by Creator/PhilMasters; 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 AlternateHistory 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.

to:

''GURPS Thaumatology: Age of Gold'' is a setting/worldbook supplement for ''TabletopGame/{{GURPS}}'' 4th edition by Creator/PhilMasters; 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 AlternateHistory 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.
villains. The title refers to both the historical period -- at the start of the '''Gold'''en Age of comic books -- and the fact that UsefulNotes/{{Alchemy}}, a key feature of the setting, was partly about trying to manufacture gold.


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* FunctionalMagic: 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.


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* ProtoSuperhero: 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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* {{Superhero}}: The tone may be more {{Pulp}}/TwoFistedTales, but some magically-empowered heroes and villains in the Age of Gold are truly superhuman in their abilities.
* TwoFistedTales: The flavor for which the book is quite explicitly aiming, with its {{Pulp}}-era setting and powerful heroes.

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* {{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, 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 wth supporting squads of stormtroopers are bad enough.

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* {{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, 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 wth with supporting squads of stormtroopers are bad enough.enough.
* HereThereWereDragons: Well, Here There Was Magic, anyway -- and it's coming back.

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''GURPS Thaumatology: Age of Gold'' is a setting/worldbook supplement for ''TabletopGame/{{GURPS}}'' 4th edition by Creator/PhilMasters; 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 AlternativeHistory 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.

to:

''GURPS Thaumatology: Age of Gold'' is a setting/worldbook supplement for ''TabletopGame/{{GURPS}}'' 4th edition by Creator/PhilMasters; 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 AlternativeHistory AlternateHistory 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.


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* DirtyCommies: As in our world's history, Russia is ruled by the terrifying communist dictator UsefulNotes/JosephStalin, who has dark plans and the resources to carry them out. Good communists don't believe in magic, but in this setting, that just means that Communist Russian magic tends to take the form of exotic {{Magitek}}, accompanied by some appropriate SovietSuperscience doubletalk.
* EvilSorcerer: One type of especially dangerous arch-villain to be encountered in this setting.
* {{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, 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 wth supporting squads of stormtroopers are bad enough.
* {{Magitek}}: An occasional feature of the setting, perhaps especially when the villain is an agent of the Stalinist DirtyCommies.
* TheManBehindTheMan: 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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[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/age_of_gold_cover_sm.jpg]]
->''Not everything is known as yet, and some of the unknown regions of the planet are stuffed full of strangeness and deathtraps. Supernatural power exists and can very definitely be used for evil as much as for good. Meanwhile, even in the most “civilized” corners of the known world, utterly mundane evils are emerging that threaten to drag the planet down into darkness.''
-->-- From the book.

''GURPS Thaumatology: Age of Gold'' is a setting/worldbook supplement for ''TabletopGame/{{GURPS}}'' 4th edition by Creator/PhilMasters; 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 AlternativeHistory 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 book is sold in PDF form; the publishers have a Web page for it [[http://www.sjgames.com/gurps/books/ageofgold/ here.]]
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!! Tropes Appearing:
* AlchemyIsMagic: Very definitely; the resurgence of magic is largely a consequence of the rediscovery of the alchemical "Philosopher's Stone".
* OurDemonsAreDifferent: Alchemical Baroque 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.
* RitualMagic: One of several functioning forms of magical practice in this setting.
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