Gurps Technomancer (gurps: Generic Universal Ro... Today
: High-level magic like Rebuild can restore destroyed objects (even starships) but requires massive energy expenditure (starting at 30 points) and carries heavy skill penalties for advanced tech.
is a unique campaign setting where magic and modern technology coexist, sparked by a magical fallout that occurred during the 1945 atomic bomb test. Unlike traditional urban fantasy, magic in this setting is treated as a predictable branch of physics, leading to mass-produced magical items and industrial enchantment. Core World Features GURPS Technomancer (GURPS: Generic Universal Ro...
: Spells are quantified in technical terms. For instance, 1 MWh of energy is equivalent to roughly 10,000 fatigue points . : High-level magic like Rebuild can restore destroyed
: A high-mana region extending 200 miles around Alamogordo, New Mexico, where the first nuclear-magic event occurred. It is a hotspot for bizarre phenomena and religious rituals. Core World Features : Spells are quantified in
Are you planning to run a or a historical alternative campaign using these rules? GURPS Technomancer - Steve Jackson Games
: The primary setting guide detailing history, society, and the "Merlin-1" timeline.
: The setting is compatible with GURPS Space (magic in low-mana orbit) and GURPS Illuminati . Gameplay Mechanics


