Gurps Technomancer

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1556343590 This item is brand new - current printing. Please allow 4 - 14 business days for Standard shipping, within the US. Thank you for supporting our small, family-owned ... business! Read more Show Less

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Product Details

  • ISBN-13: 9781556343599
  • Publisher: Jackson, Steve Games, Incorporated
  • Publication date: 12/1/1998
  • Series: Gurps Series
  • Pages: 128
  • Product dimensions: 8.34 (w) x 10.82 (h) x 0.32 (d)

Table of Contents

Introduction 4
About the Author 4
About the Editor 4
About GURPS 4
Page References 4
1. History 5
The Chimeras 6
The Science of Magic 6
Glossary 6
The Magic Returns 7
The Antarctica Event 7
Timeline: After the Hellstorm 8
The United States and Magical Supremacy 8
Vampires 10
The Agrarian Conspiracy 11
Necro-Historians 12
2. Magic 13
The Theory of Magic 14
The Nature of Spells 14
Spell Origins 14
Mana Levels 14
Spells and Education 14
Wizards' Academies 15
State of the Art 16
Spells from GURPS Grimoire 16
Divination 16
Spell Descriptions 17
Air Spells 17
Body Control Spells 17
Communication and Empathy Spells 18
Enchantment Spells 19
Weapon Enchantments 21
Fire Spells 21
Food Spells 22
Healing Spells 22
Illusion and Creation Spells 23
Knowledge Spells 23
Personal Divinations 23
Standard Divinations 23
Light and Darkness Spells 24
Making and Breaking Spells 25
Mind Control Spells 25
Movement Spells 26
Necromantic Spells 27
Protection and Warning Spells 27
Sound Spells 28
Technological Spells 28
Bio-tech Spells 28
Energy Spells 29
Machine Spells 32
Metal/Plastic Spells 36
Radiation Spells 38
Water Spells 38
3. High-Tech Enchantment 39
Industrial Enchantment 40
Enchantment Cost 40
Creating a Production Line 41
Operating a Production Line 41
Quick and Dirty Enchantment Formula 41
Is Everything Mass-Produced? 42
Radiation and Necrotechnology 42
Nuclear Reactors and Magic 42
Nuclear Weapons 43
Some Common Enchantments 43
Necronium 44
Mana-Active Radiation 44
Mana-Active Waste 44
Mana-Disruptors 45
The Ghost-Dynamic Laser 46
The Necronium Bomb 46
Stabilized Ectoplasm 47
Depleted Necronium 47
High-Tech Alchemy 48
Laboratory Equipment 48
Economics of Industrial Alchemy 48
Walkmages and Spellsongs 48
New Forms of Elixir 49
New Elixirs 49
High-Tech Golems 49
Power Plants from GURPS Vehicles and Robots 49
Genetic Thaumaturgy 50
Rodent-Piloted Vehicles 50
Availability of Elixirs 50
Law, Ethics and Genetic Engineering 51
Wiz Genes 51
4. Nonhuman Races 52
Human Chimeras 53
Chimera Origins 53
Undead 54
Halflings 54
How to Become a Vampire 56
Dragons 57
Military Dragons 57
Necromantic Spirits 57
Elementals 59
Dragon Breeding: Project Fafnir 59
Elemental Origins 60
Demons 61
Demonic Origin: Extradimensional? 61
Demon Races 62
Demonic Origin: Our Inner Demons 62
Demon PCs 62
Seelie Abductions 63
Unseelie Encounters 64
Intelligent Animals 65
Post-Abduction Experiences 65
The Seelie 66
Theories About the Seelie 66
5. Characters and Campaigns 67
Character Templates 68
Suggested Starting Point Totals 68
Template Descriptions 69
Alchemist 69
Advantages 69
Artist 70
Astronaut or Astromancer 71
Other Advantages 71
Disadvantages 72
Criminal 73
Birth Defects 74
Crippling Disadvantages 74
Emergency/Rescue Team Member 75
Skills 75
Entertainer 76
Hacker or Cyberwiz 77
Hellhound 78
Equipping Your Character 78
Industrial Enchanter 79
Investigator 81
Law Enforcer 82
Campaign Types 82
Mageworker 83
Medical Professional 84
Religious Leader 86
Seer 87
Soldier 88
Special Forces 89
Spook 91
Technomancer 93
Warlock 94
Crossovers 94
Magic and the PCs 96
Campaign Bibliography 96
6. Magic and Society 97
Agriculture and Fisheries 98
Architecture 98
Business 98
A Younger Population 98
Magical Equipment 99
Technology: Earth vs. Merlin 99
Fashion 100
Law and Order 100
Mages vs. Mundanes? 100
Wizards for Hire 100
Medical Care 101
Manufacturing and Industry 102
Emerging Diseases 102
Medicine 104
Military Science 104
Psychology and Psychiatry 105
Flying Conveyances 105
Airport Security 105
Pure Science 106
Space Travel and Industry 106
Religion 107
Sports 107
Practical Astromancy 107
Transportation 108
Trips in Space 108
7. Organizations 109
U.S. Federal Agencies 110
Bureau of Alcohol, Tobacco, Tactical Talismans and Firearms (A3TF) 110
Centers for Disease Control (CDC) 110
Other U.S. Agencies 110
Central Intelligence Agency (CIA) 111
Drug and Alchemy Enforcement Agency (DAEA) 111
Federal Bureau of Investigation (FBI) 111
U.S. Black Programs: Excalibur 111
National Astromancy and Space Administration (NASA) 112
Paramagical Regulatory Agency (PRA) 112
Other Corporations 112
U.S. Armed Forces 113
Corporations 113
Chili Wizard 113
Leviathan Investment Group 113
Soulburner Gestalt 113
Manadynamics 115
Activist Groups 115
Necrotech 116
Sephiroth Industries 116
Terrorists 116
Private Associations 118
Elementalists' Union 118
Enoch Foundation 118
SNTBC Quetzal 118
Religions and Cults 118
Brothers of the Morning Star 118
Other Groups of Interest 118
Church of the Knights of the Apocalypse 119
The Condor Group 119
The Rachelites 120
Organized Crime 120
Rise of the Condor 120
Cartels 121
Mafia 121
Triads 121
8. World of Wizardry 122
Trinity's Shadow 123
The Manabelt 123
Places of Power 123
Places to Visit 123
Central America and the Caribbean 124
Mexico 125
Canada 125
Antarctica Hellstorm 126
Argentina 126
The Mundane World 126
Tierra del Fuego 126
Vietnam 127
The Magiocracy of Surinam 127
Creatures of Enchantment 127
Index 128
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