Gurps Technomancer (gurps: Generic Universal Ro... Apr 2026
: Magic uses the standard GURPS Magic system where spells are treated as skills rather than fixed class slots.
: The setting is compatible with GURPS Space (magic in low-mana orbit) and GURPS Illuminati . Gameplay Mechanics GURPS Technomancer (GURPS: Generic Universal Ro...
: Magic relies on ambient "mana." While Earth is generally normal-mana, outer space is a "low-mana" environment, imposing a -5 penalty to spell rolls for mages. : Magic uses the standard GURPS Magic system
: 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. : A high-mana region extending 200 miles around
: 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 objects (even starships) but requires massive energy expenditure (starting at 30 points) and carries heavy skill penalties for advanced tech.
: Enchantment is handled like a production line. For example, Plastic Golems can be mass-produced for roughly $100 in materials.