Introduction to GURPS Technomancer

by Dalton S. Spence

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For those who are new to rolelplaying, GURPS is the "Generic Universal RolePlaying System" by Steve Jackson Games, and Technomancer is one of it's worldbooks which depicts a parallel world where, as a result of the first atomic explosion in 1945 ripping a hole into neighboring magic rich dimension, magic is commonplace (at least in America) and well integrated with modern science. It's a very strange world of;

  • spells (carefully catalogued, taught in high schools and universities, and available in hardcover, paperback, or CD ROM at your local bookstore),
  • magical artifacts (flying carpets, crystal balls that work magic wands and staves, machines operated by summoned spirits, etc. mass produced on enchanted assembly lines),
  • wizards (highly trained professionals who use their magical skills in every walk of life, and are well paid to do so),
  • chimera (magical half-human half-animal hybrids who are America's newest minority group),
  • demons (often involved in organized crime; sometimes servants, sometimes bosses),
  • zombies (in some states you can be sentenced to both death and hard labor at the same time),
  • vampires (legally declared ambulatory corpses carrying an infectious disease, the Centers for Disease Control sends out armed "sterilization" teams to deal with this "plague"),
  • the Condor Group (a cabal of powerful Nazi wizards controlling a fascist Argentina through the eternally youthful Evita Perón),
  • and Giant Mutant Killer Penguins (who have exterminated mankind in Antarctica and established the perfect Socialist Collective).

It's an interesting place to live ... if you can.


Notice: GURPS is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

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