GURPS Classic Technomancer
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By David L. Pulver Additional Material by S. John Ross and Daniel U. Thibault Edited by Sean M. Punch Illustrated by Dan Smith, Kurt Brugel and Ray Lunceford Additional Illustrations by Glenn Grant, John Lucas, David Plunket, Shea Ryan, Ashley Underwood and Clifford VanMeter Cover by Alan Rabinowitz GURPS System Design ! Steve Jackson Chief Operations Officer ! Gene Seabolt GURPS Line Editor ! Sean Punch Design, Production and Typography ! Jack Elmy Print Buying ! Melissa Brunson Art Direction ! Alain H. Dawson GURPS Errata Coordinator ! Hunter Johnson Special Thanks: Hubert Bartels, Jim Duncan and Tim Pulver. Playtesters: Mark Cogan, Peter Donald, John Dunn, John Freiler, James Galloway, Leonardo Holschuh, Robert Huss, John Karakash, Stephen Mann, Phil Masters, Peter Meilinger, John Nowak, Nana Yaw Ofori, Daniel Rice, Mike Sands, Dalton Spence, David Starner, Jeff Stone, Geoff Underwood, Andy Vetromile, Phillip Weiss, and the other Pyramid playtesters. Note: GURPS Technomancer is completely unrelated to White Wolf’s MAGE: The Ascension roleplaying game and does not in any way challenge the copyrights and terms used therein. GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. GURPS Technomancer, Pyramid and Illuminati Online and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Technomancer is copyright © 1998 by Steve Jackson Games Incorporated. All rights reserved. Some art copyright www.arttoday.com. ISBN 1-55634-359-0 1 2 3 4 5 6 7 8 9 10 STEVE JACKSON GAMES CONTENTS INTRODUCTION ..............................4 NECROMANTIC SPELLS.................... 27 About the Author ............................. 4 PROTECTION AND About the Editor............................... 4 WARNING SPELLS .......................... 27 About GURPS .................................. 4 SOUND SPELLS ................................. 28 Page References ............................... 4 TECHNOLOGICAL SPELLS................ 28 Bio-tech Spells ............................... 28 1. HISTORY ....................................5 Energy Spells.................................. 29 The Chimeras .................................. 6 Machine Spells ............................... 32 The Science of Magic....................... 6 Metal/Plastic Spells ........................ 36 Glossary ........................................... 6 Radiation Spells.............................. 38 The Magic Returns ........................... 7 WATER SPELLS................................. 38 The Antarctica Event........................ 7 TIMELINE: AFTER 3. HIGH-TECH ENCHANTMENT.........39 THE HELLSTORM............................. 8 INDUSTRIAL ENCHANTMENT ........... 40 The United States and Enchantment Cost .......................... 40 Magical Supremacy ....................... 8 Creating a Production Line ............ 41 Vampires......................................... 10 Operating a Production Line .......... 41 The Agrarian Conspiracy............... 11 Quick and Dirty Enchantment Necro-Historians............................ 12 Formula........................................ 41 Is Everything Mass-Produced?....... 42 2. MAGIC.....................................13 RADIATION AND The Theory of Magic...................... 14 NECROTECHNOLOGY .................... 42 The Nature of Spells....................... 14 Nuclear Reactors and Magic .......... 42 4. NONHUMAN RACES ....................52 Spell Origins................................... 14 Nuclear Weapons ........................... 43 HUMAN CHIMERAS .......................... 53 Mana Levels ................................... 14 Some Common Enchantments ........ 43 Chimera Origins............................. 53 Spells and Education...................... 14 Necronium...................................... 44 UNDEAD ............................................ 54 Wizards’ Academies ....................... 15 Mana-Active Radiation .................. 44 Halflings......................................... 54 State of the Art ............................... 16 Mana-Active Waste ........................ 44 How to Become a Vampire............. 56 Spells from GURPS Grimoire........ 16 Mana-Disruptors............................ 45 DRAGONS .......................................... 57 Divination....................................... 16 The Ghost-Dynamic Laser ............. 46 Military Dragons ............................ 57 SPELL DESCRIPTIONS............. 17 The Necronium Bomb..................... 46 Necromantic Spirits........................ 57 AIR SPELLS....................................... 17 Stabilized Ectoplasm ...................... 47 ELEMENTALS .................................... 59 BODY CONTROL SPELLS.................. 17 Depleted Necronium....................... 47 Dragon Breeding: COMMUNICATION HIGH-TECH ALCHEMY.................... 48 Project Fafnir............................... 59 AND EMPATHY SPELLS.................. 18 Laboratory Equipment.................... 48 Elemental Origins .......................... 60 ENCHANTMENT SPELLS ................... 19 Economics of Industrial Alchemy.. 48 DEMONS............................................ 61 Weapon Enchantments................... 21 Walkmages and Spellsongs ............ 48 Demonic Origin: FIRE SPELLS..................................... 21 New Forms of Elixir....................... 49 Extradimensional? ....................... 61 FOOD SPELLS ................................... 22 New Elixirs..................................... 49 Demon Races.................................. 62 HEALING SPELLS ............................. 22 High-Tech Golems.......................... 49 Demonic Origin: ILLUSION AND CREATION SPELLS... 23 Power Plants from Our Inner Demons ....................... 62 KNOWLEDGE SPELLS....................... 23 GURPS Vehicles and Robots ...... 49 Demon PCs..................................... 62 Personal Divinations ...................... 23 GENETIC THAUMATURGY................ 50 Seelie Abductions ........................... 63 Standard Divinations ...................... 23 Rodent-Piloted Vehicles ................. 50 Unseelie Encounters....................... 64 LIGHT AND DARKNESS SPELLS ....... 24 Availability of Elixirs ..................... 50 INTELLIGENT ANIMALS ................... 65 MAKING AND BREAKING SPELLS.... 25 Law, Ethics and Genetic Post-Abduction Experiences .......... 65 MIND CONTROL SPELLS.................. 25 Engineering.................................. 51 THE SEELIE ...................................... 66 MOVEMENT SPELLS......................... 26 Wiz Genes ...................................... 51 Theories About the Seelie............... 66 2 CONTENTS Pure Science ................................. 106 Sephiroth Industries...................... 116 5. CHARACTERS AND Space Travel and Industry............ 106 Terrorists...................................... 116 CAMPAIGNS............................67 Religion ........................................ 107 PRIVATE ASSOCIATIONS................. 118 CHARACTER TEMPLATES ................ 68 Sports............................................ 107 Elementalists’ Union .................... 118 Suggested Starting Point Totals ..... 68 Practical Astromancy................... 107 Enoch Foundation ........................ 118 TEMPLATE DESCRIPTIONS............... 69 Transportation .............................. 108 SNTBC Quetzal............................ 118 Alchemist ....................................... 69 Trips in Space............................... 108 RELIGIONS AND CULTS ................. 118 Advantages ..................................... 69 Brothers of the Morning Star ....... 118 Artist............................................... 70 7. ORGANIZATIONS......................109 Other Groups of Interest .............. 118 Astronaut or Astromancer .............. 71 U.S. FEDERAL AGENCIES .............. 110 Church of the Knights of the Other Advantages........................... 71 Bureau of Alcohol, Tobacco, Apocalypse................................. 119 Disadvantages ................................ 72 Tactical Talismans and The Condor Group ....................... 119 Criminal.......................................... 73 Firearms (A3TF) ........................ 110 The Rachelites .............................. 120 Birth Defects................................... 74 Centers for ORGANIZED CRIME........................ 120 Crippling Disadvantages................ 74 Disease Control (CDC).............. 110 Rise of the Condor........................ 120 Emergency/Rescue Team Member 75 Other U.S. Agencies ..................... 110 Cartels........................................... 121 Skills ............................................... 75 Central Intelligence Mafia ............................................ 121 Entertainer ...................................... 76 Agency (CIA)............................. 111 Triads............................................ 121 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 ...........................