Gurps Technomancer — (gurps: Generic Universal Ro...
: A specialized sourcebook for running Technomancer in a Vietnam War setting, blending jungle warfare with arcane power.
: 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. GURPS Technomancer (GURPS: Generic Universal Ro...
: 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 specialized sourcebook for running Technomancer in
: The setting is compatible with GURPS Space (magic in low-mana orbit) and GURPS Illuminati . Gameplay Mechanics It is a hotspot for bizarre phenomena and religious rituals
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
: The primary setting guide detailing history, society, and the "Merlin-1" timeline.
To run a full campaign, the following official materials are recommended: