Pyramid, edited by Steven Marsh, is the monthly GURPS supplement
containing short articles with a loose linking theme. This time it's
GURPS Technomancer, the magic-as-technology world inspired by Magic,
Inc., Operation Chaos and The Case of the Toxic Spell Dump.
This is a setting I've never run, and played in only briefly. But
it's just come out in print-on-demand, and there's clearly still
interest in it.
Technomancer Needs Hunters! (Kelly Pedersen) adapts the Monster
Hunters series to Technomancer: magic and supernatural creatures are
known, so the hunters don't need to be covert, but public scrutiny can
bring its own problems. Getting backup from official sources is
possible, but leads to the standard problem of protagonists who don't
want to be protagonists ("why don't we just call the cops and go
home"), and there are some notes on avoiding this. The article deals
with the replacement of Ritual Path magic by the standard GURPS spell
system, adjusts templates and adds some new ones, and gives some stats
for monsters.
El Paso Vice (Paul Stefko) takes a similar approach, but starts with
the Action series; it adds magic (potentially basing spells on DX for
the shooty hero types), modifies the existing templates by adding
10-point spell packages, adds some magic items, and gives the titular
campaign frame, which is cops in a city on the Mexican border,
fighting against drug cartels. With every PC a magician, this could
get tremendously complicated in play, but I'd like to see it tried.
Eidetic Memory: Merlin Declassified (David L. Pulver, who wrote the
world in the first place) adds some new and interesting spells, and
updates the setting slightly to the Internet age: "web-based and
wireless magical service providers (e-magic)". But hey, you can pay
for it by having targeted advertising added to your dreams! If I were
planning to run a Technomancer game, I would definitely include this
material; and any game with modern tech plus magic could benefit from
the new spells.
Revised Templates, Come Fourth! (Kelly Pedersen and David L. Pulver)
updates templates for chimeras, demons, and other strange but playable
creatures from the original book for GURPS 4th edition.
Random Thought Table: Questions and Technomancers (Steven Marsh)
considers the parallelism of having things that work like guns, cars,
telephones, and so on: it's easy to get the hang of how you should
act, even if the details are different. Some of the benefits and
hazards of this are considered, as well as other approaches such as
amnesia and secret weirdness. It's good, thought-provoking stuff.
I don't have time to run a Technomancer campaign, and the usual
problem of "but what do we do in this world" is certainly present,
but this is good support material for an unusual setting. Pyramid 115
is available from
Warehouse 23.
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