A combined fantasy and modern setting?

Shadowrun is a BIT futureistic... it's set around 2060... but it's not too bad. And the extreme stuff (Cyberwear and Rigging/Decking) could be snipped out and not affect the overall system in the slightest.

One warning though... If you use the system, it's _deadly_. One good, solid shot with a heavy pistol is quite easily fatal to a "nerdy" (Rigger, Mage, etc) character. Armor is VERY important, but even that won't save your bacon sometimes. It's one of the most realistic portrayals of gun combat I know of. Most seasoned Shadowrun players prefer to avoid combat alltogether if possible, and end the fight as quick as possible if they are out of options. Some characters suffer worse than others in combat... Trolls have the body points to survive deadly wounds for a fairly long period of time, for example (Provided no one keeps shooting them once they go down...), while magic users can actualy loose some magical ability permanently from serious wounds that aren't treated promptly and properly.
 

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Run, don't walk, to get your copy of GURPS Technomancer

Hello,

I would definitely check GURPS Technomancer, even if you don’t play GURPS. This book goes into depth about the odd ways society would change (and not change) if magic was introduced in the modern day. Also, the book leaves behind most of the trappings of traditional fantasy. Magic is treated as a science and is seen as such.

Check it out here: http://www.sjgames.com/gurps/books/Technomancer/

Ghostmoon
 

Re: Run, don't walk, to get your copy of GURPS Technomancer

If you want to cobble something together from various sources, you could borrow bits from Pulp Heroes and/or Weird Wars. Both are set in mid 20th century (think "Indiana Jones" for PH).

I also hope the Cthulhu d20 will have some 'modern' stuff in it--rules for firearms at the very least. I believe it's due out in March.

The magic system in Weird Wars has a few big differences. To perform miracles (i.e., clerical magic), you must make a Prayer Check....and you take subdual damage from each miracle you cast. For Germanic Rune magic (i.e., arcane magic), the character must know all the runes, and trace their shape in the air and say their name aloud--thus all arcane spells have both Verbal and Somatic components. Really makes the use of magic different! I think other parts of the setting will have different arcane magic systems.

Pulp Heroes replaces Arcane magic with Inventions, so it also works a bit differently. But, bascially, an Inventor builds contraptions that produce spell-like effects.
 

I have the GURPS Basic Set now, and I've skimmed through it almost completely now - hey, I *really* like it! I think I'll order the Technomancer book too.

Is there any other books I would need, do you think?

Thanks!

Edit: How do you think combining Technomancer with Return to the Temple of Elemental Evil? I think it sounds neat!
 
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Decamber said:
I have the GURPS Basic Set now, and I've skimmed through it almost completely now - hey, I *really* like it! I think I'll order the Technomancer book too.

Is there any other books I would need, do you think?


If you are using the GURPS rules, you would probably find GURPS Magic useful. It greatly expands the selection of spells over those listed in Basic Set, and provides rules for creating magical items. It is the default magical system assumed by Technomancer.

As a GM, you may find the Bestiary useful. This is really dependent on how much you like to write things up yourself versus looking them up in a rulebook.

After that, you should probably join the gurps mailing list and ask the question there.
 

Decamber said:
I have the GURPS Basic Set now, and I've skimmed through it almost completely now - hey, I *really* like it! I think I'll order the Technomancer book too.

Is there any other books I would need, do you think?

Thanks!



you should get:

Magic
Compendium I
a Pyramid subscribtion (for $15 per year it's a steal - and tell them Keyser_Soze sent you!)

you will find useful:
Grimoire
High-Tech
Modern Firepower (upcoming)

nifty, if not necessary:
Undead
Martial Arts (and have a look at the "Chi Magic" article in the Pyramid archives!)
Compendium II
 

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