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<blockquote data-quote="Tyler Do'Urden" data-source="post: 436074" data-attributes="member: 4601"><p>Not that I know of... the designers have no links to GURPS. They're newbies, as far as I can see... but damn good ones. The basic idea of the game, from the material they've shown me, is a far-future (250,000 years from now) setting based loosely off of some of the sci-fi works of Vinge and Niven, with more of an emphasis on problem solving, research, and philosophy than upon physical combat. </p><p></p><p>The system, although keyed to a specific setting and vision of the future, is very universal- in fact, they're designing most of the systems to be based off of components instead of individual units- for example, they have systems for building your own weapons (rather than picking and buying them off a list), transport systems, solar systems, even societies. There is a very subtle psionics system integrated into the ruleset, as well as a not-so-subtle set of nanotechnological skills and feats. There is a slew of playable races (all human or human-derived- no aliens, as far as I know), and six core classes- the Soldier, Explorer, Athlete, Scientist, Philosopher, and Diplomat- I haven't seen any of the prestige classes yet.</p><p></p><p>However, the most intriguing system that I've seen in the materials is the Memetic Feat system- this is a set of bonus feats that characters recieve as they advance, reflecting basic worldviews and paradigms, ranging from basic instincts and power drives to transcendental ecstacies and cosmic union. From what I understand, a big part of the game is learning to master different "states of consciousness" that are reflected in how the character is roleplayed- sort of like an alignment system, only you gain special abilities by playing your character according to it's worldview. (For example, my Soldier character with his "Survival Sense" feat might gain a bonus to his combat ability or his survival checks if I play him as intensely visceral and aware of his surroundings- but if I play him as a soft and forgetful character, would lose the bonus. On the other hand, my Philosopher might have the "Rational Perception" feat- he might gain a bonus to his Profession (Biologist) checks as long as I'm playing him as a discerning, rational, skeptic, but the minute that I start howling at the moon and using my microscope to search for fairies- goodbye, bonus!)</p><p></p><p>The I:T material provides lots of useful food for thought... or will, if it ever gets released to the public. (It's nice having one of the designers for a DM... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p></blockquote><p></p>
[QUOTE="Tyler Do'Urden, post: 436074, member: 4601"] Not that I know of... the designers have no links to GURPS. They're newbies, as far as I can see... but damn good ones. The basic idea of the game, from the material they've shown me, is a far-future (250,000 years from now) setting based loosely off of some of the sci-fi works of Vinge and Niven, with more of an emphasis on problem solving, research, and philosophy than upon physical combat. The system, although keyed to a specific setting and vision of the future, is very universal- in fact, they're designing most of the systems to be based off of components instead of individual units- for example, they have systems for building your own weapons (rather than picking and buying them off a list), transport systems, solar systems, even societies. There is a very subtle psionics system integrated into the ruleset, as well as a not-so-subtle set of nanotechnological skills and feats. There is a slew of playable races (all human or human-derived- no aliens, as far as I know), and six core classes- the Soldier, Explorer, Athlete, Scientist, Philosopher, and Diplomat- I haven't seen any of the prestige classes yet. However, the most intriguing system that I've seen in the materials is the Memetic Feat system- this is a set of bonus feats that characters recieve as they advance, reflecting basic worldviews and paradigms, ranging from basic instincts and power drives to transcendental ecstacies and cosmic union. From what I understand, a big part of the game is learning to master different "states of consciousness" that are reflected in how the character is roleplayed- sort of like an alignment system, only you gain special abilities by playing your character according to it's worldview. (For example, my Soldier character with his "Survival Sense" feat might gain a bonus to his combat ability or his survival checks if I play him as intensely visceral and aware of his surroundings- but if I play him as a soft and forgetful character, would lose the bonus. On the other hand, my Philosopher might have the "Rational Perception" feat- he might gain a bonus to his Profession (Biologist) checks as long as I'm playing him as a discerning, rational, skeptic, but the minute that I start howling at the moon and using my microscope to search for fairies- goodbye, bonus!) The I:T material provides lots of useful food for thought... or will, if it ever gets released to the public. (It's nice having one of the designers for a DM... :) ) [/QUOTE]
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