Near future, non spacefaring, technomagic RPGs

tecnowraith

First Post
Does any know any good future, non spacefaring, technomagic with playable races RPGs in print? What I mean by technomagic i mean by technology powered by magic like mana engines, digital grimoires/spellbooks and firerams with spell enhancements.

I know there is Shadowrun but not sure if it has the type of technomagic I'm looking for. Anything non d20 will be good.
 
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Well I would have said both Dragonstar and Iron Kingdoms but you want non-d20. Hmmm...

If you can find an old copy of the Amazing Engine system from TSR the Magitech supplement is just what you are looking for. If you're going to get it though, do yourself a favor and also get a copy of "For faerie Queen and country" which was my favorite of the Amazing Engine game/settings.

Torg might kinda work although it would take some tinkering. Hard to argue with the cyber-pope however.

Shadowrun could work for you, with some adaptation of the fluff. You can simply rebrand a lot of the tech as magic for example so instead of cyberware a street sam is getting enruned with each rune granting him superhuman abilities while eating away a small piece of his soul...

It kind of depends on how much work you want to do really. If you want to sit down and play with minimal work it'll be hard to beat Shadowrun or Dragonstar. If you want a hand crafted masterpiece that exactly reflects your vision I say grab a copy of HERO 5th edition or GURPs and make it yourself.
 

There is a GURPS world book based on earth with technomagic.
GURPS Technomancer?

I don't have this one but the I really enjoyed the other GURPS world books I have (GURPS Fantasy, GURPS Fantasy II, GURPS Cyperpunk, GURPS VtM, GURPS WtA, GURPS MtA, GURPS Vikings, GURPS Conan, GURPS Cthulhutech, GURPS Camelot, etc.)
 


I know lots of different games, some of which even have technomagic elements, but with all those qualifiers put together? I don't know of anything off the top of my head.

1. Technomagic doesn't tend to be popular in general.

2. Future stuff tends to be "Sci-Fi" and therefore heads off into space.

3. Non-d20... you're into the niche area of a niche hobby.

4. "In print" I'm guessing means "company still exists" or "company still supports the product".

The technomagic settings that I know of:

Red Star (d20 Modern) - Retro-history. WW2 sort of blended with semi-futuristic look. Carries the d20 logo so Green Ronin is probably going to have to dump them, or sticker over them or something.

Everstone (BESMd20) - Fantasy world, blended with future looking runetech. Carries the d20 logo, distributed by Guardians of Order (who are out of business). Not hard to find, but an awful lot of strikes against it for you.

Secret of Zir'An (Finesse system) - technomagic in a 1920's sort of world. Distributed by White Wolf until they basically dropped the game. Paragon Games still sort of technically exists, but what's out there is all there is.

Dragonstar (D&D 3.0) - D&D in space. Old game line of FFG, which they dropped. Doubt they'll re-tool it either, but anything is possible.

Arsenal / Factory (d20) - technomagic source books. Put out by Perpetrated Press. Company ceased to exist a long time ago. Still pretty easy to pick these up though, and very cheaply. Arsenal covers various magic bits and weapons, Factory is all about robots.

Rifts (Palladium) - some technomagic stuff. Post apocalyptic future where magic came back. Technomages exist within the setting, but they're just one small part of a whole big world of crazyness.

Eberron (d20) - technomagic, I guess. I personally hesitate to really list it, as it doesn't really strike me as a "technomagic" setting, despite some people's complaints about warforge being another name for "robot". On the whole, Eberron really felt more like "D&D" with a new coat of makeup. A few throw-away bits that are sorta technomagicy, but it's really still just D&D.
 


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