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Gurps Technomancer (gurps: Generic Universal Ro... Apr 2026

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

: Spells are quantified in technical terms. For instance, 1 MWh of energy is equivalent to roughly 10,000 fatigue points . GURPS Technomancer (GURPS: Generic Universal Ro...

: The primary setting guide detailing history, society, and the "Merlin-1" timeline. is a unique campaign setting where magic and

: 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. For instance, 1 MWh of energy is equivalent

: 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.

To run a full campaign, the following official materials are recommended:

: Magic relies on ambient "mana." While Earth is generally normal-mana, outer space is a "low-mana" environment, imposing a -5 penalty to spell rolls for mages.