Technology and magic question...

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I am looking for any info that is already in place to cover the use of
magic to power things like cyberlimbs, powered armor, and so on. Are there
any books that cover this subject?

What I am plotting is a campaign that is cyberpunkish, but driven off magic
instead of science.

Thanks
Vetis
 
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Magic Items 2 featured Go-Limbs, a form of purely magical prosthesis.
There were also magical eye patches that alowed sight, along with
various sense enhancement enchanted items in some of the other Magic
Items books. For power armor Magic items 3 had MechaGolems small
versions of which can serve as power armor.
OTOH if you want more technological cyberlimbs etc but still magical
powered I sugest you check out the magical engines in Vehicles.
If your using fourth edition the stuff from the Magic Items books
should work with minimal conversion, but the vehicles stuff will be
more of a problem.
 

john

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On Wed, 23 Feb 2005 11:25:11 -0600, Vetis <c.cliff@comcast.net> wrote:

>I am looking for any info that is already in place to cover the use of
>magic to power things like cyberlimbs, powered armor, and so on. Are there
>any books that cover this subject?
>
>What I am plotting is a campaign that is cyberpunkish, but driven off magic
>instead of science.

You might want to look for the GURPS Cthulupunk and GURPS Technomancer
books.

John
 
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Vetis wrote:
> I am looking for any info that is already in place to cover the use
of
> magic to power things like cyberlimbs, powered armor, and so on. Are
there
> any books that cover this subject?

The Tech college, from GURPS Grimoire (3e) covers this to some extent
(however, there is important errata). I'm not sure how many of these
spells made it into Magic for 4e.

Brandon
 
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On Wed, 23 Feb 2005 11:25:11 -0600, Vetis <c.cliff@comcast.net> wrote:

>I am looking for any info that is already in place to cover the use of
>magic to power things like cyberlimbs, powered armor, and so on. Are there
>any books that cover this subject?
>
>What I am plotting is a campaign that is cyberpunkish, but driven off magic
>instead of science.

And what is the difference? ^________^

Jokes a part, you could just say "they are powered by
magic/mana/whatever", and then set the consequences, for example, they
could not work in no-mana zones, being prone to unexpected
consequences, etc.

If bought by points, it could be a Limitation (Mana Powered) [-10%].

Korin Duval

--

"Truth requires a great amount of courage;
Fiction requires a great amount of maturity."
 
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In article <422066a4.3792078@powernews.libero.it>,
Korin Duval <korinNOduvalSPAM@yahoo.it> wrote:
>On Wed, 23 Feb 2005 11:25:11 -0600, Vetis <c.cliff@comcast.net> wrote:
>
>>I am looking for any info that is already in place to cover the use of
>>magic to power things like cyberlimbs, powered armor, and so on. Are there
>>any books that cover this subject?
>>
>>What I am plotting is a campaign that is cyberpunkish, but driven off magic
>>instead of science.
>
>And what is the difference? ^________^

<snip sensible 'jokes apart' text>

One way to make it different would be to make cyberlimbs cross species grafts,
instead of having a cyberarm you could have a lizardmans arm implanted (cheap)
or a Demons arm (expensive) or instead of cybereyes have dragon eyes implanted
(insanely expensive and more that a little dangerous).

Increased strength, etc could a result supplemental enchantments

A quick hand-wave could rule that living matter is harder to enchant,
however since the original owners of the beast-limbs are now dead the limb
is non-living matter and much easier to boost (explaining why people don't
just enchant up their own limbs)

--
Michael
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NPC rights activist | Nameless Abominations are people too.