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Old 10-18-2019, 06:52 AM   #1
Kromm
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Join Date: Jul 2004
Location: Montréal, Québec
Default GURPS High-Tech: Electricity and Electronics

Electricity
And when it does fancy tricks
It's electronics
— Zap Sparks, Gadgeteer Extraordinaire
Electricity becomes interesting at TL5, important at TL6, and one of the cornerstones of civilization at TL7-8. Yet GURPS tends to hand-wave it and things that depend on it with words like "external power" and "toolkit," omitting such details as what power and which tools. For many campaigns, that's enough – but it can be a little disappointing when you're playing an engineer, scientist, or wire rat and all your toys are swept under the carpet with a skill roll or two, while the shooters get GURPS Gun Fu, GURPS Tactical Shooting, entire chapters full of guns, and hours of turn-by-turn combat.

GURPS High-Tech: Electricity and Electronics redresses the imbalance. This expansion for GURPS High-Tech explores electrical and electronic gadgetry in depth. It applies the loving treatment that other GURPS supplements reserve for weapons to diverse items of specialized equipment, offering stats, uses, modifiers, and skill rolls. It also goes into detail on the technology behind the gear, to help the GM create adventures or even an entire campaign where it's significant to the plot. From simple switches, lamps, heaters, and magnets to edge-of-tomorrow military and spy tech, it's all here!

Because everybody needs a Tesla coil!


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