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07-04-2024, 08:36 AM | #1 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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GURPS Meta-Tech
Want to build a cool character ability? GURPS has you covered! Break out GURPS Powers and its many add-ons, crunch the numbers, and you'll be good to go. If your power is channeled through a gadget, crunching a few extra numbers lets you add such risks as breakage and theft – although the results will still cost character points and still work like an innate gift. Want to pay money for the thing and have it work like technology? That calls for GURPS Meta-Tech, a system for converting abilities bought with points into gear bought with cash. It addresses size, TL, weight, power consumption, operation skills, damage, repairs, and everything else that genuine equipment requires. However, it doesn't stick to the mundane . . . you can choose from more than 20 origins ranging from plausible bio-tech or nanotech, through hopeful steam-tech or superscience, to outright madness like ontological remnants or even Cthulhutech. These origins, and a collection of modifiers to adjust the artifact's appearance and operation as an artifact, can be as important as the item's intended functions – they are not just "flavor." And as befits a book on DIY gadgets, there are plenty of knobs and switches to adapt all of this to your campaign. You can keep it simple and pick the TLs and origins that exist there, or you can plunge into building complex abilities (some with new traits useful for characters as well), creating new origins, tweaking item rarity, and even letting PCs design their own meta-tech. Lest it all sound overwhelming, have no fear: There's also an entire appendix with over a dozen worked examples to show you how it's done! — Store Link: https://warehouse23.com/products/gurps-meta-tech
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
07-04-2024, 08:40 AM | #2 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: GURPS Meta-Tech
First post is mine. Mwhahahaha.
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My w23 Stuff My Blog GURPS Discord My Discord Latest GURPS Book: Meta-Tech Latest TFT: Vile Vines Become a Patron! |
07-04-2024, 08:41 AM | #3 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: GURPS Meta-Tech
And yes, I know it was out two days ago. However, this is our traditional release day. :)
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
07-04-2024, 09:15 AM | #4 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Meta-Tech
As its a gear book, I also ordered the physical copy. I do most of my work with the PDF these days, but physical is good for browsing away from a computer and just a relaxing way to read. I find physical also good for just randomly opening to a page for inspiration on what to build next.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
07-04-2024, 09:42 AM | #5 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS Meta-Tech
Well, okay, I'll repeat myself: I can see that the BCMs in Meta-Tech correspond fairly closely to the power modifiers in Powers, and I can see that commonly they can be parsed in terms of the power modifier components spelled out there. For example, an enchanted item's -0.1 equates neatly to the -5% for a magical ability being subject to countermagic and dispel and -5% for its being sensitive to local mana levels. But I can't reverse engineer all of the novel modifiers here. And I'd like to be able to do so, because I might want to borrow some of them for my current project.
In particular, I'm interested in Chthulhutech, Materials, and Necromantic as options, either to port over or to provide components I can use. So if anyone feels able to analyze what those components are I would be interested and appreciative.
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Bill Stoddard I don't think we're in Oz any more. |
07-04-2024, 10:07 AM | #6 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Meta-Tech
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Depending on what your project is its probably best to break them up into normal PMs and then apply some penalty, cost, etc to manufacturing. Such as a rarity for materials cost as a simple CF instead of a power modifier.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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07-04-2024, 11:40 AM | #7 |
Join Date: Jan 2024
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Re: GURPS Meta-Tech
Just finished reading through the whole thing. Good stuff.
Regarding the Power Corrupts option for Cthulhutech and Enchanted items: I'm presuming it functions like the Corrupting modifier (defaulting to 20% the point cost of the underlying ability in Corruption). This does raise the question of why it can substitute for the -0.4 BCM of the default Fright Check rules, where all other indications are that it should be worth -0.2 BCM. But my real wonder concerns how often to apply the Corruption (the Corrupting modifier itself doesn't actually say). Intuitively, it seems like the Corruption should replace batteries and hence function at the same intervals, like the Enchanted Item options. But the implication of being able to add the -0.2 BCM Corrupting to Enchanted items on top of the normal battery-replacement options is that it does not itself interact with the battery requirement. Making this even harder for me to parse is that the normal Enchanted Item options replacing batteries and adding -0.1 BCM seem like an incredibly efficient trade-off compared to the normal +4 CF to waive battery requirements. It strikes me as weird they provide a discount when, if anything, they seem less restrictive than normal battery requirements. Any insight as to the reasoning here would be appreciated; maybe I've missed something. At the very least, a strict reading suggests 1d-3 Corruption per "use" (at -0.1 BCM) would be legal variant to replaces batteries but that this would independent of the -0.2 (-0.4?) BCM Corrupting modifier (which, presumably, would also apply at the same "use" intervals). |
07-04-2024, 02:16 PM | #8 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS Meta-Tech
Quote:
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Bill Stoddard I don't think we're in Oz any more. |
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07-04-2024, 03:10 PM | #9 | |
Join Date: Oct 2010
Location: earth....I think.
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Re: GURPS Meta-Tech
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07-04-2024, 03:26 PM | #10 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS Meta-Tech
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Can you write up Materials using the list on page 21 and show how to get the BCM?
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Bill Stoddard I don't think we're in Oz any more. |
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