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Old 06-07-2024, 05:30 PM   #1
Christopher R. Rice
 
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Default The GURPS Meta-Tech Hype Thread

As you folks know I wrote a supplement called "GURPS Meta-Tech" it's the direct descendent of "Metatronic Generators" from Pyramid #3/46: Weird Science. Metatronic Generators was essentially a way to take a GURPS powers build and turn it into gear with a cash cost, weight, etc. Basically, it ignores the gadget modifiers in the Basic Set and then "gadgetizes" the build using its own rules.

GURPS Meta-Tech takes everything I've learned almost 12 years, used in my own campaigns, etc. and distills it into a simple system. It includes the article "More Options for Metatronic Generators" from Pyramid #4/3: Sci-Fi/Tech and a ton of stuff I'd set aside for Pyramid publication that never came to pass.

But wait! There's more. It also adds two new parts of the design process: Origins and Modifiers.

Origins are basically like a Power Modifier, but for meta-tech devices. With origins you can turn a superscience meta-tech device (the default assumption for the supplement) into...a magic item. Or Progenitor tech. Or bio-organic tech. Or anything.

And did I mention the new modifiers for traits? These modifiers actually change how the meta-tech interacts with the wielder using the CF notation we're all used to now.

And did I mention the examples, there are thirteen of them (one for each TL) with different origins to boot. Excalibur is in there...

And if you order now you get: pages and pages of how-to advice on builds, new enhancements and limitations, and so much more!

With GURPS Meta-Tech you can build anything from magic swords to cthulhutech (what's this you ask? It's something new...) battlesuits and everything in between. And guess what? It's a universal system. No more poking at multiple systems for supernatural powers, special gear, strange tech, etc. It's all a single system you can easily customize for you games.

This is some of my finest work so far and the process to write it was grueling as I redid many of the mechanics to make it work better. Also, this was probably one of the best playtests I've ever been in. The playtesters asked really hard questions and they did not let me do less than my best when I revised. I had to kill a lot of my darlings this time around, but the book is just so much better for it.

So get hyped. Get ready. Ask questions. If I can tell you I will. And remember on June 27th to buy your copy of GURPS Meta-Tech. The Powers That Be are watching to see what sales are like. And if you want more books like it or more from me...well. You know what to do. :-)
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Last edited by Christopher R. Rice; 06-07-2024 at 05:43 PM.
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Old 06-07-2024, 05:35 PM   #2
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Default Re: The GURPS Meta-Tech Hype Thread

If there are examples for each TL, shouldn't there be thirteen? TLs go from 0 to 12. . . .
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Old 06-07-2024, 05:36 PM   #3
Christopher R. Rice
 
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Default Re: The GURPS Meta-Tech Hype Thread

Quote:
Originally Posted by whswhs View Post
If there are examples for each TL, shouldn't there be thirteen? TLs go from 0 to 12. . . .
Yeah, that's a goof. MY brain said "OH! TWELVE. Is TWELVE." Thanks for point this out.
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Old 06-07-2024, 05:37 PM   #4
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Default Re: The GURPS Meta-Tech Hype Thread

My frothing unhinged DEMAND for this book grows daily!

Only 20 days to go. O_o'
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Old 06-07-2024, 05:40 PM   #5
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Default Re: The GURPS Meta-Tech Hype Thread

Definite first day buy for me.
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Old 06-07-2024, 05:40 PM   #6
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Default Re: The GURPS Meta-Tech Hype Thread

TL0 MetaTech:
My MagicTech rock of rock creation shall defeat your MagiTech rock of rock destruction!
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Old 06-07-2024, 05:42 PM   #7
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Default Re: The GURPS Meta-Tech Hype Thread

Quote:
Originally Posted by Christopher R. Rice View Post
With GURPS Meta-Tech you can build anything from magic swords to cthulhutech (what's this you ask? It's something new...)
But CthulhuTech is an existing IP/franchise.

On the other hand, looking forward to the book.
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Old 06-07-2024, 05:44 PM   #8
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Default Re: The GURPS Meta-Tech Hype Thread

Quote:
Originally Posted by Mark Skarr View Post
But CthulhuTech is an existing IP/franchise.

On the other hand, looking forward to the book.
Now I need to find a group to play this amazing looking niche TTRPG I've never heard of before!
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Old 06-07-2024, 05:53 PM   #9
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Default Re: The GURPS Meta-Tech Hype Thread

It's finally almost here? LET'S FRIGGIN' GOOOOOO!

Unless you need hard core realism, I assure you that 99.99% of ever gadget, weapon, vehicle, powered suit, super base, ring of power, robot minion, what have you can be handled. Hell, it can also handle realistic tech too with the right options. Even if you don't use it directly, it's still a good jump off point for ideas or as a way to "prototype" ideas you have before you go into them with more detail (kinda like how I use Spaceships).

During the play test I had a blast coming up with ideas like an zero point detonator axe, a near perfect expy of the Armored Fighting Suit Mk II from Maschinen Krieger, and a clock work lumbjack tin man who became convinced that human blood made the best oil.... Yeah, you can come up with some crazy stuff.

So, basically, what I'm saying is like GURPS Powers, Meta-Tech is going to be one of those books everyone is going to want to have on the shelf (or hard drive).
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Old 06-07-2024, 05:59 PM   #10
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Default Re: The GURPS Meta-Tech Hype Thread

Finally. With Meta-Tech, we can finally give Dungeon Fantasy Artificers the means to create wild, fantastical Clockpunk/Steampunk/Magitech inventions!
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