GURPS Technomancer

1998 · Campaign Setting (game world)

GURPS Technomancer

Magic enters the modern world when the first atomic bomb test tears open a hole in reality, unleashing a storm of magical energy. Enchanted fallout spreads across the southern United States and Mexico, gradually transforming society and technology. The setting combines high magic, advanced technology, and atomic-age history for adventures in a world reshaped by this supernatural catastrophe.

Sourcebook (rules/options to enhance play)Skill Based (buy or gain skills)Point Based (allocate points to get skills, powers, etc)Dice (Primarily d6)

Game facts (players, playing time, age, credits) from BoardGameGeek.