: Magic uses the standard GURPS Magic system where spells are treated as skills rather than fixed class slots.
: High-level magic like Rebuild can restore destroyed objects (even starships) but requires massive energy expenditure (starting at 30 points) and carries heavy skill penalties for advanced tech. GURPS Technomancer (GURPS: Generic Universal Ro...
: Spells are quantified in technical terms. For instance, 1 MWh of energy is equivalent to roughly 10,000 fatigue points . : Magic uses the standard GURPS Magic system
: Modern firearms often use magical enhancements. The S&W M-7 is an elemental-powered 9mm handgun that can fire hundreds of rounds before needing a magical recharge. Setting & System Resources the following official materials are recommended:
To run a full campaign, the following official materials are recommended: