Gurps Meta Tech
Gurps Meta Tech
Printed on
Demand
Money isn’t everything, but it sure is useful!
The GURPS Meta-Tech toolkit turns abilities with
point costs into gear with cash costs. Devise abilities
with the full power of GURPS, pick a tech level and
Size Modifier for the “meta-tech device” that contains
them, choose its origin, and add flavorful modifiers.
Voilà! Your workbench now contains your creation,
along with its cost, weight, and all required stats.
You also get new traits perfect for meta-tech
devices, skills for designing and using your inventions,
an appendix of worked examples, and plentiful guidelines
on adjusting everything to fit your campaign.
Whether you want weird science, steampunk ingenuity,
magical enchantment, or future chrome indistinguishable
from magic, Meta-Tech gives you the tools to turn cash
into contraptions!
Printed on
Demand
TM
Written by
CHRISTOPHER R. RICE
Edited by SEAN PUNCH
Cover Art by BLACKDOG1966,
DIMART GRAPHICS, and WARM_TAIL
Illustrated by DARK GEOMETRY,
DIGITAL GENETICS, DIMART GRAPHICS,
GETMILITARYPHOTOS, GRANDEDUC, IOBARD,
LAURO CORREA CRUZ JUNIOR, SHUTTERSTOCKSTUDIO,
SUBBOTINA ANNA, TITHI LUADTHONG, and WARM_TAIL
Additional Material by RORY FANSLER, JASON “PK” LEVINE,
DAVID L. PULVER, SEAN PUNCH, AND WILLIAM H. STODDARD
GURPS System Design z STEVE JACKSON Chief Executive Officer z MEREDITH PLACKO
GURPS Line Editor z SEAN PUNCH Chief Operating Officer z SUSAN BUENO
GURPS Project Manager z STEVEN MARSH Managing Editor z ALLISON PAGE
Production Artist and Indexer z NIKOLA VRTIS Director of Sales z ROSS JEPSON
GURPS FAQ Maintainer z Page Design z PHIL REED and JUSTIN DE WITT
VICKY “MOLOKH” KOLENKO rt Direction and Prepress Checker z NIKOLA VRTIS
A
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2 Contents
Introduction
GURPS offers all sorts of goodies for gadgeteers, enchant- Power-Ups 8: Limitations, GURPS Psionic Powers, and
ers, and makers. From advantages with gadget limitations GURPS Supers are all highly recommended, as they can
(pp. B116-117), through psychotronics (GURPS Psi-Tech), to help you realize odd or esoteric concepts.
magic items (GURPS Magic), adventurers have their
pick of the best doodads. This can leave the GM in a
tight spot: How to represent all those cool things?
GURPS Meta-Tech to the rescue! It enables the GM Meta-Tech, Ordinary Gear, or Both?
to build any effect possible with character abilities, Some campaigns might restrict all nonstandard gear to
and then convert it to ordinary gear that has a cash meta-tech – although such devices are commonly based on
cost, weight, and other statistics. It presents a unified ordinary gear, their atypical functions are easier to handle with
system for doing so, alongside origins that let you a unified system. The GM might also prefer GURPS Meta-Tech’s
customize the resulting “meta-tech.” The enterprising system to other published material; e.g., a space-opera setting
GM could use it to construct all paranormal gear in could ignore GURPS Ultra-Tech and use Meta-Tech to build
their setting! everything adventurers need. Games that focus on “realism,”
on the other hand, are likely better served by a gear catalog like
GURPS High-Tech. For most campaigns, a mixture works best:
P ublication H istory Use standard equipment as much as possible, and meta-tech
The original meta-tech rules appeared as when that gear doesn’t cover a specific thing you want.
“Metatronic Generators,” in Pyramid #3/46: Weird
Science. Those were in turn based on and adapted from
Psychotronic Generators (GURPS Psi-Tech, pp. 13-14).
“More Options for Metatronic Generators,” in Pyramid #4/3:
Sci-Fi/Tech I, further expanded the rules.
A bout the uthor A
Christopher R. Rice is definitely an evil genius (of
sorts). He’s authored, co-authored, or contributed to many
Recommended Books GURPS supplements and Pyramid articles on a range of
subjects. Of course, if he’s not writing about GURPS,
GURPS Meta-Tech requires the GURPS Basic Set, Fourth he’s blogging about it. Visit his site, “Ravens N’ Pennies”
Edition. It refers to many rules and concepts from GURPS (www.ravensnpennies.com), for more GURPS goodies.
Powers, whose additional modifiers, new advantages, and He wishes to thank L.A., for being the wonderful, amaz-
advice on using existing advantages are almost required ing, inspiring woman that she is – not every man gets his
for some complex or exotic builds. GURPS High-Tech, muse personified in the flesh! He also wishes to thank his
GURPS Low-Tech, and GURPS Ultra-Tech are suggested, gaming group, the Headhunters, for alpha testing; his family
both for inspiration and for regular gear to use for meta- (especially his mother); Elizabeth “Archangel Beth” McCoy,
tech devices’ underlying forms. Finally, GURPS Power-Ups his Sith Editrix mentor; Jason “PK” Levine for his help with
2: Perks, GURPS Power-Ups 4: Enhancements, GURPS some of the traits; and David L. Pulver for starting it all.
About GURPS
Steve Jackson Games is committed to full sup- and more. The entire 122-issue library is available at
port of GURPS players. We can be reached by email: Warehouse 23!
[email protected]. Our address is SJ Games, P.O. Box Internet. To discuss GURPS with our staff and your
18957, Austin, TX 78760. Resources include: fellow gamers, visit our forums at forums.sjgames.com.
You can also join us at facebook.com/sjgames. The web
New supplements and adventures. GURPS continues to
page for GURPS Meta-Tech is at gurps.sjgames.com/
grow – see what’s new at gurps.sjgames.com.
meta-tech.
Warehouse 23. Our online store offers GURPS print
Store Finder (storefinder.sjgames.com): Discover
items, plus PDFs of our books, supplements, adventures,
nearby places to buy GURPS items and other Steve
play aids, and support . . . including exclusive mate-
Jackson Games products. Local shops are great places to
rial available only on Warehouse 23! Just head over to
play our games and meet fellow gamers!
warehouse23.com.
Pyramid (pyramid.sjgames.com). For 10 years, our Rules and statistics in this book are specifically for the
PDF magazine Pyramid included new rules and arti- GURPS Basic Set, Fourth Edition. Page references that
cles for GURPS, plus systemless locations, adventures, begin with B refer to that book, not this one.
Introduction 3
Chapter One
Building
Meta-Tech
Creating meta-tech devices is fairly straightforward: Build • The user makes non-attack rolls against an operation
character abilities and then put them through a process that skill – for instance, Electronics Operation. Skill should follow
turns them into equipment. This gear’s “default origin” is form or function whenever possible; for example, a meta-tech
superscience (p. 21). Picking a different origin from Chapter 2 device that functions as a seismic sensor would use Electron-
may change some details, particularly costs. ics Operation (Sensors), while a jump gate might require
Navigation (Hyperspace). Offensive devices use one or more
The Basics combat skills; e.g., a “power gauntlet” might use Karate to
strike and Wrestling to grapple, while a sword that’s wielded
To create your meta-tech device, first determine the ability one- and two-handed may call for Broadsword and Two-
your device is to emulate. You can pick from existing exam- Handed Sword. Whenever there’s a choice – such as between
ples, like those on pp. 136-151 of GURPS Powers, or design Driving and Navigation for a vehicle (pp. 13-14) – the decision
your own. is left to the GM. In all cases, each device demands a sepa-
Next, decide what form the device takes. GURPS rate, unique familiarity (p. B169), and the GM is encouraged
Meta-Tech assumes that most meta-tech is built into an to enforce unfamiliarity penalties until someone has acquired
existing piece of mundane gear (e.g., a pocket watch or 8 hours of use.
knife), from which its cost is then derived; in that case, • Users who have a power Talent may add it as a bonus
add the mundane object’s cost to the meta-tech’s final cost. to rolls to use the device if – in the GM’s opinion – the power
Devices that have no correlation with a mundane form use modifier of the associated power matches the device’s origin
the rules in What’s My Size Again? (p. 7) instead. Form (Chapter 2) and that power covers an ability similar to the
determines shape (p. 5) and related stats, like its Bulk device’s function.
and the ST required to use it. Cash cost increases with the
point cost of the ability emulated, with compact designs
costing more per point. Evil geniuses on a budget favor
larger gizmos that occupy whole rooms in their fortresses! If you build it, he will come.
For example, to create a meta-tech gun, start with a Pierc-
ing Attack that inflicts the desired damage. Get the correct
– Field of Dreams (1989)
Acc by applying the Accurate or Inaccurate modifier to the
attack, Range by using Increased Range or Reduced Range,
RoF by adding Rapid Fire, Shots by tacking on Limited Use, • Critical failures when using meta-tech are bad. Roll
Rcl by employing Extra Recoil, and so on. All this prices the against the device’s HT (usually 12). Success means the oper-
attack in points. Use the rules in Meta-Tech to convert points ator can continue to use it, albeit at a cumulative ‑2; critical
to a cash cost in $ and weight in lbs. If the meta-tech func- success means they can do so at no penalty – the problem
tion is built into an existing mundane artifact, add that item’s fixed itself! Failure indicates the device suffers a breakdown
cost. The end result is considered gear that characters must requiring a minor repair (p. B484) using an appropriate skill,
pay money to have and carry as encumbrance. typically Electronics Repair; critical failure results in the
For worked examples, see the Appendix (pp. 36-40). device doing something unexpected and suffering a break-
down requiring a major repair (pp. B484-485). At the GM’s
4 Building Meta-Tech
• Generally, devices aren’t cumulative with the user’s sources; e.g., magical items need ambient mana, and shut
extraordinary abilities and can’t contribute when Combining down without it. Some devices are Self-Powered (p. 15).
Powers (Powers, pp. 170-172). For exceptions, see Power Some meta-tech requires something other than batteries
Amplifiers, Enhancers, Mitigators, Dampers, and Neutralizers to function; e.g., a specific kind of ammunition. Self-Powered
(p. 12). devices that have Limited Use (p. 32) recover uses per day
normally. If Limited Use has Fast Reload, Quick Reload, Slow
Underlying Form Reload, or Special Reload, the item regains uses as those
adjustments dictate.
A meta-tech device typically has two costs: that of its In all cases, abilities that cost FP to use still cost FP, in addi-
meta-tech capabilities and that of the base item (e.g., the per- tion to whatever else the device requires or consumes. The
sonal chronowarp, p. 40, is in the shape of a gadget wrist- user must pay these FP – but if they have an Energy Reserve
watch, which GURPS High-Tech, p. 32 says starts at $100). (ER) for a power source that matches the device’s origin, they
Add underlying item cost at the very end, after tallying the can use that, too. If the GM allows, such a meta-tech device
cost of anything to do with meta-tech. For devices with no may have a “capacitor”; buy this as an ER and add its point
underlying item – for whatever reason – see What’s My Size cost to the device’s final point cost. If a device can only pay
Again? (p. 7). FP costs using this ER, add “Accessibility, FP costs must use
built-in ER, ‑5%” to all abilities it emulates.
Legality
Where possible, compare the capabil-
ities of meta-tech to those of mundane
equipment and apply the Legality Class Batteries and Power Cells
(LC) guidelines on pp. B267, B271, and Most meta-tech devices need power; see Powering Meta-Tech (above).
B507. The GM will often have to adjust LC They typically run on ordinary batteries at TL6-8, or on standardized
for devices that do things that are otherwise rechargeable power cells at TL9+. This table summarizes the weight and
impossible – or that have no laws governing cost of replacements.
them! – in the campaign world.
Batteries and Power Cells Table
Damaging Type Cost Weight Notes
Powering a device that requires larger ones. This requires an Electronics Repair
or Electrician roll, but is considered a trivial task. Each “step” between
Meta-Tech what’s needed and what’s available represents roughly a factor of 10. Thus,
a TL9 device that needs two B cells to function could use 20 A cells or 200
By default, meta-tech devices are pow- AA cells.
ered by electricity in the form of batter- For batteries or cells of a different TL, double uptime per TL by which
ies, power cells, or external power (e.g., the power source exceeds that of the device, or halve it per TL by which
being plugged into a wall socket or tied it falls short.
into a city’s power grid). Different ori-
gins (Chapter 2) require different power
Building Meta-Tech 5
Meta-Tech Device Table
To determine a meta-tech device’s cash cost, find the underlying artifact’s SM under “Size” and use the corresponding “Dollar
Cost”; e.g., the cash cost of a SM ‑12 device in a TL(4+1) bladepunk campaign with starting wealth $5,000 is $3,500 × point cost.
For single-use devices, divide dollar cost by 5; for details, see Single-Use Explained (p. 31).
The table also gives power requirements, for devices that aren’t Self-Powered (p. 15).
Size*† Dollar Cost* Power Requirement†‡
SM ‑12 (0.7 × campaign starting wealth)/point AA/week
SM ‑11 (0.6 × campaign starting wealth)/point AA/week
SM ‑10 (0.5 × campaign starting wealth)/point AA/day
SM ‑9 (0.4 × campaign starting wealth)/point AA/day
SM ‑8 (0.3 × campaign starting wealth)/point 2×AA/8 hours
SM ‑7 (0.25 × campaign starting wealth)/point 2×AA/8 hours
SM ‑6 (0.2 × campaign starting wealth)/point T/6 hours or 2×A/8 hours
SM ‑5 (0.15 × campaign starting wealth)/point T/6 hours or 2×A/8 hours
SM ‑4 (0.125 × campaign starting wealth)/point XS/6 hours or 2×B/8 hours
SM ‑3 (0.085 × campaign starting wealth)/point XS/6 hours or 2×B/8 hours
SM ‑2 (0.07 × campaign starting wealth)/point 3×S/6 hours or 2×C/8 hours
SM ‑1 (0.06 × campaign starting wealth)/point 3×S/6 hours or 2×C/8 hours
SM 0 (0.05 × campaign starting wealth)/point L/6 hours, 2×D/8 hours, or external power
SM +1 (0.04 × campaign starting wealth)/point VL/6 hours, E/8 hours, or external power
SM +2 (0.03 × campaign starting wealth)/point VL/6 hours, E/8 hours, or external power
SM +3 (0.02 × campaign starting wealth)/point VL/6 hours, E/8 hours, or external power
SM +4 (0.0175 × campaign starting wealth)/point F/8 hours or external power
SM +5 (0.015 × campaign starting wealth)/point F/8 hours or external power
SM +6 (0.0125 × campaign starting wealth)/point External power
* To go beyond SM ‑12 to +6, start with a value on the to be Self-Powered (p. 15) unless the GM decides to assign sta-
table and multiply dollar cost by 10 per additional SM ‑10 or tistics to smaller batteries. Devices larger than SM +6 might
divide by 10 per additional SM +10; e.g., SM ‑9 uses the mul- require more power than normal – typically double per SM
tiplier 0.4×, so SM ‑19 uses 4×, while SM ‑3 uses 0.085×, so past SM +6.
SM +7 uses 0.0085×. Minimum cost is always $50. At SM ‑10 ‡ For devices with limited uses, the listed batteries or cells
or smaller, spotting the device takes a Vision roll at a penalty are required for its number of uses. For ranged weapons, this
equal to (SM + 10); a device needs SM ‑19 or smaller to enter is number of shots – and such weapons sometimes use other
the bloodstream, or SM ‑44 or smaller to enter a body through kinds of ammunition instead of batteries. External power
its pores. eliminates the need for batteries or cells, giving most devices
† Devices smaller than SM ‑6 don’t have entries for batter- “unlimited” uptime and weapons that use power rather than
ies, only for power cells; in campaigns without cells, they need ammunition “unlimited” shots.
6 Building Meta-Tech
What’s My Size Again?
Some meta-tech devices aren’t based on mundane artifacts – perhaps they’re random confections of crystals, wires,
electronic components, etc. Cost depends on SM, as usual. For weight, use the following:
Size Weight Size Weight Size Weight
SM ‑12 0.0003 lb. SM ‑6 0.3 lb. SM +1 1,000 lbs.
SM ‑11 0.001 lb. SM ‑5 1 lb. SM +2 3,000 lbs.
SM ‑10 0.003 lb. SM ‑4 3 lbs. SM +3 10,000 lbs.
SM ‑9 0.01 lb. SM ‑3 10 lbs. SM +4 30,000 lbs.
SM ‑8 0.03 lb. SM ‑2 30 lbs. SM +5 100,000 lbs.
SM ‑7 0.1 lb. SM ‑1 100 lbs. SM +6 300,000 lbs.
SM 0 300 lbs.
The pattern extends in both directions for larger or smaller devices.
Minimum ST to wield meta-tech weapons equals (square root of weight) × 3 in one hand or (square root of weight)
× 2 in two hands.
Flawed Devices
By default, meta-tech devices bought at character cre-
ation come bug‑, problem‑, and side-effect free – they work as
advertised. Yet fiction is full of half-invented inventions, dan- Side Effects Table (p. B479) or Gadget Bugs Table (p. B476).
gerous-to-use devices, and gadgets that do the unintended. Each table entry gives the “buggy” device a ‑0.25 cost factor;
There are a couple of ways to represent this. for more on cost factors, see Meta-Tech Modifiers (pp. 14-15).
Flaws could be built into the base ability used to define Removing each flaw requires parts that cost the difference
the meta-tech; e.g., by adding Always On to an Innate Attack between the device’s prices without and with that flaw. Time
with Aura. They could also be problems from the Random and skill rolls are as for major repairs (pp. B484-485).
Building Meta-Tech 7
Interdependent Devices enchanted items (p. 18) might be “Common,” while anything
cosmic (p. 17) is “Rare” or worse.
Several meta-tech devices, almost always of the same ori-
An ambitious GM could assign different rarities to indi-
gin (Chapter 2) and usually built by the same person, might
vidual advantages or effects; for example, teleportation or
“unlock” greater capabilities when used in conjunction with
shrinking devices may be “Impossible,” either not allowed or
one another. For instance, an enchanted sword and suit of
radically expensive, but thought-shielding technology might
armor, each with amazing abilities, may grant further pow-
be “Common” and thus cost 1/5 of the base amount. Specific
ers when together. The GM determines what “together”
item availability might be a setting feature; e.g., the GM
means – “equipped by the same person,” “touching,” etc. – but
may want oodles of +1 longswords but relatively few healing
a maximum distance of 2 yards is recommended.
potions. The GM could even review gear catalogs like GURPS
To handle this, do not apply limitations to item abilities.
Low-Tech, High-Tech, and Ultra-Tech and adjust the price of
Instead, when pricing meta-tech, use the full point cost of
each meta-tech device to be consistent with similarly capable
independent abilities but divide that of interdependent ones
mundane tech.
by the number of items needed to unlock them. Each device
adds 1/2 of the price of abilities that require any two, 1/3 of
the price of abilities that require any 3, and so on. This can Different Battery Types
get as complex as the GM likes, and allows emulation of the In some settings, meta-tech doesn’t use mundane batter-
“set bonuses” found in many MMORPGs. ies or power cells – especially if it’s “magi-tech” (a hybrid
of enchanted items, p. 18, with high-tech, p. 18) or psi-tech
Scaling Costs for Item Ubiquity (p. 20). In such campaigns, apply the following option:
The dollar costs on the Meta-Tech Device Table (p. 6) (Alternate Technology)-Powered: (Alternate Technology)-
assume that while meta-tech isn’t rare, it isn’t commonplace, Powered batteries or power cells resembles mundane ones,
either. For different assumptions, multiply base cost per point except that they’re recharged using a form of energy other
as follows: than electricity – which the character provides. To determine
how long recharging takes for a given person, add their power
Impossible: Meta-tech is so rare that the setting’s inhabitants
Talent for a power that corresponds to the meta-tech’s origin
don’t even know that such devices could exist. ×100 or
to their HT (for physical powers) or Will (for mental powers);
more, if allowed at all.
read the total as “ST” on the Basic Lift and Encumbrance
Very Rare: Meta-tech is unusual enough that almost nobody
Table (p. B17); and interpret “BL” as their “Power Basic Lift.”
has such a device. ×25.
A full charge requires constant concentration for 1 hour ×
Rare: Meta-tech is widely known to exist, but is hard to make
(battery or cell weight in lbs.)/(Power Basic Lift).
or requires expensive components. ×5.
Recharging calls for no particular ability (unless the GM
Uncommon: The default assumption. ×1.
says otherwise), but it does require a HT or Will roll, adjusted
Common: Meta-tech devices can be purchased easily enough
for power Talent. Failure doubles the needed recharge time;
that most families have one or two; larger groups or orga-
on a critical failure, roll immediately against the battery or
nizations have more. ×0.2.
cell’s HT (10, in most cases). Failure on this roll ruins the
Very Common: Meta-tech devices are widespread enough that
battery or cell; critical failure causes it to explode. Treat it as
everyone in the setting probably owns one or two. ×0.04.
an explosive of the same weight, with a REF (p. B415) that
Ubiquitous: Meta-tech devices are unremarkable household
depends on TL: 1/128 at TL5, 1/64 at TL6, 1/32 at TL7, 1/16 at
goods. ×0.01.
TL8, 1/8 at TL9, 1/2 at TL10, 1 at TL11, or 2 at TL12.
The GM can go further, if desired. If a device is literally In some campaigns, repeated recharging might wear down
one of a kind – and the process to make more is lost – it could the battery or cell. Roll against its HT (again, usually 10) each
easily cost ×100 to ×1,000 as much! time it’s recharged, at +1 for critical success on the recharge
The GM might use these rules for origins (Chapter 2), too, roll, ‑1 for failure, or ‑2 for critical failure. Failure gives ‑2
making items of some origins rarer than those of others; e.g., to the next recharge roll and doubles the needed recharging
time. Critical failure ruins it entirely.
8 Building Meta-Tech
“Respooling” this energy into FP may be possible in some results, but only its special ammo produces meta-tech effects.
settings, but isn’t efficient. Each battery or cell gives FP For example, a device based on a S&W Safety Hammerless
equal to (weight in pounds) × 3 to power abilities, spells, etc. revolver might fire normal .38 caliber rounds . . . or its own
associated with a power source corresponding to its meta- special “bullets” that let it shoot plasma beams!
tech origin. For a number of shots equal to the weapon’s Shots
(Alternate Technology)-Powered batteries or cells cost statistic:
twice as much as mundane ones of the same size.
Weight Per Full Cost Per Full
Device Size Load* Load*
Physical Ammunition SM ‑6 or ‑5 0.05 lb. $1
For most weapons that shoot disposable ammunition, SM ‑4 or ‑3 0.5 lb. $10
use the standard, listed values for ammunition of that type. SM ‑2 or ‑1 1.5 lbs. $30
GURPS High-Tech and GURPS Ultra-Tech are goldmines of SM 0 or +1 15 lbs. $300
such information! SM +2 or +3 150 lbs. $3,000
Optionally, use the following generic weights and costs, SM +4 or +5 1,500 lbs. $30,000
based on device size. These encompass the projectile, its SM +6 or larger 15,000 lbs. $300,000
propellant (which might be rare!), any microcircuitry, etc.
They may apply to meta-tech capabilities only – a meta-tech * Weapons with magazines include one. Empty extras
weapon could use ordinary ammunition with unextraordinary weigh 1/5 of the above weight and cost twice the above cost.
Designing Devices
Nealy all major classes of meta-tech devices require addi- that makes you invisible when you wind it is an apparatus – as
tional design considerations. is a radio that can communicate with the dead.
Important: No matter what you’re building, never add
gadget limitations (pp. B116-117) to meta-tech’s defining
abilities – the drawbacks of equipment are part of the parcel
Armor, Clothing,
of being equipment! Similarly, never include power modifi- Powered Suits, and Shields
ers (GURPS Powers, pp. 20-29); origins (Chapter 2) totally Meta-tech in the form of armor or clothing rarely has the
replace these for meta-tech. same SM as the anticipated wearer. Use the SM that aligns
best with the relevant apparel’s weight. As a guideline: Treat
Ammunition clothing as a device that’s four SM smaller than its intended
wearer (SM ‑4 for a SM 0 human, SM ‑6 for a SM ‑2 hal-
Instead of being a projectile weapon, a meta-tech device fling, etc.) to determine cost; light armor (usually flexible),
could be ammunition for such a weapon. See Object Size as three SM smaller; and heavy armor, as two SM smaller.
Examples (p. 7) for typical ammunition SM. Always divide In the realm of powered suits, treat (usually) flexible
the meta-tech cost by 5, as ammunition is single-use. powersuits as two SM smaller, exoskeletons as one SM
Add the final meta-tech cost to the cost of standard ammu- smaller, battlesuits as the same SM, and heavy battlesuits as
nition, as usual. one SM larger (they’re bigger than the wearer!). As long as
Bullets or projectiles with additional effects – but not they have power, their weight doesn’t encumber the wearer;
increased damage – use the rules for modifying weapons to account for this, exoskeleton and battlesuit meta-tech
(pp. 12-13). Arrows, bolts, and other muscle-powered mis- must include enough Payload (Static) (p. 26) to cover its
sile weapon ammunition use the weapon’s minimum ST to own weight. Most such suits also include Damage Resis-
determine damage. Damage may be increased by building tance, Lifting ST, and Striking ST, among many other traits,
the projectile as a follow-up, or be instead of the weapon’s some suggestions for which are Accessory (especially Com-
normal damage. puter, HUD, and/or Sanitary System), Doesn’t Breathe (with
For ammunition that trades damage for another effect, Oxygen Absorption or Oxygen Storage), Enhanced Track-
figure the effective value of the damaging attack as an advan- ing, Filter Lungs, Hyperspectral Vision, Infravision, Night
tage (usually Innate Attack) and subtract that from the point Vision, Peripheral Vision or 360° Vision, Pressure Support,
cost of the traded effect (e.g., Binding). If the difference is Protected Senses (Hearing, Smell, or Vision), Scanning
0 or less, treat the traded effect as if it were a perk for the Senses, Sealed, Super Jump, Telecommunication (partic-
device’s purposes. ularly Laser Communication or Radio), Telescopic Vision,
Ultravision, and Vacuum Support. For inspiration regarding
Apparatuses appropriate DR, ST, and traits, see Powered Suits (GURPS
Ultra-Tech, pp. 181-186).
Apparatuses are meta-tech that resembles innocuous Treat a shield as three SM smaller than its wielder. To
devices (watches, rings, amulets, etc.) or fairly obvious ones save space, the GM may use the Defense Bonus meta-trait
(e.g., a giant satellite dish for a weather-control machine). (GURPS Supers, p. 34) instead of Enhanced Defenses.
Their potential powers are as varied as their forms: A watch
Building Meta-Tech 9
Attachables Device Table (p. 6); e.g., a SM 0 robot requires a Large
battery every 6 hours or two D power cells every 8 hours.
An attachable is a device meant to be installed on another Putting everything in terms of days simplifies later math;
piece of gear, mundane or meta-tech, to enhance it or grant it our SM 0 robot needs four Large batteries or six D power
additional functionality; e.g., a rifle scope, or a magic stone cells per day to operate. Add Increased Consumption or
that enchants weapons or armor when slotted into them. An Reduced Consumption to modify this base value. This isn’t
attachable typically takes one minute to affix to a device and exactly what the rules suggest – and the GM can rule other-
15 seconds to remove. Installing one requires a IQ-based roll wise! – but this simplification is the default for Meta-Tech.
against an appropriate Professional Skill (Soldier counts for
Cybernetics
weapon or armor attachables), the skill used to operate the
equipment to which it’s attached, or the skill used to repair
that equipment at +4. Time Spent (p. B346) applies to this roll. Meta-tech may be “built into” a subject. There are some
In some cases, the gear receiving the attachable can be special considerations when reading the Meta-Tech Device
designed to accommodate it, which reduces the time to Table (p. 6) for such cybernetics:
affix it to 10 seconds and the time to remove it to 2 seconds.
Such gear is bought with a +0.1 cost factor (see p. 14) per Size: Meta-tech cybernetics have a SM equal to their hit-
attachable “slot,” and must be designed for a specific type location penalty plus the SM of the being they’re built for; e.g.,
of attachable (although it’s possible for later meta-tech a cybernetic hand (‑4 to hit) for a human (SM 0) is a SM ‑4
designs to purposely use the same attachment mechanism). device. Treat implants in the torso as two SM smaller than the
Some attachables can be attached only to gear specifically SM of the intended user. Use full SM for whole-body implants
designed to accommodate them, giving the attachable a (e.g., skeletal hardening).
‑0.1 CF. Dollar Cost: Find this normally and then double it.
Most attachables work only when installed on compati- Power Requirement: The GM decides how this works in the
ble gear – you wouldn’t get a bonus for a scope attached to campaign world. In some sources, cybernetics require regular
a sword! recharging, changing batteries, etc.; if so, these needs depend
normally on the size of the cybernetics. Cybernetics can be
Self-Powered (p. 15).
Use What’s My Size Again? (p. 7) to determine
weight – if it matters. Meta-tech cybernetics do not count
as encumbrance. They’re part of the owner’s body!
Legality (p. 5) for cybernetics starts at LC3, but can
be lower for implants that give destructive or dangerous
capabilities. Implants that contain hidden weapons are
always LC2 or less.
In some settings, installing cybernetics appears
to be remarkably easy, with no need for the patient to
spend time recovering from surgery. For a more realistic
approach, see GURPS Ultra-Tech, pp. 207-208.
By default, meta-tech cybernetics are obvious; add
Disguised (p. 14) if that isn’t the case. For cybernetics of
non-superscience origin (Chapter 2), the GM may wish
to adjust appearance to suit the source. For instance,
enchanted “cybernetics” might be grafts of living wood,
glowing stones, or animated tattoos.
Meta-tech cybernetics can be disabled normally by
forces that inhibit their origin. For most devices, this
means that electricity can damage them or short them
out. Such harm can be repaired normally. Additionally,
some might require maintenance.
Constructs Meta-tech cybernetics blur the line between gear and abil-
ities so much that the GM is within their rights to require
Robot minions are all the rage with Evil Overlords! Build players to pay points rather than cash for their characters’
such constructs as characters, using points. Find their dollar implants. Regardless, those with devices that replace limbs,
cost as meta-tech from their point total, treating totals less extremities, eyes, etc. must take appropriate missing-body
than 100 points as 100 points. part disadvantages with Mitigator (p. B112).
Many constructs have the Maintenance disadvantage Optionally, the GM may control cybernetics by limiting
(p. B143). Power requirements are another story; most the number of implants that anyone may have – say, to HT/2,
constructs have the machine meta-trait (p. B263) and thus rounded down. This might represent the immune system’s
require fuel, batteries, or power cells instead of food. Add ability to adapt to foreign matter. Matched sets (e.g., a pair
Restricted Diet (Batteries/Power Cells) [‑10] and determine of identical cybernetic arms or eyes) count as one device for
needs by looking up the construct’s size on the Meta-Tech this purpose.
10 Building Meta-Tech
Disadvantageous Meta-Tech (pp. B35-36) are available, and use 1/10 of their percentage
value as their effective point cost. If the drug adds enhance-
Some meta-tech devices inflict disadvantages on those who ments or limitations to the subject’s existing abilities, read the
wear them. Create these normally, but use the absolute point percentage value as an advantage (if positive) or disadvantage
value of the disadvantages they inflict (e.g., treat a ‑10-point (if negative); e.g., a drug that removes Uncontrollable, ‑10%
disadvantage as 10 points). Disadvantages and advantages from a psionic power – a positive effect – adds 10 points.
may be combined.
Minimum cost is 1 point.
Building Meta-Tech 11
Pill: Compressed powder that can be swallowed or chewed.
Stored in any waterproof container. Onset: 1d×10 minutes. Power Batteries
‑0.55 BCM. Another common fictional trope is special gear that helps
Powder: Blown or thrown at the target, or put in food or someone use preexistent innate abilities without exhausting
drink. Kept in a small bag, jar, or any airtight or waterproof themselves. Buy this as a suitable Energy Reserve (p. 24 and
container; thrown powder “grenades” are often in breakable GURPS Powers, p. 119). Nearly all such power batteries are
containers, like normal grenades. Targets that don’t breathe Self-Powered (p. 15) – though some might convert electricity
are immune to blown powder. Onset: 1d minutes. ‑0.6 BCM. (from mundane batteries or power cells) into some form of
Smokable/Inhalant: Inhaled via a pipe, cigarette, etc. Onset: exotic energy used to fuel paranormal abilities.
1d minutes. +0.3 BCM.
12 Building Meta-Tech
Conventional Weapons like smoke grenades, may add Area Effect. Add Limited Use (1
use) for a grenade that can recharge and be used again – oth-
Firearms (“slugthrowers”) and related projectile weap-
erwise, be sure to modify final dollar cost for a single-use
ons. All have Limited Use (p. B112), nearly all have at least
device (see p. 31).
one level of Extra Recoil (p. B112), and anything larger than a
Explosives omit Throwing Range as they’re normally set.
modest handgun has Extra Bulk (p. 30). Muskets and revolv-
Shaped charges have Armor Divisor (p. B102).
ers further add Slow Reload to Limited Use, shotguns use
the rules for multiple projectiles and often add Slow Reload
unless magazine-fed, and anything based on a modern semi- Liquid Projectors
automatic adds Fast Reload or perhaps Quick Reload (p. 32). Flamethrowers, water pistols, water cannon, and sim-
Muskets, single-actions, etc. have RoF 1; anything that shoots ilar devices are usually built using Innate Attack with Jet
faster needs Rapid Fire (p. B108), with RoF 3 being typical of (p. B106). Double Knockback (p. B104) and No Wounding
semiautomatics. (p. B111) suit meta-tech that emulates water cannon, while
flamethrowers that stream napalm and similar viscous pyro-
Grenades and Explosives phoric jellies have Cyclic (pp. B103-104). Depending on what
you’re emulating, plasma “flamers” might even cause stone
Hand grenades require Delay (p. B105) – often Fixed, 1
to burn – add Armor Divisor (p. B102) and multiple levels of
or 2 seconds – and Throwing Range (p. 32). Those based on
Incendiary (see GURPS Power-Ups 4: Enhancements, p. 19).
Affliction need at least one level of Area Effect (p. B102); those
based on Innate Attack might have Area Effect but more typ-
ically have Explosion (p. B104); and those based on Obscure, Muscle-Powered Weapons
Muscle-powered ranged weapons are things like shuri
ken and slings. Decide whether the meta-tech device is a
thrown weapon (like a shuriken) or a missile weapon that
uses ammunition (like a sling).
For a thrown weapon, add Limited Use (p. B112) with
Thrown (p. 32), and Muscle-Powered Range (p. 33). If you
can also use it in melee, add Regulatable Limitation (p. 34)
for Melee Attack (p. B112).
For a missile weapon, add Limited Use (1 shot) with
Fast Reload or Quick Reload (p. 32), and Muscle-Powered
Range (p. 33).
For anything that also works as an ordinary weapon
of its kind, follow the Melee Weapons (p. 11) guidelines to
figure out cost and weight. For weapons that do enhanced
damage or otherwise have better statistics, add an appro-
priate Innate Attack with the ST-Based enhancement
(pp. 34-35).
Vehicles
There are two ways to build meta-tech vehicles. The first
is to create a vehicle from scratch exactly as if it were a
character; GURPS Template Toolkit 2: Races is valuable
here. Then use the Constructs (p. 10) guidelines to turn the
results into meta-tech.
The second approach is to start with an existing vehicle
and modify its statistics. If you lack stats for the desired
vehicle, “Describing Vehicles” (Pyramid #3/120: Alternate
GURPS V, pp. 9-19) almost certainly provides every-
thing you need. To figure the dollar cost of the modifi-
cations, look up the vehicle’s SM on the Meta-Tech Device
Table (p. 6). Most standard vehicle traits can be bought
up or down fairly straightforwardly, but a few require
special definitions:
ST/HP: When raising ST or HP for vehicle of SM +1 or
larger, apply the Size limitation (pp. B15, B16). Remember
that an unpowered vehicle (like a chariot) has ST 0; if the
modified vehicle can function on its own without being
towed, rowed, etc., improve ST from 0 and modify Move
(see p. 14). You can also purchase Lifting ST and Striking
ST directly to increase carrying capacity, slam damage, etc.
Building Meta-Tech 13
Hnd/SR: Handling Bonus/Penalty is a modifier for Lift/10 lbs. For unpowered vehicles, which have ST 0 and thus
Enhanced Move: +5% or ‑5%, respectively, per +1 or ‑1 to no Basic Lift, compute Payload as (HP squared)/50 lbs. per
Handling. Find the point cost of the vehicle’s Enhanced level. Pressurized, sealed, or vacuum-capable vehicles need
Move – both what it starts with and any extra acquired Pressure Support (pp. B77-78), Sealed (p. B82), or Vacuum
during customization – and price Handling as a percentage Support (p. B96), which automatically protect Payload; those
of that. Thus, each +1 to Handling costs 1 point per level of that provide atmosphere for occupants purchase Doesn’t
Enhanced Move, minimum 1 point per +1. You can similarly Breathe at 1/5 cost. Vehicles with long-term accommodations
purchase Stability Rating: each +2 to SR is a +5% enhance- require at least 2,000 lbs. of Payload per SM 0 being they can
ment to Enhanced Move; so, SR costs 1 point per +2. accommodate, which covers life support, food, water, etc.;
HT: Vehicles that are resistant to “redlining,” have more short-term accommodations need only 200 lbs. per occupant.
robust systems, etc., enjoy higher HT. Purchase this normally. Range: Range is the distance a vehicle can travel on one
In addition, special vehicles can often be pushed past the lim- full refueling. A vehicle that uses fuel more efficiently can go
its of their mundane ilk. Represent this with Energy Reserve farther; buy increased Range as Reduced Consumption: one
(Mundane) (p. 25). This can be spent only on extra effort (treat level gives ×1.5 Range, two levels ×3, three levels ×20, and
increased speed as running, swimming, or flying) – including four levels ×100. The GM may allow Doesn’t Eat or Drink for
extra effort in combat – and stunts (like jumping), and cannot vehicles with “infinite” Range. Vehicles that previously had no
be drained via Fatigue Attacks, privation (e.g., lost sleep), or firm Range defined can instead have one as a ‑20-point disad-
the like. vantage; their Range starts at 8×Move in miles. Add Increased
Move: Acceleration is the same as Basic Move for ground Consumption for vehicles with a shorter-than-normal Range;
and water vehicles: 5 points buy +1 to Acceleration. For air each level halves operating duration. To function, meta-tech
vehicles, Acceleration is Basic Speed × 2, and 2 points buy +1. vehicles need batteries or power cells appropriate to their size,
Top Speed results from applying Enhanced Move to ground, in addition to any fuel that vehicles of their type require.
water, or air speed; to raise Top Speed, buy more Enhanced DX/IQ: A vehicle that doesn’t control itself has DX 0 and
Move (but note that Top Speed automatically goes up in pro- IQ 0, and as a result, Per 0 and Will 0. If it acquires auton-
portion to Acceleration, with no additional point cost). If a omy as one of its enhanced abilities, improve DX and IQ
vehicle has no Basic Speed, calculate it as (DX+HT)/4 for this from 0. A vehicle with its own IQ score will act in its best
purpose; DX is usually but not always 0 (see below). Vehicles interests unless its owner also purchases it as an Ally. A DX
that were previously unpowered (e.g., chariots) but that can greater than 0 also gives it the ability to attempt its own active
now move under their own power (e.g., chariots with engines) defenses and act on its own in the combat turn sequence; fig-
start with Basic Move equal to 1/10 of their ST. Each 10% ure its Basic Speed normally. For nonautonomous vehicles,
increase to their base ST allows purchase of a proportional DX and Basic Speed cannot be bought up or down, and have
amount of Basic Move. Multiple modes of movement are pos- no effect on their actions.
sible, but at full cost; for example, a car that could drive
on the road or operate as a submersible would have both
ground and water Move.
Load/Occ.: The space a vehicle’s cargo and occupants
The Pushpaka Vimana that resembles the
occupy is Payload. The total weight of these things in tons Sun and belongs to my brother was brought
is Load; cargo capacity equals Load minus 0.1 ton per by the powerful Ravana . . .
occupant. Multiply tons by 2,000 to convert to pounds.
Payload is normally based on Basic Lift: each extra level – The Ramayana
of Payload provides increased capacity equal to Basic
Meta-Tech Modifiers
After pricing a meta-tech device for its special abilities, Easy Repairs: Repairs to the device take less time and cost
you can change how certain rules affect it using the modifiers less money. A ‑10% reduction adds +1 CF; a ‑20% reduction
below – not all of which suit every device. These affect its cash (the best possible) adds +4 CF.
cost as meta-tech, not the price of the underlying mundane Effortless: The device is easy to use. For +1 to rolls to oper-
artifact. To modify the underlying item, use the usual rules for ate, repair, or modify it – and to the margin of failure required
such equipment, which don’t affect the price of the meta-tech. for a breakdown (see p. 4) – add +4 CF. For +2, add +19 CF. At
TL5+, a bonus equal to +TL/2 (round up) adds +99 CF.
Cost Factor (CF): Each modifier has a “cost factor” (CF).
Energy Hog: The device is inefficiently powered. Halve
Multiple modifiers are “stackable” except as noted. To find
operating duration or shots for ‑0.2 CF, quarter duration or
final cost, multiply meta-tech dollar cost by (1 + total CF); e.g.,
shots for ‑0.4 CF, and so on. If the device requires external
a Finicky (-0.1 CF), Self-Powered (+4 CF) device is 1 + -0.1 + 4
power when it normally wouldn’t, that’s a flat ‑1 CF.
= 4.9× cost. Minimum total CF is -0.8.
Energy-Saver: The device is energy-efficient. Double its
Disguised: The device’s extraordinary aspects aren’t appar- operating duration or shots for +0.2 CF, quadruple dura-
ent. Each ‑1 to rolls to discover its true nature, down to ‑10, tion or shots for +0.4 CF, and so on. Mutually exclusive with
adds +0.2 CF. Energy Hog.
14 Building Meta-Tech
Finicky: The device is hard to use, or glitchy. Each ‑1 to Redline-Resistant: If the penalty when using extra effort
rolls to use it, down to ‑5, adds ‑0.1 CF. Mutually exclusive (see p. 4) with the device is ‑1 and not ‑2 per +5% increase,
with Effortless. add +2 CF; if it’s ‑1 per +10%, add +5 CF; and if it’s ‑1 per +20%
Hardened: The device gets +3 on HT rolls against energy or (the best possible), add +19 CF. If extra-effort rolls are based
forces that can disable it (electricity, for most devices) for +0.3 on the better of IQ and another attribute (anything but ST),
CF, or +8 on HT rolls for +0.5 CF. If it can’t be disabled, that’s add a flat +1 CF.
+1 CF. Self-powered devices don’t require this modifier, though Self-Powered: The device requires no batteries, power cells,
they can still be disabled without it. or external power to function. If its origin (Chapter 2) means
Limited/Loyal: The device’s abilities work only for a par- it doesn’t require these things anyway, it instead doesn’t suffer
ticular person, require a code to activate, or otherwise can- the alternative downsides of its origin when it comes to pow-
not be used by anyone but the authorized user. If the current ering it (only); e.g., an enchanted device might have “internal
authorized user may transfer their authorization to someone mana” and function even in no-mana zones. +4 CF.
else, add +1 CF. However, if the item cannot be switched to a Summonable: You can summon your device to you. This
new user, Limited/Loyal is a drawback instead: ‑0.2 CF if it almost always accompanies Loyal, but that isn’t required. For
works only for a specific nation, religion, or race; ‑0.4 CF if +9 CF, it returns to you using ground-based locomotion (roll-
it works only for a specific type of creature, or folk of a cer- ing, slithering, etc.), or water or underwater movement, at a
tain city; ‑0.6 CF if it works only for all members of one spe- Move equal to half object HT, rounded up; for +19 CF, it flies to
cific family, or those who are “worthy”; or ‑0.8 CF if it works you at a Move equal to object HT. Buy each mode separately.
only for one specific person. Movement rates may be increased by a full multiple of base
Metamorphic: The device can change shape and/or size. Move per additional +1 CF, to whatever limit the GM allows;
Add +0.1 CF per additional form; if any form is possible, add the GM may also permit +49 CF for something that teleports
a flat +4 CF instead. If it can change size, each ±1 SM adds to you instantly. In all cases, add ‑0.5 CF if you must gesture,
+0.1 CF, halved if it can assume only its original size and one shout a command word, etc.; otherwise, summoning requires
specific other size, but no size in between; e.g., SM ‑3 or SM ‑6, only a mental command. For a flat +4 CF, the device will even-
but not SM ‑4 or ‑5. This is for the meta-tech! The underlying tually find its way back to you through serendipity – i.e., at the
item costs whatever its most expensive form costs plus half the GM’s whim.
price of all other forms, to at most 5 times the price of its most Uncomplicated: The device requires no roll to use. +1 CF.
expensive form. Combined with Self-Powered, the device is considered to be
“always on.” Mutually exclusive with Effortless and Finicky.
Building Meta-Tech 15
Chapter Two
Meta-Tech
Origins
GURPS Meta-Tech defaults to superscience (p. 21) for its as standard batteries, but are more breakable. In combat, the
devices, but as this chapter shows, many other origins are pos- reagent chambers of alchemical devices can be targeted at an
sible. The GM decides which origins exist in their campaign. additional ‑3; if any damage penetrates DR, the device suffers
They may permit people who create or buy meta-tech devices a breakdown as the contents of the chamber are spilled or bro-
to choose from among those, or assign specific origins to par- ken. At any time, roll 1d on a fall, trip, etc.: 1-4 means noth-
ticular types of meta-tech; e.g., in a high-fantasy game, most ing happens, but 5-6 means the reagent chambers break and
meta-tech might be enchanted items (p. 18), while pharma- the device experiences a breakdown. Fixing these breakdowns
ceuticals (pp. 11-12) are alchemical (below). If some origins is a matter of cleaning up the device and replacing its reagents,
are rarer than others, see Scaling Costs for Item Ubiquity (p. 8) a minor repair (p. B484). A device can be built to cushion
for guidelines on adjusting prices. impacts, have non-reactive metal containers for liquids, etc.,
Each origin includes the following information: reducing the chance of “battery” breakage to 1 in 6; this adds
+0.05 BCM.
Name: Feel free to change this to suit the setting! Consider
Optionally, the GM may rule that alchemical devices con-
a TL(5+1)^ world where meta-tech devices are hybrids of
tain dangerous and volatile components! Instead of the above
enchanted items and high-tech (p. 18). Meta-Tech refers to
rules, roll 1d on a critical failure or significant damage (over
this combination as “magi-tech” – but if the “odic force” pow-
HP/2): 5-6 means a catastrophic malfunction. Using expensive
ers such devices in the campaign, “odic” would be a more
reagents, worth at least 50% more, means this happens only
appropriate origin name than any of these others.
on a 6. Regardless, failure on an extra-effort roll also triggers a
Examples: Instances of the origin claimed in real-life or
roll, with a malfunction occurring on a 6. Malfunctions mani-
found in fiction.
fest as explosions, toxic fumes, bursts of uncontrolled magical
Description: Short explanation of the origin and what it
energy, etc. – the GM should assess effects appropriate to the
might cover.
nature of the device and its reagents. This makes BCM ‑0.25.
Usage: What skill(s) govern devices of the origin.
Alchemical pharmaceuticals (pp. 11-12) ignore all this and
Base Cost Modifier (BCM): Statistic used to find a dollar-
“just work.” They have BCM 0, plus the BCM for their form.
cost multiplier for all meta-tech of the origin. Specific catego-
Talismans and amulets like those on p. 220 of GURPS
ries or options sometimes adjust this. This is not a cost factor
Magic lack vulnerable parts. Create them as enchanted items
(p. 14) – final cost is base cost × (1 + total BCM) × (1 + total
(p. 18), even though they’re otherwise alchemical.
CF). Thus, you can ignore total BCM 0. Minimum total BCM
is ‑0.8.
Differences: What distinguishes the origin from the super- Bio-Organic Technology
science default: alternative methods of powering devices, Examples: Yuuzhan Vong from the Star Wars Expanded
required operations before use, limits on sizes or types, and Universe; the living “technology” in the Flintstones cartoon.
so on. Description: Bio-organic technology is usually living organ-
isms, often engineered, that fill the role of otherwise nonliving
Alchemical technology.
Usage: Operation skill doesn’t change – this tech is just a
Examples: Crafting potions in MMORPGs; historical
weird use of it! Skills like First Aid, Gardening, and Physician
alchemical texts such as those of Paracelsus or Albertus
may be useful for treating damaged devices, though.
Magnus.
BCM: ‑0.1 (but see below).
Description: Alchemical items rely on reagents to function.
There’s no minimum TL, but alchemy is traditionally TL3+. If meta-tech is based on genetically engineered beings
Usage: Operation skill is always Alchemy (pp. B174-175). (“bio-gadgets”), then instead of a power requirement, devices
BCM: ‑0.05 (but see below). might have “uptime” limits and need “downtime.” Model this
as Increased Life Support, Sleepy, Slow Eater, etc. Bio-organic
Instead of batteries, alchemical meta-tech uses a variety
devices may require something as normal as food and air, have
of potions – captured mana, élan vital, unicorn or dragon
more specialized needs such as nutrient mush, or use exotic
blood, etc. – to power devices. These weigh and cost the same
chemical creations that also keep them from running wild.
16 Meta-Tech Origins
If what bio-organic technology consumes instead of bat- task involving the injured hand in the next 30 minutes; critical
teries or power cells is food, treat this as Restricted Diet. Item failure adds 1d-3 points of injury.
rarity is “Very Common” by default. A “Common” item adds
‑0.1 BCM, “Occasional” adds ‑0.2 BCM, and “Rare” adds ‑0.3 Cosmic
BCM. Being able to eat as wide a range of food as humans
Examples: Death Note notebook from the eponymous
adds +0.1 BCM. Devices that “feed” on the wielder use the
anime; Infinity Stones or Ultimate Nullifier in the Marvel Uni-
rules for nanotech (p. 19) instead.
verse; Triforce from The Legend of Zelda.
Treat more exotic requirements as Dependency. Not satis-
Description: Cosmic devices are beyond the ken of mortal
fying this reduces HP and makes the device inoperable until
mind and craft of mortal hand – they are things like pieces of
all HP are restored (in extreme cases, the device dies at 0
a god or part of the cosmos itself.
HP and will never work again!). Item rarity is “Common” by
Usage: No operation skill is needed! As long as your cur-
default; “Very Common” adds +0.05 BCM, “Occasional” adds
rent, modified IQ remains at 3+, activation is automatic. If
‑0.1 BCM, and “Rare” adds ‑0.2 BCM. The device still has no
a margin is needed (e.g., for resistance), use a margin of IQ
power requirement, but the frequency with which it needs the
minus three. Hitting a target or using extra effort still requires
replacement item is based on what that requirement would
a roll, however.
be: “Constantly” if external power or F cells, “Hourly” if Very
BCM: +3.5.
Large (VL) batteries or E cells, “Daily” if Large (L) batteries or
D cells, “Weekly” if Small (S) batteries or C cells, “Monthly” if Cosmic meta-tech has no downsides. It requires no skill
Extra-Small (XS) batteries or B cells, “Seasonally” if Tiny (T) roll, allows extra effort at the normal ‑1 per +5% (doubled with
batteries or A cells, or “Yearly” if AA cells. Redline-Resistant, p 15), and functions anywhere. Moreover,
If devices can heal themselves naturally over time, add +0.3 most such devices are Self-Powered (p. 15).
BCM. If devices die at 0 HP, add ‑0.5 BCM.
Chi Artifacts
Examples: Any number of items from xianxia stories or
mythology.
Description: Chi artifacts are objects that have been
imbued with or absorbed the “living chi” of their maker or
environment.
Usage: Operation skill becomes Meditation (p. B207).
BCM: +0.05.
It’s difficult to become familiar with chi-sourced gear.
There’s often a larger-than-normal penalty for unfamiliar-
ity (p. B169): Divide the total character-point cost of the
device’s abilities by 5, round up, and use that as the size of
the penalty if worse than the usual ‑2. Removing this pen-
alty requires five times the usual amount of practice.
Chi artifacts are often Self-Powered (p. 15), though some
Cthulhutech
abilities may have Costs Fatigue (p. B111). Examples: Most “weird science” or “magical” objects from
the Cthulhu Mythos; the technology from Doom Eternal (2020)
or Scorn (2022).
Clockwork Tech Description: Cthulhutech represents strange technology
Examples: Devices like the Mechanical Turk or similar; from bizarre alien worlds or other dimensions, or artifacts
many gadgets from the Girl Genius Sourcebook and Role- created by beings outside space, time, reality, and concepts of
playing Game. dimension – mostly beyond human comprehension.
Description: Clockwork tech uses gears, special materials, Usage: Operation skill is often an unpleasant specialty of
crystals, etc., to create strange effects. Minimum TL is (3+1)^ Ritual Magic (p. B218), but not always. The GM may assign
(e.g., “clockpunk”). appropriate skills on a case-by-case basis; e.g., a given piece
Usage: Operation skill is unchanged; alternatively, use of Cthulhutech might require Hidden Lore (Elder Things) to
Machine Operation (p. 35). operate.
BCM: 0. BCM: ‑0.4 (but see below).
Instead of using batteries, clockwork-tech devices must Cthulhutech may take any form the GM desires, but
be wound to function. This takes 1 hour × (original battery all such devices have one thing in common: They tend to
weight in lbs.)/(winder’s Basic Lift), minimum 1 second. The unhinge their users’ minds! Whenever the wielder of such
device is then powered for its full usual duration – although an item uses it, they have to make a Fright Check (p. B360),
Energy Hog (p. 14) is a common modifier. Winding time can at ‑1 per full 20 character points the artifact’s abilities cost.
be reduced by making a DX roll, modified for haste (p. B346) Even those with Unfazeable must roll – albeit at +8 (the GM
and any levels of High Manual Dexterity; each 20% reduction may not want to allow Unfazeable in games with this origin).
costs the winder 1 FP. Failure strains their hand, giving a pen- Double BCM to ‑0.8 if Fearlessness, Unfazeable, etc. don’t
alty equal to half their margin of failure, rounded up, to any protect the user at all.
Meta-Tech Origins 17
Optionally, the GM may wish to use Power Corrupts Enchanted Items
(GURPS Horror, pp. 146-148) – either in addition to (add ‑0.2
Examples: Most “magic items” from roleplaying or video
BCM) or instead of causing Fright Checks.
games.
Cthulhutech might require energy like a necromantic
Description: Most GURPS magic systems offer a method
device (p. 20).
for enchantment – but in settings with several systems, the
GM may want to choose just one of these.
Cultural Usage: Thaumatology (p. B225) replaces Electronics
Examples: Almost anything made by Operation. Extra-effort rolls use Will-based Thaumatol-
elves or dwarves in The Lord of the Rings. ogy, and critical failures mean a roll on the magic system’s
Description: Creation of these devices critical failure table, if there is one.
involves secrets known only to a specific BCM: ‑0.1 (but see below).
culture or race, which let them create
Instead of batteries, an enchanted item requires a
weapons, armor, and other equipment
Powerstone (GURPS Magic, pp. 20, 69-70) or ambi-
that seems (or is!) supernatural, and
ent mana, or costs 1d-3 Energy Reserve (Magic) per
whose underlying principles other cul-
use. A given device can require more than one of the
tures cannot understand.
three – and possibly a mundane battery as well. Each
Usage: Unchanged at TL5+, otherwise
requirement beyond the first adds ‑0.1 BCM. All four would
use Machine Operation (p. 35) or other appropriate skill. Hid-
result in BCM ‑0.4.
den Lore for a specific culture might also be required, or may
If a Powerstone is needed, its size in energy points is (bat-
substitute for all other skills.
tery weight in lbs.)/3, rounded up, minimum 1 point. This
BCM: 0.
powers the device for the time indicated for batteries – not
To operate a device of this origin, the would-be user must power cells. At SM ‑7 or below, assume “T/6 hours”; e.g., a
be of the appropriate culture or have been taught by them, SM ‑7 amulet needs a 1-point Powerstone, which would let it
as indicated by Cultural Familiarity, their native Language, function for six hours or a full round of shots (for weapons)
an Unusual Background, etc. Multiply final dollar cost by 1.5 before needing replacement.
when members of another culture buy such things. The GM may specify different requirements for different
magic systems. For example, Ritual Path magic-enchanted
Dieselpunk items might require the Takes Extra Time modifier on all
abilities and an appropriate Path roll to use, as they gather
Examples: Tech from the Mutant Chronicles or Children energy from the environment. “Dark Magic” could use Power
of the Sun RPGs, or The Rocketeer (1991). Corrupts (GURPS Horror, pp. 146-148), which adds ‑0.2 BCM.
Description: Dieselpunk devices are overengineered and Optionally, a device may have a static skill roll instead
run – unsurprisingly! – on liquid fuel. Minimum TL is (5+2). of relying on user skill. Skill 15 is a feature. Every ‑1 to skill
Usage: Machine Operation (p. 35) replaces Electronics adds ‑0.1 BCM, while every +1 adds +1.5 BCM.
Operation.
BCM: ‑0.05.
High-Tech
The GM should probably restrict dieselpunk devices to Examples: Most spy-movie or technothriller gadgets, such
SM 0 or bigger. Their power requirements are met by an as the flesh masks from the Mission: Impossible series.
onboard diesel engine that consumes 6 × (base device weight Description: Effects result from access to bleeding-edge
in tons) gallons/hour. This makes final device weight double tech, a better understanding of the underlying physics, chem-
its base weight; devices that use What’s My Size Again? (p. 7) istry, etc. than most, or living in a culture with a higher TL
figure weight as if one SM larger instead. Diesel fuel is $1.25 than the campaign’s reference TL.
and 6 lbs. per gallon. Typical fuel tank weight – not included Usage: Unchanged.
in device weight! – is 1 lb. per gallon it can store. Dieselpunk BCM: See below.
devices cannot be Self-Powered (p. 15).
This origin gives the object a higher base cost. To determine
Divine Relics the extra cost, decide what tech level (p. B22) the device is
and what TL the setting is. Each TL by which the device is in
Examples: Any number of items from real-world mythology. advance cumulatively doubles base cost (e.g., TL10 items in a
Description: Divine relics are the result of prayer, clerical TL8 setting have ×4 cost, corresponding to +3 BCM), before
magic, or innate holiness. Some may be created by a god or, any cost factors. For “late TL” tech that shows up early, assume
through their mortal agents’ actions, imbued with their might. “half a TL,” multiplying cost by 1.5 (+0.5 BCM). Don’t adjust
Usage: Hidden Lore (pp. B199-200), Religious Ritual pricing for ubiquity (p. 8) – this TL-based multiplier automat-
(p. B217), or Theology (p. B226) replaces Electronics Opera- ically takes into account the item’s rarity in the setting.
tion. Critical failure draws supernatural ire – often that of a The GM is free to assign devices with this origin a nomi-
deity! nal TL but to waive the price increase listed under Tech Level
BCM: ‑0.1 (but see below). and Equipment (p. B27) for PCs starting with meta-tech gear.
Divine relics are affected by Sanctity (p. B242). This ori- The rules in Meta-Tech are designed to be balanced even if
gin also suits items with the Moral power modifier (GURPS TL considerations are ignored. However, access to this source
Powers, p. 27), for which BCM is ‑0.2, not ‑0.1. may require the High TL advantage (p. B23) – and possibly an
Unusual Background!
18 Meta-Tech Origins
Materials Usage: Operation requires HT-based Electronics Operation
rolls.
Examples: Nth metal in the DC Universe; adamantium and
BCM: ‑0.05.
vibranium in the Marvel Universe; Dungeon Fantasy’s mete-
oric iron and orichalcum; “unobtanium.” Nanotech is always SM ‑19 (and so costs 4 × campaign
Description: Special abilities originate from a material – pow- starting wealth per point) and must be given Self-Powered
dered dragon’s teeth, “sky iron,” etc. – that must be worked (p. 15), which isn’t included in base cost. It resides within its
(e.g., combined with conventional materials) during device user’s body – in its “host.” All devices cost 1 FP per use, as
creation. they draw on their host’s metabolic energy. A “use” endures
Usage: No activation roll is needed – the device “just works.” as defined for Costs Fatigue (p. B111); to lengthen this, give
Rolls for use (block with a shield, hit with a weapon, etc.) and abilities Extended Duration (p. B105).
extra effort are still required. If several nanotech devices are activated at once, their
BCM: +0.7 (but see below). host loses 1 FP per device after the first, cumulative with 1
FP/device activation cost, as the nanomachines fight among
All repairs (pp. B484-485) cost double; major repairs fur-
themselves. No one may activate more than (HT-9) devices
ther require 1% of final, total device cost in special materi-
simultaneously. The GM may require users who exceed their
als. Many materials-based devices are Self-Powered (p. 15).
limits too often to take the Nano-Fever quirk (GURPS Power-
Others are powered by materials that cost 0.05% of base cost
Ups 6: Quirks, p. 12).
for their operating duration; this makes BCM +0.4. While
Macroscopic nanotech artifacts use the high-tech (p. 18),
materials costs for major repairs and power are modest,
materials (above), or superscience (p. 21) origin – as suits the
the materials are rare and often require adventures to obtain.
setting – and can often change shape or composition.
If they can be bought easily, BCM becomes +0.9 in general,
+0.8 if also needed for power.
Mythological
Examples: Any number of items from mythology,
fairytales, DC’s Fables, and similar.
Description: Artifacts that embody the power of myth,
legend, and collective belief, drawing strength from sto-
rytelling and cultural significance.
Usage: Hidden Lore (pp. B199-200), History (p. B200),
Philosophy (p. B213), or Theology (p. B226), as appro-
priate. For some devices, an Expert Skill (pp. B193-194)
might also work.
BCM: 0.
Device effectiveness varies with the cultural knowl-
edge or strength of belief of the user and those around
them – or with the ability to link device use to a specific
myth or legend, drawing power from retelling the lore or
involving related elements. If the player recounts a cool
or engaging piece of mythology or legend, the GM may
grant a bonus to use the item, increased if the GM decides
to incorporate the new lore into the game world! Alternatively
(not cumulatively), the character can seek input from some- Natural/Paranatural
one who knows Hidden Lore or History; a successful skill roll Examples: Most early claims concerning pharmacy, chem-
by this helper gives the user +1 (+2 on a critical success) to istry, etc.
operation rolls for any single, later use. However, inappropri- Description: Creations are nearly always made of stone,
ate uses are penalized or impossible (GM’s decision). Overall, wood, bone, teeth, and so on, and are empowered by naturally
the downsides offset the upsides. occurring herbs, special crystals, harvested fruit, etc. Alter-
Artifacts must take forms tied to the underlying tradi- natively, their effects result from natural processes, or tech-
tions. They cannot be common items (see p. 8), or Disguised niques known only to a few worshippers of Nature.
(p. 14). This is a feature. Usage: Esoteric Medicine (p. B192), Herb Lore (p. B199),
Not all myths are ancient. Modern memes that become cul- or Religious Ritual (p. B217) replaces Electronics Operation.
tural staples could also fall under this origin. They might even BCM: ‑0.1.
become the myths of the far future! Devices must make HT rolls when used anywhere that
isn’t pristine wilderness. Roll at ‑1 in despoiled wild places
Nanotech such as clear-cut forests, ‑3 in cities, ‑5 in ordinary pollu-
Examples: Nanomachines in Metal Gear Rising: Revengence tion, or ‑10 in poisoned wastelands. Failure by 1-2 means
(2013) or the Deus Ex videogame series. a breakdown requiring a minor repair (p. B484); by 3+, a
Description: Microscopic machines, magical constructs, major repair (pp. B484-485). Critical failure results in the
etc., in the user’s body that give them access to powers. object’s destruction!
Meta-Tech Origins 19
Natural/paranatural pharmaceuticals (pp. 11-12) instead Psi-Tech
cause unfamiliarity (p. B169) penalties as if operating them
Examples: Most devices in GURPS Psi-Tech.
when creating them, and require a Naturalist or Herb Lore
Description: “Psi-tech” is a catchall term for items that
roll to find the right ingredients in the wild, or a Merchant roll
enhance psionic abilities, reproduce them, or are created by
to locate and buy them.
them. Appropriate technobabble includes “setting up quan-
tum resonance frequencies within the object’s molecular
Necromantic structure” and “causing a standing subnucleonic field effect
Examples: Black power rings from DC’s Blackest Night; tied to the device’s physical matrix.”
Todd McFarlane’s Spawn. Usage: Electronics Operation (Psychotronics) or Machine
Description: Devices are powered by dark rites, using the Operation (Psychotronics) (see p. 35).
blood, bones, flesh, or even souls of the damned or dead. They BCM: ‑0.1.
might draw power from Death itself!
Suitable psi-tech devices can nullify one another – and
Usage: Expert Skill (Thanatology) (p. B194) replaces Elec-
Antipsi (p. B255 and GURPS Powers, p. 122) can nullify
tronics Operation.
granted abilities. In campaigns with special rules for psionics
BCM: 0 (but see below).
(like GURPS Dungeon Fantasy), use those rules instead.
“Necro-tech” regularly has additional requirements for
use. The sacrifice of blood, an inability to function in a place Spirit Fetishes
with “life energies,” and/or an attunement to places with
Examples: Path/Book fetishes in GURPS Thaumatology;
“death energies” add ‑0.1 BCM apiece, if the GM agrees they
most real-world shamanic aids.
bring drawbacks. Each HP the user must sacrifice for acti-
Description: The device’s abilities originate from a spirit
vation adds ‑0.1 BCM. A device that requires the souls of
bound to it. Any kind of spirit is possible: angel, demon,
the dead or dying to function, effectively annihilating them
ghost, nature spirit (unless the GM reserves those for the
(if there’s an afterlife, they don’t get to go there!) has BCM
natural/paranatural origin, pp. 19-20), etc. For ideas, see
‑0.8 – the worst possible – as use is unequivocally evil and
GURPS Template Toolkit 4: Spirits.
often requires murder.
Usage: Expert Skill (Pneumatology) (pp. B193-194), Hid-
Many necromantic items are made from teeth, blood,
den Lore (Spirit Lore) (p. B200), or Occultism (p. B212)
bones, and other unsavory items, giving ‑4 (at best!) to reac-
replaces Electronics Operation.
tion rolls made by those who witness use. This can be hidden,
BCM: ‑0.2 (but see below).
so it’s a feature.
Spirits are often stubborn and always dislike being used
Ontological Remnants against their will. To simulate this, activation rolls are con-
tested. Roll a Quick Contest of Will-based Expert Skill (Pneu-
Examples: Reality shards in GURPS Infinite Worlds and
matology), Hidden Lore (Spirit Lore), or Occultism-3 against
GURPS Horror: The Madness Dossier; Mary Gentle’s Ash:
the spirit’s Power. Power depends on item complexity (see
A Secret History.
Limiting Meta-Tech Devices, p. 6, and Gadgeteer, p. 25): 10 if
Description: Devices are “reality shards” from previous
Simple, 15 if Average, 20 if Complex, or 25 or more if Amaz-
pasts or other timelines. They are often extremely powerful
ing. Fetishes with willing spirits that require uncontested,
and must usually be found, not made.
IQ-based rolls have BCM ‑0.1.
Usage: Operation requires Electronics Operation (Para
Fetishes can have their spirits unbound – usually with little
chronic) or (Temporal), as appropriate – but the GM may
effort – by those who know how. Unbinding methods depend
sometimes require Hidden Lore (pp. B199-200) or Occultism
on the campaign, but unless they require
(p. B212) instead.
special traits (e.g., Unusual Background),
BCM: ‑0.2.
Item is restrained anyone can make an Occultism roll to
Ontological remnants can take discover them. Spirit-powered devices
almost any form, but most often
by ocular contact and can be physically repaired with appropri-
resemble mythological objects such deviates after an estimated ate skills, but unbinding is a breakdown
as the Holy Grail or the Monkey 20-30 seconds of going that requires a major repair (pp. B484-
King’s staff. Because of this, their 485) with one of the skills above.
abilities are quite varied. unwatched. If spirits and magic are intertwined,
Innate traits vary, too, but one – Control (game) mana level also affects fetishes, adding
that all ontological remnants share ‑0.1 BCM.
is giving those who bear them an
“aura of weirdness.” Roll 3d once per real-world hour of gam- Steam-Tech
ing. On 12 or less, something odd happens to the wielder, as
Examples: Many items in GURPS Fantasy-Tech 1: The
per Weirdness Magnet (p. B161). This aura doesn’t go away
Edge of Reality; almost everything in GURPS Steampunk 2:
until the wielder renounces the device and stays away from it
Steam and Shellfire.
for 1d days. This can’t be cheated! Renouncing a given object
Description: Devices are bulky, boasting pipes and mechan-
but grabbing for it as soon as it’s convenient means that some-
ical parts, and visuals tend toward brass, polished wood,
thing strange – and now dangerous – happens, automatically
and occasionally leather (mainly on belts). Minimum TL is
and immediately.
TL(3+1)^.
20 Meta-Tech Origins
Usage: Machine Operation (p. 35) replaces Electronics Description: Devices that use unknown or alien scientific
Operation. principles – often with much handwaving and technobab-
BCM: ‑0.2. ble – to do amazing things.
Usage: Unchanged.
Most steam-tech devices require – surprise! – a steam
BCM: 0.
engine. This consumes 2 × (base device weight in tons) pounds
of coal per hour of operation and requires a coal hopper, add- The “default” origin in GURPS Meta-Tech. See Using Meta-
ing twice final gadget weight; devices that use What’s My Size Tech (pp. 4-5).
Again? (p. 7) figure weight as if one SM larger instead. The
GM should also set a minimum SM they’re comfortable with. Weird
Some steam-tech requires primitive batteries instead.
Examples: The time machine from Primer (2004); the zom-
Treat these as TL6-8 batteries (see p. 5), but less efficient: At
bies from Dead Snow (2009).
TL(3+1)^, operating time is 1/8 normal and battery weight is
Description: Devices built on the foundations of weird sci-
×8; at TL(4+1)^, these figures become 1/4 and ×4; and even at
ence, interactions with strange realms, or “impossible” and/or
TL (5+1)^, they’re 1/2 and ×2. Devices that use compressed air
badly misunderstood technological methods.
instead of engines or batteries use these weights and operating
Usage: Weird Science (p. B228) replaces Electronics
times for their air tanks.
Operation.
BCM: 0.
Superscience
Weird meta-tech’s effects can be altered or disrupted by
Examples: Comic-book gadgets not explicitly given other
other weird technology, or merely by understanding how they
origins, such as Star-Lord’s elemental guns or Iron Man’s
function. They can be nullified by any power’s anti-power,
armor; Lensman lenses; Star Wars lightsabers.
Static, or Neutralize instead of requiring a specific one.
Meta-Tech Origins 21
Chapter Three
Character
Traits
GURPS Meta-Tech is about converting abilities into gear, or Vision rolls), or a single skill (e.g., Climbing rolls). See the
but it also provides new methods for creating those abilities in table below for cost.
the first place, some of which may suit characters. Alternatively, instead of gaining a bonus, the subject can
suffer a penalty – say, to spellcasting for mage-restraints, or to
22 Character Traits
Warps Time: You can extend your advantage’s effects to As optional rules:
inanimate object you’re carrying or holding. This makes
• If your target’s ST is at least twice your Binding level, they
all of your gear work faster: You use full RoF during each
can move normally – they aren’t rooted in place. They still suf-
maneuver, regardless of the gun; you gain the benefits of
fer the ‑4 to DX, regardless of their ST.
potions, combat drugs, etc. in less time after taking them;
• Targets can roll thrust damage once per turn against each
you make quick draws from power holsters within the space
Binding as a free action. If this destroys the Binding, they may
of a maneuver; your self-sealing armor seals more rapidly in
ignore its impediment at once. If it doesn’t, they’re affected
real-world time; and so on. There is a downside: Anything bad
normally but may still use their turn for a standard attempt
with a delay, countdown, or cycles (e.g., poison, or a sticky
to break free.
bomb with a timer) harms you more quickly once it’s in or
on you, from your enemies’ point of view; comm devices get
frequency-shifted and transmit gibberish or go off the net;
New Special Enhancements
anything that needs batteries runs out faster; beneficial Enhanced DR: For +10%, the Binding’s DR is equal to 1/2
drugs and potions have shorter durations in real-world time; (not 1/3) of its level; for +20%, DR is equal to its level; and for
and so on. +0% if you cannot control this; +20% if you can +30%, DR is equal to twice its level.
selectively decide whether you and/or each individual piece Enhanced Layering: For +20%, when you layer Binding,
of equipment is time-warped, which takes a Ready maneuver the ST increase per layer is equal to 1/10 of your Binding
each time you change what’s on the list; or +60% if you can level; for +50%, it’s equal to 1/5 of your Binding level; and for
pick and choose at will, as a free action. +100%, it’s equal to 1/3 of your Binding level. Drop fractions
in all cases.
New Special Limitation Retractable: When you launch your Binding, you may
choose to retain a hold on it. If so, on any later turn, you may
Defensive Only: You can use Altered Time Rate only for the
take a Ready maneuver to pull a bound subject toward you.
things described under Defensive. ‑40%.
Your effective ST for this is your ST or your Binding level,
whichever is greater. If your subject’s hands are free, or if
Binding someone else grabs the line, they can pull you! Releasing the
see p. B40 line is a free action on your turn. +100%, or +80% if you’re
Binding lasts until destroyed or escaped from. To change always connected to your Binding and cannot release it until
this, add Maximum Duration (GURPS Powers, p. 111). the subject breaks free.
Character Traits 23
Create New Special Limitations
Energy Discharge: Your ER loses the energy stored within it
see GURPS Powers, pp. 92-94
over time. Limitation value depends on the rate of loss: ‑20% if
The rules for creating energy are complex if all you want to you lose one point per 10 minutes, ‑40% for one point per min-
do is power technology. To simplify matters, ignore the usual ute, or ‑60% for one point per second. If there are conditions
rules and let Create for energy (usually Electricity) power any that can prevent this loss, see the examples under Weakness
device indefinitely as long as device weight doesn’t exceed the (p. B161) to help determine rarity, and use 3/4 of the limita-
weight limit for creating solid matter. You can also declare that tion’s value if those conditions are “Rare,” 1/2 of the value if
the energy you create is “internal,” allowing you to directly “Occasional,” 1/4 of the value if “Common,” or 1/5 of the value
power the device with a touch; this is a feature. For example, if “Very Common.”
Create Internal Electricity 1 would let you power an electri- Slow Recharge: The Slow Recharge limitation in Powers
cal device that weighs up to 10 lbs. provided that you touch can be more nuanced: Your ER recharges more slowly than
it, succeed at your IQ roll, and spend FP. For the purpose of one point per 10 minutes. Each level of Slow Recharge
Different Battery Types (pp. 8-9), give Create a “Power Basic increases of the time required to recover one point by a step
Lift” equal to (level squared) × 5. along the following progression: 10 minutes, 30 minutes,
Add Ranged (p. B107) if you can do this at a distance. Add 1 hour, 3 hours, 6 hours, 12 hours, 1 day, 3 days, 1 week, 1
Independent (Powers, p. 108) if you needn’t concentrate to month. ‑10%/level.
do it. If a device remains powered permanently, add Cosmic, Triggered Recharge: Your ER recharges – at its usual rate,
+300% and spend points from your Creation Pool as if stabi- accounting for Fast Recharge or Slow Recharge – only under
lizing physical matter. For meta-tech devices, this effectively specific conditions, such as only in the presence of the right
adds Self-Powered (p. 15), with all that implies for cost. substance, at night, when submerged in water, in certain
Optionally, the GM may state that Create lets a character weather, or at a particular time of the year. Limitation value
power only devices of their TL. Otherwise, their power supply depends on how common that situation is. Use the examples
is inefficient: Each TL of difference between them and what under Weakness (p. B161) to help determine rarity: ‑10% if
they’re trying to power cumulatively halves the maximum “Very Common,” ‑20% if “Common,” ‑40% if “Occasional,” or
weight of device they can power. ‑80% if “Rare.”
Energy Reserve
see GURPS Powers, p. 119 Don’t worry. I’m all tapped
For large devices like vehicles and battlesuits, the GM
might rebrand Energy Reserve as “heat sinks,” “radiators,” or out.
similar. In that case, add Costs Fatigue, ER – worth ‑10% per
point of ER – to the relevant abilities. The associated Energy –Electro, in Spider-Man:
Reserve often has Slow Recharge, though that isn’t required.
The GM might also allow Energy Reserve (Mundane). This No Way Home (2021)
can be used like FP to fuel athletics, martial feats, extra effort,
and so on. It can even be sacrificed instead of reducing FP
for things like starvation and poison, but you must decide Enhanced Time Sense
to spend it this way before accepting the FP loss. If this FP
loss requires special conditions to recover from (e.g., food to
see p. B52
reverse starvation), these must be satisfied to regain the for- This advantage grants the benefit of taking the maximum
feited ER. extra time (p. B346) for any purely mental task that consists
of perceiving, processing, and reacting to information in real
New Special Enhancements time. Thus, it grants +5 to any Per-based skill roll – regard-
less of whether the skill is normally Per-based – that the GM
Extended Source: After specifying a “base” power source for
believes additional time would help or haste would penal-
your Energy Reserve, you may enable it to benefit additional
ize, as long as it’s mundane (never spellcasting, power use,
sources for +20% apiece. As a side effect, your ER cannot be
or other supernatural feats). Examples include Per-based
drained by anything that cannot affect all of your sources. For
Hidden Lore to deduce what kind of creature you’re currently
+100%, it works for all sources that exist in the game world
battling, Observation to analyze a potential threat, Per-based
and can be drained only by effects that can drain all sources;
Tactics to size up foes mid-fight, and Tracking to follow a trail
for +300%, it not only works for all sources but also cannot be
without slowing down. Passive rolls, such as Sense rolls to
drained at all, by anything!
notice something, are never affected – only those requiring
Fast Recharge: Your ER recharges more quickly than one
active concentration.
point per 10 minutes. Each level of Fast Recharge reduces
the time to recover one point by a step along the following
progression: 10 minutes, 5 minutes, 2 minutes, 1 minute, 30
New Special Enhancements
seconds, 10 seconds, 5 seconds, 2 seconds, 1 second. Option- Combat Perceptions: You halve (round up) all “doing many
ally, the GM may allow further levels after reaching 1 ER/sec- things at once” penalties in combat, including those for Rapid
ond; each additional level doubles the amount of ER regained Strike, multiple parries, and anything similar (GM’s decision).
per second (2 ER/second, 4 ER/second, 8 ER/second, etc.). +50% if this benefit doesn’t “stack” with similar ones from
+50%/level. other sources (e.g., Weapon Master); +300% if it does.
24 Character Traits
Imperceptible Perceptions: When it comes to processing justification involves such difficult-to-acquire materials as
information, your normal perceptions don’t limit you – your weapons-grade uranium or antimatter, the gadgeteer might
brain somehow picks things up directly and turns them into first have to invent a way to obtain those things.
stimuli you can process, removing the need to perceive events
to react to them. This requires no roll. It just happens! For Gizmos
instance, if a sniper shoots at you, you may try to dodge even
if you couldn’t possibly notice it. A side effect is that this tells see pp. B57-58
you what sort of hazard you’re dealing with. This is similar Someone with this advantage may use it to bring out a
to Precognition (p. B77) but not identical; however, it does single-use meta-tech device that they didn’t specify they were
include the benefits of Danger Sense (p. B47). +75%. carrying or even had made. It’s a prototype! Rolls to create
Universal Perceptions: Your bonus to Per-based tasks it – like those in Gadgeteers and Gizmos (p. B58) – are still
extends to any task, granting +5 to all rolls that could conceiv- required. Divide dollar cost by 5 for being single-use, and
ably benefit from taking extra time. This doesn’t affect any- then apply ‑1 to these rolls per 25% of starting wealth, or
thing that Time Spent (p. B346) excludes, like most combat fraction thereof, in cost. Otherwise, treat this as a normal
rolls – but it does include Feints, Tactics rolls, and other rolls use of Gizmos.
to analyze foes. +300%.
Healing
see p. B59
Healing potions, regeneration chambers, and similar
wonders that get heroes back into action are important in
many campaigns. Some new modifiers alter what can be
healed, and how.
Character Traits 25
New Special Limitation it is for someone to recall who you are, and 10 levels means
Baneful Healing: You inflict a noxious and lasting condi- no one ever remembers who you are when your advantage is
tion on those you heal, who must be willing or helpless! Price active – you’re just another face in the crowd! These effects
this as Backlash (Powers, p. 104) at half cost, but with the persist even after your advantage is off; e.g., if your ability was
same effects otherwise. For example, if your subjects suf- on while you eluded the police, they’d still have a penalty equal
fer Moderate Pain whenever you heal them, that’s Healing to your level to rolls to recall you after you turned it off, and
(Baneful Healing, Moderate Pain, ‑10%) [27]. To attack the if you encountered them again without Obscure active, they’d
unwilling, buy an Affliction with a Link to Healing instead remember you normally for that encounter but not the previ-
of using this modifier; e.g., Affliction (Link, Healing,+10%; ous one.
Moderate Pain, +20%). An attack with Link, +10% will always Predictions: Penalizes others’ rolls to anticipate your
also heal the target of any injury, including injury the Affliction actions. This affects rolls for “planning skills” like Intelligence
somehow causes! If you don’t have to heal your target every Analysis, Strategy, and Tactics, and for “prediction advan-
time, use Link, +20%. tages” such as Danger Sense, Oracle, and Precognition.
Traces: Penalizes others’ rolls to find clues left by you or
to learn where you’ve been, including Forensics and Tracking
Innate Attack rolls, Research rolls to hunt you down via a paper trail, and
see pp. B61-62 uses of abilities like Detect with Time-Spanning (Past) or Psy-
The GM should think about setting limits on the dam- chometry where you’re concerned.
age output of meta-tech devices. Damage that doesn’t exceed
Finally, the GM may allow some modifiers on less than
that of LC2 weapons in the campaign is usually fine, and
your full level of Obscure; e.g., Obscure Vision 10 could have
the GM might permit some LC1 weapons, like man-portable
five levels with Stealthy, five without.
cannon. More damaging meta-tech, if not forbidden, should
be expensive; consider tying the scales on p. 19 of GURPS
Supers to Scaling Costs for Item Ubiquity (p. 8): I-scale is
New Special Enhancements
“Uncommon,” D-scale is “Rare,” C-scale is “Very Rare,” and Cosmic, Massively Extended: Your Obscure affects all
M-scale is “Impossible.” Supers links these scales to the senses related to it in even the most tenuous way; e.g., Obscure
LC-based Unusual Backgrounds in Arms Control (GURPS (Vision) with “Cosmic, All Mundane Senses,” justified solely
Powers, p. 138), which might also apply. by vision being mundane, affects all non-machine, non-para-
normal senses. You may take multiple, different versions; “All
Machine Senses,” “All Mundane Senses,” and “All Paranormal
Doomsday device? Ah, now the ball’s Senses” cover virtually every sense! +300% per extension.
in Farnsworth’s court! Reversed: Instead of penalizing Sense rolls, your Obscure
gives a bonus; e.g., “Obscure Vision (Reversed, +0%)” gives
– Professor Farnsworth, others a bonus to Vision rolls to spot you, to hit you with
in Futurama #3/14 visually targeted attacks (most of them!), to follow-up rolls
to discern features, and so on. If Obscure affects an area – as
it generally does – these bonuses pertain to the entire area
Obscure and everything in it. This works best with the Ranged mod-
see p. B72 ifier. +0%.
The GM may allow Obscure against non-sensory advan-
tages, or skills, that deal with information. Such Obscure
New Special Limitations
can exceed 10 levels, each level giving ‑1 to all affected rolls. Anti-Targeting: Obscure normally penalizes attempts to per-
Abilities that normally give a bonus to some of these rolls ceive you with the sense it affects and to use that sense to direct
instead let all of them ignore a penalty equal in size to half attacks on you. Yours affects attacks only. Others’ Sense rolls
that bonus, rounded up, when opposing Obscure; e.g., Empa- to notice you are unpenalized – but attacks targeted using the
thy gives +3 to some of the rolls that Obscure (Emotions) affected sense have a penalty to hit equal to your level. This is
penalizes, so those who have Empathy ignore up to ‑2 from usually combined with Defensive; if not, your sense is blocked
Obscure (Emotions). as usual. ‑20%.
Examples: No Area Effect: Your Obscure doesn’t extend beyond the hex
you’re in (or one hex, if ranged). It still affects all your carried
Emotions: Penalizes others’ rolls to discern your emo- equipment and clothing. ‑50%.
tional state. These include Body Language, Criminology,
Detect Lies, Interrogation, Psychology, and other skill rolls
to “read” or “profile” you; rolls that oppose your Acting, Fast-
Payload
Talk, Gambling, etc. in Quick Contests; rolls to use Influence see p. B74
skills on you, or to resist your Influence skills, if the GM
Payload’s capacity depends on the character’s ST. It rarely
thinks that understanding your emotional state matters; and
makes sense for Payload in meta-tech devices such as battle-
uses of Empathy, Sensitive, and similar advantages on you.
suits to vary from user to user, however. To avoid this, use the
Memory: Penalizes others’ rolls to recognize you in lineups,
following variant:
photographs, videos, etc.; IQ rolls to recall specifics about
you; and attempts to gather facts about you mundanely (not Payload (Static): Carrying capacity is a fixed 2 lbs. per level,
clues – that’s Traces, below). The higher your level, the harder independent of ST. 1 point/level.
26 Character Traits
New Special Enhancements
Cosmic, Extradimensional: Items in Payload never count
as encumbrance or carried weight – but with this modifier, Meta-Game
they have no weight, volume, or detectable traces for any
reason. Until removed, they’re simply “elsewhere.” +50%. Resistances
Cosmic, Summonable: Requires Cosmic, Extradimen- The GM may permit Resistant (p. 27, pp. B80-81) to
sional. You can “summon” items in Payload to your hand, meta-game effects – for a price! Multiply point cost by 4.
onto your body, etc. This takes a Ready maneuver; add
Reflexive, +40% (GURPS Powers, p. 109) to do so instantly. Example: Critical failures are possible on all success
You may always choose what you summon – this takes no rolls, and therefore “Very Common.” Thus, Resistant to
extra time. Gear that takes time to don, like armor, requires Critical Failures (+3) costs 40 points. It adds 3 to effective
that time to appear fully and provide any benefits (to has- skill solely to determine what rolls are critical failures; e.g.,
ten this, add Reduced Time, p. B108), but this requires no treat effective skill 3 as 6 for this purpose, meaning rolls
action on your part. +50%. of 16+ (not 13+) are critical failures, while rolls of 4-15 are
Cosmic, Temporal Stasis: Items in Payload are consid- still regular failures. Immunity, for 120 points, means all
ered to be under the effects of Temporal Stasis (Powers, failures are regular failures.
p. 118). +50%. Protection against unwanted critical successes – e.g.,
enemy critical hits – is valid. Subtract the bonus from
Racial Skill Bonuses and effective skill solely to determine what hostile rolls are crit-
ical successes. Critical successes are also “Very Common.”
Racially Learned Skills Narrower categories are possible; e.g., social critical
see pp. B452-453 failures would be “Common.”
Some technological artifacts have skills they can use on
the operator’s behalf; e.g., “automeds” with innate medical
skills, self-piloting vehicles, and automated gun turrets. When Unconsciousness: Unconsciousness of all forms, includ-
creating meta-tech, buy such skills normally but treat them as ing sleep, is a “Very Common” effect. Unconsciousness from
advantages for pricing purposes. Devices without appropriate injury only is a “Common” effect.
attributes – most objects lack DX and IQ, for instance – must
buy these skills up from 0! Additionally, if the GM wants bonuses other than +3 or +8,
Other devices grant bonuses to the user’s skills. Buy these they may interpolate as shown in the table below.
as racial skill bonuses, at 2 points per +1. Meta-tech may
ignore the +3 limit. Striking ST
While a meta-tech device can grant or increase skills, these
benefits don’t normally apply to rolls to operate or repair the see pp. B88-89
device itself. Build user-friendly devices using the Effortless Some new modifiers especially suit meta-tech. With the
modifier (p. 14) instead. The GM who uses More Than a Sword GM’s permission, characters may use these, too.
(p. 23) might make an exception; if so, point cost is 5× normal
but these traits benefit all uses of the device. New Special Enhancement
Super-Effort: You can focus your energy into devastating
attacks! Your Striking ST works normally except when you
Resistant boost it; this costs 1 FP for each strike. When you boost it, find
see pp. B80-81 your level of Striking ST with this modifier in the “Size” col-
Two useful new effects are: umn of the Size and Speed/Range Table (p. B550), read across
to the “Linear Measurement” column, and use that number
Knockback: Knockback is a “Common” effect. Resistance
as your ST bonus for damage. Add Cosmic, +50% if you can
adds to effective ST for the purpose of calculating knockback,
temporarily ignore a weapon’s maximum ST and use your full
and to DX rolls to avoid falling down.
ST. +400%.
Character Traits 27
New Special Limitation would violate Negated Disadvantages (p. B120) – but Luck
Accessibility: Your Striking ST has limited applicability. Bonus from external sources, like meta-tech, does help. 100
‑20% for all muscle-powered melee attacks or all muscle-pow- points/level, to a maximum level set by the GM.
ered ranged attacks; ‑40% for all unarmed attacks (brass
knuckles and other “weapons” for unarmed skills count), all Warp
attacks involving a category of melee weapons that spans
several skills (impact weapons, pole weapons, swords, etc.),
see pp. B97-99
and so on; ‑60% for all attacks with one specific skill (e.g., You can alter parameters such as facing, inertia, and pos-
Broadsword or Karate) or one specific body part (like a tail); ture by taking skill penalties; see New Warp Penalties (below).
or ‑80% for anything narrower, like impaling attacks with
Talons (which can also inflict cutting damage) or one specific New Special Enhancements
weapon listed under a skill on a weapon table. Preset: You’ve memorized one or more locations so meticu-
lously that they’re always treated as being within line of sight
for Warp’s purposes. Level 1 grants 1 location, level 2 up to 9,
level 3 up to 99, level 4 up to 999, and so on. To fill an unused
You never know what worse “slot” or change a used one, you must visit the desired location
luck your bad luck has saved and devote at least an hour to memorizing it. +5%/level.
Tethered: You have a single location – chosen when you
you from. take this enhancement – to which you teleport automatically
if rendered unconscious or killed, and to which you may travel
– Cormac McCarthy, with a Concentrate maneuver, without rolling dice, as long as
No Country for Old Men IQ minus distance penalties is 3+. +20%.
28 Character Traits
Perks Based on (Different Attribute)
Most minor or everyday meta-tech devices can be built see p. B102
using perks. For example, a stool that can be sat upon for This can be applied to an ability to alter the user’s rolls to
hours at a time without discomfort, or flint and steel that activate it. Permitted shifts are to or from DX, IQ, HT, Will, or
always produce flame, is worth a perk at most. Perception. ST is off-limits!
One new perk is meant for use with meta-tech devices. However, the GM may allow a variant that shifts a ST-based
secondary characteristic – usually meaning damage or Basic
Lift – to another attribute for an ability’s purposes. For exam-
Device Amplification ple, you could add this modifier to Payload so that it calculates
When you use extra effort with meta-tech of one specific Basic Lift from Will rather than ST. The GM might further
origin, the benefits double from +5% to +10% per ‑2 (or +5% generalize this to allow the use of traits that function like ST
per ‑1, if the GM prefers). You can instead specialize in one (e.g., Telekinesis) in place of ST.
device to double this again, to +20% per ‑2 (or +10% per Cost is always unchanged.
‑1) – but if you lose the device, you lose the perk!
Modifiers
Many modifiers in the GURPS library – and
some new ones – especially suit abilities for meta-
tech or need further thought when added to them.
Ammunition Options
see GURPS Power-Ups 4:
Enhancements, p. 18
Enhancements introduces a new modifier that
allows piercing attacks to change their size. Here’s a
new modifier for impaling attacks:
Bodkin Points: You can fire bodkin-point ammu-
nition instead of normal ammunition. Doing so
converts damage type from impaling to piercing,
but raises armor divisor by a step. For example, 3d
impaling becomes 3d(2) piercing. +20%.
Area Effect
see p. B102 Cancellation
Area-effect traits engulf cylindrical volumes. If they pro-
+10% or +20%
duce spheres instead, cost for one level is +40% and further
levels are +75% apiece. You can cancel your persistent ability’s effects before its
Standard cylindrical area effects are 4 yards high regard- duration would expire; e.g., Cancellation on Affliction or
less of area. To make them taller, add an Area Effect variant, Binding would let you end their effects early. For +10%, you
Vertical, that doubles cylinder height instead of radius at each must either touch the subject or successfully use your ability
level; e.g., Area Effect, Vertical, 8 yards, +50%. on that subject a second time with whatever modifiers (such
Innate Attacks with Area Effect can inflict Large-Area Injury as range penalties) would currently apply. For +20%, you can
(p. B400) if the area of effect is at least as long as the target’s switch your ability off as a free action; if it also has Selective
longest dimension; e.g., Area Effect, 2 yards, is two rings of Effect, Smart (p. 34), you must take this version.
hexes and so three yards across, which is the longest dimen-
sion of a SM +1 target, so SM +1 or smaller targets suffer Cosmic
large-area injury. Area Effect, Vertical is more effective against see p. B103
upright foes here. Two new forms of Cosmic can help the GM get powerful
attacks just right:
Armor Divisor Cosmic, Erodes DR: Your non-corrosion attack uses Corro-
see p. B102 sion (p. B379), destroying DR. Explain how it works! +100%.
Armor Divisor (100) is available for +300%. This is a fair Cosmic, Irresistible Assault: Your attack ignores the reduced
price compared to Cosmic, Irresistible attack, +300%, which wounding modifiers for Injury Tolerance, including Damage
is more effective but affected fully by DR with Cosmic, Defen- Reduction (GURPS Powers, p. 53). The GM might limit how
sive, +50%. To get full DR vs. Armor Divisor (100) required many dice of damage can have this enhancement, or require a
Hardened, +100%. hefty Unusual Background for access to it. +300%.
Character Traits 29
Costs Fatigue Extra Bulk
see p. B111 -5% per ‑1 Bulk
The GM might adapt Costs Fatigue when translating sys- Ranged attack abilities start with Bulk ‑2. Extra Bulk wors-
tems that cost other resources. Do so by comparing the size ens this by ‑1 per ‑5%. The GM might also permit Reduced
of typical resource pools. For example, spellcasting with Bulk: Each ‑1 removed (to 0 at best) costs +10%.
Threshold-Limited Magic (GURPS Thaumatology, pp. 76-82)
“costs” power tally; the suggested standard threshold is 30, tri- Extra Minimum ST
ple the average human’s FP 10, so if Costs Tally is worth ‑5%,
it would be fairest if each level added 3 to the user’s power Variable
tally (adjust this ratio in a campaign with different standard Only meta-tech devices defined as weapons, and advan-
thresholds). If a resource is more dangerous to use or harder tages with Gadget Limitations (pp. B116-117), may have this
to recover than FP, double limitation value, as for Costs Hit limitation. Minimum ST (p. B270) to wield a device or gad-
Points (GURPS Powers, p. 110). The get is based on its underlying form. A higher
above assumes that FP can still be requirement is a limitation: ‑5% per +3
used for extra effort, optional rules, ST or increase by 1/3 (round up) of the
etc.; if not, add another ‑5%. existing requirement – whichever is
The GM may also opt to use larger – to whatever limit the GM feels
Modifying Dice + Adds (p. B269) suits the item. Add ‑5% if the device
to turn fixed costs into rolls; e.g., needs a weapon rest or bipod, or ‑10%
Costs Fatigue, 4 FP, ‑20% might if it must be mounted.
become Costs Fatigue, 1d FP, ‑20%.
Extra Recoil
Damage Modifiers see p. B112
see pp. B104-105 The GM might also permit Reduced
Attacks with effects other than Recoil: Each ‑1 to Rcl costs +20%. Min-
or as well as damage may use these imum Rcl is 0, which means that when
new modifiers. firing multiple shots, you score extra hits
equal to twice your margin of success.
Counts as (Type)
Variable Follow-Up
An attack counts as whatever it see p. B105 and GURPS Power-
is for such purposes as limited DR, Ups 4: Enhancements, p. 14
Vulnerability, and triggering Weak-
A Follow-Up that any unarmed or weapon
ness. Each attack gets one “free” special effect that suits
attack can carry has Follow-Up, Universal, +50%. As this
its damage type, and an attack with a power modifier also
might not suit all devices, the GM may allow more restrictive
counts as that source; e.g., Burning Attack (Divine, ‑10%)
versions:
could count as “fire” and automatically counts as “blessed.”
Each additional thing your attack counts as is an All melee attacks (armed or unarmed), all ranged attacks,
enhancement: or all weapon attacks (melee or ranged): +40%.
All unarmed attacks (including “weapons” for unarmed
Rare (e.g., blessed weapons, magic, or silver): +10%.
skills, such as brass knuckles), all attacks involving a category
Occasional (e.g., cold): +20%.
of melee weapons that spans several skills (impact weapons,
Common (e.g., fire on a non-burning attack, iron, or sun-
pole weapons, swords, etc.), or anything comparable: +30%.
light): +30%.
All attacks with one specific skill (e.g., Broadsword or
Very Common (e.g., air, earth, light, metal, or water): +50%.
Karate): +20%.
If your attack always counts as what’s needed to exploit
The GM might allow Follow-Up, Universal on Leech or
your target’s flaws, that’s Cosmic, Rainbow Damage, +300%.
Neutralize, allowing these attack-like traits to operate through
weapons and other attacks.
Cumulative Damage Modifiers
+50%
Any attack that inflicts blunt trauma, causes knockback,
Hard to Use and Reliable
sets fires, destroys DR, or has other effects linked to its dam- see GURPS Powers, pp. 107, 109
age roll can have this enhancement. Use the total amount of Optionally, the GM may allow ranged attacks without
damage that all hits by it or any other attack with this modifier resistance rolls to have Hard to Use or Reliable. This costs
deal in one turn to one hit location on one target to determine double: ‑10% per ‑3 (down to ‑12) for Hard to Use, +10% per
these effects. For example, multiple crushing attacks with this +1 (up to +10) for Reliable. They might even allow more than
enhancement – from one or many attackers – use their total 10 levels of Reliable; if so, up to 15 levels requires Cosmic,
damage to evaluate knockback and blunt trauma, even if none +50%, up to 20 requires Cosmic, +100%, and up to 25 requires
of them penetrate DR. Cosmic, +300%.
30 Character Traits
Conf-Use-d?
There are so many approaches to usage limits that Devices that can be recharged after use through some
making suitable choices is tricky. outside method – e.g., replacing parts, meditating, or
enchanting – are possible. This amount to a feature, but
Single-Use Explained an important one! Multiply the device’s total point value
by 200 to find the number of hours it takes to restore
A single-use device gets one use and then goes inert or
fully. Divide this by total uses to determine how many
destroys itself. A single-use ability gets one use and then
hours restore each use. Optionally, each full multiple
vanishes, reducing your point total. This divides final
of campaign starting wealth sacrificed can replace 200
cost – in dollars for a device, in points for an ability – by 5.
hours; it’s used to appease spirits, hire enchanters, or
The GM decides what can be single-use. For devices,
whatever else the GM likes. For meta-tech devices, the
good candidates are expendables like grenades, ammu-
minimum amount spent is the lower of this amount or
nition, fuel, and pharmaceuticals – and world-ending
the item’s cost.
MacGuffins and superweapons! For abilities, Favor
(p. B55) is the archetypal example, but the option also
suits one-off spells. Limited Use, Maximum
What constitutes “one use” depends on the ability, be Duration, and Costs Fatigue
it bought by a character or used to define a device. For
It can be confusing to figure out when to use Lim-
attacks, this is “one shot.” For advantages like Invisibility,
ited Use (p. B112), Maximum Duration (GURPS Powers,
assume “one minute.” When using Real Time (p. 33), the
p. 111), and Costs Fatigue (p. B111), and on what.
GM may prefer “one scene.”
Limited Use is mainly for things with “shots” or
Optionally, on a critical success on the activation roll,
instant uses – attacks, healing, etc. Maximum Duration
single-use devices that don’t destroy themselves when used
is for things that make sense with durations, like making
(like grenades!) leave behind enough to repair – a major
yourself invisible or insubstantial.
repair (pp. B484-485) – and reuse. For a character ability,
You can put Limited Use on things with durations,
the GM may give the player the option to pay one char-
giving a one-minute duration, but Maximum Duration
acter point to keep the trait, assuming it didn’t already
is typically a better deal. You cannot put Maximum
require character points to use.
Duration on things with shots, though – it’s strictly for
switchable, beneficial abilities that you could normally
Charged Devices leave “on” indefinitely. You can’t stick it on your attack or
Fiction is full of devices that work a limited number Healing and say, “I can use my attack or Healing for this
of times. Meta-tech that can be used X times per day has long.” To restrict those abilities, apply Limited Use.
Limited Use on its underlying abilities. Items that get X Introducing Costs Fatigue complicates matters fur-
uses that never recharge are trickier! Anything that goes ther – mostly because it’s mathematically better than
away after one use costs 1/5 as much – but what about Limited Use! With Limited Use, ‑10%, you can use your
things that become inert or vanish after multiple uses? ability 10 times per day. With Costs Fatigue 2, ‑10%, you
For that, use the following: can probably use it 4-5 times in a row before needing
rest, but easily 40-50 times per day. High FP, Energy
Uses 1 2-5 6-9 10-14 Reserve, recovery advantages, etc. widen the gap.
Multiplier ×1/5 ×2/5 ×3/5 ×4/5 GURPS Meta-Tech assumes that Limited Use is
More than 14 uses isn’t a meaningful drawback. mostly used for weapons and Maximum Duration is
This rule assumes that replicating such items is nearly used for other devices. Costs Fatigue is appropriate for
impossible, requires dangerous and hard-to-get ingredi- either. Be sure you realize what modifier does what and
ents, or takes an inordinate amount of time. The GM might choose appropriately!
even treat them as though they had Unique (p. B117).
Character Traits 31
Increased Range Quick Reload: Mutually exclusive with Fast Reload, Slow
Reload, and Thrown. You can reload all your shots in 1 or 2
see p. B106 seconds. Divide the value of Limited Use by three.
A new variant of this modifier suits grenades and similar Special Reload: In addition to time (normally a day), your
thrown weapons: uses require a condition or substance to recharge. For con-
Throwing Range: Specifically for thrown weapons with ditions, use the examples under Weakness (p. B161) to help
unremarkable aerodynamics, like grenades. Calculate range judge rarity, and add ‑10% if the condition is “Very Common,”
using Throwing (pp. B355-356). For a 1-lb. grenade, Maximum ‑20% if “Common,” ‑30% if “Occasional,” or ‑40% if Rare. For
Range is ST×3.5 as long as the thrower has ST 10+. Attacks substances, add ‑5% if “Very Common” (available almost any-
modified with this enhancement never have a Half-Damage where or cheap, at most 0.0001% of average starting wealth),
Range. +5%. or ‑10% if “Common” (hard to find or somewhat costly, at
most 0.001% of average starting wealth), “Occasional” (very
hard to find or expensive, at most 0.01% of average starting
Independent wealth), or “Rare” (must be found or made, normally, but cost-
see GURPS Powers, p. 108 ing up to 1% of average starting wealth if available for pur-
You can use Independent to create weapons that can chase). You can combine this with Slow Reload, Fast Reload,
attack on their own or otherwise operate without user input. or Quick Reload; apply Special Reload before those adjust-
Such weapons can attack once per turn. Base skill equals 10 ments; e.g., Limited Use (1/day) is ‑40%, Special Reload with
+ Accuracy if ranged, or 10 + bonus from Reliable (Powers, a “Common” substance adds ‑10%, for ‑50%, and then Fast
p. 109) if melee. All other rules are the same, but the cost is Reload halves this to ‑25%. Even without Special Reload, the
higher: +100% if the attack is subject to the restrictions of GM may assume that Fast Reload, Quick Reload, and Slow
your combat maneuver each turn (e.g., if you take Move and Reload require something that costs at most half of what a
Attack, your attack suffers the drawbacks of Move and Attack); “Very Common” substance costs.
+300% if your attack isn’t limited by your maneuver. Thrown: Your attack is hurled. You get one use. After
Optionally, the GM may permit multiple levels of Indepen- using it, you must go retrieve something – like a thrown
dent! This allows a number of attacks equal to enhancement weapon – before you can use it again. This is instead of uses
level each turn. Use the above prices per level. For instance, per day, and mutually exclusive with Continuous, Fast Reload,
Independent 2 gives two attacks per turn, for +200% if subject Quick Reload, Slow Reload, and Special Reload. ‑5% if the
to maneuver restrictions or +600% if not. ability also uses the Regulatable Limitation, Melee Attack
enhancement; ‑25% otherwise.
Limited Use
see p. B112 I don’t care who you are back in
The GM may allow numbers of uses other than those
on the table in the Basic Set. It would be fair to price 11-15 the real world. You give our position
uses per day at ‑5%. Going in the other direction, Limited
Use is worth about ‑10% per halving of daily uses; so, once away one more time and I’ll bleed ya,
every 2-3 days would be ‑50%, once every 4-7 days (or real quiet.
every week) would be ‑60%, once every 2 weeks would be
‑70%, and once every month (the suggested floor) would – Mac, in Predator (1987)
be ‑80%. You cannot add Slow Reload, Fast Reload, or
Quick Reload (below) to less than 1 use per day.
Devices might have traits with Limited Use and a battery
life. To simulate this, add Accessibility, As long as battery Melee Attack
holds out, ‑5%. see p. B112
Devices that use ammunition can substitute similar types Abilities with Melee Attack can have greater Reach than
for +0%. 1-4:
Finally, a few new options are available:
Reach Modifier Reach Modifier Reach Modifier
Continuous: Only for 2+ uses per day. You must take all of 1-5 ‑10% 1-6 ‑5% 1-7 ‑0%
your uses at once – using your ability means leaving it on until
you run out of uses. For most advantages, the ability stays If a Ready maneuver is needed to change Reach, add an
“on” for minutes equal to uses; e.g., “2 uses per day” is really extra ‑5%.
one use of 2 minutes, while “10 uses per day” is really one An attack modified with Melee Attack doesn’t normally
use of 10 minutes. Attacks, however, are available for seconds occupy hands. If that isn’t the case, add an extra ‑15% if it
equal to uses; e.g., “4 uses per day” lets you attack (or not!) fully occupies one hand, ‑30% if it fully occupies two. If it can
with your energy blast, psychic sword, or whatever for four be used in one or two hands, add +0% – but when used two-
consecutive turns. Continuous adds ‑5% to basic limitation handed, the attack gets +1 damage.
value: 2 uses is ‑35%, 3-4 uses are ‑25%, 5-10 uses are ‑15%, If the attack becomes unready after attacking, like a maul,
and 11-15 uses are ‑10%. This can be modified further by Fast add ‑5%. This is worth less than Takes Extra Time 1, ‑10%
Reload, Quick Reload, Slow Reload, or Special Reload, but is because you can parry without this ill effect (if you can’t parry,
mutually exclusive with Thrown. claim the usual ‑5%).
32 Character Traits
The following options are also available:
Melee Attack (Destructive Parry): Your attack
damages weapons it parries or that parry it.
Roll damage normally and apply it to your foe’s
weapon on a successful parry by either of you.
+10%.
Melee Attack (Dual): Your ability generates
two (or more!) melee weapons – usually one in
each hand – permitting a Dual-Weapon Attack
(p. B417). +10% for two, +5% per additional
weapon, for beings with more than two arms.
Melee Attack (Flailing): Your attack is treated
as a flail (p. B405), inflicting penalties to parry
or block it. +30%.
Melee Attack (Flexible): Your attack is con-
sidered flexible, and can entangle like a whip
(p. B406) or strangle like a garrote (p. B405),
but has ‑2 to Parry. +10%.
Melee Attack (Heavy/Lighter): By default,
Innate Attacks modified with Melee Attack
“weigh” (dice of damage) lbs. for the purposes
of Parrying Heavy Weapons (p. B376). Each
+10% weight increase adds +5%; each ‑20%
decrease adds ‑5%.
Melee Attack (Modified Parry): Attacks with
Melee Attack can parry unless given the extra
‑5% for being unable to do so. Optionally, the
GM may read that ‑5% as “cannot parry after
attacking” (like a weapon with “U” on Parry),
and give Reach C-only attacks a built-in ‑1 to
Parry for ‑0%. Parry may be increased: Each +1
(up to +4) adds +10%. If an attack has the ben-
efits of a fencing parry (pp. B404-405), add +20%;
An ability that normally has an unlimited number of uses
if it also has the drawbacks (it cannot parry flails or flail-like
can – instead of having any form of Limited Use – be limited
weapons, and takes encumbrance penalties), add +0% instead.
to one use per real-world time period:
Everything above is additive to the base price for Reach,
Task. From a second to a minute, but always encompassing
and can turn Melee Attack into a net enhancement!
one action or moment. Examples: Breaking down a rifle – or
punching a Nazi in the face. ‑5%.
Muscle-Powered Range Scene. A single battle, verbal exchange, long and uneventful
+0% trip, dinner party, or anything similar. Examples: Cleaning all
Your ranged attack depends on your ST for distance (if ST the rifles in a room – or fighting a squad of Nazis. ‑20%.
affects damage, take ST-Based, p. 34). Ignore any range in Session. Game sessions typically last 3-4 hours, but longer
the defining trait descriptions. Treat your attack as a muscle- sessions aren’t unheard of. Examples: A group spending the
powered ranged weapon with a Range statistic of ×1/×10. entire sitting roleplaying their characters’ banter while clean-
If you need Ranged (p. B107) to make an advantage ing an entire armory’s weapons, with rolls to make sure it’s
ranged to begin with, save space by writing “Ranged, Muscle- done to their superiors’ satisfaction – or dealing with a pla-
Powered, +40%.” toon of Nazis. ‑60%.
Muscle-Powered Range costs +0% because “free” ST 10 Adventure. Multiple game sessions (3-10 is common),
gives Range 10/100, which is standard for ranged abilities. potentially encompassing an entire story arc. Examples: A
Throwing Range (p. 32) is a net enhancement because it lacks group cleaning and organizing an armory and its contents
1/2D. The two are mutually exclusive. while arming a group of stragglers in a post-apocalyptic
world – or dealing with a contingent of Nazis trying to tap into
a ley line hidden under a castle. ‑80%.
Real Time Campaign. Anything from 2-5 adventures to “until all the
Variable players move away,” often encompassing several story arcs.
Your ability works in real-world time rather than game- Examples: Fighting back against a group of armed militants
world time. If it normally has a number of uses per game day, bent on enslaving a group of post-apocalyptic survivors – or
it now gets that many uses per hour of game play. If it has a stopping Nazi sorcerers from summoning otherworldly forces
number of uses per game week, it now gets that many uses per to destroy the Allies. Rather than apply a limitation, divide the
game session. This is worth +0%. trait’s final cost by 5.
Character Traits 33
Reduced Duration The table progression can be extended, but an ability’s min-
imum duration cannot be taken below 1 second. For exam-
Variable ple, Affliction (Disadvantage) has a variable duration with a
Your ability lasts for less time than usual. To have Reduced minimum of 1 minute, so it cannot have more than Reduced
Duration, it needs a finite duration (fixed or variable), which Duration, 1/60; unmodified Affliction has a minimum duration
eliminates anything that endures indefinitely or can be “main- of 1 second, so it cannot have any level of Reduced Duration.
tained”; e.g., Mind Control couldn’t have it, but Mind Control
with Independent (GURPS Powers, p. 61) could.
Regulatable Limitation
Multiple Modifier Multiple Modifier Variable
1/2 duration ‑5% 1/20 duration ‑25% Some limitations are useful if they don’t always
1/3 duration ‑10% 1/30 duration ‑30% apply – consider being able to switch on No Wounding
1/6 duration ‑15% 1/60 duration ‑35% to render a normally lethal attack nonlethal. Such a lim-
1/10 duration ‑20% itation becomes an enhancement that costs +40% plus
limitation value; e.g., No Blunt Trauma is ‑20%, so Reg-
ulatable Limitation (No Blunt Trauma) is +20%. You
may switch such limitations on or off as a free action
Modifying at the beginning of your turn; if switching takes a
Ready maneuver, add ‑5%. However, Regulatable Lim-
Existing Damage itation has a minimum final cost of +5% (you can do
more, so it’s always an enhancement!), and the GM
When adding a ST-Based Innate Attack to a meta-tech
may forbid proposed uses they deem abusive.
device so that this attack’s damage is additive with the
This is a generalization of Melee-Capable (GURPS
device’s damage, there’s a surcharge – beyond the price of
Power-Ups 4: Enhancements, p. 19).
Innate Attack – if the Innate Attack lends extra capabilities
to the device’s damage:
Selective Damage Type
1. Total all modifiers on the Innate Attack that affect its
ability to damage things (e.g., Affects Insubstantial, Affects +20%/type
Substantial, Armor Divisor, and Cosmic, Irresistible attack) Your attack is capable of multiple damage types. Build
or its damage effects (including Damage Modifiers, Side it normally as an attack of the most expensive of these
Effects, Symptoms, and Cosmic, Lingering special effect). types, and then add a +20% enhancement per additional
No applicable modifiers means no surcharge! If the device type – or pay +100% for all types. Switching damage types
has an implicit modifier, the Innate Attack must have it, is a free action at the beginning of your turn.
too – but don’t include it here, because it’s already present
and the Innate Attack isn’t adding it. Selective Effect
2. Find the highest damage, in dice, that the device
see GURPS Powers, p. 105
can deal without the Innate Attack. For a muscle-powered
For +50%, you can have Selective Effect, Smart, let-
weapon, that’s damage for triple its minimum ST, plus the
ting you “program” responses to specific events; e.g.,
usual “adds” for a weapon of that quality (e.g., the “+2” in
automatically switching the Cone modifier on or off
“swing+2”). For unarmed attacks, it’s usually thrust damage
under certain circumstances. Add Cancellation, +20%
for the maximum ST allowed in the campaign. Attacks that
(p. 29) if responses can include ending persistent effects,
don’t cause damage but do have a minimum ST use a “dam-
or Variable (p. B109) if they can include varying damage
age” of thrust for that value, ×1.5.
(say, after the target reaches a certain level of injury, like
3. Determine the “effective point cost” of the damage
‑1×HP). You can specify responses after the fact – you
from step 2 as if it were an Innate Attack of the relevant
needn’t do so when you initially activate the attack.
damage type. Ignore any inherent modifiers from the device
here – only the number of dice and the Innate Attack cost
matter. Don’t pay this cost! You just need it for the next step. ST-Based
4. Multiply the point cost from step 3 by the net modifier Variable
from step 1 to find the surcharge. Applied to Innate Attack, this lets you add your
5. Record “Modified Weapon Damage (Based on a Xd dice of thrust or swing damage to the Innate Attack’s
(type) attack) [point cost]” with the meta-tech statistics. damage, effectively turning it into a muscle-powered
If a device has multiple attack modes, follow these steps weapon. You may apply ST-Based to any melee or ranged
for each mode. Use the full surcharge for the most expensive attack that does crushing, cutting, or impaling damage.
mode and 1/5 of that for all the others. For weapons capable It’s incompatible with modifiers unsuited to muscle-
of thrust and swing attacks, swing is almost always more powered attacks, including Area Effect, Blood Agent,
expensive. Cone, Contact Agent, Cyclic, Explosion, Follow-Up,
For more in-depth rules, see Modifying Existing Damage Jet, Malediction, Onset, Resistible, Respiratory Agent,
(GURPS Power-Ups 4: Enhancements, pp. 9-11) and Sense-Based, and any modifier with one of these modi-
Enhanced ST-Based Attacks (Enhancements, p. 20). fiers as a prerequisite.
34 Character Traits
When attacking, choose whether you’re using thrust or Repair (Meta-Tech) default to Electronics Operation (Meta-
swing damage. The higher swing damage is usually the better Tech)-3 or Engineer (Meta-Tech)-3. Either might also default
choice, but there are situations where thrust makes more sense to Weird Science-3.
(e.g., when attacking underwater) – and when using swing
for an impaling melee attack, it may get stuck in your target Engineer/TL†
(pp. B405-406)! Your attack can benefit from All-Out Attack
(Strong) (p. B365), Mighty Blows (p. B357), and similar meth- see pp. B190-191
ods of augmenting muscle-powered damage. You may also The GM might also introduce a new Engineer specialty for
use abilities that boost ST, like Power Blow (p. B215); these meta-tech devices:
increase the damage contribution from ST, but not that from Meta-Tech: Designing and building “weird technol-
Innate Attack. The damage your ST provides is automatically ogy” – again, typically devices that emulate super abilities.
Variable (p. B109); that of the Innate Attack is not. This can default to Electronics Operation (Meta-Tech)-6
ST-Based costs +100%. If you can add only swing damage or Weird Science-3 – but there’s no default for individuals
or only thrust damage, reduce this to +80%. Optionally, the from backgrounds where superhuman abilities don’t exist!
GM may allow ST-Based on Innate Attacks with other damage In settings with multiple origins (Chapter 2), this specialty
types; e.g., to emulate science-fiction energy blades. If so, add might have other defaults; e.g., Thaumatology-4, for magi-
+50% – and work out with the GM how physical ST affects, tech devices.
say, Burning Attack!
Machine Operation/TL†
Weaponized
IQ/Average
Variable Machine Operation might replace Electronics Opera-
You can apply this limitation only to an ability that nor- tion – and Mechanic (p. B207) might replace Electronics
mally works like a ranged Malediction – that is, one that uses Repair – for non-electrified devices at lower TLs. These skills
a Quick Contest instead of an attack roll and is unaffected work identically to those they replace. They have the same
by DR. Suitable advantages include Mind Control and Mind default structure, and may have a Meta-Tech specialty.
Reading. Mind Probe, Neutralize, or Possession with the The GM can invent further skills; e.g., Magi-Tech Operation
Ranged enhancement would also be valid. for enchanted devices in a fantasy setting.
Weaponized turns the advantage into a normal, visi-
ble, ranged attack. The GM must decide what attack skill it
uses – typically, a specialty of Innate Attack (p. B201). The
attack takes size and speed/range modifiers (p. B550) and can
be dodged. If it hits, the target gets an unopposed roll to resist
against the appropriate attribute (e.g., Will for Neutralize). If
this roll fails, determine the effects as normal, using the sub-
ject’s margin of failure instead of the user’s margin of victory.
Weaponized is worth a base ‑50% if the subject’s DR has no
effect, or ‑80% if their DR adds to their resistance roll as for
Affliction (pp. B35-36). To give the subject a fixed penalty to
their resistance roll, add +10% per ‑1, to at most ‑5. For exam-
ple, a Neutralize ray that ignores DR and gives a Will-3 roll to
resist has a net ‑20% limitation.
Skills
Meta-tech is technology of sorts. Working with it requires
technical, even “scientific” skills. Weird Science
see p. B228
Electronics Operation/TL† and This skill gains new uses in campaigns with meta-tech.
In addition the applications in the Basic Set, it may be used
Electronics Repair/TL† to analyze meta-tech devices; this requires at least an hour
see pp. B189, 190 of scrutiny and a skill roll. Success tells you what the device
The GM might prefer a new Electronics Operation specialty does; critical success means you understand it well enough to
for operating all meta-tech devices and a matching Electronics use it without unfamiliarity penalties (p. B169). Failure means
Repair specialty for fixing them: you have a vague idea of its properties and can reroll at ‑2 to
discern these. On a critical failure, the GM lies – inventively,
Meta-Tech: Any “weird technology” – typically, devices that naturally! – about the device’s function, with ensuing conse-
emulate super abilities, like neutralizer rays or weather-con- quences. (For instance, Dr. Khaotic critically fails their roll to
trol machines. discern what a captured meta-tech device does; thinking it’s
Electronics Operation (Meta-Tech) default to Electronics a portable antigravity emitter, they find – much to their dis-
Repair (Meta-Tech)-5 or Engineer (Meta-Tech)-5. Electronics may – that it a floral growth enhancer . . .)
Character Traits 35
Appendix
Examples
Here are some sample devices created using GURPS Meta- minutes. For the next 48 hours, the subject heals 1 HP/hour
Tech. Entries provide the following information: and is immune to sickness and poison. If they’re diseased or
poisoned, the ointment will cure them provided that its effects
Name: What the device is called – ideally something snazzy
overlap at least one full cycle.
and evocative! If item TL differs from campaign TL, note it
here; e.g., “Personal Chronowarp (TL12^).” Meta-Tech Statistics (+$462; 154 points at $3/point): 11
SM: The device’s Size Modifier. HP [22] + Immunity to Poison (Extended Duration 3,000×,
Type: What sort of device this is; e.g., “Armor” or “Power +140%) [36] + Immunity to Sickness (Extended Duration
Battery.” See Designing Devices (pp. 9-14). 3,000×, +140%) [36] + Regeneration (Regular; Extended Dura-
Origin: The device’s origin (Chapter 2). tion 3,000×, +140%) [60]. Single-use (×1/5).
Duration: Information on the batteries or power cells the Mundane Statistics (+$3, +1 lb.): Ceramic Jar ($3, 1 lb.).
device requires, and the operating duration or shots these pro-
vide. You can omit cells if your campaign is TL8 or less, or
batteries if it’s TL9 or higher – but include both in mixed-TL [Pain] is the bitter potion by which
campaigns (e.g., “T/6 hours or 2×A/8 hours”). This line doesn’t the physician within you heals your
appear if batteries, cells, shots, etc. don’t apply.
Operation Skill: The skill(s) required to operate the device; sick self.
e.g., “Electronics Operation (Meta-Tech)” or “Beam Weapons
(Pistol).” This line doesn’t appear for items that – for whatever
– Khalil Gibran, The Prophet
reason – don’t require a skill roll, like most pharmaceuticals.
Cost: The device’s price, appropriate to the listed TL. If the
device uses ammunition in addition to batteries or cells, cost Amulet Arcane (TL6^)
appears after a slash; e.g., “$500,000/$50.” SM: ‑7.
Weight: The device’s weight. If the device uses ammunition Type: Apparatus.
in addition to batteries or cells, weight appears after a slash; Origin: Ontological Remnant (‑0.2 BCM).
e.g., “3 lbs./0.1 lb.” Operation Skill: Occultism or Stealth, both Will-based.
LC: The device’s Legality Class (p. B507). This line doesn’t Cost: $474,000.
appear for LC4 items. Weight: 0.1 lb.
Description: A concise description of the device and what it LC: 3.
does, in plain English.
Meta-Tech Statistics: The device’s extraordinary traits; This powerful reality shard makes the wearer disappear
e.g., “Affliction 3 (Melee Attack, Reach C, ‑30%) [21].” The from perceptions. Whenever the wearer wishes, they can try
final additional cost, total points of the item, and final cost a Will-based Occultism or Stealth roll. Success means that
per point appear in parentheses before this. Any Meta-Tech they – and the shard! – cannot be detected by any means. At
Modifiers (pp. 14-15) appear at the end, after the traits. all. This doesn’t affect the wearer’s senses.
Mundane Statistics: The underlying item(s), with cost and Meta-Tech Statistics (+$474,000; 237 points at $2,000/
weight; e.g., “Fine Small Knife ($120, 0.5 lb.).” The total cost point): Obscure 10 (Vision; Cosmic, +50%; Cosmic, Massively
and weight of all items appear in parentheses before this. Extended, All Machine Senses, All Mundane Senses, All Para-
This line doesn’t appear for items that use What’s My Size normal Senses, +900%; Defensive, +50%; No Area Effect,
Again? (p. 7). ‑50%; No Signature, +20%; No Signature, Supernatural,
+20%; Requires Will Roll, ‑5%; Stealthy, +100%) [237].
Aja’s Healing Paste (TL0^)
SM: ‑6. Bounding Boots (TL8^)
Type: Pharmaceutical (Ointment). SM: ‑4.
Origin: Natural (‑0.7 BCM). Type: Clothing.
Cost: $465. Origin: Spirit Fetish (Willing) (‑0.1 BCM).
Weight: 1.3 lbs. Operation Skill: Expert Skill (Pneumatology), Hidden Lore
Aja is the orisha of herbal remedies in the African dias- (Spirit Lore), or Occultism-3, all Will-based.
pora. This pungent paste named after him is smeared on most Cost: $315,080.
of the subject (takes 10 seconds) and heals 3d HP after 1d Weight: 3 lbs.
36 Examples
These boots are imbued with a spirit of travel. Once per Enchanted Radio-Thermal
second, as a free action, the wearer can try an operation skill
roll, at ‑4 if it isn’t their turn. Success lets them move up to Generator (TL(5+2))
100 yards in any direction to a point they can see and could SM: ‑1.
have reached “the hard way” – no Body Sense roll required! Type: Power Generator.
They can carry up to Medium encumbrance, and use the bet- Origin: Enchanted Item (‑0.1 BCM).
ter of ST or Will to determine Basic Lift for this purpose. As Operation Skill: Electronics Operation or Thaumatology.
a special effect, if an IQ-based mundane skill for getting from Cost: $384,750.
one point to another (e.g., IQ-based Forced Entry to bypass a Weight: 100 lbs.
barred door) is superior to the standard operation skill, roll LC: 3.
against it instead. Whatever skill is used, New Warp Penalties
This device can power up to 250 lbs. of electrical equip-
(p. 28) apply when getting tricky.
ment indefinitely or be used for Draw Power (GURPS Magic,
Meta-Tech Statistics (+$315,000; 140 points at $2,250/point): pp. 180-181). For the latter, it can provide up to 300 FP before
Warp (Accessibility, Only places you could walk/climb to, being fully discharged. Once discharged, treat it as being at
given time, ‑20%; Based on ST or Will, Basic Lift, +20%; Extra ‑4×HP and in need of a major repair (pp. B484-485) before
Carrying Capacity, Medium, +20%; Gyroscopic, +10%; Line of it can be used again. Anyone carrying it or within a yard of it
Sight Required, ‑30%; Range Limit, 100 yards, ‑40%; Reflex- receives 0.1 rad/hour. See GURPS Technomancer, p. 43.
ive, +40%; Reliable 10 (Accessibility, Only to negate prepara-
Meta-Tech Statistics (+$384,750; 95 points at $4,050/point):
tion penalties, ‑20%), +40%) [140].
Create Internal Electricity 5 (Nuisance Effect, Slightly radio-
Mundane Statistics (+$80, +3 lbs.): Boots ($80, 3 lbs.).
active, ‑5%) [95]. Has the Self-Powered modifier (+4 CF).
Excalibur (TL3^)
SM: ‑4.
Type: Melee Weapon.
Origin: Cosmic (+3.5 BCM).
Operation Skill: Broadsword.
Cost: $293,056,800.
Weight: 3 lbs.
This version of Excalibur features all the best
traits of the famous sword of legend! Beyond being
an extremely effective weapon, mortal magic can-
not affect the blade itself – and, with an attack roll,
Excalibur can cut through any magical barrier,
shield, etc. It’s considered unbreakable while in the
hands of the worthy.
The sheath, too, has extraordinary properties.
While belted on, the wearer has an extra 10 HP,
cannot bleed or be affected by blood-borne effects,
takes reduced injury as though Unliving (p. B61),
need never make HT rolls to stay alive, can go to
‑10×HP (not ‑5×HP) before dying, and enjoys the
benefits of Very Rapid Healing (p. B79). They also
gain Magic Resistance 10 that doesn’t interfere
with their own abilities.
Weapon Table
Weapon Damage Reach Parry ST Notes
Notes
[1] Affects insubstantial beings. [5] Damages anything it parries or that parries or blocks it.
[2] Against cosmic targets, armor divisor is “only” (100). [6] Gives +5 to all rolls to use it (Broadsword, Fast-Draw,
[3] Removes 1 point of DR per 5 points of basic damage. etc.), or +6 to attack rolls.
[4] Ignores reduced wounding modifiers for Injury
Tolerance.
Examples 37
Meta-Tech Statistics (+$293,040,000; 1,024+160 points effective skill below 3. If they have no points in that skill, they
at $247,500/point): Sword: Cutting Attack 3d (Affects Insub- must roll normally for the Healing advantage (p. B59) and
stantial, +20%; Armor Divisor (100), +300%; Cosmic, Erodes don’t receive this +10. Either way, taking extra time (p. B346)
DR, +100%; Cosmic, Irresistible Assault, +300%; Cosmic, is allowed; those with Power Investiture may claim that as
Irresistible Attack, +300%; Double Knockback, +20%; Melee a bonus; and very high sanctity gives +5 while high sanctity
Attack, Reach 1, Destructive Parry, Fencing Parry +4, +45%; gives +2, but low sanctity gives ‑5. The sarcophagus doesn’t
Reliable 5, +25%; ST-Based, Thrust Only, +80%; Variable, work at all in areas of no sanctity.
+5%; Alternate Attack, ×1/5) [55] + Immunity to Weapon
Meta-Tech Statistics (+$8,850; 437 points at $20.25/point):
Breakage Rules [5] + Impaling Attack 3d (Affects Insubstan-
Healing (Accessibility, Subject must be inside sarcophagus,
tial, +20%; Armor Divisor (100), +300%; Cosmic, Erodes DR,
‑5%; Accessibility, Subject must be willing or helpless, ‑20%;
+100%; Cosmic, Irresistible Assault, +300%; Cosmic, Irresist-
Affects Dead, +50%; Cosmic, No die roll required (Accessibil-
ible Attack, +300%; Melee Attack, Reach 1, Destructive Parry,
ity, Only for those with Religious Ritual, ‑10%), +90%; Cure
Fencing Parry +4, +45%; Reliable 5, +25%; ST-Based, Swing
Affliction, +60%; Faith Healing, +20%; Heals Lingering and
Only, +80%; Variable, +5%) [306] + Modified Weapon Damage
Unhealing Effects, +100%; No ‑2 for Unconscious Subjects,
(based on 5d+5 cutting attack, including quality bonus) [569]
+5%; No Penalty, +100%; No Scarring, +10%; Reduced Fatigue
+ Modified Weapon Damage (based on 3d+4 impaling attack,
Cost 40, +800%; Reliable 10 (Accessibility, Only for those with
including the quality bonus; Alternate Attack, ×1/5) [83] +
Religious Ritual, ‑10%), +45%; Restore Limb, +80%; Uses
Static (Magic; Affects Others (Accessibility, Excalibur only,
Subject’s Fatigue, +20%) [437].
‑80%), +10%; Not for Wielder, ‑100%) [6]. Scabbard: HP+10
[20] + Injury Tolerance (No Blood; Unliving) [25] + Magic
Resistance 10 (Improved, +150%) [50] + Unkillable 1 [50] + Hither-Thither Trunks (TL5^)
Very Rapid Healing [15]. Has the Limited, Only the worthy SM: ‑2.
(‑0.6 CF) and Self-Powered (+4 CF) modifiers. Impossible to Type: Apparatus.
replicate and therefore 100× cost (see Scaling Costs for Item Origin: Weird (0 BCM).
Ubiquity, p. 8). Operation Skill: Weird Science.
Mundane Statistics (+$16,800, +3 lbs.): Very Fine Balanced Cost: $4,165,800.
Thrusting Broadsword ($14,400, 2 lbs.) + Fine Rigid Sheath Weight: 48 lbs. each.
($2,400, 1 lb.). See Sheaths (GURPS Low-Tech, p. 57). LC: 0.
These two sturdy steamer trunks don’t seem special, and
Healing Sarcophagus (TL2^) all rolls to discern strange properties are either at ‑10 o
r auto-
SM: +2. matically fail (GM’s option). Discovering their secret – that
Type: Apparatus. they share an extradimensional space – enables a potent
Origin: Divine Relic (‑0.1 BCM). ability: Any item within one can be transported to the other
Operation Skill: Hidden Lore, Religious Ritual, or Theology. instantly. This works at global range, across dimensions, and
Cost: $8,850. even across time itself . . . in theory, you could send something
Weight: 3,000 lbs. to yourself yesterday!
LC: 2. Make an operation skill roll to send an item of up to 400
lbs. – which can be a person – from one chest to another. This
Placing a willing or helpless person within this sarcoph-
takes no distance penalties. Working across dimensions gives
agus (which can accommodate up to SM +1 beings, if only
‑3. Transporting things forward or backward in time gives
barely) and then performing the proper ceremony instantly
‑6, plus a further penalty found by consulting Long-Distance
heals the occupant of up to 80 lost HP, cures them of any dis-
Modifiers (p. B241) and substituting “days” for “miles.”
ease (even the most dire) or affliction, restores all lost limbs
Success means the cargo is instantly transported between the
and extremities, and removes any disadvantages gained from
trunks (the chests themselves stay put). It can then be removed
injury . . . all without a scar. This works on Cosmic lingering
from the receiving trunk by other parties, stay there until you
or unhealing effects, and even on the dead (see Affects Dead,
reach for it, etc.
p. 25), although it cannot resurrect them. All of this is, of
In addition to the extradimensional space within it, each
course, only if the gods deem the subject worthy!
trunk can hold another 200 lbs. normally. As a useful side
If the person performing the ritual has even 1 point in the
effect, when retrieving a specific item from either trunk, it’s
correct Religious Ritual skill, they get +10 to skill and needn’t
always on top and instantly accessible – it doesn’t take the
roll to succeed provided that modifiers don’t take their
usual 2d seconds to find (p. B383).
It’s funny how close the past is, sometimes. Sometimes it seems
as if you could almost reach out and touch it. Only who really
wants to?
– Stephen King, From a Buick 8
38 Examples
The trunks have a downside: Once
per game session in which they’re used,
something hinky with space, time, or
other dimensions occurs in or around
them. Details are left to the GM, but
roll 3d: 3-5 means this manifestation
is useful, while 16-18 indicates that it’s
dangerous. In-between outcomes are
merely strange and off-putting, giving
the user ‑1d to reaction rolls made by
anyone who witnesses the weirdness
directly and isn’t aware of the trunks’
abilities – and a “whiff of the weird”
that causes even non-witnesses to react
at half that penalty (always at least
‑1) – for the next 1d hours. Meddling
with time or dimensions makes the
odds of useful results 3-4 and those of
dangerous ones 15-18, while messing
with both makes the odds 3 and 14-18.
Meta-Tech Statistics (+$4,165,000; 1,700 Redline Resistant, ‑1 per +20%, IQ or Will (+20 CF), Self-Pow-
points at $2,450/point): Payload 200 (Static; Cosmic, Extrad- ered (+4 CF), and Uncomplicated (+1 CF) modifiers.
imensional, +50%; Cosmic, Ranged on Payload, +50%; Cos-
mic, Shared space, +100%; Increased Range 16, +160%; Morpheus Nanomites (TL11^)
Long-Range 2, +100%; Nuisance Effect, Weird spatial/tem-
SM: ‑19.
poral anomalies, ‑15%; Ranged, +40%; Reduced Time 4,
Type: Apparatus.
+80%; Time-Spanning (Hard to Use, ‑6 to rolls, ‑10%), +90%;
Origins: Nanotech (‑0.05 BCM).
World-Spanning (Hard to Use, ‑3 to rolls, ‑5%), +95%) [1,700].
Operation Skill: HT-Based Electronics Operation.
Has the Disguised (‑10 to rolls) (+2 CF) and Self-Powered (+4
Cost: $1,596,000.
CF) modifiers.
Weight: Neg.
Mundane Statistics (+$800, +96 lbs.): Two Rugged Steamer
LC: 3.
Trunks ($400, 48 lbs. each).
While these nanomachines are active, the subject needn’t
Mojo Bag (TL4^) sleep, can’t be rendered unconscious by any means, and
regains 1 FP per minute of rest. Roll against operation skill
SM: ‑6.
every 2 days to ignore sleep requirements or per minute of
Type: Apparatus.
rest to recover FP.
Origin: Enchanted Item (‑0.1 BCM).
Cost: $1,235,520. Meta-Tech Statistics (+$1,596,000; 112 points at $14,250/
Weight: 0.3 lb. point): Immunity to Unconsciousness (Extended Duration
LC: 3. 3,000×, +140%) [72] + Regeneration (Fast; Accessibility, Must
be resting, ‑20%; Fatigue Only. ‑0%) [40]. Has the Self-Pow-
This object grants its carrier +1 to all attribute, skill, dam-
ered modifier (+4 CF). Ubiquitous and therefore 0.01× cost
age, and self-control rolls; rolls made for them, like reaction
(see Scaling Costs for Item Ubiquity, p. 8).
rolls and rolls on tables; and anything else the GM decides
using dice. Treat this as ‑1 wherever lower is better (e.g., for
weapon breakage). Whenever the carrier rolls a critical fail- Mule-Frame Exoskeleton (late TL9)
ure, roll 3d. On 11 or less, add 3 to whatever they were rolling SM: ‑1.
against and compare it to their original roll; if that would no Type: Powered Suit.
longer be a critical failure, it’s just a regular failure. Origins: High-Tech (+0.5 BCM).
The carrier can try to “push their luck” for one roll just Duration: 3×S/24 hrs. or 2×C/32 hours.
before they attempt it. This requires a roll against the better Operation Skill: Battlesuit.
of IQ or Will-based Ritual Magic, at either ‑5 or ‑10. This is an Cost: $665,280.
extra-effort (see p. 4) attempt, with the usual consequences on Weight: 100 lbs. (doesn’t count against encumbrance when
a failure or critical failure. Success at ‑5 makes the bonus to powered up).
the designated roll +2 (‑2, if better) and that for avoiding criti- LC: 3.
cal failures +8; success at ‑10 gives +3 (‑3, if better) and means
Intended for commercial use, this exoskeleton proved too
the roll cannot critically fail!
expensive to mass-produce – but it was perfect for special-ops
Meta-Tech Statistics (+$1,235,520; 132 points at $9,360/ soldiers on long-range patrols! It gives DR 7, Enhanced Move
point): Resistant to Critical Failures (+3) (Unreliable, 11 or 1 (Ground), Lifting ST 6, Striking ST 6, Super Climbing 6, and
less, ‑20%) [32] + Super Luck 1 (Luck Bonus) [100]. Has the Super Jump 3.
Examples 39
Meta-Tech Statistics (+$665,280; 176 points at $3,780/point): them to act first against opponents without similar capa-
Damage Resistance 7 [35] + Enhanced Move 1 (Ground) [20] bilities, bestows the benefits of Combat Reflexes, and gives
+ Lifting ST 6 [18] + Payload 50 (Static; Exposed, 50%) [25] three additional unpenalized active defenses per turn. It also
+ Striking ST 6 [30] + Super Climbing 6 [18] + Super Jump 3 halves the penalty for Rapid Strike, multiple parries, and any-
[30]. Has the Energy-Saver 2 modifier (+0.4 CF). thing similar (GM’s decision), although this isn’t cumulative
with similar benefits (e.g., from Weapon Master). Finally, it
Personal Chronowarp (TL12^) grants +5 to rolls for any task where taking extra time would
be useful and, for out-of-combat actions, reduces the time
SM: ‑6.
required to 1/7 normal.
Type: Apparatus.
Origin: Superscience (0 BCM). Meta-Tech Statistics (+$2,732,000; 683 points at $4,000/
Duration: T/22.5 minutes or 2×A/30 minutes. point): Altered Time Rate 3 (Defensive, +20%; Super-Speed,
Operation Skill: Electronics Operation (Parachronic). +20%; Warps Time, Controllable with Ready, +20%) [480] +
Cost: $2,734,200. Enhanced Time Sense (Combat Perceptions, +50%; Universal
Weight: 0.015 lb. Perceptions, +300%) [203]. Has the Energy Hog 4 modifier
LC: 2. (‑0.8 CF).
Mundane Statistics (+$2,200, +0.015 lb.): Expensive Rug-
This device outwardly resembles a smart watch – but it’s
ged Fine Gadget Wristwatch (with compass and thermometer)
far more than that! When activated, it greatly speeds up the
($2,200, 0.015 lb.).
user’s perception of time and ability to act. It grants an addi-
tional three maneuvers per turn, warps time (p. 23), allows
Power Ring (TL10^)
SM: ‑11.
Type: Power Battery.
Origin: Superscience (0 BCM).
Cost: $13,687,800.
Weight: 0.25 lb.
LC: 3.
These rings (or sometimes pendants or bracelets) give the
user access to an ability-appropriate Energy Reserve 30. This
recharges at a rate of one point every 10 minutes, indepen-
dent of rest. Additionally, the user can summon and “deploy” a
supersuit that covers them fully and is immune to any adverse
effects of their powers.
Meta-Tech Statistics (+$13,650,000; 91 points at $150,000/
point): Energy Reserve 30 [90] + Supersuit (GURPS Supers,
p. 30) [1]. Has the Self-Powered modifier (+4 CF).
Mundane Statistics (+$37,800, +0.25 lb.): Gold Ring (exten-
sively etched, with 20-carat sapphire) ($37,800, 0.25 lb.).
40 Examples
Abilities, combining with meta-tech, 5.
Index
Combat Perception enhancement, 24. Disguised meta-tech modifier, 14.
Accessibility limitation, 28. Constructs, design, 10. Divine relics origin, 18; example device, 38.
Advantages, 22-29. Continuous advantage variant, 32. Dollar cost, see Costs.
Affects Dead enhancement, 25. Conventional weapons, design, 13; see also Drugs, design, 11-12; example, 36.
Affliction advantage, 22. Weapons. Durability meta-tech trait, 23.
Aja’s Healing Paste, 36. Cosmic enhancement, 29; Erodes DR, Easy Repairs meta-tech modifier, 14.
Alchemical origin, 16. 29; Extradimensional, 27; Irresistible Effortless meta-tech modifier, 14.
Allies advantage, 22. Assault, 29; Massively Extended, 26; Electronics Operation/TL skill, 35.
Altered Time Rate advantage, 22-23. Summonable, 27; Temporal Status, 27. Electronics Repair/TL skill, 35.
(Alternate Technology)-Powered modifier, Cosmic origin, 17; example device, 37-38. Emotions advantage variant, 26.
8-9. Cost factors (CF), applying, 14. Enchanted items origin, 18; example device,
Ammunition, design, 9; example device, 40; Costs, based on Size Modifier, 6; determining 37, 39, 40.
generic weight and cost, 9. final cost, 4, 5, 14, 16; example final, Enchanted radio-thermal generator, 37.
Ammunition Options enhancement, 29. 36-40; modifier effect on, 14; of Energy Discharge limitation, 24.
Amulet Arcane, 36. ammunition, 9; of constructs, 10; of Energy Hog meta-tech modifier, 14.
Anomaly limitation, 28. cybernetics, 10; of pharmaceuticals, 12; Energy Reserve advantage, 24.
Anti-Targeting limitation, 26. of vehicles, 13; scaling for ubiquity, 8; Energy-Saver meta-tech modifier, 14.
Apparatuses, design, 9; example devices, 36, underlying form and, 5. Engineer/TL skill, 35.
38-40. Costs Fatigue limitation, 30, 31. Enhanced DR enhancement, 23.
Area Effect enhancement, 29. Counts as (Type) enhancement, 30. Enhanced Layering enhancement, 23.
Armor, design, 9; example device, 39-40. Create advantage, 24. Enhanced Time Sense advantage, 24-25.
Armor Divisor enhancement, 29. Critical failure, while using meta-tech, 4. Enhancements, meta-tech, 29-35; new
Arrow, example device, 40. Cthulhutech origin, 17-18. special, 22-28.
Attachables, design, 10. Cultural origin, 18. Example meta-tech, 36-40.
Bag, example device, 39. Cumulative Damage Modifiers Excalibur, 37.
Baneful Healing limitation, 26. enhancement, 30. Exoskeleton, example device, 39-40.
Base cost modifier (BCM), by origin, 16-21; Cybernetics origin, 10. Explosives, design, 13.
definition, 16; pharmaceuticals, Extended Source enhancement, 24.
11-12. Extra Bulk limitation, 30.
Based on (Different Attribute) It’s a psycho-frakulator! Extra effort, meta-tech and, 4.
enhancement, 29. Extra Minimum ST limitation, 30.
Batteries, alternate types, 8-9; device It creates a- a cloud of radically Extra Recoil limitation, 30.
size and, 6; example device, 40; fluctuating deviant chaotrons, Fast Recharge enhancement, 24.
exchanging, 5; information in Fatigue Points (FP), meta-tech and, 5.
write-up, 36; Limited Use and, which penetrate the synaptic relays. Finicky meta-tech modifier, 15.
6, 32; power battery design, 12, Flawed meta-tech, 7.
40; power generator design, 12;
– Doctor Heller, Follow-Up enhancement, 30.
type table, 5; see also Power in Mystery Men (1999) Gadgeteer advantage, 25.
Requirements, Self-Powered Gizmos advantage, 25.
Meta-Tech Modifier. Grenades, design, 13.
Beam weapons, design, 12; see also Damage, modifiers, 30; modifying existing, GURPS, 3, 18, 29; Basic Set, 3, 32, 35;
Weapons. 34; to meta-tech, 5. Dungeon Fantasy, 19, 20; Fantasy-Tech
Binding advantage, 23. Damage Resistance (DR) trait, of meta-tech, 1: The Edge of Reality, 20; High-Tech,
Bio-organic technology origin, 16-17. 5. 3, 5, 8, 9; Horror, 18; Horror: The
Bodkin Points enhancement, 29. Defensive enhancement, 22. Madness Dossier, 20; Infinite Worlds,
Bounding boots, 36-37. Design considerations, advantages, 22-29; by 20; Low-Tech, 3, 8, 38; Magic, 3, 16, 18,
Broadsword skill, 37. device type, 9-14; cost of underlying form, 37; Monster Hunters 1: Champions,
Bulk trait, limitation, 30; ranged weapons, 5; determining final cost, 4, 5, 14, 16; 6; Power-Ups 2: Perks, 3; Power-Ups
12. determining size, 7; determining weight, 4: Enhancements, 3, 13, 22, 29, 30,
Campaigns, classifying meta-tech, 3; 7, 9; device-only traits, 23; example sizes, 34; Power-Ups 5: Impulse Buys, 6, 25;
cybernetics, 10; item ubiquity, 8; Legality 7; flaws, 7; gadget limitations and meta- Power-Ups 6: Quirks, 19; Power-Ups
Class, 5; limiting meta-tech devices, 6; tech, 9; interdependent devices, 8; limiting 7: Wildcard Skills, 6; Power-Ups 8:
optional rules, 6-9, 23, 28. meta-tech devices, 6; limited uses, 5, 31; Limitations, 3, 23; Powers, 3-5, 9, 12,
Cancellation enhancement, 29. modifiers, 14-15; modifying damage, 30, 18, 20-32, 34; Psi-Tech, 3, 20; Psionic
Cash cost, see Costs. 34; overview, 4; power requirements, 5, Powers, 3, 25; Steampunk 2: Steam
Charged devices, example, 37; Limited Use, 6, 8-9; traits for devices, 23; ubiquity and Shellfire, 20; Supers, 3, 6, 9, 26, 40;
31, 32; overview, 31. and cost, 8; see also Campaigns, Costs, Technomancer, 37; Template Toolkit 2:
Chi artifacts origin, 17. Power Requirements, Size Modifier, Skills, Races, 13; Template Toolkit 4: Spirits,
Chronowarps, personal, 40. Weapons, Weight. 20; Thaumatology, 20, 30; Ultra-Tech,
Clockwork tech origin, 17. Device Amplification perk, 29. 3, 8-10.
Clothing, design, 9; example devices, 36-37. Dieselpunk origin, 18. Hard to Use limitation, 30.
Cognition meta-tech trait, 23. Disadvantageous meta-tech, design, 11. Hardened meta-tech modifier, 15.
Index 41
Healing advantage, 25. Payload advantage, 26-27. Single-use devices, cash cost of, 6; examples,
Healing sarcophagus, 38. Perks, 29. 36, 40; Gizmos, 25; Limited Use, 32;
Heals Lingering or Unhealing Effects Pharmaceuticals, design, 11-12; example, 36. overview, 31; see also Ammunition,
enhancement, 25. Power amplifiers, design, 12. Grenades, Explosives, Limited Uses,
Heals Unliving enhancement, 25. Power batteries, design, 12; example device, Pharmaceuticals.
High-tech origin, 18; example device, 39-40. 40. Size Modifier (SM), ammunition, 7, 9;
Hit Points (HP), determining, 5; of vehicles, Power cells, see Batteries, Self-Powered Meta- armor, 9; cash cost and, 6; clothing,
13. Tech Modifier. 9; cybernetics, 10; examples, 7;
Hither-Thither Trunks, 38-39. Power dampers, design, 12. pharmaceuticals, 12; power suits, 9;
Hotshotable enhancement, 31. Power enhancers, design, 12. scaling for wielder’s SM, 7; shields, 9;
Imperceptible Perceptions enhancement, Power generators, design, 12; example, 37. weight based on, 7.
25. Power mitigators, design, 12. Skills, for using meta-tech, 4, 35; operation
Increased Range enhancement, 32. Power neutralizers, design, 12. skills by origin, 16-21; racial skill
Independent enhancement, 32. Power requirements, alchemical origin bonuses, 27; racially learned skills, 27.
Independent Movement meta-tech trait, 23. and, 16; based on size, 6; bio-organic Slow Recharge limitation, 24.
Innate Attack advantage, 26; ammunition technology origin and, 17; clockwork Special Reload advantage variant, 32.
design, 9; Area Effect and, 29; Melee tech origin and, 17; constructs, 10; Spirit fetishes origin, 20; example device,
Attack (Heavy/Lighter) and, 33; modifying Create advantage and, 24; cybernetics, 36-37.
damage from, 34; pharmaceuticals 10; determining, 5, 6; enchanted items ST-Based enhancement, 34-35; modifying
design, 11; ST-Based and, 34-35; weapon origin and, 18; limited uses and, 6, 32; damage, 34.
design, 11, 13. new origins and, 21; pharmaceuticals, Static advantage variant, 26.
Inspired Gadgeteer advantage, 25. 12; steam-tech origin and, 21; see also Steam-tech origin, 20-21.
Interdependent meta-tech, 8. Batteries, Self-Powered Meta-Tech Striking ST advantage, 27-28.
Knockback advantage variant, 27. Modifier. Summonable meta-tech modifier, 15.
Legality Class (LC), 5. Power ring, 40. Super-Effort enhancement, 27.
Limitations, meta-tech, 30-34; new special, Power Talent, batteries, 8; meta-tech and, 4; Super Luck advantage, 28.
23, 24, 26, 28. power amplifiers and, 12. Superscience origin, 21; as default origin,
Limited Use limitation, 31, 32; charged Powered suits, design, 9; example device, 4; example device, 40.
devices, 31. 39-40. Tables, batteries and power cells, 5;
Limited uses, options for, 31; power Predictions advantage variant, 26. Excalibur, 37; meta-tech device, 6; object
requirements, 5. Present enhancement, 28. size examples, 7; resistant bonus, 27; size
Limited/Loyal meta-tech modifier, 15. Psi-tech origin, 20. and weight, 7, 9; task modifier ranges, 22.
Line of Sight Required limitation, 28. Pyramid #3/46: Weird Science, 3; #3/120: Task Modifier enhancement, 22.
Liquid projectors, design, 13. Alternate GURPS V, 13; #4/3: Sci-Fi/Tech Tertiary Effect advantage variant, 22.
Luck Bonus advantage variant, 28. I, 3. Tethered enhancement, 28.
Machine Operation/TL skill, 35. Quick Reload advantage variant, 32. Tethering arrows, 40.
Materials origin, 19. Racial skill bonuses, 27. Thrown advantage variant, 32.
Maximum Duration limitation, 31. Racially learned skills, 27. Thrown weapons, design, 12, 13; Limited
Melee Attack limitation, 32-33; options, 33. Ranged weapons, design, 12-13; example Use variation, 32; see also Weapons.
Melee weapons, design, 11; example device, device, 40; see also Weapons. Traces advantage variant, 26.
37-38; see also Weapons. Real Time limitation, 33. Traits for devices, 23.
Memory advantage variant, 26. Recoil modifier, 30. Triggered Recharge limitation, 24.
Metamorphic meta-tech modifier, 15. Redline-Resistant meta-tech modifier, 15. Trunks, example device, 38-39.
Missile weapons, design, 12, 13; see also Reduced Duration limitation, 34. Uncomplicated meta-tech modifier, 15.
Weapons. Reduced Recoil enhancement, 30. Unconscious advantage variant, 27.
Modifiers, see Enhancements, Limitations. Regulatable Limitation enhancement, 34. Universal Perceptions enhancement, 25.
Mojo Bag, 39. Reload variations, for Limited Use, 32. Uses Subject’s Fatigue enhancement, 25.
More Than a Sword optional rule, 23. Reliable enhancement, 30. Using meta-tech, 4-5; skills by origin, 16-21;
Morpheus nanomites, 39. Resistant advantage, 27; to meta-game attachables, 10; see also Skills.
Mule-frame exoskeleton, 39. effects, 27. Vehicles, design, 13-14.
Muscle-Powered Range enhancement, 33. Restores Fatigue enhancement, 25. Warp advantage, 28; optional penalties, 28.
Muscle-powered ranged weapons, design, Retractable enhancement, 23. Warps Time enhancement, 23.
13; see also Weapons. Reversed enhancement, 26. Weaponized limitation, 35.
Mythological origin, 19. Rings, example device, 40. Weapons, attachables design, 10; Bulk, 12,
Nanotech origin, 19; example device, 39. Robots, design, 10. 30; example devices, 37-38, 40; Limited
Natural origin, 19; example device, 36. Robustness meta-tech trait, 23. Use variations for, 32; melee design, 11;
Necromantic origin, 20. Sarcophagus, example device, 38. modifying Innate Attack damage, 34;
No Area Effect limitation, 26. Selective Damage Type enhancement, 34. power requirement and shots, 6; ranged
No Penalty enhancement, 25. Selective Effect enhancement, 34. design, 12-13; related modifiers, 29-35;
Obscure advantage, 26. Self-Powered meta-tech modifier, 6, 15; reload and Limited Use, 32; see also
Operation skills, see Using Meta-Tech. chi origin and, 17; cosmic origin and, Ammunition, Innate Attack Advantage,
One-use devices, see Single-Use Devices, 17; cybernetics, 10; Hardened and, 15; Limited Uses, Ranged Weapons.
Limited Uses. materials origin and, 19; nanotech origin Weight, ammunition, 9; based on Size
Ontological remnant origin, 20; example and, 19; power batteries, 12; power Modifier, 7; cybernetics, 10; Melee Attack
device, 36. generators, 12; Uncomplicated and, 15; modifier and, 33; pharmaceuticals, 12;
Origins, for meta-tech, 16-21; making new, with Limited Use, 5. underlying form, 5.
21. Shape/Size meta-tech trait, 23. Weird origin, 21; example device, 38-39.
Paranatural origin, 19. Shields, design, 9. Weird Science skill, 35.
42 Index
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