A couple of new cybernetic implants for GURPS Ultra-Tech. DRone Operation imPlant (TL9) Prerequisites: Wireless Neural Interface Implant. The “dropper implant” (dropper is slang for “drone operator”), allows a cyborg to wirelessly control drones with his mind alone. This functions identically to Possession (p. B77) with Telecontrol, but only works on robots with the drone […]
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The Hurt Locker: Van Dorian Industries UV-8 “Kite”
The Kite is a transport craft from my AEON campaign for ferrying about superheroes to where they are needed most….. . . if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
Continue readingGURPS101: Cybernetic Distortion
I got to thinking about cyberpsychosis and cyberpunk (since that’s popular again). Here is what I thought of. New Rule: Cybernetic Distortion All implanted cybernetics have a chance to cause issues in the form of nerve damage, overstimulation, and other neurological issues. This is Cybernetic Distortion. A disadvantage-like mechanic that balances the fact that […]
Continue readingBoil and Bubble: Radiamancy Ritual Path Magic
Not all those wander the wasteland are lost. This special presents a new tradition for Ritual Path Magic that relies on exposing oneself to intense radiation and then channeling that energy into powerful magic. . . . . . if you’d like to read more, consider becoming a patron! Note: the link to the actual content […]
Continue readingGURPS101: More Cybernetics For Ultra-Tech
GURPS Ultra-Tech offers a rules framework for adding cybernetic abilities to a character, in this Patreon Special I add two more from my own campaigns. . . . . . if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
Continue readingThe Hurt Locker: Tangler Pistol
So recently someone posted about the “goo guns” from the Incredibles on the forums. Since that is one of my favorite superhero flicks of all time I decided to poke at the idea of building a “goo gun” using metatronic generators. New Binding ModifiersFirst, some new modifiers for Binding (p. B40): Cosmic, Enhanced Layering: This Cosmic […]
Continue readingThe Hurt Locker: Climbing Lines and Auto-Grapnels
I’ve been kind of chewing on this one for a while – it originally came up in a Dungeon Fantasy game I was in and I came up with an imbuement to make it work (which is fine), but I got to thinking: How does Climbing Line work? Sure, I could just say “It works!” but […]
Continue readingDesigner’s Notes: The Perky L33t
My second Appendix Z, “The Perk L33t” was actually one of the first things I wrote after my debut article “It’s Pure Chemistry!” I’d just read W.A. Frick’s “Console Cowboys and Cyberspace Kung Fu” and I thought “Wow, this is amazing – how the heck did he come up with such a perfect application of BAD […]
Continue readingThe Hurt Locker: Drones and Unmanned Aerial Vehicles
Just a few decades ago, planes without a pilot were science fiction. Now they are everywhere. Known as Unmanned Aerial Vehicles (UAVs) or “drones,” these aircraft can be easily bought in a store or online for a couple hundred dollars (well, the commercial versions, not the actual war machines). Yet they’ve also changed how we fight wars […]
Continue readingGURPS101: More Cyber Claws for Ultra-Tech
Since GURPS Ultra-Tech got a update today and GURPS Ultra-Tech Tables was updated I thought I’d do something in honor of that. So here you go, more Cyber Claw implants (inspired by this thread). Enhanced Cyber Claws (varies)Like Cyber Claws (see GURPS Ultra-Tech, p. 211), but enhanced with one of the following: Superfine Claws: The […]
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