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GURPS High-Tech cover

The TL7 (The Nuclear Age) arguments rather then "replaces" TL6 (The Mechanized Age) in many places and would continue well into TL8 (The Digital Age).

DevelopmentsEdit

  • Agriculture: Chemical fertilizer, hybrid crops.
  • Arms and Armor: Assault rifle, ballistic body armor, guided missile, military helicopter, military jet, nuclear weapons.
  • Information Technology: Computer, high-speed press, television.
  • Machinery: Integrated circuits, laser, transistor[1].
  • Material Science: Composite materials, plastic[2], superconductors, titanium.
  • Medicine and Health: Artificial heart, organ transplants.
  • Power: Gas turbine, nuclear power, photovoltaic cell.
  • Transportation: High-speed train, jet aircraft, spacecraft.

Magical Settings at this TLEdit

  • GURPS Supers: This setting has huge amounts with magic with about every magic system a viable option.
  • GURPS Technomancer: A divergent reality where reliable magic has existed since 1945
  • GURPS Voodoo: This is a secret magic setting "the most common magic items are the charms of the ritual magic system, though fetishes and foci can also play a part."[3]
  • GURPS Warehouse 23: The Warehouse is chock full of magic items that have little in common; sometimes they come from mutually incompatible cosmologies.

NoteEdit

  • TL7-8 is where GURPS Classic and 4e TLs start diverging. According to David L. Pulver, late TL7 in GURPS Classic is TL8 in GURPS 4e. See Technology Levels (Classic) for more information.

Related MaterialEdit

ReferencesEdit

  1. Julius Edgar Lilienfeld patented a field-effect transistor in 1926 and 1928; Oskar Heil patented something similar in 1934. Improvements to this design led to the better known point-contact transistor developed in 1947-8
  2. This likely refers to oil based plastic as plant based plastic first appeared in 1856
  3. GURPS Magic Items 3 pg 11
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