Cybergempunks
Cybergems and Gemlords are designed as separate, standalone games. However, the rules are sufficiently similar that they can be combined.
Contents
Dealing With Copper
For simplicity, anything that was priced in copper now costs 1/200th that many Points instead, unless the Gemlords economy is the primary one.
Combination Methods
There's more than one method to choose from:
A Matter of Time
Some people from before the Cataclysm that destroyed all gems time skipped past the cataclysm, and now they're reappearing in the streets. In this version, the number of gems is limited by the number of characters skipping into the cyberized future.
Invasion From Space
In this setup, the worlds of Cybergems and Gemlords are on different planets, and one or the other is landing.
The Cybergems people could be all alone, limited in their technology by whatever they brought with them on their spacecraft, until they can spend the years it would take to get proper mining, refining, and manufacturing set up. This implementation makes Hacking significantly less useful.
The Gemlords people would most likely be using some sort of extradimensional space-based transport, and so would probably be able to connect portals directly back to their home planet.
It's Always Been Like This
People have simply developed more nonmagical technology over time, they've always had magic. In this case, everyone gets the Magitech technology.
Magitech
With the Magitech technology, the following things can be manufactured:
Direct Link Gadget
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This is a small pair of discs with standard plugs. One has a gem socket. | |
Coins 10 Weight 0.1 Kilograms each
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Technologies: Magitech | |
Effects: The two discs allow the devices they are plugged into to communicate directly, at any distance. |
MM 43
The MM 43 is a state-of-the-art supercomputer, powered by a purple gem and a pink gem. It can have up nine gems attuned at a time, of a maximum of four different colors (the two gems powering it are included).
It casts spells by having a creature it directly controls perform the action; the creature must be at least as high a tier as the spell being cast. Spell energy is depleted directly from the MM43's Spell Capacitor, which can store up to 12000 Power, but can't be charged with more than 5 Power per round. The amount of power depleted depends on the spell's tier: 20 if Common, 240 if Elite, or 2880 if Paragon.
MM 43s are extremely smart, and live on a diet of souls.
MM 43s require the Advanced AI and Magitech technologies.
MM 43 Paragon — 150 points
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AD 3 GD 4 Will 3 HP 3 Toughness 5 | |
Muscle 0 Accuracy 2 Save DC 7 Magic Power 1 Hacking 6 | |
Stealth 0 Perception 1 Agility 0 | |
Descriptors [ Machine ], [ Pink ], [ Purple ] | |
Movement None, and it can't gain any. | |
Size 8 meters Reach None | |
Carrying Capacity 10 kilograms Weight 51200 Kilograms | |
Basic Specialties Stubborn, Offensive, Sturdy, Powerful, Hacker | |
Advanced Specialties Determined 2, Aggressive 2, Hacker 2, Super-Hacker 2 | |
Extras Gem-Tolerant 3 | |
Skills Scripts +6 (64 skill points), Supernatural Philosophy +6 (64 skill points), History +3 (8 skill points) |
Advancement
MM 73 (375 Points): The MM 43 becomes Legend Tier. It can also load 3 Legend tier spells into memory at a time, and casting one costs 34560 Power. Its Spell Capacitor can store 10 times as much power. It gains five Advanced Specialties.
Electric Power Generator Gadget
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Coins 1000 Weight 15 Kilograms
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Technologies: Magitech | |
Effects: The electric power generator generates 100 power per round. |
Hackmancer Helmet Gadget
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Coins 500 Weight 2 Kilograms
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Technologies: Magitech | |
Effects: While worn, you can hack into anything within 30 meters, independent of connection. |
Dance Dance Revolver Weapon
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Coins 20 Weight 1 Kilogram
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Technologies: Magitech | |
Damage: 1d6 Physical | |
Range: 40m/80m/200m | |
Reload Time: Standard action to load 3 shells. | |
Ammunition: The revolver holds enough shells for 6 attacks, and each shell weighs 0.05 Kilograms. | |
Handedness: Reloading requires two hands. Firing can be done in one hand with a -1 penalty to attack, or with two hands for no penalty. | |
Effects: Creatures wounded by the Dance Dance Revolver must succeed on a DC 4 Will Save or become compelled to do nothing but dance in place for 1 round per wound. | |
Special: The Dance Dance Revolver is a Piercing Gun. |