Cybergempunks

From Gempunks
Revision as of 04:56, 20 January 2015 by Foxwarrior (Talk | contribs) (Magitech)

Jump to: navigation, search

Cybergems and Gempunks are designed as separate, standalone games. However, the rules are sufficiently similar that they can be combined.

Dealing With Copper

For simplicity, anything that was priced in copper now costs 1/200th that many Points instead, unless the Gempunks 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 Gempunks 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 Gempunks 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:


Sanctimatrix
Augment
Coins 50
Technologies: Magitech
Effects: You get +4 meters to your movement speeds and +1 to Agility.
At the end of your turn, you can spend any amount of Sacrifice Energy to get that much Power.


Direct Link.png
Direct Link
Gadget
This is a small pair of discs with standard plugs. One has a gem socket.
Coins 10
Weight 0.1 Kilograms each
Technologies: Magitech
Effects: Pink Gem.png 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
AD  3     GD 4     Will 3     HP  1     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
Coins 1000
Weight 15 Kilograms
Technologies: Magitech
Effects: AnimatedCerulean.png The electric power generator generates 100 power per round.


Hackmancer Helmet
Gadget
Coins 500
Weight 2 Kilograms
Technologies: Magitech
Effects: AnimatedCerulean.png While worn, you can hack into anything within 30 meters, independent of connection.


Dance Dance Revolver.png
Dance Dance Revolver
Weapon
Coins 20
Weight 1 Kilogram
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: Pink Gem.png 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.


Warp Drive
Gadget
Coins 2000
Weight 200000 Kilograms
Technologies: Magitech
Effects: PurpleGem.png By speaking a secret code word and a desired direction and distance to it (a lesser action), the warp drive can be made to teleport itself and everything within 50 meters any distance, after charging up for several rounds. While charging up, the entire area takes on a purplish tinge and is filled with chanting which indicates the desired direction and distance in many languages. The number of rounds it takes to charge up is 2 rounds, plus 1 round for every light year of distance. The Warp Drive's teleportation misses by 1d10% in a random direction.

When the warp drive teleports, all entry points in the teleported area are closed. If this would close the only entry point of an extradimensional space, that space is dispelled.


Spellrifle.png
Spellrifle
Weapon
This assault rifle is made of preserved animal corpses and shells, and has no magazine.
Coins 50
Weight 3 Kilograms
Technologies: Magitech
Damage: No
Range: 60m/200m/1000m
Ammunition: None.
Handedness: Firing can be done in one hand with a -2 penalty to attack, or with two hands for no penalty.
Effects: The Spellrifle can be used to enhance the ranges of spells cast through it. Any spell that has a range of 60 meters or greater, no more targets than you have attacks, and requires a successful hit against AD or GD may use the spellrifle's range instead of its own.
Special: The Spellrifle is a Gun.


Wordbeam Cannon
Weapon
This cannon is built entirely out of books.
Coins 120
Weight 1800 Kilograms
Technologies: Magitech, Directed Sound
Damage: No
Range: 40m/200m/2000m/5000m
Ammunition: None.
Handedness: Firing can be done in one hand with a -2 penalty to attack, or with two hands for no penalty.
Effects: The Wordbeam Cannon can be used to enhance the ranges of spells cast through it. Any spell that has a range of 60 meters or greater, and must be heard by the target(s), may use the Wordbeam Cannon's range instead of its own. The wordbeam cannon's range penalty applies to the Save DC.
The Wordbeam Cannon's effect is audible in a 3 meter wide line the whole length of the range. If the spell had an area, it uses the wordbeam's line area instead.
Special: The Wordbeam Cannon is a Gun.


Mage Grenade.png
Mage Grenade
Weapon
Coins 5
Weight 0.5 kilograms
Technologies: Magitech
Range: 5m/15m
Handedness: Can only be used one-handed.
Effects: After it is thrown, the Mage Grenade detonates, functioning as the center of the area of effect for a spell cast as part of the throwing action. Only spells with an area of effect that does not center on or emanate directly from the caster can be thrown in this way.
Special: The Mage Grenade is a Grenade.
PurpleGem.png Word of Connection: Cyberspace
Elite
Technologies: Magitech
Target: One creature who can hear you within 100 meters
Effect: The target must make a Will Save or it and its equipment become connected to the internet for 3 rounds.


Ghost Into Shell.png
Pink Gem.png Ghost Into Shell
Elite
[ Bound ]
Technologies: Magitech
Target: One unattended electronic device within reach weighing less than your carrying capacity
Effect: If you hit the target with an attack against GD, it gains a soul as long as this spell is bound. It has the interests you dictate, and can use its motors, sensors, and software to act awkwardly in pursuit of those interests.


OrangeGem.png, WhiteGem.png Enhance
Elite
[ Bound ], [ Time ]
Target: One touched photograph
Effect: If you hit the target with an attack against GD, then for as long as this spell is bound, the picture's resolution is doubled, allowing people examining the photograph to identify details in the picture that were twice as far away from the camera as before.
Unique Boosts: Adjust (+1 Tier, PurpleGem.png): While the spell is bound, as a lesser action you may move and rotate the effective location of the camera for the purposes of this photograph up to 1 meter and 90 degrees from the location and rotation it actually had.


Assuming the existence of Psychic Powers:

Psyberbadger

Psyberbadger.png

This is an enormous genetically engineered badger, designed for strength of psychic potential and heavily augmented.


Psyberbadger
Legend   —   2400 Coins
Technologies: Military Vehicles, Magitech, Genetic Engineering
AD  4     GD 5     Will 4     HP  6     Toughness 8
Descriptors  [ Machine ], [ Psychic ]
Size  8 meters     Reach 3 meters
Carrying Capacity 6000 kilograms      Weight 20000 kilograms
Power Storage  6     Power Regeneration 4

Despite being a vehicle, the psyberbadger has a Flare fear response.

The psyberbadger's Light Weapons can fire in any direction.

The psyberbadger has a Strong Aura of 25 meters, but both it and its pilot use the larger auras between the two of them. The psyberbadger is comatose and lacks an aura if it does not have a Psychic pilot inside its brain cockpit.

It has two forward-facing Medium melee Vicious Rend weapons, that deal 1d8+6 Physical damage.

The pilot can shield the psyberbadger with a forcefield as a standard action. It counts as an obstacle for firing through, and has 1 HP, and 12 Toughness, and shimmers and glows the psyberbadger's favorite color. Its favorite color is determined by the manufacturer.

Options

You may apply the following option.

Hengehog: The psyberbadger gains a circular arrangement of metal arches on its back, which are targetable from any side except Bottom. This metal henge has HP 2 and Toughness 10. While intact, it grants access to a psychic bloodline, and to one minor and one major Presence from it. This upgrade increases the psyberbadger's value by 200 Coins.

Components

Legs (Four, targetable from any side except Top): HP 2, Toughness 6, AD 5. Destroying two legs forces the psyberbadger to fall prone, and lose the ability to stand up again.

Organs (Concealment from Front and Rear, Targetable from all sides): HP 2, Toughness 7, AD 6. Destroying the organs forces the psyberbadger to travel at half the speed it was moving on the previous round, then come to a halt, then die after four rounds.

Movement Modes

Slow: The psyberbadger can travel over obstacles up to 5 meters high.

  • Minimum Speed: 0 meters
  • Maximum Speed: 260 meters
  • Turning Radius: 2 meters

Sprint: The psyberbadger can travel over obstacles up to 1 meter high.

  • Minimum Speed: 260 meters
  • Maximum Speed: 600 meters
  • Turning Radius: 40 meters
  • Instability: 1


Psychic Amplifier
Gadget
This is a 6 meter diameter sphere, with 1 meter thick walls.
Coins 800
Weight 1200 Kilograms
Effects: If a creature is seated in the psychic amplifier, it can be activated once per round at the cost of 10 power as a standard action by anyone at the controls. Each time it is activated, the seated creature's Strong Aura increases by 2 meters. At the end of its turn, the creature takes 1d8 Mind damage, +1 per 2 meters of bonus Strong Aura granted in this way, then if the bonus did not increase since the end of its last turn, the bonus decreases by 2 meters.
Power Death
Minor Presence
Prerequisites: Slaughter Bloodline
Technologies: Magitech
Grounding
Calm
Effect: Whenever you wound a target with a Technique, that target loses 2 Power per wound.
Upgrades:
Dampen: When you wound a target with a Technique, it cannot regenerate Power or draw it from other sources for a round.
Expanded Ground: Grounding's effects extend to each piece of equipment the target possesses.
Kill the Lights
Flared
Effect: Wireless signals cannot pass through your Strong Aura. Electric lights within your Strong Aura fail to function. Power cannot be regenerated within your Strong Aura.
Upgrades:
Kill All The Lights: When you activate it, you may choose to have Kill the Lights block wireless signals and electric lights within your Faint Aura instead.
It's in the Wires: When you activate it, you may choose to have Kill the Lights block wired signals from traveling between devices and/or creatures as well.

Character Building Rules

Character Building in Cybergempunks either follows the character creation rules for one of its two component games, or the following table (for clarification, see Character building (Cybergems)

Table: Character Building Limitations (Cybergempunks)

Tier Total Class levels Classes Total by Tier Classes per Category by Tier Minimum Price for
Character of Tier
Common Tier Elite Tier Paragon Tier Legend Tier Common Tier Elite Tier Paragon Tier Legend Tier
Common 0-8 0-8 (2) 0-0 0-0 0-0 0-5 0-0 0-0 0-0 3 points
Elite 4-16 3-8 (2) 1-8 (5) 0-0 0-0 0-5 0-5 0-0 0-0 14 points
Paragon 9-24 5-8 (2) 3-8 (5) 1-8 (20) 0-0 0-5 0-5 0-5 0-0 48 points
Legend 14-32 5-8 (2) 5-8 (5) 3-8 (20) 1-8 (75) 0-5 0-5 0-5 0-5 170 points

Character Sheets

Cybergempunks character sheet