Difference between revisions of "Races (Cybergems)"

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Revision as of 08:26, 2 March 2014

Races

Some creatures derive the majority of their power from training. These are those creatures.

Humans

Human2.png


Humans are a diverse bunch of mammals, coming in a wide range of colors and facial structures. Many of them care strongly about their physical and cultural differences, and aspire to demonstrate that their breed of Humans is the best. The civilized, bureaucratic Gray Humans, with their imposing cities and disciplined militaries, are particularly arrogant about the superiority of their regimented way of life.

The theocratic Dark Humans, living in the subterranean realms of the Nethergrounds, are quite confident in the unparalleled excellence of their psychics.

The savage Wild Humans in their forest homes know that no other kind of Human observes its surroundings as keenly.

The confident, ambitious Blood Humans of the desert know that their practice of rewarding enterprise over empathy has led them to produce the greatest architectural wonders and finest developments in the field of Orange magic of any type of Human.

Other races are jealous of the Humans' exceptionally long lives: some Humans can live to be over a hundred years old.

Base Stats
Human
Common   —   3 points
AD  3     GD 3     Will 0     HP  1     Toughness 4
Muscle 0     Accuracy  0     Save DC 4     Magic Power 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  15 meter land with 1 meter jump. 3 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 50-150 Kilograms
Race  Human

JarBrain

JarBrain.jpg

A JarBrain is a human brain in a jar, grown that way in vitro.

JarBrains require the Advanced Neural Interfaces and Genetic Programming technologies.

Base Stats
JarBrain
Common   —   9 points
AD  3     GD 3     Will 2     HP  1     Toughness 4
Muscle -6     Accuracy  0     Save DC 4     Hacking 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Blooded ], [ Living ]
Movement  None, and it can't gain any. -3 meter sink distance.
Size  0.25 meters     Reach None
Carrying Capacity 0.15625 kilograms      Weight 2 Kilograms
Race  JarBrain
Classes  Bioport
Basic Specialties  Stubborn
Skills  Insight -2

The JarBrain has no hands, and communicates with the outside world only through a Bioport. Having grown up with muscle control and sensory processing brain centers connected directly to the internet and/or a vehicle, each JarBrain gets either +1 to Hacking, a +1 to the GD of any vehicle they drive, or +1 to Perception with a sense other than visual or auditory.

Forbidden Options

The JarBrain cannot gain augments or genomorphs other than radar vision, acid blood, water adaptation, thermophile, TEMPEST vision, reactor, neural regulator, acid spit, body electric, deathfrenzy spine, recoil compensator, integrated optics, bioelectric generator, and sonar adaptation.

Synthetic Intelligence

Synthetic Intelligences are computing devices, usually put in control of a vehicle or android form.

Base Stats

Synthetic Intelligences use one of the following forms at a time. Transferring from one form to another takes at least 1 minute.

Synthetic Intelligence.jpg


Synthetic Intelligence (Bodiless)
Common   —   5 points
AD  3     GD 3     Will 0     HP  1     Toughness 4
Muscle -4     Accuracy  0     Save DC 4     Magic Power 0     Hacking 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Machine ]
Movement  None
Size  0.25 meters     Reach None
Carrying Capacity 0.625 kilograms      Weight 3-5 Kilograms
Power Storage  1     Power Regeneration 0
Race  Synthetic intelligence

Bodiless Synthetic Intelligences are merely large computers.

Cyber people.jpg


Synthetic Intelligence (Human)
Common   —   5 points
AD  3     GD 3     Will 0     HP  1     Toughness 4
Muscle 0     Accuracy  0     Save DC 4     Magic Power 0     Hacking 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Blooded ], [ Bony ], [ Machine ]
Movement  15 meter land with 1 meter jump. 3 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 10 kilograms      Weight 60-90 Kilograms
Power Storage  1     Power Regeneration 0
Race  Synthetic intelligence

Synthetic Intelligences can inhabit the vacated skulls of human bodies, or prosthetic bodies to function as androids.

Synthetic Intelligences have a wireless connection, which may be turned on or off as a standard action. They can connect theirselves directly to systems to get +1 to Hacking, but become exposed to hacking attacks in return. This bonus to hacking does not stack with a Bioport. All of the Synthetic Intelligence's senses and body parts can be manipulated with hacking, including the organic ones.

Without the Advanced AI Technology, the Synthetic Intelligence must be micromanaged as a move action each round. On any round in which it is not micromanaged, it performs its fear response towards the last creature it attacked.

Synthetic Intelligences need to consume at least 1 power per hour in order to continue functioning.

Unique Options
Ideal Syn-Link
Elite Tier Expertise
Prerequisites  Synthetic Intelligence.
Bonuses:
♦ A creature that controls you directly through a bioport, by being an AI, or a similar method may spend actions to make you spend those actions too, using your body to do what they wish. For these actions, use their Expertise class bonuses instead of your own (aside from Ideal Syn-Link itself), and their Extras and Skills instead of your own, but use your own Specialties.


Rapid Update
Augment
Coins 200
Technologies: Advanced AI
Effects: You can exchange your Expertise classlevels for different ones with 1 minute of database access. Expertise classes that you're exchanging out are lost at the beginning of this time.
Special: Can only be used by Synthetic Intelligences.

Sapient Wombat

Sapient Wombat.png

This wombat has an enlarged cranium.

Sapient Wombats require the Genetic Programming Technology.

Base Stats
Sapient Wombat
Elite   —   24 points
AD  4     GD 4     Will 2     HP  1     Toughness 4
Muscle -2     Accuracy  0     Save DC 6     Hacking 3
Stealth 0     Perception 1     Agility 1
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  12 meter land speed with 1 meter jump. 8 meter swim speed with 5 meter sink.
Size  0.5 meters     Reach 0.5 meters
Carrying Capacity 2.5 kilograms      Weight 10 Kilograms
Race  Sapient wombat
Classes  Special (Common Genomorph) x3, Special (Elite Genomorph) x3
Basic Specialties  Stubborn, Offensive, Hacker
Advanced Specialties  Determined, Sturdy, Hacker
Extras  Small

The sapient wombat has a natural wireless connection which it can turn on or off as a lesser action, that lets them communicate directly with devices like a Bioport, giving them +1 to Hacking (this bonus does not stack with a Bioport). It also has a hypnotic voice that allows it to command dumb animals: as a standard action, it can force a living creature of less than human intelligence to make a Will Save or do as it indicates for 1 minute.

Sapient wombats are extremely smart and can speak.

Rooman

Rooman.jpg

Roomen were crafted by the Wombats as shock troops. Half human, half kangaroos, they were created as a cruel mockery of humanity to instill fear and loathing into the few human survivors of their initial nuclear conquest of Australia.

Base Stats
Rooman
Common   —   7 points
AD  4     GD 4     Will 0     HP  1     Toughness 4
Muscle 1     Accuracy  0     Save DC 4     Hacking 0
Stealth 0     Perception 0     Agility 0
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  17 meter land with 3 meter jump. 2 meter swim with 5 meter sink.
Size  1 meter     Reach 1 meter
Carrying Capacity 20 kilograms      Weight 60-90 Kilograms
Race  Rooman
Classes  Special (Common Genomorph) x2
Basic Specialties  Physical Evasion, Brutal

While Running, the Rooman can jump twice as far.