SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Flipping Shadowrun's Cyberpunk

Started by Daddy Warpig, August 24, 2013, 08:43:14 PM

Previous topic - Next topic

Daddy Warpig

#45
What Are “Guns”?

Guns are the player characters of a GiTO campaign, the rough equivalent of D&D’s “adventurers”. They are mercenaries, bounty hunters, and freelance lawmen. They are hired to face and fight the various threats of the post-Emergence world.

Guns are not just gunfighters (though nearly all do, in fact, carry guns). Guns can be mages, technicians, con men, or hackers. What matters is that, no matter their skill set, they are willing and able to fight, and capable enough to survive. (Gun life has a high mortality rate.)

The following are the major archetypes that Guns tend to fall into. They are not absolute categories; any given Gun could mix and match skills and abilities from each. But when people hire Guns, they will tend to request one of these… “We need a magus, an iceman, and a cracker.”

Magus — A spellcaster, one who follows either a Beyonder tradition or one native to Earth. Twiddle your fingers, say a few words, and you make things happen with magic.

Technomage — Magic responds to electrical current, and you can build gadgets that cast spells. Technomages carry several devices that allow them to duplicate the abilities of maguses.

Technoshaman / Sorcerer — Magic emanates from the shadow world, which is the domain of spirits. When magic flooded the world, these spirits came with it, and many took up residence in everyday objects. Technoshamans cannot cast spells, but they have the innate ability to commune with spirits and even summon them into the material world (or banish them from it). More, they can summon/banish while projecting inside a computer construct (see “cracker”, below). “Sorcerer” is the Beyonder name for a technoshaman.

Gun Knight / Avowed — Magical abilities manifest in many ways: spellcasting, shadow-walking, spirit summoning, and augmentation. Augmentations are innate magical talents that enhance the abilities of a person. They can make one stronger, faster, more stealthy, and so forth. Developing these abilities requires intense studies and vows. There are dozens of Avowed schools, and each has their own moral code and required vows. On Earth, the Avowed were called knights (their vows and moral codes being mistaken for chivalry, and their schools being conflated with knightly orders) and those who hired themselves out as Guns became Gun Knights.

Augment — Properly constructed technomagical devices allow people to gain the abilities of a gun knight, without the need for years of study or vows. These require painful treatments however, and expensive metals, as runes must be etched onto a person’s skeleton, then filled with metals. Augments are usually far less powerful than true Avowed, and usually less skilled.

Cracker — Shadow Walkers are mages who can project their mind into the shadow world. Electricity affects magic, including electronics. Computers, in particular, have a strange effect on the shadow world. They create small nodes in the energies of magic. Any magician with the ability to project their mind into the shadow world (via spell, technomagical device, or a shadow walker’s projection ability) can enter these nodes and steal data from the computer. To combat this, people create constructs, false realities with their own internal laws of physics. To break into the computer, a person must penetrate the construct. Crackers are maguses, technomages, shadow walkers, or technoshamans who specialize in this sort of activity. (Though, as a rule, all shadow walkers are called crackers.)

Iceman — A person who specializes in combat abilities, typically a gunfighter, sharpshooter, or sniper.

Face — A negotiator, interrogator, interviewer, and seducer. Crackers hack constructs, faces hack people.

Tracker — A bounty hunter, someone skilled in finding other people. Usually assumes some facility with following tracks in the wilderness.

Stakers — Guns who specialize in fighting anthrophagians or "eaters" (vampires, ghouls, & wraiths).

Specialist — A catch-all category for roles not covered above, like wheelman, hacker (still necessary, oddly enough, because of limitations on cracking), gunsmith, lawman (someone familiar with legal codes, who can enforce the law), and so forth.

I’m currently building ∞ Infinity, my own little action-movie RPG. Guns in The Outlaw is being built as a setting for that system.

∞ Infinity is skill-based, so any character can learn any skill. (Though some have an additional cost, and those who spread points around tend to end up being mediocre at everything.) Therefore, the setting assumes that there are no strict classes, but rather abilities and skills that any character can aquire.

A character can start off as a magus, and learn to summon spirits. They can begin as an iceman, and later learn spellcasting. The above categories are thus descriptive, not proscriptive.
"To strive, to seek, to find, and not to yield."
"Ulysses" by Alfred, Lord Tennyson

Geek Gab:
Geek Gab

James Gillen

Whoa, this is like RIFTS, only potentially coherent.

JG
-My own opinion is enough for me, and I claim the right to have it defended against any consensus, any majority, anywhere, any place, any time. And anyone who disagrees with this can pick a number, get in line and kiss my ass.
 -Christopher Hitchens
-Be very very careful with any argument that calls for hurting specific people right now in order to theoretically help abstract people later.
-Daztur

Daddy Warpig

Quote from: James Gillen;693071Whoa, this is like RIFTS, only potentially coherent.
Here's hoping... :)
"To strive, to seek, to find, and not to yield."
"Ulysses" by Alfred, Lord Tennyson

Geek Gab:
Geek Gab

Daddy Warpig

Magic and Technomagic

Alright, before I continue with the background information, I just wanted to touch on magic and technomagic.

Magic involves several abilities or talents: shadow walking, spirit summoning, spellcasting, augmentation, and imbuing. (Imbuing is the magical talent of enchanting items, for example to create magical swords, wands, rings, and so forth. Such magicians are called "thaumaturgists".) These abilities are called "talents" for a reason: they are innate capacities, that you have to train to use effectively. People can be born with them, or can develop their latent talents later, but everyone must learn how to channel them.

When the first vortexes opened up, magic flooded Earth. In its wake, Earthers discovered that they, too, had these innate magical talents. They could train to use them, just like Beyonders.

The other surprise was that magic — the energies of the shadow world — responded to electrical current flowing through a wire. With the right circuits (which make no physical sense), you could even craft electrical or electronic devices ("devisements") that could create a magical field.

Maguses can cast "flash freeze", and freeze an opponent. Technomages can do the exact same thing, with the correct devisement.

Creating technomagical devisements takes no innate talent, just a knowledge of the proper mathematics and the ability to solder, wrap wires, and screw together a case. Any mechanic can learn to do it, once they learn how to wire the correct circuits. Blank circuit boards, wire cutters, batteries, and spools of wire are the tools of the technomage.

Here's the key question, one that baffled Earthers for many years: why does electricity affect magic, while magnetism, heat, kinetic energy, and other phenomenon doesn't? And why just wired electricity, and not lightning?

Beyonder magics hold the key.

There are three "elements" in Beyonder cosmology: materials such as water, rocks, ores, air, basically anything tangible, energies such as electricity, heat, sound, "force" (or kinetic energy), and ephemera, like the soul, thought, emotions, and magic. These three elements pervade all Beyonder magic.

As an example, all wisps, a Beyonder race, are innately tied to one of the three elements. There are material-aspected wisps, energy-aspected wisps, and ephemera-aspected wisps. Each variety has different abilities, depending on its patron element.

Anthrophagians are people afflicted with a magical curse that forces them to feed on other people. Ghouls feed on the body, they're aspected towards the material. Vampires feed on the life force of victims; they're aspected towards energy. And wraiths consume the souls of their victims; their element is ephemera.

The Beyonders arrange the elements in a hierarchy: material -> energy -> ephemera. Energy is "close" to materials and ephemera, and materials and ephemera are "distant". Thus, it's easier to create energy with a spell (freezing a target) than it is to create material objects (a chair).

Materials affect energies, energies affect ephemera, but it is very rare for ephemera to affect the material in a lasting way (which is why all spells are temporary) and vice versa. Electricity, on the other hand, is an energy, and it is very common for energies to affect the ephemera.

But why electricity in a wire?

Metals, refined ores, have a special property: they can hold a magical charge better than any other material. This is why there are many different magical ores, why swords and rings are more often enchanted than wooden wands, and why augments have metal laced into their enruned bones (the metal holds the magic).

Electrical energy affects ephemeral magic, when it is flowing along metallic wires. The two phenomena, long known to maguses, work together to form something wholly new. (Beyonders lack the knowledge of electricity and electrical circuits.)

Each of the five talents has manifested in strange ways on Earth. Shadow walkers became crackers, sorcerers became technoshamans. Thaumaturgists enchanted rings and swords over the course of weeks or months, technomages can do the same thing with just some wire and a few batteries, in less than an hour.

Both sides have had to adjust to the new circumstances they find themselves in, and the adjustment has been hard for everyone.
"To strive, to seek, to find, and not to yield."
"Ulysses" by Alfred, Lord Tennyson

Geek Gab:
Geek Gab

teagan

Quote from: Daddy Warpig;685236Last note: I need a better term instead of "Guns", something colorful and intriguing. It's in the hopper.
Dragoons

Shootists

Musketeers
----------------------------------------------------------------------------------------------
She was practiced at the art of deception: I could tell by her blood-stained hands
----------------------------------------------------------------------------------------------
http://teagan.byethost6.com/

The Traveller

"These children are playing with dark and dangerous powers!"
"What else are you meant to do with dark and dangerous powers?"
A concise overview of GNS theory.
Quote from: that muppet vince baker on RPGsIf you care about character arcs or any, any, any lit 101 stuff, I\'d choose a different game.

Daddy Warpig

Quote from: The Traveller;693330Loving this thread.

Thanks. :)

Quote from: teagan;693329Dragoons

Shootists

Musketeers

Quote from: The Traveller;693330Armsmen?

And thanks for the suggestions.
"To strive, to seek, to find, and not to yield."
"Ulysses" by Alfred, Lord Tennyson

Geek Gab:
Geek Gab

Daddy Warpig

#52
Races of the Beyond: Trolls and Fae

When the vortexes opened up, monsters came to our world. The vortexes also disgorged the lost island of Atlantis, with its wrecked cities and powerful guardians. Of equal importance were the Beyonder races: trolls, fae, alfar, and wisps.

Trolls

Trolls are tall, muscular carnivores, with green or brown-shaded skin, and long limbs. Many trolls have upper or lower tusks, and horns of various sizes and shapes are not unknown. Trolls are roughly 25% larger than humans, on average, and tend to the very muscular.

Trolls are born leaders. Their confidence and strength of personality is magnetic, they are naturally charismatic. [Note: In game terms, trolls have a bonus to Strength and Influence, the social stat.]

Trolls are devastating combatants in hand-to-hand combat. They are also famed as warriors and leaders, and many of the most charismatic Beyonders are trolls. Trolls have — despite their appearance — been widely accepted in Outlaw settlements.

In the Beyond, trolls worked as mercenaries, generals, and military advisors. Post-Emergence, this effortlessly translated into service as Guns (especially Lawgivers).

The oldest kingdoms in the Beyond were Trollish. In most ways they were the dominant race. Trolls are as admired as they are feared, and other races often served in Trollish armies and emigrated to Trollish kingdoms.

Fae

Fae are an otherworldly race, famed for their shadow walkers, who generally keep themselves apart from other races. They are slightly shorter than humans, and tend to be extremely thin, unhealthily so from a human standpoint. ("Cadaverous" or “emaciated” are the terms often used.) They tend towards metallic shades of hair and eyes; their hair and eyes actually shine like metals — silver, copper, gold, iron, and so forth.

Fae are natural shadow walkers. Not all fae can or do project into the shadow world, but the facility is far more common among fae than any other race. (Which means, in The Outlaw, fae are often found in cracker circles.) [In game terms, fae characters can gain the shadow walking talent for free, though this isn’t mandatory.]

Fae tend to be introspective and withdrawn, often reluctant to speak or act. This derives from the wyrd. Through the wyrd, Fae can sense oncoming misfortune. It's commonly believed that fae can see the moment of their own death; this isn't true, but the wyrd can warn fae of danger to themselves and others. (Though they get no warning of what that danger might be.)

This strange sense cannot be controlled or predicted. It strikes at random (not every misfortune is predicted), and usually unwelcome times.

It is an uncomfortable experience, to know that after anything you say or do, you can be struck with a great dread that suffuses your mind. Then, to know that this dread is well-founded, that it almost always presages some ill event. Then to know that this event may well be your fault… fae find the experience draining, and tend to separate even from each other, leading solitary lives.

Fae are few in number, and standoffish. In the Beyond, they had no kingdoms, nor a homeland. They were nomadic and shunned any allegiances beyond their family Line.
"To strive, to seek, to find, and not to yield."
"Ulysses" by Alfred, Lord Tennyson

Geek Gab:
Geek Gab

Daddy Warpig

#53
Races of the Beyond: Alfar and Wisps

Alfar

Alfar are the most human-appearing Beyonders. In fact, they look exactly like humans, but at three quarters the size.

Alfar are quick-learning and versatile. As a race, they possess an innate ability to master subjects faster than any other race. More, they can choose their talents (unlike humans). When young, alfar decide which area they wish to master, and their natural facility goes to work, allowing them to grow in that area faster than any other race.

As a result, Alfar are famed as artists, craftsmen, warriors, performers, and much beside. The most promising students tend to be alfar, and the most accomplished masters the same. [In game terms, they receive a bonus to one specific skill, chosen during character creation.]

The downside of this facility is the alfar tendency towards obsession. Alfar don’t just seek to master their subject, they are driven to it. Each alfar has a specific obsession relating to one tiny area of their chosen subject, one area they are driven to master. Perhaps it is a specific model of firearm, or a painting technique, or searching for a means to temper gold. Whatever it is, they pursue this obsession for years and decades, until they have mastered that one thing, at which point some other obsession comes to dominate their interest.

Their obsessions don’t dominate their entire lives, mind, just their professional life, their pursuit of excellence. Alfar cannot be generalists within their chosen area of expertise, they must focus on a very small part of it and master that one part.

Wisps

Wisps are among the more populous Beyonder races (tending towards multiple births, usually 2-3). Tiny humanoids (between 9 and 12 inches high) with elfin features, wisps are innately magical, and closely linked to one of the three elements of Beyonder sorcery: material, energy, and ephemera. This innate link grants them fantastic abilities, like the facility some wisps have for passing through metal without leaving a trace.

Wisps are winged, though their ability to hover and fly isn't linked to any physical feature. In personality they are — forgive the pun — flighty. They tend to extremes of emotion, extreme joyousness and energy, or extreme pessimism and depression. When excited, they tend to glow.

Wisps are short-lived, maturing in just a year and living for a total of 15, if very lucky. Their legendary drive — wisps seldom remain passive for long, and suffer no half-measures when pursuing a goal — and daring is no doubt due to their awareness of their short spans.

Wisps are naturally magical; every wisp has an innate talent with magic, usually spellcasting. Their diminutive stature means they find it difficult to fight in hand-to-hand combat, so their facility with magic was, very often, their only means of protection. [In game terms, they don’t have to spend points at character creation to gain their first magical talent.]

As with all Beyonder races (and humans, as well), wisps are affected by the anthrophagus curses. Will-o-the-wisps are a common threat in the Outlaw, being packs of wisps who have become anthrophagians, either vampires, ghouls, or wraiths. (Unlike the other races, which variety of eater the wisp becomes is determined by their element, not their killer.) Flying near lone or unwary travelers, the eater wisp lures them away to a secluded spot with a mesmerizing light display. There the rest of the pack descends and consumes the luckless wanderer, like a school of piranha.
"To strive, to seek, to find, and not to yield."
"Ulysses" by Alfred, Lord Tennyson

Geek Gab:
Geek Gab