Cybergeneration Sports

   Today it’s a table and list of common “sports” (people who got really weird abilities instead of one of the standard power sets) for Cybergeneration (yes, I know: What?). The basic background for Cybergeneration was that some weird nanites were loose which killed a modest number of adults and gave a fair percentage of the children special abilities. Naturally enough, the dystopian cyberpunk adult world did not respond well to this.

   In any case, fresh from yet another mining expedition into the old files, here’s:

Cyberevolution Frequency:

     

%

Sport Types:

   

 

01-05

Bombardier

%

Standard Types:

 

06-10

Crystalizer

01-08

Alchemist

 

11-18

Illusionist

09-20

Bolter

 

19-24

Magi

21-23

Jammer

 

25-34

Mimic; Booster

24-48

Scanner

 

35-44

Mimic; Facedancer

59-53

Scout

 

45-54

Mimic; Were

54-71

Tinman

 

55-60

Persuador

72-93

Wizard

 

61-70

Physician

     

71-80

Sensor

94-97

Sport

 

81-90

Spinner

98

Sport; Secondary

 

91-97

Wiremaster

99

Sport; Dual

 

98

Lancer

00

Unique

 

99-00

Sasquatch

  • Sports with “secondary” abilities possess a partial version of another evolved types talents (roll again). For example, a Scout with secondary Tinman abilities might have far greater-then-usual hexite reserves – enough to protect himself with a sort of armored exoskeleton if he must.
  • Sports with dual abilities get two sets of powers (the lucky bastards) – but are often subject to deformity and overstrain problems.
  • Unique sports are up to the GM. They can simply be rerolled as normal sports, if the GM has no neat ideas today – or can result in the introduction of a Drake or Seadancer character.

   Bombardiers possess the ability to synthesize and store explosives and chemical warfare agents internally, several firing mechanisms (high velocity flechettes in single-shot and autofire modes, small spheres a lot like launched grenades, and various forms of time, detonator, or signal released “putties”), tactical / targeting / demolitions computer centers, and the ability to extrude light hexite armor which acts as a chemical seal. Bombardiers are extremely dangerous, possessing military-level firepower, defenses which are cumulative with external body armor, and computer-controlled firing reflexes and tactical responses. Perhaps fortunately, their arsenal only renews itself very slowly. They are, however, fairly well camouflaged, although they must eat large quantities of fatty foods.

   Crystalizers are related to alchemists, but can project nanotech “bundles” designed to “solidify” air. The specifics of the resulting form, and the length of time before it falls apart, are up to the crystalizer. However, as a general rule, the faster they make some- thing, the faster it falls apart.

   Illusionists apparently apply an aspect of the “focused electromagnetic field manipulation” which the nanites use for control links. While this manipulation is relatively crude compared to that used by the nanites themselves, it suffices to manipulate electromagnetic energies in their immediate vicinity. They can generate holographic illusions, “cloak” themselves or a group, redirect laser beams, “hide” from most sensors and smartbullets, generate low-powered laser beams of their own, and scramble radio signals. Secondarily, Illusionists possess a vastly increased visual range, covering radio to x-ray frequencies.

   Magi are probably the most flexible of all the cyberevolved. They can unconsciously tap the virtual net for data, program fast-replicating nanites with a task, charge them with energy, and project them electromagnetically. Unlike an alchemist, the magi can affect living matter – but they have no way to recover their nanites, and so are far more limited in how much they can do in any brief period. Within those limits, the magi can do virtually anything which can be accomplished by re-arranging atoms; a magi could transform a pile of rust into a car – or turn a pesky corpsec agent into a frog. Of course, the trickier the effect, the harder it is to set up. While their rapid exhaustion means that the magi are less effective in a fight then one might hope for, they are invaluable when it comes to supplies.

   Mimics are perhaps the most subtle of the sports; their nanites do their work and then withdraw to deep bone layers – leaving no trace of their presence short of genuinely exhaustive tests save for when they’re actually changing their forms. In any case, the mimic gets left with an optimized body (+2 on each statistic except luck). Exactly what else they can do depends on what type of mimic they are:

  • FaceDancers can formshift into any human form – although they retain their original genetic code and mass. Supremely adaptable, a face dancer can also pick up skills for half cost.
  • Boosters can construct “cyberware” – up to a maximum of (3 + Cybermax Skill Level)D6 humanity points worth. A booster can even change his cyberware “selection”, but this requires one hour per D6 of the cost.
  • Were’s have a fixed alternate form – usually based on an animal of some type. Whatever the form, it will usually resemble a cyber-enhanced fusion of the animal and a human. The classic “werewolf” would probably come equipped with a set of hexite cyberclaws, armor, boosted senses, and a variety of boosted attributes. Were’s are conspicuous in their alternate form, but they’re usually extremely effective as well.

   Persuaders possess a subtle and quite effective set of modifications; enhanced pheromones, a subtle vocal shift that makes them incredibly easy and pleasant to listen to, skin that secretes a potent contact hypnotic compound on command, an intuitive skill in reading reactions, and an inductive “telepathic” talent which induces various emotional and hypnotic states. A good persuader can get away with virtually anything. Given enough time with someone who’s unprotected, they can effectively reprogram them.

   Physicians are equipped with ten finger-hypodermics, a set of biochemical synthesizers, diagnostic senses, a low-level electrical discharge ability (for cardiac arrest cases), enhanced oxygen storage in their lungs (useful in artificial respiration (or for holding their breath), a supply of programmable medical nanites, a small manipulable hexite reserve to provide tools and fine manipulation, and a built-in “medical computer”. Given a roll of bandages and some tape physicians are fully prepared for major surgery. Using their medical nanites they can rebuild massive tissue damage in minutes, regenerate organs, and repair disorders right down to the genetic level. Their defenses are low-key but useful as well: they can use enhancing drugs and medical nanites on themselves, dispense toxins, are virtually impossible to drug or poison, and have a detailed knowledge of anatomy, allowing them to use nerve strikes and crippling blows on their opponents. Physicians tend to find friends and allies easily, but are major targets; they’re both very useful and tend to undermine the usual propaganda lines.

   Sensors are equipped with sensory amplifiers, various new senses, and a vastly extended sensory range, making them virtually impossible to surprise. They can crack safes, get access codes by “reading” the heat and oil patterns left by someone punching one in ten minutes before, track like bloodhounds, see infrared, ultraviolet, and the radio-frequencies emitted by cyberware, “feel” magnetic fields, read microscopic print (or spot the tiny irregularities that indicate a concealed area), adjust for telescopic vision, and so on. Secondarily, they can recording and retransmit their sensory data. Their eyes can produce modest amounts of infrared, visible spectrum, and ultraviolet light, which they can use as a “flash”, to project images on a surface like an old-fashioned slideshow, and event o generate low-powered (if extremely accurate) needle laser beams.

   Spinners possess the ability to rapidly “polymerize” the carbon in the air, with a reaction pressure sufficient to hurl the resulting line several hundred feet. While the durability of such thread depends on how long they spend spinning it, they can vary it’s basic properties in a wide variety of ways, fire many lines at once (to make rope), make their own bulletproof clothing (looks normal, SP around 20), entangle people, “swing around” (like a popular superhero), make monofilament weapons, short things out with conductive thread, and so on. A popular “special trick” is to hurl unstable polymers – strands that’ll detonate, or go up like phosphorous, a second or so after they hit.

   Wiremasters are capable of extending manipulative hexite strands through their hair follicles and pores. These strands can be extended up to (Body) meters, and can exert a total effective strength equal to (4*Body). Most dangerously however, wiremasters can attack some (or all) of those within his range with monofilaments – inflicting up to 3D6 points of damage (5D6 if used as a “buzzsaw” – but this requires two actions) and may take one action per turn with his wires per point of “wiremaster” skill. A skilled wiremaster with a selection of weapons can muster considerable firepower. Really skillful wiremasters can “weave” a part of their wires into exoskeletal body armor / clothing, catch bullets, perform extremely fine work, cushion impacts, and even create gliding “wings”. As a side effect, the subdermal hexite web and bracing structure that supports the strands adds substantially to toughness, strength, and the ability to resist injury (EG, extra body and armor).

   Special-Environment Adaptions include Lancers and Drakes (apparently the result of orbital habitats throwing plague victims out of airlocks), Seadancers (these only appear when people in the grip of the plague get dumped overboard at sea), and Sasquatch (who only appear when victims are abandoned in the deep wilderness; there isn’t much of that left). The orbital colonies have made no attempt to strike at surviving victims. Apparently they feel that a hull and a layer of vacuum provides enough safety – and their own environmental systems are much too fragile to start a fight with creatures who can actually live in space.

  • Drakes have totally discarded the “basic” human form in favor of a thick shell of malleable hexite enclosing a brain and a few remaining organs. At full growth they mass many tons, are adapted to sense, manipulate, absorb, and discharge vast amounts of electromagnetic energy, are incredibly strong, and have armor several feet thick and careful padding around separated internal organs. They are believed to be capable of independent interstellar travel and may be able to duplicate most of the powers of the other Cyberevolved. Most of the (few) known drakes are out near Jupiter, apparently busy absorbing carbon and raw electromagnetic energy. The upper limits of their potential power are unknown. A “fully adult” drake would probably be a match for a modest army. Of course, they couldn’t possibly pass for human – and would be major targets. They aren’t really suitable as PC’s.
  • Lancers are equipped with the ability to absorb electromagnetic energy, a hexite layer which provides armor, a minor exoskeletal boost to their strength, and environmental life support, and the ability to expel near-lightspeed streams of ions and electrons – generating enough thrust for high-speed orbital flight or projecting the equivalent of a lightning bolt which also carries a considerable impact. Lancers on earth are, however, extremely conspicuous – completely covered with hexite, hairless, and looking a lot like robots or androids. They require a good deal of light energy to “eat” and can’t speak – although they can communicate via radio.
  • Sasquatch are the ultimate survivors among the cyberevolved. They are massively strong and tough, can eat almost anything, can survive massive doses of drugs, toxins, and radiation, remain comfortable under conditions ranging from arctic cold and darkness up to broiling desert heat, heal at an incredible rate, can hold their breath for hours, and run swiftly. As far as their appearances go, they simply look like big, hulking – and very healthy – human specimens (unless they’ve grown a pelt this week). Unlike most of the cyberevolved, they don’t need to eat a lot. If conditions are overly bad, they simply hibernate. Their special capability seems to be to “communicate with”, and influence, the carbon plague nanites scattered throughout the environment. This grants them an “intuitive” oneness with the environment, allows them to manipulate plants, communicate with and influence animals, and even to (very crudely and slowly) mimic many of the simpler effects alchemists produce.
  • Seadancers are apparently modeled on dolphins or killer whales. They are known to be able to generate powerful ultrasonic effects and to have the ability to “construct” and launch both torpedoes and water-to-air missiles. To this point, data is minimal, and there is little prospect of obtaining more directly. The seadancers are too scattered, and the ocean is too large, to expect to capture any. Despite this, there have been reports of seadancers in v-space, apparently either a result of wizard-like abilities, some kind of built-in satellite uplink – or possibly merely tapping into undersea cables. It is feared that the seadancers may have nuclear capabilities: the ocean contains plenty of radioactives, especially near the dumping sites – and the necessary extraction process is well within nanite capabilities. The fact that the `dancers are apparently designed for launching things, and can tap into the net for targeting data, is not at all reassuring.
  • Necromancers are only rumored to exist: they’re supposedly imbued with a form of nanite that burns tissue reserves to power the surrounding cellular structure and arise only when a victim of the carbon plague is buried alive while transforming. Necromancers can infect living creatures with a terrible, wasting, fever, create and control zombies from the bodies of those recently dead (a temporary effect; something vital is always lost in the process, but recent corpses will retain part of their memories and personalities), tap their personal reserves for brief bursts of phenomenal strength and speed, or allow others to do the same. As a side effect, they are nearly impossible to kill; They just burn reserves to sustain themselves while they heal.

   OK – I’ll admit to giving in to the temptation, but nanotech with the capabilities described in Cybergeneration IS magic. It violates quite a few natural laws anyway.

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