
- Cybermancy
-
- the conscious man is dead
and i buried him
- beneath this scar tissue -
armored skeleton
- the machine is now alive,
desensitized with open eyes
- powered by an angry mind,
and hatred fueled by those i despise
- - fear factory
"h/k hunter
killer"
-
- Cybermancy is magick based
upon technology and its impact on humanity (or inhumanity, as the
case may be). These mages (called borgs) seek to attain immortality through technology
and a mythic "purity of thought." at the very least, they desire
to transcend their bodies using man-made constructs -- and one can
only guess that as this fringe school matures, transcendence of
the mind will soon follow (virtual reality will undoubtedly play a
major role). of course, the more that the mage relies on
technology, the more he will come to depend on it, suffering a
loss of power if that dependence turns against him.
-
- the borgs have a love/hate
relationship with the flesh; simultaneously fascinated and
repulsed by their biology. many borgs often take a radical
approach to their bodies, preferring to augment themselves with
steroids, body-building and ritual scarification. some of the most
powerful borgs are often grossly endowed with hypertrophic
musculature, although their myriad scars and implants mar any kind
of physical beauty that normal body-sculptors try to attain. their
motto is simple: that the world is a cruel, hard and unforgiving
place...and the only way to survive is to become as cruel, as hard
and as unforgiving.
-
- a similar relationship is
fostered with technology. using it to their advantage reinforces
its role in their lives but having things go awry will strip the
borg of his strength. this catch-22 is also reflected in their
lifestyle; many borgs are known to eschew modern conveniences in
favor of stark, barren industrial wastelands of concrete and
steel...a monk-like ascetism that embraces hardship and glorifies
conditioning.
-
- cybermancy blast style:
cybermancy blasts
affect technology rather than human beings. The damage can
manifest as anything from blown fuses in a television to stress
fractures in the fuselage of a 747. cybermantic blasts will not
effect mechanomancer constructs.
-
- generate a minor
charge: gain a minor
charge whenever you use technology to transcend your physical
limitations. this can be anything from using tools or weapons
(making you stronger) to riding in an airplane or bus (making you
able to travel faster). however you use technology, it must be in
a way that affects your life in a fairly important manner.
Squeezing off a few rounds at "Bud'sShooting Range" won't gain you
a charge but using a gun to defend your life will. The key in
gaining charges this way is necessity over convenience.
-
- you may also gain a minor
charge whenever you receive a hardened mark in violence. as you
leave behind your humanity, you gain strength -- but eventually
you will have little humanity left. strangely enough, you can gain
significant charges by failing a violence stress check...see
below.
-
- generate a significant
charge: cybermances
may gain significant charges in two different ways. the first is
to willingly integrate man-made items into your body -- this can
be done through elective surgery (having a pace-macker put in,
having fillings put in, pinning together a shattered tibia) or
self-surgery (elaborate body piercings or severe invasive
procedures). once a body part has been modified, you cannot alter
it again to create another charge. modifications and surgery will
usually cause between 5 points (a few days) and 30 points of
damage (about two weeks or so). Surgery of this type
will leave a nasty scar.
-
- the second way is to go
temporarily berzerk -- that is, to fail a violence stress check
and frenzy. In this manner, your own rage becomes a catalyst for
self-evolution, tearing away the veneer of humanity that remains
and unleashing the killing machine hidden beneath the
surface.
-
- generate a major charge:
permanently replace a
body part with an artificial replacement (heart, limb, eye) or go
permanently insane with bloodlust (acquire five failed notches in
the violence category...and no, you don't receive a significant
charge for failing that fifth stress check).
-
- taboo: cybermancers lose their charges if they
are somehow "let down" by technology. Missing an appointment
because of traffic, burning your food in an oven, having your gun
jam in a gunfight...these are all examples of breaking taboo. If
the technology fails because of human error, then taboo is not
broken (after all, humans are fallible and this simple truth is a
primary component of cybermantic thought).
-
- random magick domain:
cybermancy deals
primarily with technology and our growing dependence upon it. this
school encompasses both the obvious, external aspects of a hi-tech
society (machines and computers), as well as the more subtle,
internal repercussions (self-modification and desensitization
toward a rapidly exapanding, fast-forward culture) most
cybermancers use their magick internally for combat purposes,
especially during ritualized pit-fights, but some use magick to
distill and focus raw human rage and aggression.
-
- starting
charges: cybermancers
start with no charges (they're hard to keep but really easy to
acquire).
-
- Cybermancy minor formula
spells
-
- gremlin
- cost: 1 minor charge
- effect: the cybermantic minor blast spell
affects small appliances and simple machines. The damage is
usually repairable, albeit irritating, and can eventually lead to
the destruction of large machines (causing the malfunction of a
brake cable could lead to a fatal car crash).
-
- superstructure
- cost: 1 minor charge
- effect: as long as the borg is in physical
(bare skin) contact with an artificial surface (concrete, steel,
astro-turf), he cannot be knocked down. as soon as he leaves
contact with the ground, the spell's effect ends. this spell can
also be used on man-made items and weapons that the mage is
holding in his bare hands, rendering him incapable of being
disarmed.
-
- terminator
- cost: 1 minor charge
- effect: By spending one charge, the borg can
magickally allow himself to delay the effects of failed stress
checks. The borg MUST cast this spell ahead of time, it lasts
until the next failed stress check by the adept. at that point,
the spell becomes active. while under the influence of this spell,
the cybermancer is emotionally impregnable (10 hardened marks in
each register). his emotions are being channeled sand stored for
later. A cybermancer can delay his mental failures for a number of
minutes equal to his mind rating, then it all comes crashing down:
the adept is weak as a puppy, suffering tremors, and needs rest
badly. borgs usually use terminator as a precursor to a spree of
bloodshed and mayhem (special thanks to chad
underkoffler for
suggesting the effects of this spell).
-
- powersurge
- cost: 2 minor charges
- effect: with this spell, the borg can amplify
and channel his own bio-electricity. he can jump-start a dead car
battery or power small electrical applicances. impulse can also be
used as a ranged weapon, inflicting damage as per a hand-to-hand
combat. if used in conjunction with a hand-to-hand attack, impulse
can add its electrical damage to the normal attack.
-
- cryonics
- cost: 3 minor charges
- effect: cryonics enables the mage to alter his
vital signs (blood pressure, pulse rate, body temperature). this
allows him to survive an otherwise lethal attack by slowing down
his internal systems (he won't go into shock, die from blood loss,
etc.), giving him extra time to get medical assistance (this time
is equal to the sum of the dice rolled to cast the spell, in
hours). the user of cryonics will be unable to perform any
strenuous physical activity while under the effect of the spell
unless he also casts the formula spell dead helmsman (this
includes the time after his wounds are tended to).
-
- Cyberrmancy significant
formula spells
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- deconstruction
- cost: 1 significant charge
- effect: the cybermancy blast spell is used to
cause major damage to mechanical devices.
-
- dead helmsman
- cost: 1 significant charge
- effect: primarily used in combat, dead helmsman
causes the borg to affect a zazen (no-mind) state, oblivious to
all mental and physical distractions (like pain or fatigue).
because of this heightened mental state, the borg is also
preternaturally fast, able to react instantly to any threat on a
purely instinctive and unconscious level. during the combat, he
automatically gains initiative (if another cybermancer involved in
the combat also uses this spell, the mage with the higher speed
goes first). of course, while in this fugue, the borg will be
unable to communicate or retreat -- he may only react to immediate
threats (in addition to his opponent(s) of course). the spell ends
when the combat scene is over. borgs under the command of dead
helmsman have been known to wade through their enemies on bloody
stumps, only to die instantly from shock the moment the conflict
has ended...
-
- iron man
- cost: 1 significant charge
- effect: iron man enables the borg to gain
subdermal body armor, reducing all physical damage done to them.
the amount of armor is equal to the cybermancer's magick skill. if
the damage done to the borg is less than his armor rating, the
damage is halved, as is his armor rating for subsequent attacks.
if the damage exceeds the armor's rating, the armor is destroyed
in a suitably impressive shower of sparks and shrapnel, and the
attack's damage is also reduced by half.
-
- body hammer
- cost: 2 significant charges
- effect: body hammer enables the borg to
integrate weaponry into his body. broken glass, scarp metal, iron
spikes and screw will erupt from the borg's flesh, giving him a
bonus to all damage he doles out in hand-to-hand combat. whenever
making an unarmed attack, add the sum of the mage's magick skill
to the attack's damage (a roll of 30 (3+10) and a magick rating of
62% (6+2) will cause 21 points of damage (3+10+6+2). If you get a
matched success when attacking with body hammer, the attack is
treated like a firearms attack (and your bonus is added to the
total damage). This spell lasts for the duration of the combat (or
until the end of one combat scene if cast before the fighting
starts).
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- man/machine
- cost: 5 significant charges
- effect: man/machine enables the borg to use
his rage to control and assimilate technology into his own
physical being. in essence, he may transform his flesh into
machinery, allowing for a wide range of bizarre and deadly
effects. Hands can become spinning augers, eyes can transform into
light-magnifying lenses, and weapons can burst forth from his skin
-- everything from flamethrowers to chest-cannons that fire shards
of bone and teeth. the only caveat is that anything that leaves
the body (bullets, gouts of burning napalm) will hurt him (an
attack that does 20 points of damage will cause the borg the same
amount). man/machine will last for as long as the cybermancer is
conscious or awake.
-
- Cybermancy major
effects
-
- with a major cybermantic
charge, the borg could permanently gain the advantages of a
cybernetic body or somehow transfer his consciousness into a
machine.
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