6th Edition
English version
Thousands of years ago, alien gems came to earth to stablish a colony and create more like them.
One of their leaders studied life on the planed and wanted to preserve it to study it better, because gem creation would mean doom for it
The others refused, then, motivated by curiosity and stubbornness, she rebelled against them.
She changed her name and appearance as a symbol for her rebellion, and begun a war in which many gems were shattered or corrupted, and many humans lost their lives.
The fragments of shattered gems mutated the living beings, creating geo-organic organisms.
The final battle was at Babylonia, King Gilgamesh's city
There the leaders fell
There gems form bot sides were shattered or corrupted
It was the end, but away from there, a rejected secret weapon emerged.
She led the oppressed ones and seized control over the empire
Now she wants to conquer Earth to make sure those who oppressed her off-colored followers are held accountable
Meanwhile on earth, humans are fighting over whatever the gems left behind, and so do mutants and corrupted gems.
Character sheets.
Humans.
Name:
Age:
Chromosomic Sex:
Skills:
Skills consist in 40 points to be distributed between both dices, which can be used to either increase yours or decrease the enemies'
(Example: Expert Sniper. +20 left dice to yourself)
Skills can be either active or passive. Active skills need to be activated and have 3 uses per battle, but can have as much points as you want. Passives are always active, but you can only assign 10 points maximum. You can also have ONE skill which does not depend on dices, here's some examples:
Fast reload: allows to reload in one turn, 3 uses
Improvised surgery: allows to heal 200 HP to the user or one ally "Far Cry Style" as long as you have a knife in your inventory. Unlimited uses.
The system is flexible, if you made up your skills and the DM agrees with them they can be allowed.
Weapons and equipment:
Will be explained later.
Faction (optional):
Existing factions will be shown later.
Backstory:
Who you are and what do you do
Sheet for Gems.
Gem Type:
Nickname (optional):
Powers:
What your gem can do
Examples: Hidrokinesis, Clairvoyance, ferrokinesis, etc. A 1d100 dice will be rolled to determine the success of an action using powers in most situations. You can have up to 4 levels as long as they accomplish a role or purpose.
Attacks:
Attacks you do using your powers. You have 2000 damage points to distribute among at least 2 attacks, having 200 minimum and 1800 maximum damage points. Attacks with more than 1000 damage points will have a limit of 8 uses per battle, dividing by 2 by each additional 400 damage points. Attacks with less than 600 damage points will get a +5 accuracy bonus for each -200 damage points. All of this attacks have a 1 turn cooldown.
Weapons and equipment:
Will be explained later.
Faction (optional):
Existing factions will be shown later.
Backstory:
Who you are and what do you do
Mutant Sheet.
Name:
Age (approximately):
Chromosomic Sex:
Skills:
Weapons and equipment:
Faction:
Backstory:
Consider that mutants can be both being born or made during as embryos or during childhood. Mutants that got mutated later in life with the same amount of Gem Shards as younger mutants are much less intelligent and more monstrous. However, regular results may be obtained using less shards. Additionally, all mutants lose the memories of who they were before the mutation process. Only exception being Arawn, a mutant made from the shards of a man-made Gem known as Ascalaphus, who he retains some memories from.
Combat System.
You can do two actions per turn, like attacking or using items
Dices:
2 1d100, left for accuracy, right for damage
Left: 50 you fail
Right: 25 no damage, 25-75 normal damage, 75 critical hit
Other actions:
Any other actions that might require dices need that all dices rolled are 50. The more dices rolled, the better the result.
Stats:
Humans and Gems have 3000 HP, Mutants have 4000. Damage done depends on the weapon or attack used.
Gems cannot be cured in battle, and lose their physical form after having 500 HP, if not contained they can recover after 3 turns with 1500 HP.
Mutants have higher HP, but outside of tribes they aren't usually accepted by other factions, and those who do are seen as traitors by tribal mutants, not to mention most humans see them in a bad way because they usually kidnap, kill, steal from or mutate any human they see.
Humans and mutants can be cured in battle, but they might suffer injuries or even lose limbs and suffer status effects that might affect them somehow.
Weapons.
You can pick up to 2 weapons and 4 consumables (+2 if you're a Gem). Firearms require a turn to be reloaded and it's ammo is limited by how much extra ammo you have, which restocks after battle.
Before any mission, players can pick which items they will take, and in some cases, a player with a leader role can choose the NPC's items.
New equipment and upgrades might be added over time.
Default weapons you can choose.
Combat Knife: 200 damage, +10 enemy accuracy. Can be thrown to ignore the enemy accuracy bonus but has to be picked up again.
Pistol: 400 damage per bullet, capacity 5 bullets. Manual.
Hunting Rifle: 500 damage per bullet, capacity 6 bullets. +10 accuracy. The butt can be used for close combat, with 200 damage and +10 enemy accuracy. Manual
Shotgun: Mid-range: 500 damage, Close-range: 1000 damage, +10 accuracy for both the user and the enemy. Capacity 6 cartridges. Manual. The butt can be used for close combat, with 200 damage and +10 enemy accuracy
Automatic machinegun: 10 damage per bullet, capacity 100 bullets. Automatic. Butt: 200 damage, +10 enemy accuracy.
Rocket launcher: 1400 damage, capacity 1 rocket. Might harm the user if shot at short range. Raming: 400 damage, +20 enemy accuracy. Can stun the enemy if it hits a critical hit. Manual.
Sniper Rifle: Long range: 400 damage. Using a turn to aim gives +30 accuracy. Short range: 400 damage, +10 enemy accuracy. Capacity 4 bullets. Butt: 200 damage, +10 enemy accuracy. Manual.
Heavy Machine Gun: 5 damage per bullet, capacity 220 bullets. Ramming: 500 damage, +20 enemy accuracy. Can stun the enemy if it hits a critical hit. Automatic.
Consumable Items.
Consumables can only be used once each, but you can carry more than one.
Frag genade: 500 damage. If used at short range might hurt the user.
Flashbang: stuns an enemy for one turn.
First Aid Kit: restores 500 HP and mitigates status effects. Using 2 might cure some status effects.
Extra ammo: fully reloads ammo for one weapon.
You can also create your own weapons, sheets later.
Upgrades.
You can add an upgrade to any weapon, here's some examples:
For pistols, rifles and machineguns.
Laser Sight: +10 accuracy
Silencer: -10 damage, +10 stealth
Extended magazine: +20 ammo
For shotguns.
Grenade launcher: allows to launch an extra grenade aside of consumable ones, up to 3 grenades.
Double cannon: allows to shoot 2 cartridges per attack.
For rocket launchers.
Target locking system: +20 accuracy, if a turn is spent aiming the next shot will not fail.
Improved explosivity: +30 damage.
For flashbangs.
Helium-3: turns a flashbang into a Helium-3 grenade, which can deal two times more damage than frag grenades, but it requires rolling dices to be modded.
Firearm sheet.
Name:
Capacity:
Shooting mode (manual or automatic):
Manual – 1 bullet or projectile per attack
Automatic – as many bullets or projectiles as you want per attack
Damage per bullet: you have 1000 + 1d5x1000 damage points to assign among the amount of ammo you want, considering how much you shoot per attack.
Example:
Name: AK-47
Shooting mode: automatic
Capacity: 100 bullets
Damage per bullet: 10
It is not mandatory to use bullets: grenade launchers, rocket launchers, flamethrowers and anything that shoots anything can be made with this sheet. You can also ad any equipment or special effect to your weapons, just make sure it's not too overpowered.
Close combat weapon sheet.
Close combat weapons do not require ammo, but getting hit by your enemy is easier if you use one. +5 enemy accuracy if it has 500 or less damage points, +10 if it has between 500 and 1000, +20 if it has 1000. Damage has to be a multiple of 50.
Weapon damage will be determined by rolling a 1d10 dice and then multiplying the result by 100. Mutants can make a 1000 weapon without rolling dices.
Name:
Damage:
Critical hit effect:
Make sure to be consistent according to the weapon. For example, a ram might stun the enemy, a knife cause to bleed, etc.
The weapon may be upgraded over time with stuff found on the way. For example, if you obtain barbed wire you can tangle it up to deal more damage.
Mechs.
Mechs or Mechas are state of the art special vehicles, generally humanoid shaped.
Humans can access them ASAP, while mutants have it the hardest, with gems being in a middle point.
Mech sheet.
Model number (optional):
Name:
Skills:
Similar to other sheets but with double amount of points.
Additaments: you can pick two from the following, considering some aren't compatible with one another.
Jet pack: Allows to fly, non-compatible with reinforced armor nor supply backpack.
Thrusters: -20 enemy accuracy in space, -10 in ground and air. Non-compatible with reinforced armor nor ground transformation.
Reinforced armor: additional armor with 4000 HP, +20 enemy accuracy as long as the armor is being used. Non-compatible with jet-pack nor airspace transformation.
Supply backpack: 3000 HP, allows to carry 8 additional consumables. If it gets destroyed, the consumables get lost for the rest of the battle. Non-compatible with reinforced armor nor jet-pack.
Radar system: +20 accuracy, if the accuracy dice is more than 75 allows to hit critical accuracy, which denies the enemies' turn. Non-compatible with anti-air system.
Airspace transformation: allows the mech to transform into an air/space vehicle. +10 both dices on aire and space. Non-compatible with reinforced armor, improved joints not jet-pack.
Ground transformation: allows the mech to transform into a ground vehicle. +20 both dices on the ground. If used in space, +20 enemy accuracy unless there's a surface to land on. Non-compatible with improved joints nor thrusters.
Anti-air system: +10 accuracy and +30 damage against enemies on the air or space. Non-compatible with radar system.
Improved joints: allows to attack 3 times per turn. Non-compatible with reinforced armor, ground transformation nor airspace transformation.
Weapons.
A mech can have up to 4 weapons.
Firearm sheet.
Name:
Capacity:
Shooting mode (manual or automatic):
Manual – 1 bullet or projectile per attack
Automatic – as many bullets or projectiles as you want per attack
Damage per bullet: you have 2000 + 1d5x100 damage points to assign among the amount of ammo you want, considering how much you shoot per attack.
Laser and plasma weapons use batteries instead of bullets, but the damage distribution mechanic is the same. The difference is that they take 2 turns to reload. Laser weapons always get +10 accuracy and plasma weapons get +10 damage.
Close combat sheet.
Mech close combat weapons always add +20 to the enemies' accuracy unless they are thrown.
Name:
Damage:
Damage is 1000+1d5x200.
Critical hit effect:
Both types or weapons can be either built in or equipped. Built-in firearms cannot be reloaded except for laser and plasma weapons, which can have infinite reloads. Integrated close-combat weapons cannot be thrown but get +10 damage.
Rocket punches, needle guns, disc launchers etc. count as firearms.
Stats:
All mechs have 10000 HP, when it reaches 0 the pilot will have to roll 1d2 to see if it survives (1 dies, 2 survives) unless it left the mech before.
Mechs are rebuilt before the next battle unless the opposite is indicated.
Consumables:
Mechs can carry 8 consumables by default. They carry the same as humans, gems and mutants, but instead or first aid kits they carry repair kits, wich restore 2000 HP.
Stealth.
Roll a third 1d100 dice, if its more than 50 you remain hidden.
Factions.
This are the already existing factions. You can remain neutral or create your own.
The army and the ATRI
ATRI stands for Ancient Technology Research Institute, a partially state-owned institution with private capital dedicated to study gems and their ancient technology, as well as development of new technology based on what has been researched already. The army is in charge of defending and helping then to capture gems and technology. They are also in charge of fighting against occasional Homeworld attacks and have authorization to investigate possible cases of illegal ancient technology traffic.
Independent researchers.
Researchers not affiliated with either the army not the ATRI. This includes journalists, archeologists, private detectives etc.
The Plumbers
A professional space police organization that uses many high tech devices and weapons to protect planets from many alien and paranormal menaces.
The ATRI is secretly a sockpuppet for some of their operations on earth, and gems are not the only menace they fight against. They are also in charge of protecting the Omnitrix, an alien device with an enormous power found by the 10 year old grandson of a veteran plumber.
Providence
A similar organization to the plumbers in terms of confidentiality. Very little is know about them but what is known is that they are trying to cure mutation to turn mutants into humans, employing nanotechnology.
ZECT
A mysterious organization from a parallel universe which wants to obtain resources from this universe with unknown goals. It is only known that their leader is a woman who pays a good wage to her employees.
The eternal knights
An ancient order of medieval knights extended all over the world. They are dedicated to obtain ancient technology for their own benefit with the goal of slaying an ancient mutant dragon created by the Crystal Gems millennia ago. Among the artifacts the are searching are the Omnitrix, the time crystal, a functional replicator wand and the prisms. They use castles as headquarters and are led by an eternal king, although currently there are many eternal kings struggling for power. Their weapons are a mix of medieval weapons and ancient technology.
Corrupted gems.
Chaotic-neutral gems which the ATRI tries to capture to study and traffickers want to crush and sell their shards, which are more effective to cause mutations. They behave like wild animals and can be a risk for civilians. Some ATRI researchers want to tame them.
Neutral veteran gems
noncorrupted gems who survived the war and now live isolated or among humans. They might have fought with either the diamonds or the rebels, but that was left behind thousands of years ago and although some are still loyal to their ideals, technically both lost and there is nothing or no one to fight for.
They are usually neutral, not to say that they don't care, although some have considered picking a side. They are also hunt by traffickers and mutants, although mutants will rather keep them as trophies.
Mutants
Also known as greenskins or first were genetically modified humans made by mad scientists through the geo-organic phenomenon that escaped from a lab. New mutants can be created through the geo-organic phenomenon. They usually live on tribes led by an overlord and see in bad light those who join other factions. In appearance, they essentially look like the supermutants from the Fallout series (more specifically, Fallout 3) in other words: green, rough skinned and with muscular bodies, although women mutanted during childhood or using fewer shards usually look more delicate.
Black Diamond
The new ruler of Homeworld, some veteran gems from the Diamond faction despise her as a unworthy successor, although most of them have been submitted or have joined any of the resistances. She came to power after leading the off-colors into a revolution against the "colorist" gems and now she wants to conquer Earth so she can bring her revolution against the colorists hiding over there.
The resistances.
Gems still following the ideals of the original diamond authority, organizing by 4 resistances, one for each diamond (blue, yellow, white and pink), to fight against Black Diamond from the shadows. The Pink Resistance insists that they have nothing to do with the rebellion as they do not recognize Rose Quartz as Pink Diamond, yet the other resistances are still suspecting, although having a common enemy has prevented any infighting among them.
The Cluster
A gigantic forced fusion of gem shards buried deep in earth's mantle. Once it emerges, it will take the form of an unstoppable giant that will destroy anything on its path. Black Diamond wants to fuse with it to become invincible while the resistances and the ATRI are trying to stop that, not to mention ZECT wants to extract it and take it to their universe without any known reason.
Traffickers.
Organized criminal organizations dedicated to traffic ancient technology and gem shards. From giant strawberry seeds to dangerous ancient weapons they will sell to whoever can pay them.
Among traffickers there are…
The mafiosos cartel:
An organization with a secret alliance with the US government to take care of corrupted gems.
The coyotas cartel:
A small yet dangerous organization of women armed with ancient weapons and dressed with weird and extravagant clothes. They are the descendants of mutants created by King Gilgamesh with the shards of White Diamond recovered after the battle of Babylonia, because he used few and high-quality shards they didn't turned out as most mutants. These mutant women were known by the Vikings as Valkyries.
This is why when they use ancient weapons, they can access functions no normal humans can use.
Hitmen and Mercenaries.
Those who work for whoever has money or gem shards to pay them, with the coyotas being their most frequent clients. There are lone wolves but also organized ones.
Among them there are…
The Amerikage clan:
also known as the shadows of America, a modern-day ninja clan with the latest shinobi technology developed by themselves. They came to America at some point during the last days of ninjitsu in Japan, hoping to give it another life overseas.
The Divehitters.
A group of underwater hitmen specialized in amphibian attacks. They use special equipment for diving and when they launch their attack they are a force to be reckon with.
