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fdsa1234567890 05-13-2021 01:16 AM

Cryptomancer style magic
I was thinking about using a magic system largely similar to Cryptomancer, but as I also wanted to use it in a campaign that features Realm Management, I'd rather just use GURPS for everything.

What rules would be well suited to this sort of magic? it is effectively a fantasy internet based on shards that allow communication with other shards split off from the same source. Most of the rules are about using cryptography(or cryptomancy to be more accurate), and this RPG is actually one of the better introductions to the topic I've found. I'm obviously using Cryptomancer in terms of information about how the crypotgraphy works, but I also need some GURPS rules to back it up.

I generally haven't used much in the way of GURPS magic, so I thought I would just ask instead of guessing.

Michele 05-13-2021 07:23 AM

Re: Cryptomancer style magic
Well, this seems "magic" only in name. The source I'd use is simply GURPS Cyberpunk, renaming things as needed. It's 3e and a bit clunky as to netrunning, but it's a starting point.

Varyon 05-13-2021 07:27 AM

Re: Cryptomancer style magic
The site only discusses how shardnets function, not whatever magic it is that allows Alice to chuck fireballs at orcs (one of the examples from Game Mechanics). The former are nearly identical (by design) to the way computers work, so you'd probably just rebrand the computer-related skills for dealing with shards (although given I expect this is part of the focus, you'll want to find a good system for handling computer hacking and the like in GURPS, and I'm afraid I can't help you there). Given this is meant to be similar to a standard fantasy setting (but with the inclusion of shardnets), you may be well served using the magic system(s) from Dungeon Fantasy (primarily a pruned version of GURPS Magic from what I understand, but there's support for a variant of RPM as well as Sorcery). If the magic is shard-dependent in some way, well, you may need to make some adjustments.

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