Wednesday, December 18, 2013

CYBER-PULP FANTASY CORE-The Urban Ranger

CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)


URBAN RANGER
Law enforcement is a rare proposition outside of the Burbs and the Penthouse, where residents can afford to pay for continuous service.  The lower classes have to purchase it when they need it.  In the urban wasteland, there is a cadre of private security and vigilantes that keep some semblance of order.  Essentially Urban Rangers are quasi-lawman for hire in relatively lawless areas.  Characters are former police, Corp security, or even military, who have decided to offer their services as a business or just feel the need to dispense justice where it’s needed.  While the characters may not have a badge or rank anymore for whatever reason, peacekeeping is still their trade.

Humans, Half-Orcs, and Dwarves are the most common races who are Urban Rangers, but any other is possible.  You’ll have to make up your own stats for those others.

Ability Stats
Human: Enhanced Str, Con, Dex
Half-Orc: Enhanced Str, Con; Subprime Cha, Wis, Dex, Int
Dwarf: Enhanced Str, Con; Subprime Cha, Wis

HD
Human: 10 + (1d10 X 4) [hp 50 Max] + (Con Bonus x 5)
Half-Orc: 12 + (1d12 X 4) [hp 60 Max] + (Con Bonus x 5)
Dwarf: 8 + (1d8 X 4) [hp 40 Max] + (Con Bonus x 5)

BAB
Melee: Str Bonus +5 (up to +10 Max class bonus)
Ranged: Dex Bonus +5 (up to +10 Max class bonus)

Saves 
Fort: Con Bonus +4 (up to +7 Max class bonus)
Ref: Dex Bonus +4 (up to +7 Max class bonus)
Will: Wis Bonus +1 (up to +3 Max class bonus)

Racial Characteristics

Human: Two starting Edges.  May have up to four artificial implants.  May use any weapon or armor.

Half-Orc: One starting Edge.  May have up to three artificial implants.  May wear only light armor.  May use any weapon, however because of their low Dex score, they favor automatic weapons using bursts and sprays.
Frenzy: If a Half-Orc makes a successful attack (ranged or melee) with a Naturally rolled hit (hits without any modifiers), another attack can then immediately be made at 0 BAB on the same opponent or an adjacent one.
Thick Hide: Half-Orcs are tough. Add +2 to AC.
Regeneration: After a turn of rest after being wounded, 1 + Con bonus hp are healed in addition to any other healing.
Infravision: Has the ability to see in the dark.
Fearless: Immune to fear effects.

Dwarf: One starting Edge.  May have up to three artificial implants.  May use any armor (finding smaller sizes of modern armor is generally not a problem) and any weapon (except large sniper rifles and other long weapons).
Dwarven Rage: Dwarves add +3 to all melee damage (this number is not upgradable).  Dwarves may also attack two adjacent foes in melee or ranged combat, but will forgo their BAB to do so (Str, Dex, and magic weapon bonuses still apply).
Immunities: Poisons, paralysis, and petrifaction.
Infravision: Has the ability to see the in dark.

Class Skills

HTH Trained Skill: 1d3 + Str bonus, on Natural 18 and up using fists or blunt melee weapon, DC 12 Fort Sv or Knock out 1 turn.

Crack Shot: Able to fire into melee without a Called Shot and without hitting the wrong person, but only firing a single shot.

Sniper: Must have cover and spend 1 rd targeting, using rifle and scope. Target does not get cover bonus.  Must roll successful Stealth roll (DC 12 if under dense cover, DC 18 if exposed or target is alert) and attack roll.  A hit causes maximum damage, and they have not been spotted.  A failed stealth roll, but a successful attack, means that the sniper has to roll for the damage, and that they are spotted.
         
Intimidate (Physically): ((Int + Str)/2) +3 (up to +5 Max class bonus).  Using the threat of force to gain information or compliance.  DC 12 against generally weaker individuals, DC 18 for larger ones.

Detection: ((Int  + Wis)/2) +3 (up to +5 Max class bonus).  Includes the detection of traps, trapped items, and ambushes; Disarming Traps; and Finding secret doors and hidden items.  Use DC 12 in general, DC 18 if a master is trying to be deceptive or has set up a trap and such.

Stealth: (Dex + Int)/2 +3 (up to +5 Max class bonus).  Sneaking and hiding.  Generally, DC 12 in low probability observation situations, DC 18 in high security areas.

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