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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