Tuesday, January 14, 2014

CYBER-PULP FANTASY CORE-Armor and Drugs

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


Armor
If the wearer is ever brought to 0 hp, worn armor is considered ruined.  [This should really be a rule in Fantasy Core as well, if you like it.]  Implanted Armor must be repaired (3 XP) to provide protection.  Note that obvious armor and shields are going to attract attention in normal environments (as displayed weapons will). 

Unarmored: AC 10 + Dex bonus, taking cover negates Dex AC bonus.
Large, stationary target: AC 12 at L and longer range, automatic hit closer.
Hard Biker Leather: +1 AC
Riot Shield: +2 AC, requires +1 Str, tower shield sized
Ballistic Panel Insert: +2 AC against bullets, can be put into other items like a backpack or a suitcase.  Requires +1 Dex and Str bonuses and both hands to use.
Kevlar Shirt: +2 AC, non-encumbering, wears like a shirt
Kevlar Jacket: +3 AC, looks like a normal jacket
Combat Vest: +3 AC, can be worn inconspicuously under regular clothes (1 XP)
Flack Jacket: +4 AC, typical combat gear (1 XP)
Magic Eleven Chain Mail: +4 AC, non-encumbering, wears like a shirt (not for sale, can only be obtained in-game)
Armor-mani Suit: +4 AC, Fine cut, Italian suit/body armor.  The stylish choice of Corporate executives. (1 XP, 1 XP to clean and repair after combat)
Forced Entry Unit/Bomb Suit: +6 AC and immune to stunning damage from explosions, no dex bonus, no running (not for sale, illegal for private use, can only be obtained in-game)
Force Field Generator: Suitcase sized device, deflects physical attacks and intrusion.  Windows from 1’ to 2’ can be opened in shield to fire from (Called Shot to shoot into) or escape.  20’ radius, 20’ high, (though it will mold to environment), charge lasts about 1 turn/encounter, unless connected to an additional power source, can run continuously for 1 hr.  Non-physical attacks, such as gas, light, sonic, psychic, non-physical magic are not deflected. (EXP, illegal item)
Masking Shirt and Pants: Look like a normal clothes, but will effectively mask any internal items that might be detected by a scanner. (1 XP, illegal item)
Shadow Cloak: +4 to Stealth if stationary, +2 otherwise
Stealth Suit: +6 to Stealth, full body, hooded and masked outfit, reflects environment, 1 turn, takes 1 turn to charge (1 XP, illegal item)



Drugs
These would typically only be available from your friendly neighborhood Butcher (illegal practicing doctor).

Ability Booster: Gives taker a +4 ability bonus.  Lasts for 1 turn/encounter.  Can only take 1 per day.  (1 XP)
Magic Booster: Gives taker a +4 added to Spellcheck.  Good for 1 spellcasting.  (EXP)
Regen Patch: As long as the patient has 1 hp, this will restore all lost hp with 1 rd of rest.  A patch can only be applied once per day without incurring toxic shock. (1 XP)
Stim Shot: As long as the patient has 1 hp, this restores 10 hp with 1 rd of rest.  A shot can only be given once per turn/encounter without incurring toxic shock.
Laz ™: Are you clinically dead?  Do you need resuscitation?  Try Laz!  If you’re below 0 hp, you’re immediately healed to 1 hp!  Just apply the patch and you’re on the way to recovery!  Warnings: Take only once a day.  Will not revive anyone below –10 hp.  (1 XP)   
Innoc: Can counteract most poisons if applied within 1 hr.  (1 XP)
Babble: Truth serum, DC 18 Will Sv to resist.  (1 XP)

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