CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
CHARACTER EDGES
Every character starts off with Edges that give them an
advantage over the average member of their profession. They may even have some small fame and a
nickname based on those Edges. Feel free
to think up more Edges of your own.
Special Weapon, Armor, Equipment: This can include
any number of possibilities: a heavy weapon, special armor, magic armor, magic
weapon, a magic item like a Wand of Lightning or a Crystal Ball.
Artificial Implants: See the Artificial Implants
section for more details.
Special Transport: Items like a super fast
motorcycle, a van with a hacking lab, or even a hover vehicle (like a Blade
Runner Spinner, called a Lever). All of
the licensing for this vehicle (and the driver) is fake, if that ever becomes
an issue.
Cash Stash/Special Funding: Character doesn’t have
money problems, only problems resulting from how they acquired it. They may be constantly on the run, have to
stay anonymous (change ID’s and their looks every time they’re made), or have
to do constant favors for their benefactor.
Additional Ability Bonus: For a prime class ability
it can be increased to +4. For a normal
ability, it can be raised to +2. For a
sub-prime ability, it can be raised to +1.
This is not an Artificial Implant, but rather a stat change. Any further Ability score boosting is
considered artificial.
Spells: An Occultist may acquire an extra spell, up
to 3rd level.
Tech/Magical Upgrade: Their standard equipment has a
special ability, such as a special Data Jack that is immune to tracking or a
Kevlar shirt that also masks the wearer from scanning.
Lucky: Never takes full damage from a failed save,
only 1/2 damage (if applicable). If a successful save gives 1/2 damage, then
takes no damage. May immediately re-roll
any failed skill use once per turn/encounter.
Gain the Escape Artist skill (Dex + Int)/2 +3 (can be increased up to
+5).
Special Skills: The character has a skill outside of
their current class.
Professional Driver Skill: (Int + Dex)/2 +3 (can be
increased up to +5). Character has
experience in combat (including tanks), police work, racing, or perhaps a Grand
Theft Auto lifestyle. They are adept at
driving under dangerous conditions. This
allows for special driving maneuvers (like car blocking) and an ability to
avoid crashing in very hazardous situations, like being hit by gunfire. Non-professional driver’s skill is only (Int
+ Dex)/2.
Pilot: (Int + Dex)/2 +3 (can be
increased up to +5). Character is able
to fly transport and recreational types of aircraft, as well as helicopters and
Levers (flying cars). DC 12 to
familiarize themselves with an aircraft they haven’t flown before. (This attempt can be re-rolled with further
examination.) DC 12 to avoid crashing if
hit by arms fire. DC 18 to crashland if
aircraft is critically damaged. Piloting
fighter aircraft and dogfighting is outside the scope of these rules. Characters without this skill cannot pilot
any aircraft.
Medic: (Int + Wis)/2 +3 (can be increased
up to +5). Can treat a dying person and
reduce the patient’s Fort Sv to recover to DC 12. Can treat poisoned and diseased conditions
with Med Kit, DC 12. Medical Knowledge
DC 12 general, DC 18 specific.
Demolitions: (Int + Wis)/2 +3 (can be increased up to
+5). Character can safely and effectively use all types of explosives.
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