Friday, January 3, 2014

CYBER-PULP FANTASY CORE-Character Edges

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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