CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
Essentially a corporate ninja clan with software
skills. They are hired to carry out
hits, infiltration, and espionage against rival corporations. Usually operate out of franchised “Digital Dojos” in Asia. These highly skilled computer experts operate
in autonomous cells when on a job.
Further, these aren’t your stereotypical nerds. They are highly trained martial artists and
practitioners of Gun-Fu (their secret technique). Efficient and ruthless, Cyber Ninja will stop
at nothing to complete their missions, willing to sacrifice themselves and
anyone who gets in their way. Their
organization is Humans only.
HD 5 (d8), Hp 20, AC 13 (None, +1 Dex, +2 Class Bonus)
Fort +5 Ref +5 Will +4
Melee: Wakizashi +6 to hit 1d8+1
Ranged: Auto Pistol +6 to hit, 2d6, 15 shot, S
Or Poisoned Shuriken +6 to hit, 1 + DC 12 Fort Sv or
Paralyzed 1 turn
Gun-Fu Stunt Attacks:
The Cyber Ninja may execute two special forms of attack when
armed with their Wakizashi or an Auto Pistol by rolling a successful DC 12
Acrobatics check and a successful attack roll. The rd after the attack,
they may neither move nor attack, but can still defend themselves.
Flying Strike: A focused attack against a single
opponent. Done with a gun, the Ninja ends the attack at Close range to their
opponent. Maximum damage.
Flying Multi-Strike: Up to 4 adjacent opponents may
be attacked simultaneously. The warrior rolls one attack roll and the opponents
compare their AC to it. Make 1 damage roll and apply it to each opponent hit.
Done with a gun, the Ninja ends the attack at Close range to their opponent. It
will expend as many bullets as there are opponents targeted.
Data Jack +1, Memory Implant
Skills +4
Detection (Traps, ambushes), Detection
(Trapped items)
Stealth (Hiding, sneaking), Escape Artist
Acrobatics (Balancing, jumping), Climb
Hardware
Hacking +5
Hackers, but also practitioners of the Old Ways. They hire themselves out to protect and crack
networks via magical means. Generally
work in covens of three. Humans, Pixies,
Half-Elves, Tieflings, and Drow may be in the Coven, but only females.
HD 4 (d6), Hp 12, AC 11 (Dex bonus) (Pixie AC 13 Dex and
race bonuses)
Fort +1 Ref +1 Will +4
Melee: Generally won’t hand-to-hand fight, +1 to hit
Ranged: As a last resort, .38 Revolver +3 to hit 2d4
(Drow-Max damage on Natural 17 and up hits), 6 rds
(Pixies have wings and flight ability.)
(Tieflings have Teleport ability 10’.)
Data Jack +1, Memory Implant
Hacking +5, Hardware +4
Spellcheck +4 (+2 Int, +2 HD), as a group +7, allowed
2 failures in encounter/turn before magic use is suspended for 1 turn
rest. DC 14 to Save against an
individual, DC 16 to Save against the group.
Spells for individual members:
Alarm: Wards an area for 2 hours.
Comprehend
Languages: You
understand all spoken and written
languages.
2 turns.
Disguise
Self: Changes your
appearance. 2 turns
Charm
Person: Makes one
person your friend. 2 turns. Will Sv, Requires a Focus item, something shiny.
Sleep: Puts 4 HD of creatures into
magical slumber. Fort Sv, Requires an edible Focus item, like a cup of coffee
or a donut.
Summon
Monster I: Calls
1HD, extraplanar creature to fight for you.
Lasts
until destroyed up to 1 day. Ceremony Spell.
(1 HD, 8 hp, AC 11, Claw +1 to hit, 1d6+1 damage)
Hex Spells are ones that are cast by the group. These spells could likely take any sort of
form. In other words, they’re more plot
devices than game mechanics. Generally
they will require a physical part of an item or a personal effect of a person
to be effected. Takes 1 turn to cast as
a ceremony.
Cyber Hex: Cast as a group, takes 1 turn
ceremony. Acts like a conventional
Hacking attempt with effects such as Crash, Observation, Search Data, Etc. The DC of the Hex will vary depending on the
system, say DC 12 for a common system with minimal protection, DC 18 for
something more complex. Does require a
physical item that is either part of the system or that represents the system
(using a symbolic item increases the DC by 1 and the hex won’t be able to
actually alter any data on the system).
They may also be hired to protect a network from Hackers
(increasing DC to Hack or magically attacking Hacker or their equipment during
a Hack) and to track Hackers who can’t be found out electronically. This kind of “counter-Hacking” has a DC of 11
+ Hacker’s Class bonus.
Familiar Animal: Small animal, like a cat,
telepathically connected to the witches, can act as a Spy.
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