Wednesday, January 29, 2014

CYBER-PULP FANTASY CORE-Cyber Ninja and Net Witch Covens

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

NPC and Monsters Index

Cyber Ninja
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


Net Witch Coven
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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