CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
DAMAGE
Melee: For characters and NPC's, add Str
bonus to damage.
Coup
de Grace: Full rd
melee attack on a helpless foe.
Automatic hit, maximum damage.
Environmental
Damage: When
characters are in environments that are excessively hot or cold or otherwise
inhospitable, the Ref may require a DC 12 Fort save at the beginning of the day
or Turn. The first failed check has the
effect of reducing the character to 0 BAB (other bonuses are unaffected) and
half movement. A day/Turn of complete
rest will cure the condition. If the
character presses on without that rest, roll again at DC 18 the next day/turn. On the success, the character stays at the
reduced condition. On failure, they are
incapacitated for the day and will require a day’s rest to return to
normal.
Energy
Drain: Creatures,
such as Undead who drain energy, their attack diminishes a victim’s negative
hp on a failed Will Save. (A
successful energy drain also stuns the victim for 1 rd.) These are the hp below 0 that indicate
possible lethal damage. Most every
character or important NPC only ever has 10 negative hp, regardless of their
positive hp total. (Unimportant NPC’s
can be considered killed on any successful energy drain.) If all of a character’s 10 negative hp are
drained, they considered completely soul-drained and unrecoverable, just like
receiving more than negative 10 hp in physical damage means the body has been
destroyed beyond recovery.
Use of
XP to change this outcome can be done, but should always come with permanent
consequences for the character. Lost
negative hp are only recovered via 8 hrs of sleep. Until that time, a character with lessened
negative hp is more vulnerable to complete physical destruction because of it.
Poison/Disease: A failed Fort save vs. lethal
poison automatically reduces the character to 0 hp and unconsciousness. They must be given an antidote (spell or
potion) in 1 + Con bonus days/hours (depending on the lethality of the poison) or
die.
Insanity:
With a failed Will
Save caused by a supernatural fright or an Occultist blowing a ceremony spell
and such, the character becomes eccentric and the DM picks a trigger event that
causes a specific mania for 1d4 rds. Only
after psychological counseling (in play, if someone has psychological training
or can otherwise happen out of play), and another exposure to the trigger with
a successful Will save, is the character considered cured. If failed, the condition becomes
permanent.
If the character
develops three permanent manias, they are considered hopelessly insane. The character is taken out of play and
controlled by the Ref. Perhaps they can
be cured by supernatural means. Perhaps
the character becomes a villain.
SAVING
THROWS
A
successful save negates or halves damage depending on the effect. The DC for the save depends on the effect and
its power.
Fortitude
(Fort): Use Class
Fort + Con bonus against attacks effecting the body, such as poisons and
environmental effects.
Reflex
(Ref): Use Class
Reflex + Dex bonus against attacks that can be dodged, such as mechanical traps
and breath weapons.
Will:
Use Class Will + Wis bonus against
mental, spiritual, and psychological attacks, such as supernatural charm,
energy drain, and domination.
Monsters
and NPC’s:
Generally save as a Fighter level equal to their HD. **link to Fantasy Core characters** If the
NPC has magic using abilities or is especially dexterous, they should save as a
Wizard or Thief instead.
Electrical
Equipment: If
electrical equipment is attacked, it does get a Saving Throw. Only roll if it’s somehow important to the
scene and not every time there’s a fight near a computer. Versus an electrical or fire attack, DC
18. Versus a physical attack (or anything
else), DC 12. Consumer Grade +1, Professional Grade +4, Military Grade +8. Versus an EMP attack, only Military Grade
electronics gets a Saving Throw.
RECOVERY
Medic:
If medical skill
is applied within 1 turn of damage and the character has at least 1 hp, regain
1/2 of lost hp with 1 turn of rest.
Natural
Recovery: With 1
turn of rest, a character may regain 1/2 of lost hp with a DC 12 Fort
Save. Regain all lost hp with 8 hours of
rest.
DEATH
0
hp: Unconscious. Character will recover to consciousness and 1
hp in 1 turn.
Below
0: Dying. If untreated within a turn, roll a DC 18
Fort Save to stabilize. If failed, the
character is dead (and entitled to any last words, or using XP to
survive). If successful, the character
is at 0 hp and unconscious and recovers as above.
Stabilizing: Character is below 0 hp. If the Medic skill is applied within a turn
of going below 0 hp, the DC is 12 to the wounded's attempt to regain
consciousness. If failed, the character
is dead (and entitled to any last words, or using XP to survive). If successful, the character is at 1 hp and
conscious and may receive other types of healing. Any magical healing applied to a character
within a turn of going below 0 will bring the character to consciousness and at
least 1 hp (even if the amount of healing doesn't add up to positive 1).
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