CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
This setting builds off of the Fantasy Core and Pulp Fantasy Core rules. However, there
are some inconsistencies between them, and I wanted to make a few edits. There’s nothing terribly new here
though. I should mention that I’ve
modified the Spell list because of playtesting results. Essentially, I’ve upped the initial damage
and added aftereffects, but probably lessened the scaling damage at higher
levels. The spells are the same for all
the settings and the spellcasting mechanics are unchanged.
NOTES
--All
calculations involving 1/2 level or two abilities divided are to be rounded
up. Always at least +1, if more than
0.
--Natural
Roll: The number as rolled on the dice without modification.
--"Ref"
is the game referee. NPC is a
Non-Player character controlled by the Ref.
--BAB is Base Attack Bonus, the attack bonus not
including Ability bonuses.
--AC is Armor Class.
--A Turn
equals about 10 minutes of game time.
--A
Round (rd) is an exchange of combat attacks.
--An Encounter
is a complete combat encounter, which is considered ended when there is 1 turn
of rest following it. A turn or an
encounter may be considered equivalent for spell duration purposes. Spells lasting multiple turns however will
only last for one encounter. A Day
can be considered ended after 8 hours of sleep.
COMBAT
Surprise: One side catches the other by
surprise. This may require a successful
Stealth roll or a failed Detection roll to execute, or the situation itself may
automatically grant surprise. The
attackers may act without a counterattack from the other side.
Initiative: First, anyone with a +3 or more in
Dex bonus will act first in every rd.
(Assume most monsters have a 0 Dex bonus unless the Ref rules a monster
has high Dex.) Have a roll off, if there
are multiple high-speed combatants, and rank them in order.
Next,
group the other combatants and roll for each on a d20. (For example, the characters will be one
group, Orcs another, their Ogre another.
Just logical groupings, not necessarily by species.) Have a roll off between any ties. The groups will then be ranked from high roll
to lowest and attack, in order, each rd.
Attack
Rolls:
Melee: For characters and NPC's, add BAB
+ Str bonus.
Ranged: For characters and NPC's, add BAB
+ Dex bonus. This includes thrown
weapons.
AC: For characters and NPC's, add any
Dex bonus to AC.
Disadvantaged: Attacks from behind, or against
the blinded or deafened, or some other debilitating condition, but not totally
helpless foes. Damage caused by a hit
will be maximum.
Knocked
Down: A combatant
rendered prone may still defend themselves, but cannot move or make melee
attacks without standing up first.
Withdrawal:
If orderly, the
retreating may defend themselves or use Covering Fire, but not attack. If routed, the retreating automatically takes
a hit while within Close
Range to their
opponent. They are in a Disadvantaged
state while at Short
Range . This also applies if someone disengages from
an opponent they are fighting in melee.
Helpless:
A combatant is in
a condition where they are unable to defend themselves or attack, like Knocked
Out. At Close range, a helpless
combatant is automatically hit for maximum damage (See Execution rule if that
applies). Beyond that range, a helpless
combatant is considered AC 10 to hit in combat.
Invisibility
or Blinded:
Attackers lose all bonuses against invisible foes or if they are blinded.
Subdual:
Must be called
before rolling attack and must be using a non-edged weapon (like a club),
subdual rds in a gun, or brawling.
Defender takes non-lethal damage to hp.
At 0 hp, the victim is knocked out for a turn, all subdual hp damage
healed. A knockout may also occur on a
hit with a where maximum damage is scored.
A DC 12 Fort save is required to stay standing.
Stunt
Attack (Special Attack): Anyone may make an extra move or action (not an additional attack) or
specialized attack in a round. But next
rd, they may not attack or move, though they can still defend. Typically works as an ability roll plus an
attack roll. Examples: Bull rush-attack
roll plus Str roll, Swing from chandelier-attack roll plus Dex roll. If the ability roll fails, the attack
automatically fails, and the Ref may narrate the results of the failure. DC 12 normally, DC 18 for a truly outlandish
act.
Grapple:
Works like a stunt
attack. If the grapple fails, the
grappler cannot move or attack the next rd.
The grappler must have strength at least equal the grappled. Roll attack, if successful, the grappled may
make one DC 12 Str check or Escape Artist skill (if roughly equal in Str, DC 18
if the grappler is significantly stronger) to break. If successfully grappled, the defender may be
bound in some fashion in 1 rd. If just
held, the defender may not try to escape again until a turn has passed or the
situation otherwise changes. Also, the
attacker cannot defend themselves until the grappled is bound, or let go, or
the attacker is assisted. (So, the
grappler and the grappled are both in a Helpless state.)
A swarm
or grapple attack may also be used to pull down a mounted rider. Grappling or swarming larger creatures is
unlikely unless they are very weak. A
large creature may grapple (instead of doing dam) with a successful attack
roll. One DC 18 Str check or Escape
Artist skill can be made to break loose.
Swarm: In a swarm, up to three additional
attackers may join in (for normal man-sized opponent). Make one attack roll with the best combatant
and add +1 to the attack for every participant.
One DC 18 Str check or Escape Artist skill can be made to break loose.
Called
Shot: Attacking a
certain area or spot or attempting a disarming attack with either a ranged or
melee weapon. Must be called before
roll. For the attack to succeed, it must
be at least a Natural 12 for a fairly easy to hit target (Close range or fairly
big target), a Natural 18 for very hard one.
Otherwise it is only a normal hit if the attack is successful versus
target's AC.
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