CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
While some of these classes might make worthwhile character
class choices, I think their use as good potential villains is more
important. The race list with the
classes are only typical. There are can
Pixie Thugs and Orc Scientists, but they will have to be special in some
fashion to do the job.
Generally your typical Corp Private Security, Mob Goon, or
Street Trash. Usually they are Human,
Dwarf, Half-Elf, Half-Orc, or even pure Humanoid (Hobgoblins are the preferred
“breed”). The stats are generic. Please note that a pair of Thugs with Assault
Rifles could be quite dangerous to the characters.
HD 3 (d8), Hp 12, AC 10 (none)
Fort +2 Ref +0 Will +0
Melee: Shock Wand +4 to hit, DC 12 Fort Sv or KO 1
turn, 10 charges
Club +4 to hit, 1d6+1, on Natural 18, DC 12 Fort Sv
or KO 1 turn
Ranged: Stun Gun +3 to hit, DC 12 Fort Sv or KO 1 turn,
C, 10 shot clip,
.38 Revolver +3 to hit, 2d4, 6 shot, S
Assault
Rifle 30 rd clip,
M
+3 to
hit, 2d8 single shot
+3 to
hit, 2d8 x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
+0 to
hit, 2d8 x 1d2 spray, up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6
bullets
Sawed
Off Shotgun +3 to
hit, 2d10, spray up to two adjacent (DC 12 Ref Sv 1/2 damage) 2 shells, C
Well-trained law enforcement officers and quite dangerous to
those breaking the law (as the characters may be doing). Police are usually hampered by having to
abide by the law and various procedures, such as always calling for backup in
gunfire situations. SWAT troops will
have Assault Rifles and grenades. They
are only available for certain situations (like hostages) and then have to
spend time securing the area and planning their raids. They also tend to be a little trigger happy,
so innocent bystanders can be used as shields against them. Humans and Dwarves typically make up this
group.
HD 5 (d10), Hp 30, AC 15 (+4 Flack Jacket, +1 Dex bonus)
Fort +5 Ref +2 Will +1
Melee: Shock Wand +6 to hit, DC 12 Fort Sv or KO 1
turn
Ranged: Auto Pistol +6 to hit, 2d6, 15 shot, S
Assault
Rifle 30 rd clip,
M
+6 to
hit 2d8 single shot
+6 to
hit 2d8 x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
+1 to
hit 2d8 x 1d2 spray, up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6
bullets
Shotgun +6 to hit, 2d10, 5 shells, S
Flash Bang Grenade +6 to hit, S, 20’ area, DC 12 Fort
Sv or blinded and deafened for 1 turn.
Also fills the area with smoke.
Smarter than your average thug, these individuals are in
charge of the security forces, thug lieutenants, building security, police
detectives, bounty hunters, or are private investigators. They oversee events, plan the transit of valuable
resources, make tactical decisions in emergencies, investigate backgrounds and
crime scenes, and track down fugitives.
They should have access to personnel including thugs, professional
mercenaries (SWAT), to even consulting Hackers and Occultists. From the characters’ point of view, dealing
with the Brains in a heist is often the difference between being met by a
disorganized mob of thugs or a SWAT team locking down the building. Brains are typically Human or Half-Elf.
HD 6 (d10 Human, d8 Half-Elf), Hp 35 Human/29 Half-Elf, AC
14 (+2 Kevlar shirt, +2 Dex bonus)
Fort +6 Ref +4 Will +4
Melee: HTH Expert +7 to hit, 1d3+1, KO (Knock
out) 1 turn on Natural 18
Ranged: .44 Revolver +8 to hit, 2d8, 6 shot, S
(Combat is not usually the Brain’s specialty. Brains set up as recurring NPC’s should have
a special, trademark weapon.)
May have Hacking Skill +5 and other specialized
skills at the same bonus. Will usually
have special communications and surveillance equipment.
Detection +5, Includes the detection of traps, trapped items, and
ambushes; Disarming Traps; and Finding secret doors and hidden items. Use DC 12 in general, DC 18 if a master is
trying to be deceptive or has set up a trap and such.
Observation +5, An ability to gauge the
veracity of someone being interviewed, and also the ability to pick out
suspicious people in a crowd or something incongruous or out of place in a
setting. DC 12 if up against an amateur
(less HD) trying to get away with something, DC 18 against an expert (equal or
more HD or someone using special magic or technology).
Stealth: +5
Crack Shot: Can fire into melee
Infravision and Immunities to sleep, charm,
and paralysis effects, if Half-Elf.
These are the denizens of the Corporate world. They are not combat professionals. They are paid for their non-martial
skills. Tools are programmers and
scientists. Stiffs are mid-level
managers and white collar workers. Suits
are the Execs. The characters will be
dealing with these individuals on a regular basis as clients, informants,
needing protection, and perhaps as targets.
Recurring NPC’s or those who are the objects of an adventure should be
played as interesting individuals: passionate, eccentric (especially the
Tools), megalomaniacs, vain, greedy, foolish, hopelessly idealistic,
manipulative SOB’s, etc. Most Corp
employees are Human, Elf, Dwarf, Half-Elf, and even Drow, though other races
will be represented.
HD 5 (d6), Hp 15, AC 10 (none)
Fort +1 Ref +1 Will +4
Melee: HTH +2 to hit, 1d2
Ranged: .38 Revolver +2 to hit, 2d4, 6 shot, S
(Combat is always the last option for
these NPC’s.)
May have Hacking Skill +6 and other skills at the
same bonus.
Programmers will have a Data Jack +1 or better
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