Tuesday, January 28, 2014

CYBER-PULP FANTASY CORE-NPC Classes

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.

Thug
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

Corp Police and SWAT
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.

Brains
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.


Tools, Stiffs, and Suits
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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