CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
[Sorry, I forgot to mention that I was off Monday]
(Sure, why not throw in Space Aliens?) Yes, this world has been visited throughout
Humanity’s history by advanced beings from Outer Space. These races have usually found little of
interest here. They take some samples,
perhaps engage in some deity impersonation, but seldom stick around to make any
worthwhile contributions. This world is
not even worth the minimal effort it would take them to conquer it.
But these beings have left behind their technology, either
from neglect or by accident. Modern
Humanity in the advanced nations has been able to decipher some it to their
benefit. They’ve kept it all secret of
course, to maintain an advantage in a contentious world. Carefully (and sometimes not so carefully)
controlled discoveries have been put into wide release to see what private
entrepreneurs would make of them.
Technology has advanced and governments and certain powerful
cabals have harnessed it to actually make contact with Alien cultures. Forget for a moment, that these people had
only the vaguest notion that there are a multitude of Alien races out there and
no idea as to their disposition and motives.
Some are benign, some hostile, some allied with one another, some at
war, mostly they are indifferent to primitive voices. Those few who answered the calls, recognized
an exploitable opportunity.
Creepers
A race of insect-like Aliens has set up a secret hive on
earth. How these creatures arrived here
is a mystery, though the WY Corp seems to have had something to do with
it. What they’re doing here is obvious:
mealtime! These bugs are ferocious, stealthy
hunters, who paralyze their prey and bring them back to the hive for later
consumption. The stats listed here are
for a Drone. The Queen is much more
impressive.
HD 3 (d10), Hp 28, AC 18 (Natural), Enhanced Init +4
Fort +3, Ref +4, Will +1
Melee: 3 att/rd, 2 Claws +7 to hit, 1d6+3 and Bite
+7 to hit, 2d6 + DC 12 Fort Sv paralysis 1 turn
Ranged: Spit +7 to hit DC 12 Fort Sv paralysis 1 turn
Stealth +6, Burrowing and hiding are favored
technique
Tremorsense, Blindsight
When the Duply Corp found and was able to decipher the use
of an Alien communication device, they made contact with the Dopplegangers, a
race of shapeshifters. These creatures
came down, met the company’s senior management, took their forms, and killed the
originals, in short order. A few
employees have noticed a change in their behavior and not known what to make of
it. The Aliens are still in charge and
using the company to further their goals on this planet, which are left up to
you.
HD 4d8+4, Hp 22, AC 15 (Natural), Enhanced Init +3
Fort +4, Ref +5, Will +6
Melee: Slam +5 to hit 1d6+1
Ranged: Energy Pulsar +7 to hit, Unlimited shots, DC
18 Int Check to figure its use if the person has seen it in action.
Stunner mode DC 12 Fort Sv or Knocked out 1 turn,
Area effect 20’ DC 12 Fort Sv or Stunned 1 rd
Blaster mode 2d12 single shot, +3 to hit spray up to
4, 2d12 DC 12 Ref Sv ½ damage, may also be set to slow bore through metals
Disguise +9, Dopplegangers physically take another’s
form. They need to see and hear someone
in person to do so. It takes them only 1
rd to change form. Their disguise will
only drop if killed. A True Seeing spell
or some other magical sight device will see their true form, a pale, almost
featureless humanoid.
Telepathic +6 (+4 Int, +2 HD)
DC 12 Sense Thoughts and Psychometry: These abilities
are used to enhance their subterfuge.
An Alien Creeping Vine infestation. It’s another mystery how this got on this
planet. Whoever brought it here has
unfortunately let it get out into the wild.
This plant produces blooms, which fire anaesthetic spores at living
victims. While they sleep, vines move in
and destroy the brain of the victim and implant a pod in them. The victim becomes a zombie of sorts, which
protects the plant and tries to bring others to it. A day later, the zombie wanders off and dies
and another Pod Plant patch forms within 24 hours.
HD 3 Per 20’ patch (d8), Hp 24, AC 12 (Natural)
Fort +3, Ref +0, Will +3
Melee: none, though vines can rise up and be a nuisance
Ranged: 2d6 blooms/patch, 1 Pollen Blast per bloom,
Close Range, DC 12 Will Sv or unconscious 1 turn
Regeneration +3 hp/rd, unless attacked with fire,
frost, magic, plasma, lasers, or energy.
Pod People
HD 2d12+3, Hp 16, AC 10 (none, unless they were wearing it
when converted, in which case add it), always act last in rd.
Fort +0, Ref –1, Will +3
Melee: Slam +2 to hit 1d6+1
Swarm: +2 to hit, up to 4 may grapple the same
opponent, +1 to hit per additional attacker, DC 12 + 1 per additional attacker
Str Check or Escape Artist to break
A race of Space Giants.
They travel via teleportation tunnels.
A consortium of Corporations (including Corp-America) contacted them and
have dealt with them in return for technology.
What the Titans are getting out of this deal is left up to you. Regardless of intentions, these creatures are
tremendously powerful. They do seem
limited to only a 1-hour stay on earth.
HD 14 (d8), Hp 112, AC 20 (Natural, none)
Fort +14, Ref +3, Will +6
Melee: Slam +14 to hit 1d4+9 or rock/heavy object +9
ranged (2d6+9)
Ranged: Chain Lightening 20 damage + Stun 1 rd +
Knocked Down + Two secondary bolts 14 damage + Stun 1 rd, DC 12 Ref Sv ½
damage, they may use this attack once per encounter.
Immune to all mental and magical attacks
Levitate and Invisible (0 BAB to attack them,
they may not attack while invisible) at will
Heal all damage and conditions for others,
once per encounter
(Doubtless the Titans have very high technology, but they do
not bring it with them, except as trade items.
They’re pretty potent in their native form anyway.)
(Borrowed from Mutant Future, who adapted it from the famous
D&D creature.
***goblinoidgames.com/mutantfuture.html***)
Humanoid creature with a squid-like head. The Brain Lashers are insufferably elitist
Aliens, who think themselves superior to all other lifeforms. (Other Aliens hate them too.) This planet and its inhabitants finally
piqued their interests when psychic powers began to manifest. This interest usually takes the form of
abductions and experiments. They may be
trying to figure out if Humanity will ever be a threat to them, thus
necessitating extermination.
The Brain Lashers are one group of Aliens who were definitely
NOT invited to earth. Corporations have
been employing their own psychics as an Early Warning System against their
spaceships’ intrusions and have been trying to actively combat them.
HD 9 (d8), Hp 36, AC 14 (Natural) Also have a personal Force
Field that will absorb 20 points of physical damage.
Fort +3, Ref +3, Will +6
Melee: Will suck out the brains of unconscious or
helpless opponents, takes 1d4 rds.
Ranged: Energy Pulsar +7 to hit, Unlimited shots, DC
18 Int Check to figure its use if the person has seen it in action.
Stunner mode DC 12 Fort Sv or Knocked out 1 turn,
Area effect 20’ DC 12 Fort Sv or Stunned 1 rd
Blaster mode 2d12 single shot, +3 to hit spray up to
4, 2d12 DC 12 Ref Sv ½ damage, may also be set to slow bore through metals
Telepathic +10 (+5 Int, +5 HD)
DC 18 Psychic Attack: DC 12 Will Sv out 1 turn. Against a psychic, they are only stunned for
1 rd.
DC 18 Command: A Brain Lasher may takeover a victim,
DC 12 Will Sv to resist, lasts for 5 rds.
The Brain Lasher must be concentrating for the entire time. A psychic being controlled gets to save
against it every rd. Brain Lashers may
use Command successfully once per Encounter.
Thralls: Anyone failing three consecutive Command
attempts (not even necessarily on the same day) against a specific Brain
Lasher, permanently enters into their service.
A Brain Lasher may keep up to 5 such servants. This servitude need not be blatant
either. They may keep “sleeper”
agents. All Thralls are mentally linked
to their Brain Lasher and will not fight their master or allow them to be
harmed. Only the death of the Brain
Lasher frees them.
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