CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
These are groups of intelligent beings not attached to the
Movement.
The race of Cat-men.
While they are all fierce warriors, some quite enjoy the company of
Humanity. They are quite quick-witted
and intelligent. Many work as security
or in the sports/entertainment industry outside of their homeland, Kzin. Either way, they seem to enjoy being the
center of attention.
HD 7 (d8), Hp 28, AC 15 (Natural, none, interferes with
their reflexes),
+3 Enhanced Init
Fort +8, Ref +7, Will +6
Melee: 2 att/rd, Claw +8 melee (1d4+1)
or Shock Wand +8 to hit, DC 12 Fort Sv or KO 1 turn,
10 charges
Ranged: 1 att/rd, +5 to hit
Stun
Gun DC 12 Fort Sv
KO 1 turn, C, 10 shots
Sawed
Off Shotgun 2d10,
spray up to two adjacent (DC 12 Ref Sv 1/2 damage) 2 shells, C (Raks’ large
fingers and hands make firing standard guns difficult. They’d rather brawl anyway.)
Infravision
Half-Human, half-horse, and they are so rare, they are
considered mythical. Their true origins
are lost to time, and they are considered to be long extinct. Intensely private creatures they live in very
isolated communities. A select few do
rent themselves out as private security (normally in rural areas) to earn funds
for their herd. They are very
intelligent, but other than that, no one knows anything about their lifestyle
or race.
HD 4d8+8, Hp 26, AC 14 (Natural, none)
Fort +3, Ref +6, Will +5
Melee: +7 to hit, Shock Lance 1d8+7 or Shock mode DC
12 Fort Sv or KO 1 turn, Reach weapon, Charge attack causes max damage
Ranged, Assault Rifle 30 rd clip, M
+5 to
hit 2d8 single shot
+5 to
hit 2d8 x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
+2 to
hit 2d8 x 1d2 spray, up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6
bullets
(Including Ape-men, Lizardmen, Grimlocks, Gillmen/Sahuagin,
Mermen/Mermaids, and any other of such type)
These creatures live in highly isolated environments and
typically shun contact with outsiders.
While living a pre-historic like existence, they are not stupid. They’ll trade and converse if properly
approached (they all speak a pidgin form of the nearest Common tongue), attack
if threatened and have an overwhelming advantage, and they’ll flee if clearly
overmatched. These stats are only for
typical warrior types.
HD 3 (d8), Hp 15, AC 14 (+2 Dex Bonus, +2 Natural or worn
Skins)
Fort Sv +4, Ref Sv +3, Will +1
Melee: Club +4 to hit, 1d6+1, Spear +4 to hit
1d6+1 Reach weapon
Ranged: Bow/Crossbow 1d6, Net (for capture) DC
12 Ref Sv or Escape Artist skill to get loose.
Stealth +4
Notes: Ape-men usually live in jungle tree
villages. Lizardmen in swamp
mounds. Grimlocks live in
caves. They also have the Blindsight
ability, but are vulnerable to loud noises.
Gillmen and Mermen live in underwater caves, just offshore
and can only leave the saltwater for up to an hour. (The Mer race does not have a fish tail, but
rather long, webbed feet. Their swimming
action makes their legs look like a tail.)
Gillmen are actually fairly aggressive and will raid coastal settlements
to capture inhabitants for food.
Mermaids are strikingly good looking (Charm +6) and love seducing
surface dwellers. (And the Mermen are jealous
as hell.)
Very intelligent sea dwelling creatures. Friends with the Mermen/maids (perhaps a
little too friendly). Natural enemies of
the Gillmen. Dolphins are recognized as
a civilized species by Humanity and can speak Common tongues via
telepathy. However, for the most part,
they just want to swim around and screw, so there’s not a lot of useful
interaction between the species. A few
do volunteer or are recruited to go to the surface world and are kept special
environments there. Some are
representatives and advocates for Dolphin rights. Others are able to use their telepathic
skills to make a living in various careers.
These are the adventurous and friendly ones, who enjoy dealing with
other species.
HD 3 (d8), Hp 16, AC 15 (Natural)
Fort +4, Ref +5, Will +2
Melee: Ram +4 to hit, 2d6+4
Telepathic +4 (+2 Int, +2 HD)
DC 12 Sense Thoughts, Clairvoyance, Psychometry, Transmit
Thoughts
(These powers would essentially be plot devices and probably
not worth rolling for.)
Dolphins do have the capacity to be outfitted with various
Artificial Implants, such as Memory Implants and Crypt Keys, as long as they’re
waterproofed.
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