Thursday, February 6, 2014

CYBER-PULP FANTASY CORE-Anthro-Humanoids

CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
Overview Index 

NPC's and Monsters Index

These are groups of intelligent beings not attached to the Movement.

Rakshasa (or Raks or Cat-men)
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


Centaurs
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

  

Primitive Anthro-Humanoids
(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.)      


Dolphins
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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