CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
Stan is attempting to transcend physical existence to
immortally live in either robotic or virtual form. His experiments into this realm have been,
shall we say, less than ethical, or legal.
He’s gone through a large number of generally unwilling participants in
his experiments. Stan’s always on the
move, using temporary facilities to conduct his Frankenstein-like
research. In spite of numerous arrest
warrants and bounties, no one’s been able to catch him yet.
So far a total consciousness upload into a machine has yet
to work for long. However, his
mind-wiping procedure and brain copy uploading into “meat puppets” has had more
success, but that’s only a temporary solution.
The Neural-mancer’s labs tend to be stocked with brain-dead bodies for
use as experiments, human processors, and memory storage. It’s been his fusion of magic into his
hacking that’s made Stan’s research unique.
It’s also helped to pay the bills.
Several Corporations have purchased his highly effective, but very
illegal, cyber-defense products. This
has bought him some powerful friends in high places.
Creepy as Stan is, the Neural-mancer doesn’t have to
automatically be an enemy of the player’s characters. Mad scientists always have odd jobs and
errands that need to be run. Perhaps
even major jobs, like stealing from other sorcerers like Ophidian, or
powerful creatures with magical hoards, like Drax. Obviously the characters are going to have to
swallow any scruples or morals they may have to accept jobs from the Neural-mancer,
though they may acquire an even worse reputation than they already have. Finding the Neural-mancer would be hard work,
especially for a bounty. But if he has a
job that fits your group’s profile, he’ll have no trouble finding you.
(Note: With this odd race/class mix, a few skills from each
have been dropped.)
HD 10 (d6), Hp 40, AC 14 (+4 Cloak of Protection),
also has a personal Force Field +20 hp vs physical damage.
Fort Sv +3, Ref Sv +3, Will Sv +11
Melee: Shock Wand +5 to hit, DC 18 Fort Sv or KO 1
turn, 10 uses
Ranged:
Shock Gun +5 to hit, DC 12 Fort Sv KO 1
turn, C, 10 shot clip
(The
Neural-mancer would always prefer to take opponents alive as future victims for
his experiments.)
Immunities: Sleep, fear, and paralysis effects.
Fearless: Immune to the effects of any
supernatural fright.
Poison: The Neural-mancer often uses poison in clever
ways to knock out potential victims. DC
12 Fort Sv or unconscious 1 turn.
Infravision
Stealth +7
Hacking +13 (+4 Int, +5 Level, +4 Data Jack)
Hardware +9 (+4 Int, +5 Level)
Occult Knowledge: +9
Healing: (DC 12 Spellcheck) May fully heal all hp
damage up to 4 x a day, including himself and those below 0 hp, but not yet
dead.
Spell
Check +9 (+4 Int,
+5 Level), also has Cyber Spell Booster which adds +4 to 1 attempt per
encounter/turn. Save Against DC
17, allowed 3 Failures in turn/encounter.
Listed spells are just his typical ones used.
1st
Level (DC 13 to
cast)
Charm
Person: Makes one
person your friend. 5 turns. Will Sv
Magic
Missile: 13
damage + Knocked down, Ref Sv all damage
3rd
Level (DC 15 to
cast)
Blink: You vanish (become ethereal) for
up to 5 rds and then reappear.
Hold
Person: Paralyzes
one humanoid for 5 rds. Will Sv
6th Level (DC 18 to cast)
True Seeing: Lets you see all things as they really
are. Encounter/turn.
8th
Level (DC 20 to
cast)
Temporal
Stasis: Puts
subject into suspended animation. Permanent until dispelled or discharged. Will
Sv, DC 16 Caster Check to break
9th Level (DC 21 to cast)
Time Stop: Act freely for 1d4+1 rds. Cannot attack others in this state.
Also possesses several high-level ceremony spells of his own
that he uses to craft his creations, listed below.
A summoned demon that exists only in virtual form. They are illegal, but sometimes special
protection is needed for confidential networks.
A failed Hacking attempt that is traced on a network protected by one of
these entities causes an attack on the Hacker.
Energy Drain DC 12 Will Sv or 1d8 negative hp loss + Stun 1
rd. If the user is hooked up via a Data
Jack, they can be attacked again next rd, unless physically disconnected.
A form of illegal magical computer defense where an actual
summoned demon can manifest to physically attack a hacker. This can occur on a failed Hacking attempt
that is traced. A minor demon, such as a
Summon Monster 1 to 5, appears (HD 1, hp 8, AC 11, Claw +1 to hit, 1d6+1
at least), up to even a Higher Demon.
The Hacker is allowed a Will Sv to stop it from appearing, DC 12 for a
minor one, DC 18 for a Higher one.
One of the Neural-mancer’s prize creations, albeit something
of a failure. While it is a magically
enhanced body with many cyber attachments, the memory upload was a
failure. Currently it is nothing more
than an automaton that the Neural-mancer uses as a bodyguard and for physical
break-in jobs that require no subtly.
The creature is remotely controlled, but also has some programmed
functionality.
HD 9 (d10), 79 Hp, AC 18 (Natural armor), Immune to all
magic spells and effects. Slow, last to
act in any rd.
Fort +3, Ref +2, Will +3
Melee: Slam +10 to hit, 2d8+5
Ranged: Lightening Bolt 15 damage + Stun 1 rd, DC 12
Ref Sv ½ damage, S
Data Jack +4 (for remote hacking)
Cybernetic Eyes
Cybernetic Ears
Memory ImplantCrypt Key
Meat Puppet
One reason that the Neural-mancer hasn’t been caught is that
there several of him running around.
Stan has captured and mind-wiped several people who have Data
Jacks. He’s uploaded a copy of his personality
into them, given them a Drow gene therapy (to give them magical powers), and
then shapechanged them into his likeness.
Unfortunately, they burn out, die, and revert to their original form
within a year. These “Meat Puppets” are
all controlled by the Neural-mancer, but also act autonomously to help protect
him and advance his goals. If the
characters are approached for a job, it will be by a Puppet.
HD 2 (d6), Hp 12, AC 10 (None, but might be wearing armor)
Fort +0, Ref +0, Will +6
Melee: +2 to hit
Ranged: +2 to hit
Stealth +2
Has up to 3rd level spells and other
abilities. The Meat Puppets will lack
the Cloak, Force Field, and Cyber Magic Booster
No comments:
Post a Comment