Friday, February 28, 2014

CYBER-PULP FANTASY CORE-The Neural-mancer

CYBER-PULP FANTASY CORE
© Jerry Harris 2013
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If there’s an unnatural mingling of Forbidden Magic and high-tech, there’s a good chance that the Neural-mancer is behind it.  Stan Lintz is a Drow Occultist Hacker, who uses the Old Ways and Forbidden Magic along with his mad cybernetic and cracking skillz to push the envelope of reality.

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.


Shadow Vampire
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.

Cyber Ward
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.


Cyber-Golem
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

Implants
Data Jack +4 (for remote hacking)
Cybernetic Eyes
Cybernetic Ears
Memory Implant
Crypt 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

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