CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
A Vampire serial killer who dresses like an evil clown. What a great combination. Jester is an Old School Vampire created via the Old Ways. He’s had some sort incident in his past, which caused him to forget his previous identity and all of his magical abilities. Now, he just travels around and kills. Jester is quite clever and enjoys toying with law enforcement. Even the modern Vampire clans haven’t been able to successfully hunt him down.
HD 8
(d12), Hp 60, AC 17* (none, natural, only vulnerable to magic, silver,
phosphorous tracer rds, lasers, plasma, energy, daylight)
Fort
+6, Ref +4, Will +6
Melee: Claw
+8 to hit, Slam 1d6+4 + DC 12 Will Sv or drain 1d4 negative hp
Embrace: Grapple +8 to hit, DC 12 Str check or Escape
Artist to break, next rd drain 5 hp, next rd ½ remaining hp (at least 5 hp),
next rd all remaining.
Ranged: Stun Gaze DC 12 Will Sv or stunned 1 rd,
automatic grapple next rd
Can fly
Can
take the form of a
bat, wolf, or any other person in 1 rd (still has the same vampire stats). This is why no one’s been able to catch
him. He’s usually asleep during the day
in animal form. Must take clown form to
feed and attack.
Weaknesses
Holy
Symbols, running
water, and garlic will keep him at bay.
Must
be invited to
enter private homes.
Direct
sunlight will kill
him in 2 rds.
Radical environmentalist leader and chief lawyer for the
cause. He professionally protects the
more violent members of the Greeniacs.
Neal claims to be a Druid, but has no magic powers. (The true Druids are long gone.) What he really is is a Werewolf, an Old
School one created by an Old Ways ceremony. His change does necessitate killing and eating
a human once a month under a full moon.
(He can’t change at will, but still has the same stats in human form,
sans claws and fangs.)
Obviously, he keeps his “hobby” a secret. Neal is highly respected and a darling of the
media and in certain powerful social circles (especially Elves who like his
green message). It is these associations
which have kept the modern Werewolf packs from killing him. He’s not one of them, and he’s hunting on
their turf. Neal is also surrounded by
beautiful groupies. He’s currently
contemplating attempting to enact the ceremony on some of them and creating his
own pack.
HD 4
(d8), Hp 32, AC 14* (None, natural, only vulnerable to magic, silver, lasers,
plasma, energy)
Fort
+4, Ref +4, Will +8
Melee:
3 att/rd +4 to hit, 2 x Claws 2d4 each and Bite 1d6
Ranged: None
Tracking (scent): +6, Invisibility and
technological Stealth aids are also useless against him at Short range, unless
his sense of smell is somehow interfered with.
Wendell the Giant
Giants are manifested avatars of Elemental earth
forces. Over the millennia, most Giants
have become dormant as they finished forming and shaping the world into
place. In the Ancient World, they might
be roused and create earthquakes, tsunamis, volcanoes, and ice floes. After the act, they would pillage the
countryside, devouring everything to sate their bottomless hunger, before
returning to sleep. In the modern world
with its modern weapons, most Giants decided to confine themselves to acts of
natural force, and going hungry (they’re immortal after all anyway).
Wendell the Giant was never the sharpest tool in the
shed. Lousy at natural disasters and
pillaging in his North American territory, Wendell eventually got himself
captured by a Chief and his powerful Shaman.
He was forced to serve the tribe in various menial tasks and in defense. His labor was worth his tremendous food
consumption. Outliving his captors,
Wendell was passed from generation to generation. Eventually the tribe would be routed by
westward expansion of more technologically advanced forces. Wendell would flee the battle, but his
relatively easy life with Humanity had been imprinted upon him too deeply.
Wendell would find himself cautiously offering his services
to any who did not flee from his presence.
Of course, the Giant’s upkeep was often too much to bear for his
employers, resulting in him being turned out.
Still he has managed to get by over all these years, going from one
master to another. Somebody will always
want a Giant’s services (or at least think they do). Wendell’s current employment is left up to
you.
HD 12 (d8), Hp 102, AC 17 (Natural, none)
Fort +12, Ref +3, Will +4
Melee: Greatclub (telephone poles and such) +16 to
hit, 2d8+10, Reach 10’,
or Slam +15 to hit, 1d4+7
Ranged: Rock or heavy object +8 to hit, 2d6+7,
L
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