CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
These are NPC’s your characters know or have heard of. They’re sources for information and jobs.
Mazzy the Halfling Web Gypsy
Mazzy is the group’s initial contact with
the Gypsies. She’s a happy, free spirit,
a refreshing change of pace in the Shadow World. For a reasonable price or future favors,
Mazzy is more than willing to run down any information the group needs, where
to go to get certain equipment, and where to find certain people. All the group knows about her personally is
that she’s not Romany by birth, and that she was a soldier in the Last
War.
The tale is that she was on the run after being Blacked Out and did a
favor for the Hopeless Romantics tribe, who took her in. Mazzy is more combat capable than the average
Web Gypsy, so she does take on field assignments.
Other Skills
Jim the Butcher
A Butcher is a doctor in the Shadow World, who’s lost their
legitimate license and has to practice outside the law. This can be for various reasons, not
necessarily malpractice or for performing illegal, experimental procedures (but
it’s not a bad bet). Jim, a Human, won’t
give you his backstory. He did your
group’s Implants and is your source for Regen Patches. He also has a lot of medical and implant
knowledge along with a bunch of contacts in the industry. You’d best treat him well and make sure he’s
protected.
His practice offices are well hidden (as another business)
and require the right contact phrases to enter.
Inside there are several thugs who double as nurses, not to mention
there’s likely to be a former patient or two around, badasses with
implants. Seemingly everyone, including
the characters, owe this guy favors, but he’s always helpful to those in need
and will leave the office to do so.
HD 7 (d6), Hp 21, AC 14 (None), Enhanced Init +4
Fort +2, Ref +6, Will +9
Melee: Won’t fight generally, +3 to hit
Ranged: Won’t fight generally, +7 to hit
Teleportation Amulet: Good for one trip a day to a
pre-designated location, his safe house.
Requires a code phrase to activate.
The Romany occupy an essential niche in the Shadows. They are the premier underground information
dealers. The Web Gypsies seldom get
their own hands dirty gathering or stealing data, but broker deals for those
who do. However, their software and
hardware skills are formidable. As
highly mobile tribes of Zeros, the Gypsies are almost untraceable. Unlike their disreputable ancestors, the
cyber-Romany are far more trustworthy than anyone else in the Shadows. Their honor is ironclad, and they can back it
up against anyone who offends or crosses the tribe with their still potent
mystical cursing ability. Of course,
nowadays they can text, tweet, or e-mail their ill tidings (Subject: “Hi, you’ve
been cursed!!!).
HD 5 (d6), Hp 20, AC 14 (None, +2 racial, +2 Dex Bonus)
Fort +5, Ref +6, Will +1
Melee: Shock Rapier (retractable blade) +5 to hit 1d6
+ Stun 1 rd, 10 charges
Ranged:
Assault Pistol 30 shot clip, S
+7 to
hit 2d6 single shot
+7 to
hit 2d6 x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
+2 to
hit 2d6 x 1d2 spray, up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6
bullets
Hacking/Hardware +7
Spellcheck +7 (however, she only knows 2 spells)
Heal: DC 12, All hp damage, may cast 3 x day
Curse: Once per day (DC 18 to cast). Will Sv DC 18 (this is a special case)
Forbidden spell, Ceremony spell, requires a sympathetic personal object from
the victim. This spell is not cast
without a mitigating cause, someone has done some type of harm or insult to the
Romany. The effects should be creative
and fit the crime. A gypsy witch may
dispel it at will (good luck with that), otherwise it will require a paladin,
err. . . priest (good luck with that too) or someone with similar powers to
break the curse.
Charm +7
Stealth,
Escape Artist, Pick Locks +6
Detection (traps, ambushes), Find
(Secret Doors and Items) +7
(Unlike the rest of the Gypsies, Mazzy isn’t very good at
dancing or singing.)
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