Friday, February 21, 2014

CYBER-PULP FANTASY CORE-NPC Corporate Entities

CYBER-PULP FANTASY CORE
© Jerry Harris 2013
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Keep in mind that powerful, corporate entities are not going to be opponents that can be attacked directly.  Under normal circumstances they are surrounded by guards and layers of security.

Balor
CEO of Diablo Corp and a Were-Devil.  Seems like a natural combination.  Fiendish extra-dimensional creatures require a host body for an extended stay in this one.  This usually has some bad side effects on the host body, such as vampirism and lycanthropy. 

Sasha Balor, throughout her corporate career, was never about following the rules though.  Not even a witch herself, she managed to find and enact an ancient, forbidden summoning ceremony in a quest for more power.   What she got was an arch-fiend from the pit.  Way too powerful to be controlled by a mere mortal, the only thing that saved her was that the spell was muffed.  She’s now bonded to the creature and has access to some of its powers. 

Balor, the actual Demon, is not pleased with this thievery, but has little leverage in this world to fix it.  Balor, the CEO, is currently power-mad and wondering what it would take to conquer the world.  She’s more delusional than a serious threat to international sovereignty, but Sasha is still plenty dangerous.

HD 10 (d12), Hp 60 (yes, that’s low), AC 18 (none, natural)
Fort +5, Ref +0, Will +10
Melee: 2 att/rd Claw 1d10+6 (Dislikes hitting people, afraid of chipping a nail)
Ranged: Spells, Spellcheck +8, no failure limit, Save against DC 17
Magic Missile (DC 13 to cast) 12 damage + Knocked Down, Ref Sv all damage
Acid Arrow (DC 14 to cast) 12 damage + worn or natural (non Dex bonus) AC degraded by 1, Ref Sv all damage
Fireball (DC 15 to cast) 14 damage + continuing 1d6 fire damage until extinguished, Ref Sv ½ damage
Lightening Bolt (DC 15 to cast) 14 damage + Stun 1 rd + Knocked Down, Ref Sv ½ damage.
Ice Blast (DC 16 to cast) 16 damage + Dropped to last in Initiative order, Ref Sv ½ damage

Able to fly at will
Infravision
She does have a weakness to strong light and is usually wearing sunglasses, even indoors.


Drax the Dragon
Dragons are personified avatars of Elemental natural forces. As such, they are powerful, immortal creatures.  Even if their physical form is killed, it will re-manifest, though probably with a different personality.  It is the potent supernatural element in the world that causes this phenomenon.

In the Ancient World, these creatures manifested and randomly wreaked destruction with the force of a natural disaster, if they felt like it.  They were also capable of being appeased and providing helpful weather changes.  Dragons wanted worship from the lesser creatures and used fear to get it.  Many gathered tremendous hoards of tribute.  With the advent of modern technology however, they eventually found themselves overmatched in corporeal form.  Most relegated themselves into the forms of more natural phenomena, such as storms, tornadoes, blizzards, and hurricanes.

A few have chosen a different route.  Dragons may be Elemental forces, but have as varied personalities and motivations as any species.  Drax is a fairly young dragon of only a couple of hundred years.  He rather liked the world of Humanity and wished to be a part of this modern world. Drax has parleyed his personal fortune and an Amulet of Shapechanging and created a false human façade and an eponymous Corporation, Drax Industries.  It is a rising star of influence in Corp-America.  

Drax is nearly always in human form and never wears armor or uses weapons.  His stats remain the same, though lacking the physical attacks of a dragon.  Drax can breathe fire in either form.  He has little fear in getting into a gunfight.  His true form is a secret, one he will only drop if challenged to combat by those who know what he really is.  His magical aura is clearly visible with Detect Magic, but his human form is not an illusion, but is a physical change.  As respected as Drax is, who would believe he’s a dragon anyway?  Drax’s ambitions, goals, and deeper motivations are left up to you.   

HD 10 (d12), Hp 95, AC 18 (Natural)
Fort Sv +10, Ref Sv +7, Will Sv +8
Melee: Up to 4 att/rd, +14 to hit
Bite 2d6, 2 Claws 1d8 or 2 Wing Buffets 1d6 + Knock Down, Reach 10’,
Tail Slap (rear only) 1d8 + Knock Down
Ranged: Fire Breath 20’ wide, 40’ long, 4d10 DC 12 Ref Sv ½ damage, may breathe again with DC 18 Fort Sv

Amulet of Shapechanging: Can change forms to anything desired in 1 rd.  The amulet takes the form of a fob watch.

Drax should also have quite a cache of treasure, ancient artifacts, and magic items hidden away.


Mars
Semi-divine magical CEO of Ares Corp.  Yet more delusions of grandeur.  Sid Mars’ degree in archeology didn’t serve him well in the Corporate world, until he took a sabbatical from his CEO position to go to a dig site in Greece.   He happened upon an ancient, sealed chamber containing items of power, supposedly belonging to the god of war.  (Really?  Who knows?)  Just touching these implements, bonded him to them.  He returned and suddenly remade his minor technology company into one of the premier weapons manufacturers in the world.  Sid even likes to personally field-test his weapons in actual conflicts.  So far, there hasn’t been any overarching goal to his actions, but Sid’s clearly being driven by an outside force.   

HD 8 (d6), Hp 24, AC 18* (Magic Breastplate, worn under clothes, only vulnerable to magic attacks and magic weapons)
Fort +2, Ref +2, Will +10
Melee and Ranged: +10 Magic Spear +14 to hit 1d8+10 + Stun 1 rd, can be thrown L range, returns the same rd, disguised as a gold pen that transforms into a golden spear
(Sid may also have high-tech experimental weapons with him as well.  Certainly his bodyguards will.)

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