CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
Needler
Business-suited Cyborg assassin/crowd control. Both arms have been replaced with artificial
ones that house needle weapons. They
can’t be detected by scanners.
HD 5 (d8), Hp 35, AC 15 (Kevlar shirt) Enhanced Init. +3
Fort +4, Ref +5, Will +1
Melee: Retractable Spike +7 to hit 1d8+2 or Needle
Finger +7 to hit, DC 12 Fort Sv, various effects depending on the job, such
as hallucinogenic, paralyze, contagious disease, etc
Ranged: Scattershot Needle Blast +8 to hit, DC 12 or
unconscious 1 turn, 20’ area, C range, carries 1 in each arm
Paralyzer
Business-suited Cyborg for abduction jobs. Has built-in generator good for 10 Shots
total.
HD 5 (d8), Hp 35, AC 15 (Kevlar shirt) Enhanced Init. +3
Fort +4, Ref +5, Will +1
Melee: Shock Punch +7 to hit 1d6+2 + Stun 1 rd or Paralyzer
+7 to hit, DC 12 Fort Sv or out 1 turn
Ranged: Lightening Blast +8 to hit, 15 damage + Stun
1 rd, DC 12 Ref Sv for ½ damage, S
Anti-Grav Flight Pack 1 hour of flight
Essentially, a thug with a “Super Roid” implant. He is essentially always “Hulked out.” Roider also has what can be termed an
“explosive personality disorder.” Don’t
make him angry.
HD 8 (d10), Hp 80, AC 12 (None, boosted by thickened skin)
Fort +10, Ref +2, Will +2
Melee: Power Punch +14 to hit, 1d10+6, also capable
of bending bars and breaking cinderblocks
Ranged: Too angry to shoot straight
Die Hard: Can act normally for 5 rds up to –10 hp
A Cyborg mercenary with bionic legs and an Adrenal gland
implant.
HD 8 (d6), Hp 24, AC 16 (Skeletal Augmentation), Enhanced
Init +4
Fort +2, Ref +8, Will +2
Melee: 2 att/rd Vibro-Dagger +8 to hit 1d10 or 1 att Wire
Weapon: A hit causes 1d12 damage. A
hit on a Natural 19 and up is a DC 18 Ref Sv or decapitation.
Ranged:
Assault Pistol 30 shot clip, S
+12 to
hit 2d6 single shot
+12 to
hit 2d6 x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
+4 to
hit 2d6 x 1d2 spray, up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6
bullets
An up-armored Cyborg mercenary. He doesn’t move fast or well, but packs a
punch.
HD 8 (d12), Hp 48, AC 20 (Skeletal Augmentation, Hard Skin,
Flack Vest), Always acts last in rd.
Fort +10, Ref +0, Will +0
Melee: Power Punch +12 to hit, 1d6+4 + Stun 1 rd
Ranged: Built in Hand Cannon +6 to hit
3d10, 10’ area (DC 12 Ref Sv ½ damage) L, 5 shells loaded, 5 shells extra
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