CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
Zombie (Created by the Z-Strain Gene Therapy)
Old fashioned Animate Dead types of Skeletons and Zombies
are pretty much worthless in the modern world (unless your ammunition supply is
somehow limited). The Parasol
Corporation sought to rectify this with a powerful contagious, magic genetic
mutagen. Essentially if a live person
(any race of Humanity) is infected with the Z-Strain, they will die from it,
and then become a Zombie, whose only function is to infect others. This is not entirely biological. There is a supernatural component, which
equates to possession by a minor demon.
Of course, the mutagen got loose and wreaked havoc, but was
eventually put down (The Long Halloween incident). While the Parasol Corporation has been dissolved
and its executives imprisoned, it’s always been speculated that there were
darker forces at work. The formula has
theoretically been destroyed, but new Z-Strain Zombies still keep popping up. This time however, the infection seems to
have a definitively limited lifecycle of 24 hours. It’s almost like a refinement or a test run
or something.
HD 3
(d12), Hp 18, AC 14 (Dex bonus, though if the infected was wearing armor, add
that), Enhanced Init +4
Fort
+3, Ref +6, Will +1
Melee: Punch
+5 to hit, 1d6+2
Grapple +5 to hit, DC 12 Str Check (or
Escape Artist), up to 4 Zombies may attack the same opponent, add +2 to hit and
to Str Check for each additional attacker.
Zombies will usually only grapple and bite a foe once, then they seek to
kill the person to speed up the Zombie-making process.
Bite: Only used on hapless foes, 1 hp
damage + DC 12 Fort Sv or Infected, victim immediately loses all Bonuses, but is
still alert and mobile. Incubates in 1
hr, resulting in death. If magical
healing or the Z-Strain Inoculation (or some other advanced healing) is applied
before the hour is up, the victim recovers.
Infected dead rise as Zombies 1 turn later. Opponents wearing or having implanted
complete body armor are safe from infection.
Ranged:
None. See ***Link*** Expedition to the
Doomed Peaks for gun toting type Zombies.
The modern incarnation of this creature has been created by
magical gene therapy. The recipient is
fully possessed by a lustful demon, using their host body for sex. The host was already a sex addict. This procedure just rewards and motivates
them. Sex Demons are so far very rare,
as the treatment is only in testing. It
seems to be being marketed for the sex industry. The treatment only works on Humans and
Half-Elves. Only a Detect Demons spell
or a physical attack will reveal them to be anything other than normal.
They are not actually undead, but are immortal, so long as
they perform an energy drain on a victim.
Their preferred method would be during sex, but they’ll take whatever
opportunity is presented to them. They
are un-aging and perfectly beautiful with a powerful charming ability. They drain negative hp with each sexual
encounter, which may kill the partner.
Sex demons don't keep permanent thralls, in fact they won't have sex
with the same person twice.
HD 6
(d8), Hp 33, AC 16* (Natural, only vulnerable to magic, silver weapons, and
lasers/plasma), Enhanced Init +3
Fort
+6, Ref +6, Will +7
Melee: Claw
+6 to hit, 1d6+1 + Energy Drain DC 12 Will Sv or 1d4 negative hp + Stun
1 rd
Soul-Draining
Kiss: Energy Drain used on victims either Charmed or unable to actively
resist (tied up, stunned, etc). DC 18
Will Sv or 1d10 negative hp + Stun 1 rd.
Both victim and Succubus are helpless during the act.
Ranged:
+9 to hit, Capable of using any firearm, but generally don’t use them
Has
ethereal wings and is capable of flight.
Telepathic +7 (+4 Int, +3 HD)
DC 12 Sense Thoughts, Clairvoyance, Psychometry, Transmit
Thoughts
(These powers would essentially be plot devices and probably
not worth rolling for.)
DC 12 Illusion: A Succubus can cause an illusion to
appear for 4 rds. They must still
concentrate to project the illusion for the entire time. It is a DC 12 Will Sv to disbelieve. If appearing before a group, only the one
with the highest Will Sv rolls. Must
keep successfully rolling to use power for more rds. Psychics are immune to this ability.
DC 18 Psychic Attack: DC 12 Will Sv out 1 turn. Against a psychic, they are only stunned for
1 rd.
DC 18 Charm: DC 12 Will Sv to resist, lasts for 3
rds. The Succubus must be concentrating
for the entire time. A psychic being
controlled gets to save against it every rd.
This power is very taxing. It can
only be used successfully once per turn/encounter and requires 1 turn of rest
afterward. (As attractive as a Sex Demon
is, this Charming isn’t usually necessary in a social setting.)
This is simply a random, summoned creature from hell. This is more or less the kind that will be
brought up from a 6th Level and up Summon Monster spell. It should be noted that demons really can’t
exist on this material plane of existence.
They require either a willing/dead host body (such as Vampires and
Zombies) or a special environment (such as a Ward Cage). Otherwise, their visit is only going to be
very temporary. Otherwise, a summoned
creature may only remain for a day or until killed.
HD 7d8+35, Hp 66, AC 19* (Natural, only vulnerable to magic,
silver, and lasers/plasma), Enhanced Init +3
Fort +10, Ref +6, Will +6
Melee: 3 att/rd, 2 Claws +12 to hit, 1d6+5 and Bite
+7 to hit, 1d6+2
Ranged: None
Stealth +8
Surprise Attack: Upon unsuspecting foe, Stealth
Check, DC 12-equal or less HD, DC 18-higher, may make 2 Claw attacks causing
max damage if hit
These creatures may go by many names, such as Spectre,
Ghost, Shadow, Wraith, Banshee, Poltergeist,
Phantom, and others.
Fundamentally, they are souls disconnected from their physical bodies in
death, but have remained here on the physical plane. These people died under tragic circumstances
or even while committing a passionate act.
There will be a supernatural place, item, or act involved in the
incident. Now they are burdened with
haunting an area under specific conditions.
Whether they act with malice or out of insanity, all of them assault the
living who enter into their domain.
While a Spirit may be defeated in an encounter, unless their
haunt is consecrated (and Exorcism attempted as a 1 turn ceremony spell,
generally DC 18) or their burden is resolved, they will return the next night
or even sooner. Common stats are
presented here that can be applied to all types, but really no two spirits are
alike. They will take different forms,
have different personalities, different histories, different motivations, and
different manifestation triggers.
HD 5 (d12), Hp 60, AC 16* (None, Magic to hit)
Fort +0, Ref +0, Will +10
Melee: Touch (though it may take the form of a
ghostly weapon) +5 to hit, DC 18 Will Sv or 1d8 negative hp damage
(Death by this manner in a haunted place may cause another
Spirit to be created.)
Possession: The Spirit may attempt to move into a
person and take them over. DC 18 Will Sv
or controlled for 1d4 rds. They may try
this once per person, per encounter.
Smite, Divine Light, Consecrate, Exorcism, magic weapons, and magic
spell attacks on the host will affect the Spirit instead (use Spirit stats),
but any other type of attack damages the host (use host stats). The host can be willing (such as the Spirit
just wants to talk), in which case, there is no attack or Will Sv and it lasts
for 1 turn.
(Note: A Séance essentially does the same thing, but
as it is by the Medium’s doing and not the Spirit’s, the Spirit is at a
disadvantage in controlling the Medium.)
Ranged: Fright (upon initial appearance in any
encounter) DC 18 Will Sv or panicked flight for 1d4 rds
Flinging Objects 2 att/rd at +5 to hit 1d6 (small
objects) + DC 12 Will Sv or panic 1d4 rds.
Or 1 attack +5 to hit 1d10 (large objects) + DC 18 Will Sv
or panic 1d4 rds.
Spirits may become Invisible and Intangible at
will, but they may not attack, only observe, in such form by Touch, Possession,
or Fright, (though they may still Fling Objects).
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