CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
The living area isn’t much better looking. With a DC 12 search, a fully loaded Glock
(auto pistol) can be found in the nightstand.
Other things can be found here, depending on what you want in the
adventure.
--A dozen dead roses poke out of the wastebasket. The card is from Milo Sanders and contains an
invitation to a party at his house tonight.
A simple web search will show that he is the CEO of U-Tech. If the characters want to go to the party,
they can get further information from Samantha, owner of the B-Board (details
are in that encounter section).
--Alternately, a jeweled necklace (worth 1 XP) is in the
wastebasket along with a sappy love letter from Man-Zero. Confusingly, there’s also a crudely scrawled
message across the wall, “Where is it bitch!
Love, Man-Zero.”
--In the bathroom shower is a hanging dead body. Given the bloody wounds, it clearly wasn’t a
suicide. It’s also a fresh Humanoid
body, so it happened recently. Who is
it? Checking the body, the ID says it’s
Smack. Or, more surprisingly, it’s Man-Zero
himself. Depends on how you want to play
it. The only thing on the body is a Com
unit. DC 12 to hack. Of interest are four, recent missed calls
from a number that tracks back to either Lynn ’s Arcade (if Smack) or Savantech (if Man-Zero), wanting to
know where he is. Who killed this
person? It doesn’t matter. Given the number of suspects already in the
mix, another dead body shouldn’t be too surprising. This guy was in the wrong place, at the wrong
time.
--If you think the players have had it too easy up to this
point, have the body trapped with a live grenade, which goes off if it is
moved. DC 12 Detection to notice it, if
the body is searched before it’s touched.
Damage is 2d10 + Stun 1 rd (DC 12 Ref Sv 1/2 damage) to everyone in the
bathroom, and the explosion will bring the Radical cell and the police up to
the apartment.
This more or less applies to any encounter, so let’s just
address it now. Unless the characters
are in the process of getting away, shooting at the cops is a bad idea. Any protracted gun battle will instantly
bring reinforcements, who will cut off any escape. Holing up somewhere inside, will bring a SWAT
team into the picture, who make no effort to take them alive.
Capture is not a terrible option. The characters are Zeroes. The police will not be able to identify
them. Depending on the circumstances
(like trying to look like bystanders), they might just let the characters go,
since they can’t book them. Processing a
John Doe is too much paperwork. They
can’t even be put them into the system at this point, because any entry of
their personal data or DNA characteristics returns a result from the master
national database that they are dead or that the data is already attached to
fake, illegal identity. The characters
legally don’t, and can’t, exist. Being
Blacked Out is a permanent condition.
Sometimes though, the characters are going to be caught
red-handed and booked, but the identity problem still remains. At the police station, a detective or a
lieutenant will be talking to the characters.
Here’s where some bribery (in the form of favors) and maybe some
creative storytelling about what the characters are doing will come into play. They could convince police that their current
job (in this case, solving a murder) is actually in the public good. If all else fails, somebody bails out the
characters. Virtual Lila will do that
this time. Associates and other
employers can do it in other adventures.
Favors and XP will likely be the cost.
It could happen. The
characters will be interrogated, but given that they don’t know anything, it’s
not going to be much of a talk. Thugs
will take their weapons (easily replaced) and let them go. The Humanoids will want to take them out
somewhere and “dispose” of them. Here’s
a good place to use that XP for an escape or rescue.
1 XP for entering building.
1 XP for passing along Humanoid terrorist information to the
police or Sam.
1 XP for pawning necklace.
1 XP for exiting with useable information.
HD 2 (d8), Hp 10, AC 10 (None)
Melee: Combat Knife +3 to hit, 1d6+1
Ranged: Assault Rifle, 30 rd clip, M
+2 to hit, 2d8 single shot
+2 to
hit, 2d8 x 1d2 burst (DC
12 Ref Sv 1/2 damage), 3 bullets
+0 to
hit, 2d8 x 1d2 spray, up to 3 adjacent targets (DC 12 Ref Sv ½ damage), 6
bullets
Auto Pistol (Outside front door guards) +2 to hit,
2d6, 15 shot, S
Infravision
HD 1 (d8), Hp 4, AC 11 (None, +1 Dex bonus)
Melee: Dagger +1 to hit, 1d4
Ranged:
Assault Pistol, 30 shot clip, S (never fires single shots)
+2 to
hit, 2d6 x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
Thugs
HD 3 (d8), Hp 12, AC 10 (none)
Fort +2 Ref +0 Will +0
Melee: Shock Wand +4 to hit, DC 12 Fort Sv or KO 1
turn, 10 charges
Ranged: Auto Pistol +3 to hit, 2d6, 15 shot, S
Sawed
Off Shotgun (one
member of group) +3 to hit, 2d10, spray up to two adjacent (DC 12 Ref Sv 1/2
damage) 2 shells, C
Security Chief (Randall)
HD 6 (d8 Half-Elf), Hp 29, AC 14 (+2 Kevlar shirt, +2 Dex
bonus)
Fort +6 Ref +4 Will +4
Melee: Shock Wand +7 to hit, DC 12 Fort Sv or KO 1
turn, 10 charges
Ranged: .44 Revolver +8 to hit, 2d8, 6 shot, S
Hacking +5
Detection +5, Includes the detection of traps, trapped items, and
ambushes; Disarming Traps; and Finding secret doors and hidden items. Use
DC 12 in general, DC 18 if a
master is trying to be deceptive or has set up a trap and such.
Observation +5, An ability to gauge the
veracity of someone being interviewed, and also the ability to pick out
suspicious people in a crowd or something incongruous or out of place in a
setting. DC 12 if up against an amateur
(less HD) trying to get away with something, DC 18 against an expert (equal or
more HD or someone using special magic or technology).
Stealth: +5
Crack Shot: Can fire into melee
Infravision and Immunities
to sleep, charm, and paralysis effects.
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