CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
XP
Awards
3 XP if
the Puppet was killer and has been dispatched.
2 XP
for dealing with the Puppet if he wasn’t the killer.
1 XP
each for dealing with the Cyber-Zombies, Robot Arms, and Android.
Neural-mancer
(Meat Puppet)
HD 2 (d6), Hp 12, AC 12 (+2 Kevlar shirt)
Fort +0, Ref +0, Will +6
Melee: Shock Wand +2 to hit, DC 18 Fort Sv or KO 1
turn, 10 uses
Ranged:
Shock Gun +2 to hit, DC 12 Fort Sv KO 1
turn, C, 10 shot clip
Immunities: Sleep, fear, and paralysis effects.
Fearless: Immune to the effects of any
supernatural fright.
Infravision
Stealth +2
Hacking +13 (+4 Int, +5 Level, +4 Data Jack)
Hardware +9 (+4 Int, +5 Level)
Occult Knowledge: +9
Healing: (DC 12 Spellcheck) May fully heal all hp
damage up to 4 x a day, including himself and those below 0 hp, but not yet
dead.
Spell
Check +9 (+4 Int,
+5 Level). Save Against DC 17,
allowed 3 Failures in turn/encounter.
Listed spells are just his typical ones used.
1st
Level (DC 13 to
cast)
Charm
Person: Makes one
person your friend. 5 turns. Will Sv
Magic
Missile: 13
damage + Knocked down, Ref Sv all damage
3rd
Level (DC 15 to
cast)
Hold Person: Paralyzes one humanoid for 5 rds. Will
Sv
Robot Arms (2)
HD 2 (d12), Hp 12, AC 16 (Armored), however they are plugged
into the wall and are completely vulnerable at the plug (DC 12 Called Shot or
just unplug it). (An attacking player
has to ask whether they’re plugged in or not.)
Fort +3, Ref +0, Will +0
Melee: 2 x Punch +4 to hit, 1d8+2
Both Arms may attack the same opponent, Grab +4, if
both Arms hit, DC 18 Str or Escape Artist, or opponent is held securely.
(DC 18
Hack to shutdown or control)
Cyber-Zombies
(8)
HD 2
(d12), Hp 12, AC 12 (Natural), Called Shot (12 from C range, 18 from further)
to hit Com earpiece, which immediately shuts down the zombie.
Fort
+3, Ref +0, Will +0
Melee: Punch
+4 to hit, 1d6+2
Grapple +4 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.
Normally, opponents are held until the Android comes along to shock the
grappled. Alternately, one of the
grapplers can automatically Punch the grappled for subdual damage.
(DC 12 to hack a Cyber-Zombie and shut it down.)
HD 5 (d8), Hp 40, AC 15 (+2 Kevlar shirt, +3 Dex) Enhanced
Init. +3
Fort +4, Ref +7, Will +1
Melee: Shock Wand +6 to hit, DC 12 Fort Sv or stun 1
turn, 10 uses
Ranged:
Shock Gun +8 to hit, DC 12 Fort Sv KO 1 turn, C, 10 shot clip
Immune to illusions, psychic attacks, and gas.
Cybernetic Eyes
Cybernetic Ears
Data Jack +1
Memory Implant
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