Friday, March 21, 2014

CYBER-PULP FANTASY CORE-Sample Adventure-Coffee Shop Part 3

CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)

Overview Index 

Adventure 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.)

Combat Android
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
(DC 18 to hack the Android and shut it down.)

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