CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
The lounge area above is a lot quieter (soundproofed) and
sedate than the floor. Patrons here can
eat, drink, and watch the action below.
There’s a customer stairway leading up to it. There’s a back stairwell leading up from the
kitchen for the staff.
There’s a business office that looks like a private
suite. The windows can be opaqued for
privacy. If Mazzy is a part of this
encounter, she’s being held here by 2 Thugs. The flimsy door has a DC 12 physical lock,
but can also just be forced or kicked in with a DC 12 Str check (up to two
people can do it together and add their Str bonuses). The thugs will fight until they’re injured
and then surrender and flee.
Mazzy is unbound, but wearing a conspicuously large collar
with a blinking light on her neck.
She’ll point at it and mouth out, “bomb.” The AI will appear on screen and want to know
who the characters are and if they have the Soul Crystal. The collar is electronic and can be hacked at
DC 12. If the characters keep the
computer talking, they’ll have more attempts to hack or figure out something
else. (Try not to let Mazzy get
killed.) If freed, Mazzy will grab a
keycard off the desk and say that the computer is in the basement. She’ll want a gun and want to help. (Otherwise, err. . . hopefully the players
can figure things out with a little help.)
If Smack is involved, he’ll want to take the characters up
to the office (disarmed, though he won’t check too closely) for interrogation
by the AI. There are still 2 Thugs
there. One of them is wearing a keycard
on a neckstrap. (If the players can’t
figure out how to overpower 3 minor thugs in close quarters, they deserve to be
shot.) If the characters turn the tables
on Smack on the arcade floor, deploy the Combat Android.
The back stairwell is in the kitchen. It is an employee only area and goes up to
the lounge and also down to a basement.
There’s a locked heavy door at the landing with a keycard lock. It is a DC 12 hack, or a keycard (from the
office or the Android) will open it, or it could be physically forced by some
means (the noise above may cover it).
What’s down there guarding the AI? If the Combat Android wasn’t used above, it’s
here and will try to attack from surprise.
Otherwise (or in addition to the Android, if you’re a sadist), the
Computer is protected by a bunch of automated defenses. Fire off maybe 4 attacks per rd. They are all AC 10, 1 hp.
2 x Electric shock cables, which rise up off the
floor. +1 to hit, 1d8 electric damage +
stun 1 rd. On natural 18 and up, victim
is wrapped up and knocked to the ground as well and will automatically be
shocked and stunned next rd until someone cuts the cord.
2 x Hypno videos on monitors, DC 18 Will Sv or
stunned 1 rd. Attacks only 1 person at a
time. The victim will be helpless
against other attacks.
2 x Laser Guns drop from the ceiling. +1 to hit, 2d12 + -1 to non-Dex bonus AC
2 x Halon fire suppression units fire from the
ceiling. DC 18 Fort Sv or stunned 1 rd
and dropped to ground. The victim will
be helpless against other attacks.
Hacking may be very difficult here in a combat area. (Mazzy, if given a Data Pad, could be useful
here.) First, you’ll need a physical
jack into the machine. There are plenty
down here, but the hacker will defenseless and have to be protected at all
times. Second, DC 18 to log in. Third, DC 12 to issue a command to a
subsystem (like shutdown defenses). The
AI can restart them 1 rd later with a DC 12 roll, (at +8). It’s another DC 18 hack to shutdown the whole
machine, but the AI will surrender if left defenseless. Gunfire won’t shutdown the machine, but some
sort of explosive, probably will.